Using threads for basic tasks on the Blackberry is not necessarily as difficult as it may first appear. You can leverage RIM's net.rim.device.api.system.Application class to synchronize with the EventLock and perform whatever tasks your threading model requires. Of course when programming games or intricate UI component interaction using threads can be complex and downright challenging. Thankfully, for most apps you're likely to do simple threading tasks that don't require such interaction. In order to modify UI components you must perform all the work within the UI thread and there are two general rules that you'll have to follow:
1) Modify UI components using the invokeLater() method, 2)Never call an HTTP request within the UI thread.

The invokeLater() method is used when changes are made to the UI outside of the main UI thread. It places your runnable object into your application's main event queue and is processed after all events pending in the main queue are complete. In other words, it's similar to regular Java threads where you use the join() method so your code waits for other threads to complete before grabbing the eventlock. Making HTTP requests within the UI thread will most assuredly make your application slow down and could make it crash. Instead of using invokeLater() or other methods to grab the UI thread you'll want to do something like the following:

new Thread(){
public void run(){
HttpConnection http_con = (HttpConnection)Connector.open("http://berrytutorials.blogspot.com");
}
}.start();



Here we're creating a new thread that opens the HTTP connection but it will run as a background process and not tie up system resources on the main UI thread. For more details on opening HTTP check out the HTTPDemo included in the RIM samples that are part of your component pack download for Eclipse.

Background


For the example we'll be using the code from a previous tutorial on Listfields and will modify it to make updates to the list from a thread. Take a few minutes to read through that code, copy it and place it into a new Blackberry project in Eclipse - otherwise you can get the sample code in it's entirety here.

Thread.sleep() will be used to simulate your code performing data processing or making an HTTP connection that will occur in the background of the app. Once that's complete the listfield will be updated with a simple string that will include the thread name and an element number that is incremented for each update so you can see the thread working. It wouldn't take much modification to modify the code below and, for example, make a connection to Twitter via their API to grab updates to the people you follow, then update the list with that content.

You might ask, "How does the ListField know when to update itself?" - what I'm doing in the code is leveraging the Observer design pattern to attach the ListField as a "observer" to the Thread we create. It will "listen" to the Thread until it's notified of an update and then will add the new message to the list and redraw itself. Here's an image that will serve to give you an overview of what the Observer pattern is doing, courtesy of javaworld.com:




For the sample code, the Subject shown in the image above will be the Thread we create and the Observer is the ListField itself - once the Thread has slept (simulating the HTTP connection or data processing task) it will notify the Listfield of the change. To do this appropriately we'll create an interface for the ListField to implement containing the update() method and will create the addObserver(), removeObserver() and notifyObservers() methods in the Thread class. The reason we use the interface here is that many different Classes might need to observe the Thread's progress and could be attached as Observers. The Thread loops through the attached Observers and informs them of the changes via the the update() method. The end result will be a ListField that auto updates elements every 10 seconds as in the screenshot below:



In this sample we don't necessarily have to use the interface since we're only attaching one Observer but it's good practice to see how it works. If you're not familiar with the Observer pattern take a few minutes and read through the following links: Background on Design Patterns GangofFour - Observer Pattern, PDF on Observer Pattern

Subject Code - Create the Thread


First we need to add a private class that is used to implement the Thread itself. Following the Observer pattern we'll add the methods 'addObserver(MyListField mlf)' and 'removeObserver(MyListField mlf)' that permit the thread to add/remove Observers to itself and a 'notifyObservers()' function that will inform observers that are attached to the Thread that a change has occurred. Here's the code:


//Runnable class
private class CheckForUpdates implements Runnable{

private String updatedMessage;
private Vector observers;

public CheckForUpdates(){
observers = new Vector();
}

//Attach the observer to the class
public void addObserver(MyListField mlf){
observers.addElement(mlf);
}

//Not used for this example - remove an observer
public void removeObserver(MyListField mlf){
observers.removeElement(mlf);
}

//Go through vector of observers and call update on them
//Sending the updatedMessage String.
public void notifyObservers(){
for(int i=0;i ((MyListField)observers.elementAt(i)).update(updatedMessage);
}
}

//Overridden runnable method. Simulates checking external resource(such as HTTP call to remote server)
//using the sleep() method then changes the message and notifies the attached observers.
public void run(){
int counter = 0;
try{
while(true){
//Simulate an HTTP connection OR data processing
Thread.sleep(10000);
counter++;
updatedMessage = Thread.currentThread().getName() + "- Element " + Integer.toString(counter);
notifyObservers();
}
}

