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J2mE Optimizations II

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Fred Grott

Posts: 4361
Nickname: shareme
Registered: Jan, 2003

Fred Grott is Lead Developer-CEO of ShareMe Technologies LLC -The Mobile Future
J2mE Optimizations II Posted: Dec 7, 2006 8:02 AM
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Original Post: J2mE Optimizations II
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Feed Description: A Weblog about Java programming and digital convergence on mobile devices in such areas as P2P and collaborative technology.
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I have been re-reading the Kronos-CLEF document. There is a common lite profile using fixed point math and that is hardware based in OpenGL ES 1.0(?) and of course we have full floating point support in OpenGL ES 1.1 and beyond.

So what does hard based mean in our J2me context even though we do not have exposure of the OpenGL ES apis in J2me except on jsr 184? Hardware based in this context referrers to using such techniques as shits for ES. In MIDP 2.0 we have a mixture of device both having jsr 184 and not having cldc 1.1 floating point and not.

That means by using javaolution to modify how collections and strings are used and certain fixed point math techniques yo can target the largest amount of the MIDP 2.0 handset audience with any mobile operator with a low level 3d game. On the non jsr 184 MIDP 2.0 handsets we gain speed from using modified collection classes(javaolution) and fixed point(shift operations). On jsr 184 MIDP 2.0 devices we gain further speed increases without using the complex stuff as from jsr 184 as of yet.

Interesting..as we do not have to worry about the optional apis too much we can target most MIDP 2.0 device..

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