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access to low-level input events. Some applications also need to access special, device-specific features. A typical example of such an application would be a game.</P> <P> Using the low-level API, an application can:</P> <UL> <LI> Have full control of what is drawn on the display.</LI> <LI> Listen for primitive events like key presses and releases.</LI> <LI> Access concrete keys and other input devices.</LI> </UL> <P> The classes that provide the low-level API are <A HREF="../../../javax/microedition/lcdui/Canvas.html"><CODE>Canvas</CODE></A> and <A HREF="../../../javax/microedition/lcdui/Graphics.html"><CODE>Graphics</CODE></A>.</P> <P> Applications that program to the low-level API are not guaranteed to be portable, since the low-level API provides the means to access details that are specific to a particular device. If the application does not use these features, it will be portable. It is recommended that applications use only the platform-independent part of the low-level API whenever possible. This means that the applications should not directly assume the existence of any keys other than those defined in the <CODE>Canvas</CODE> class, and they should not depend on a specific screen size. Rather, the application game-key event mapping mechanism should be used instead of concrete keys, and the application should inquire about the size of the display and adjust itself accordingly. </P> <H4> Class Hierarchy</H4> <P> The central abstraction of the MIDP's UI is a <code>Displayable</code> object, which encapsulates device-specific graphics rendering with user input. Only one <code>Displayable</code> may be visible at a time, and and the user can see and interact with only contents of that <code>Displayable</code>.</P> <P> The <code>Screen</code> class is a subclass of <code>Displayable</code> that takes care of all user interaction with high-level user interface component. The <code>Screen</code> subclasses handle rendering, interaction, traversal, and scrolling, with only higher-level events being passed on to the application.</P> <P> The rationale behind this design is based on the different display and input solutions found in MIDP devices. These differences imply that the component layout, scrolling, and focus traversal will be implemented differently on different devices. If an application were required to be aware of these issues, portability would be compromised. Simple screenfuls also organize the user interface into manageable pieces, resulting in user interfaces that are easy to use and learn. </P> <P> There are three categories of <code>Displayable</code> objects: </P> <UL> <LI> Screens that encapsulate a complex user interface component (e.g., classes <CODE>List</CODE> or <CODE>TextBox</CODE>). The structure of these screens is predefined, and the application cannot add other components to these screens. </LI> <LI> Generic screens (instances of the <CODE>Form</CODE> class) that can contain <CODE>Item</CODE> objects to represent user interface components. The application can populate <CODE>Form</CODE> objects with an arbitrary number of text, image, and other components; however, it is recommended that <CODE>Form</CODE> objects be kept simple and that they should be used to contain only a few, closely-related user interface components. </LI> <LI> Screens that are used in context of the low-level API (i.e., subclasses of class <CODE>Canvas</CODE>).</LI> </UL> <P> Each <code>Displayable</code> can have a title, a <CODE>Ticker</CODE> and a set of <CODE>Commands</CODE> attached to it. </P> <P> The class <CODE>Display</CODE> acts as the display manager that is instantiated for each active <code>MIDlet</code> and provides methods to retrieve information about the device's display capabilities. A <CODE>Displayable</CODE> is made visible by calling the <CODE>setCurrent()</CODE> method of <CODE>Display</CODE>. When a <CODE>Displayable</CODE> is made current, it replaces the previous <CODE>Displayable</CODE>. </P> <H4> Class Overview</H4> <P> It is anticipated that most applications will utilize screens with predefined structures like <CODE>List</CODE> , <CODE>TextBox</CODE> , and <CODE>Alert</CODE> . These classes are used in the following ways:</P> <UL> <LI> <CODE>List</CODE> is used when the user should select from a predefined set of choices.</LI> <LI> <CODE>TextBox</CODE> is used when asking textual input.</LI> <LI> <CODE>Alert</CODE> is used to display temporary messages containing text and images. </LI> </UL> <P> A special class <CODE>Form</CODE> is defined for cases where screens with a predefined structure are not sufficient. For example, an application may have two <CODE>TextFields</CODE>, or a <CODE>TextField</CODE> and a simple <CODE>ChoiceGroup</CODE> . Although this class (<CODE>Form</CODE> ) allows creation of arbitrary combinations of components, developers should keep the limited display size in mind and create only simple <CODE>Forms</CODE> .