//Simply return if interrupted.
catch (InterruptedException e){
return;
}
}


}



Note that we're creating a private Vector to hold the observers that are attached to the instance of the thread although there will be only one observer for the example. Additionally, if you take a look at the run() method, you'll see that we loop indefinitely, calling Thread.sleep(10000) and when the Thread wakes it increments the counter, updates the message to pass to the observers, and calls the 'notifyObservers()' method. If this were production you'd want to add some code that can stop the Thread based on a keystroke, menu option, or some other method, otherwise it will eventually consume all the resources available.

Observer Code - Create the Interface and Update Method


The next step is to create the Observer interface and the update() method, in this case contained in the MyListField class. Here's the code:


public interface ObserverInterface{

public void update(String message);
}

....
private class MyListField extends ListField implements ObserverInterface{
.....
.....
.....
//Update function takes in a message to add to the list,
//inserts it into the list, and calls invalidate to repaint the list
public void update(final String message){
final int i = this.getSize();
final ListCallback mlc = (ListCallback)this.getCallback();
final MyListField mlf = this;
UiApplication.getUiApplication().invokeLater(new Runnable(){
public void run(){
mlf.insert(i);
mlc.insert(message,i);

}
});


}



The update() method grabs the UiApplication event lock by calling 'invokeLater()' with a new Runnable() where we insert the String into the List. Thus, the main UI thread will complete whatever functions it's performing and pass the lock to our thread which updates the List and redraws it to the screen.

Constructor code


Finally, add the following to the constructor of the ListFieldTest class:

//Declare the Runnable Thread
CheckForUpdates cfu = new CheckForUpdates();

//Attach the Observer - in this case myList is the observer
cfu.addObserver(myList);

//Declare a new thread with our Runnable as input and start thread
Thread t = new Thread(cfu);
t.start();



That's all there is to it. We create an instance of our Thread, attach the List as an Observer so the thread can call the List's update() function when there's a change, and simply start the thread. Side Note: Java has Observer/Observable as part of the language specification however RIM does not and as a result you can't leverage the code that's already out there. Nonetheless, implementing the pattern wasn't too difficult, at least for this simple example, and understanding how design patterns work will really make life easier.

User Defined Buttons - Create a Custom Button From an Image

While it's tempting to use the standard built-in ButtonField class to create user-selectable buttons for your application so you can rapidly release it to the public, I'd recommend delving into creating your own. Going through the process will give you a good understanding of how listeners work and how to detect and react to user input within the Blackberry environment. I'll provide a simple example of just how to do that with a comparison between using our custom button versus the ButtonField class. The end result of our efforts will be a screen with a custom search button and a standard ButtonField button, as shown below:






Note that all the code in each sections below is intended to be combined into one file within the project space.

Create the Custom Button png Using Inkscape


As I've stated in other posts, I recommend using Inkscape for creating the custom vector graphics you'll use on your applications as it's free and is really a great substitute for Illustrator. For this example I crafted two custom search buttons in just a few minutes using the standard "magnifying glass" as inspiration to distinguish it's use for search. One of the images has grey highlights and the other has a glow effect which our app will switch to when the user rolls over it.

Make sure that you keep the end user in mind when you're designing the buttons since you want to make sure they are immediately recognizable for the respective action they are supposed to perform - you don't want to confuse the user because they'll turn off your app before spending 10 minutes trying to figure out how it's supposed to work. I'm not going to post the images I created as separate files to download - instead take some time to learn Inkscape and come up with a few on your own. The time you invest will pay off later (if you insist on being lazy you could cut it out of the image above and convert to .png).

