If you want J2ME code was run an android just follow the steps
Step 1:
First Create Android Application ( Netbeans Configure with Android )
Step 2:
<?xml version="1.0" encoding="UTF-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.me.list">
<application>
<activity android:name=".SearchListActivity" android:label="SearchListActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>
To be able to use the vibrator you have to add the following tag to your
AndroidManifest.xml file:
<uses-permission android:name="android.permission.VIBRATE" />
In some special cases, you may want to bypass restarting of your activity
based on one or more types of configuration changes. This is done with
the android:configChanges attribute in its manifest. For any types of
configuration changes you say that you handle there, you will receive a
call to your current activity's onConfigurationChanged(Configuration)
method instead of being restarted. If a configuration change involves any
that you do not handle, however, the activity will still be restarted and
onConfigurationChanged(Configuration) will not be called."
interesting info on 'sensor' orientation detection (or the lack of ..)
I strongly suggest using the following attribute within the <activity/> tag in the
AndroidManifext.xml file:
android:configChanges="keyboardHidden|orientation"
// http://android-developers.blogspot.com/2009/04/updating-applications-for-on-screen.html
The virtual keyboard behavior can be configured from the AndroidManifest.xml file. For example:
<activity name="myactivity"
android:windowSoftInputMode="adjustResize">
...
</activity>
This will shrink the LWUIT form once the keyboard appears. By default the keyboard will be shown on top
it seems.
<?xml version="1.0" encoding="UTF-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1"
android:versionName="1.0.0"
package="org.me.list">
<application>
<activity android:name=".SearchListActivity " android:screenOrientation="sensor" android:configChanges="keyboardHidden|orientation" android:windowSoftInputMode="stateVisible|adjustResize" android:label="SearchListActivity ">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
<uses-permission android:name="android.permission.VIBRATE" />
</intent-filter>
</activity>
</application>
</manifest>
Step 3:
Create Assets( we wanted to add some resources in the assets directory for use an Android Application if you not create assets raise File not found exception)
- Create a directory called ‘assets’ at your project root (same dir that AndroidManifest.xml lives)
- In /nbproject/project.properties, change
assets.dir=
to
assets.dir=assets
assets.available=true
asset.dir=assets
- In /nbproject/build-impl.xml, there is line in the “if=assets.available” target that reads
4. <arg value="${asset.dir}"/>
that needs to be changed to
<arg value="${assets.dir}"/>
That’s it – you should be all set and “file:///android_asset/” should be accessible to your application and contain the contents of your project’s assets directory.
Step 4:
2.Find Src\org\meteoroid\test\ and load ur J2ME MIDlet File and supported Files
Chage ActivityName,Package name in AndroidManifest.xml
3.Set MIDlet File location on assets\META-INF\MANIFEST-MF change
MIDlet-1: MIDlet_Title,/icon.png,org.App.test.MainMidlet
MIDlet-2: Canvas,/icon.png,org.App.test.TestMIDlet2
.
.
.
4.Load image,Txt,and other resources to load in Assets
Step 5:
Build Android Appliaction,then Run the Appliaction
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