</P> <P> <CODE>Form</CODE> is designed to contain a small number of closely related UI elements. These elements are the subclasses of <CODE>Item</CODE>: <CODE>ImageItem</CODE>, <CODE>StringItem</CODE>, <CODE>TextField</CODE>, <CODE>ChoiceGroup</CODE>, <CODE>Gauge</CODE>, and <CODE>CustomItem</CODE>. The classes <CODE>ImageItem</CODE> and <CODE>StringItem</CODE> are convenience classes that make certain operations with <CODE>Form</CODE> and <CODE>Alert</CODE> easier. By subclassing <CODE>CustomItem</CODE> application developers can introduce <CODE>Items</CODE> with a new visual representation and interactive elements. If the components do not all fit on the screen, the implementation may either make the form scrollable or implement some components so that they can either popup in a new screen or expand when the user edits the element.</P> <H4> Interplay with Application Manager</H4> <P> The user interface, like any other resource in the API, is to be controlled according to the principle of MIDP application management. The UI expects the following conditions from the application management software: </P> <UL> <LI> <CODE>getDisplay()</CODE> is callable starting from <CODE>MIDlet</CODE>'s constructor until <CODE>destroyApp()</CODE> has returned. </LI> <LI> The <code>Display</code> object is the same until <CODE>destroyApp()</CODE> is called. </LI> <LI> The <code>Displayable</code> object set by <CODE>setCurrent()</CODE> is not changed by the application manager. </LI> </UL> <P> The application manager assumes that the application behaves as follows with respect to the <code>MIDlet</code> events: </P> <UL> <LI> <CODE>startApp</CODE> - The application may call <CODE>setCurrent()</CODE> for the first screen. The application manager makes <code>Displayable</code> really visible when <CODE> startApp()</CODE> returns. Note that <CODE>startApp()</CODE> can be called several times if <CODE>pauseApp()</CODE> is called in between. This means that initialization should not take place, and the application should not accidentally switch to another screen with <CODE>setCurrent()</CODE> . </LI> <LI> <CODE>pauseApp</CODE> - The application should release as many threads as possible. Also, if starting with another screen when the application is re-activated, the new screen should be set with <CODE>setCurrent()</CODE> .</LI> <LI> <CODE>destroyApp</CODE> - The application may delete created objects.</LI> </UL> <A NAME="events"></A> <H3>Event Handling</H3> <P> User interaction causes events, and the implementation notifies the application of the events by making corresponding callbacks. There are four kinds of UI callbacks:</P> <UL> <LI> Abstract commands that are part of the high-level API</LI> <LI> Low-level events that represent single key presses and releases (and pointer events, if a pointer is available)</LI> <LI> Calls to the <CODE>paint()</CODE> method of a <CODE>Canvas</CODE> class</LI> <LI> Calls to a <CODE>Runnable</CODE> object's <CODE>run()</CODE> method requested by a call to <CODE>callSerially()</CODE> of class <CODE>Display</CODE> </LI> </UL> <P> All UI callbacks are serialized, so they will never occur in parallel. That is, the implementation will never call an callback before a prior call to <em>any</em> other callback has returned. This property enables applications to be assured that processing of a previous user event will have completed before the next event is delivered. If multiple UI callbacks are pending, the next is called as soon as possible after the previous UI callback returns. The implementation also guarantees that the call to <CODE>run()</CODE> requested by a call to <CODE>callSerially()</CODE> is made after any pending repaint requests have been satisfied.</P> <P> There is one exception to the callback serialization rule, which occurs when the <A HREF="../../../javax/microedition/lcdui/Canvas.html#serviceRepaints()"><CODE>Canvas.serviceRepaints</CODE></A> method is called. This method causes the the <code>Canvas.paint</code> method to be called and waits for it to complete. This occurs even if the caller of <code>serviceRepaints</code> is itself within an active callback. There is further discussion of this issue <A HREF="#concurrency">below</A>.</P> <P> The following callbacks are all serialized with respect to each other: </P> <UL> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#hideNotify()"><CODE>Canvas.hideNotify</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#keyPressed(int)"><CODE>Canvas.keyPressed</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#keyRepeated(int)"><CODE>Canvas.keyRepeated</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#keyReleased(int)"><CODE>Canvas.keyReleased</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#paint(javax.microedition.lcdui.Graphics)"><CODE>Canvas.paint</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#pointerDragged(int, int)"><CODE>Canvas.pointerDragged</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#pointerPressed(int, int)"><CODE>Canvas.pointerPressed</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#pointerReleased(int, int)"><CODE>Canvas.pointerReleased</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#showNotify()"><CODE>Canvas.showNotify</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Canvas.html#sizeChanged(int, int)"><CODE>Canvas.sizeChanged</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CommandListener.html#commandAction(javax.microedition.lcdui.Command, javax.microedition.lcdui.Displayable)"><CODE>CommandListener.commandAction</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#getMinContentHeight()"><CODE>CustomItem.getMinContentHeight</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#getMinContentWidth()"><CODE>CustomItem.getMinContentWidth</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#getPrefContentHeight(int)"><CODE>CustomItem.getPrefContentHeight</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#getPrefContentWidth(int)"><CODE>CustomItem.getPrefContentWidth</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#hideNotify()"><CODE>CustomItem.hideNotify</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#keyPressed(int)"><CODE>CustomItem.keyPressed</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#keyRepeated(int)"><CODE>CustomItem.keyRepeated</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#keyReleased(int)"><CODE>CustomItem.keyReleased</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#paint(javax.microedition.lcdui.Graphics, int, int)"><CODE>CustomItem.paint</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#pointerDragged(int, int)"><CODE>CustomItem.pointerDragged</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#pointerPressed(int, int)"><CODE>CustomItem.pointerPressed</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#pointerReleased(int, int)"><CODE>CustomItem.pointerReleased</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#showNotify()"><CODE>CustomItem.showNotify</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#sizeChanged(int, int)"><CODE>CustomItem.sizeChanged</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#traverse(int, int, int, int[])"><CODE>CustomItem.traverse</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/CustomItem.html#traverseOut()"><CODE>CustomItem.traverseOut</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/Displayable.html#sizeChanged(int, int)"><CODE>Displayable.sizeChanged</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/ItemCommandListener.html#commandAction(javax.microedition.lcdui.Command, javax.microedition.lcdui.Item)"><CODE>ItemCommandListener.commandAction</CODE></A> </li> <li> <A HREF="../../../javax/microedition/lcdui/ItemStateListener.html#itemStateChanged(javax.microedition.lcdui.Item)"><CODE>ItemStateListener.itemStateChanged</CODE></A> </li> <li> <code>Runnable.run</code> resulting from a call to <A HREF="../../../javax/microedition/lcdui/Display.html#callSerially(java.lang.Runnable)"><CODE>Display.callSerially</CODE></A> </li> </UL> <P> Note that <A HREF="../../../java/util/Timer.html"><CODE>Timer</CODE></A> events are not considered UI events. Timer callbacks may run concurrently with UI event callbacks, although <A HREF="../../../java/util/TimerTask.html"><CODE>TimerTask</CODE></A> callbacks scheduled on the same <code>Timer</code> are serialized with each other. Applications that use timers must guard their data structures against concurrent access from timer threads and UI event callbacks. Alternatively, applications may have their timer callbacks use <A HREF="../../../javax/microedition/lcdui/Display.html#callSerially(java.lang.Runnable)"><CODE>Display.callSerially</CODE></A> so that work triggered by timer events can be serialized with the UI event callbacks.</P> <H4> Abstract Commands</H4> <P> Since MIDP UI is highly abstract, it does not dictate any concrete user interaction technique like soft buttons or menus. Also, low-level user interactions such as traversal or scrolling are not visible to the application. MIDP applications define <CODE>Commands</CODE> , and the implementation may manifest these via either soft buttons, menus, or whatever mechanisms are appropriate for that device.</P> <P> <code>Commands</code> are installed to a <CODE>Displayable</CODE> (<CODE>Canvas</CODE> or <CODE> Screen</CODE> ) with a method <CODE>addCommand</CODE> of class <CODE>Displayable</CODE> .</P> <P> The native style of the device may assume that certain types of commands are placed on standard places. For example, the "go-back" operation may always be mapped to the right soft button. The <CODE>Command</CODE> class allows the application to communicate such a semantic meaning to the implementation so that these standard mappings can be effected.</P> <P> The implementation does not actually implement any of the semantics of the <CODE>Command</CODE>. The attributes of a <CODE>Command</CODE> are used only for mapping it onto the user interface. The actual semantics of a <CODE>Command</CODE> are always implemented by the application in a <CODE>CommandListener</CODE>.</P> <P> <CODE>Command</CODE> objects have attributes:</P> <UL> <LI>Label: Shown to the user as a hint. A single <CODE>Command</CODE> can have two versions of labels: short and long. The implementation decides whether the short or long version is appropriate for a given situation. For example, an implementaion can choose to use a short version of a given <CODE>Command</CODE> near a soft button and the long version of the <CODE>Command</CODE> in a menu.</LI> <LI>Type:
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