Create the Main Class and First Part of Constructor


Again, this is a simplified example and as a result we are doing most of the work within the constructor of the custom Button class. We are creating MyCustomButton as a private class of the overall MyButton class and if you want to jump ahead to see that code it's at the bottom of the post. In this first part the constructor creates a HorizontalFieldManager that will have a gradient background painted on and will act as the container to layout the buttons. Note that I've tried to document the code with lots of descriptive comments to help understand what's going on.


import net.rim.device.api.system.Bitmap;
import net.rim.device.api.system.Display;
import net.rim.device.api.ui.*;
import net.rim.device.api.ui.component.*;
import net.rim.device.api.ui.container.*;

public class MyButton extends UiApplication {

public static void main(String[] args){

//main entry point
MyButton theApp = new MyButton();
theApp.enterEventDispatcher();

}


public MyButton(){
//Declare the Custom button and send it the path to the icon images
MyCustomButton mcb = new MyCustomButton("search_button_on.png", "search_button_off.png");

//Declare the normal ButtonField with name
ButtonField bf = new ButtonField("Search");

//Get the device width and height
final int width = Display.getWidth();
final int height = Display.getHeight();

//Create the mainScreen - this holds the _hfm manager
MainScreen mainScreen;
mainScreen = new MainScreen();


HorizontalFieldManager _hfm;

//Draw background gradient on this manager
_hfm = new HorizontalFieldManager() {

public void paint(Graphics g)
{


//Variables for drawing the gradient
int[] X_PTS_MAIN = { 0, width, width, 0};
int[] Y_PTS_MAIN = { 0, 0, height, height };
int[] drawColors_MAIN = { Color.BLACK, Color.BLACK, Color.DARKBLUE, Color.DARKBLUE};


try {
//Draw the gradients
g.drawShadedFilledPath(X_PTS_MAIN, Y_PTS_MAIN, null, drawColors_MAIN, null);

} catch (IllegalArgumentException iae) {
System.out.println("Bad arguments.");
}

//Call super to paint the graphics on the inherited window
super.paint(g);


}

//Sublayout is passed the width and height of the parent window and will tell the window manager
//how to layout the buttons, images, etc.
protected void sublayout(int w, int h) {

//GetFieldCount returns the number of fields attached to the instance of this manager.
//and lays out the position
if (getFieldCount() >0) {

//Get the custom button we've created and add it at coordinate (100,160)
Field customButton = getField(0);
layoutChild(customButton, w, h);
setPositionChild(customButton,100,160);

//Get the standard Blackberry Button we've created and add to coordinate(220,160)
Field standardButton = getField(1);
layoutChild(standardButton, w, h);
setPositionChild(standardButton,220,160);


}



setExtent(width,height);

}


};
...





Declare the Buttons and FieldChangeListeners


Finish off the constructor portion by declaring two custom FieldChangeListeners, setting the Listeners to the Buttons, adding the buttons to the HorizontalFieldManager, and adding the HFM to the main Screen. The FieldChangeListener will perform the action defined in the fieldChanged() method. when the user clicks the button.

Here we are triggering a Dialog alert so when the user clicks either of the buttons they'll get this:



In real code you'll do something more realistic such as push a new screen to the stack that performs whatever functionality you intend for the buttons.


FieldChangeListener customListener = new FieldChangeListener() {
public void fieldChanged(Field field, int context) {

Dialog.alert("Success!!! You clicked the Custom Button!!!");


}
};

FieldChangeListener standardListener = new FieldChangeListener() {
public void fieldChanged(Field field, int context) {

Dialog.alert("Success!!! You clicked the Standard Button!!!");


}
};
mcb.setChangeListener(customListener);
bf.setChangeListener(standardListener);

//Add our custom button to the HorizontalFieldManager
_hfm.add(mcb);
_hfm.add(bf);
//Push the HorizontalFieldManager to the stack
mainScreen.add(_hfm);
pushScreen(mainScreen);


}//End Ctor




Create the Custom Button Class


The meat of the code lies within the MyCustomButton class that extends the abstract Field class and implements the DrawStyle interface. We're taking two strings in the constructor that are the paths to the image files and using the Bitmap class method "getBitmapResource()" to import the images and set them to our private onPicture and offPicture variables.

The getPreferredHeight() and getPreferredWidth() methods return 80 since the images I've created for the custom button are 80x80px but you'll want to set these to the size of your button image. The most critical methods of the code and what they do are as follows:

  • onFocus() and onUnfocus(): these functions set the _currentPicture variable to the correct image when the user rolls over the button using the paint() method. The image is redrawn after the change by calling the invalidate() method

  • paint(): draws whatever image the _currentPicture variable is set to onthe screen.

  • fieldChangeNotify() and navigationCLick(): alerts this registered button's listener we've attached that the user has clicked the button. The listener code is subsequently triggered - the Dialog alert is shown to the user.


Refer to the attached custom Button code:

//Custom private class that creates the button and switches the image depending
//on the return value of onFocus()
private class MyCustomButton extends Field implements DrawStyle{

private Bitmap _currentPicture;
private Bitmap _onPicture; //image for "in focus"
private Bitmap _offPicture; //image for "not in focus"
private int width;
private int height;

//Ctor: pass path to on/off images you're using.
MyCustomButton (String onImage, String offImage){
super();
_offPicture = Bitmap.getBitmapResource(offImage);
_onPicture = Bitmap.getBitmapResource(onImage);
_currentPicture = _offPicture;

}

public int getPreferredHeight(){
return 80;
}

public int getPreferredWidth(){
return 80;
}


public boolean isFocusable(){
return true;
}

//Override function to switch picture
protected void onFocus(int direction){
_currentPicture = _onPicture;
invalidate();
}
//Override function to switch picture
protected void onUnfocus(){
_currentPicture = _offPicture;
invalidate();
}

protected void layout(int width, int height) {
setExtent(Math.min( width, getPreferredWidth()), Math.min( height, getPreferredHeight()));
}

//update the fieldchange
protected void fieldChangeNotify(int context) {
try {
this.getChangeListener().fieldChanged(this, context);
} catch (Exception exception) {
}
}

//Since button is rounded we need to fill corners with dark color to match
protected void paint(Graphics graphics) {
graphics.setColor(Color.BLACK);
graphics.fillRect(0, 0, getWidth(), getHeight());
graphics.drawBitmap(0, 0, getWidth(), getHeight(), _currentPicture, 0, 0);
}

//Listen for navigation Click
protected boolean navigationClick(int status, int time){
fieldChangeNotify(1);
return true;
}

}


}



I think you'll agree that the custom button looks much slicker than using the stock Blackberry buttons - if done right it will give your app a great degree of elegance.

Create a Custom Listfield - Change Highlight Color when Scrolling

When you're programming for Blackberry you will likely find yourself in need of displaying a list of items that are selectable to the end user. The ListField class in the Blackberry API is extremely versatile and should be your first choice when considering how to display a list of options.

Key to coding the ListField is to register a ListFieldCallback - a class that implements the ListFieldCallback interface and can be thought of as a data structure that holds the contents of the List and permits you to modify, update, delete, and read these contents. In other words, the ListField handles the painting of the list and the Callback handles the storage of the list contents.

For this article I'll show you how to get a ListField up and running on the Blackberry and how to customize the highlighting of each row when the user scrolls across the list. For demonstration purposes we'll create the ListField as a private class within the main class that extends UiApplication and simply add our field managers that will hold the ListField to the MainScreen. Note that the code samples do not include the required code for capturing the user selection and performing an action on it - I may write another tutorial around that if people request it however that's pretty straightforward. In the end, our main goal is to have a list that looks like the one below, where the user selection is highlighted in a different color as they scroll across the list:







Write the Constructor


Please note that all the code below is continuous and should be contained in one file. I'll put a link to download the entire code in one file if the demand is there. However, I think it's a good learning experience to see each piece, understand how it works and put it together at the end into a cohesive working program. First, we'll import the necessary classes and create the main function for our example. I'm going to do all the heavy lifting in the constructor of the class - please note that the VerticalFieldManager and the HorizontalFieldManager in the next sections are also part of the constructor. Also, we're declaring instances of the ListField and ListFieldCallback early in the constructor and will flesh out those classes a bit later. Here's the first part of the code:



import net.rim.device.api.system.Bitmap;
import net.rim.device.api.system.Display;
import net.rim.device.api.ui.*;
import net.rim.device.api.ui.component.*;
import net.rim.device.api.ui.container.*;

import java.util.Vector;

public class ListFieldTest extends UiApplication {

public static void main(String[] args){

//main entry point
ListFieldTest theApp = new ListFieldTest();
theApp.enterEventDispatcher();

}


public ListFieldTest(){

HorizontalFieldManager _hfm;

//The _vfm will hold the ListField and we'll add it to the _hfm
VerticalFieldManager _vfm;

//Create the vars for ListField creation
ListField myList;
ListCallback myCallback;

//Get the device width and height
final int width = Display.getWidth();
final int height = Display.getHeight();

//Create the mainScreen - this holds the _hfm and _vfm managers
MainScreen mainScreen;
mainScreen = new MainScreen();

//Private class that we will create in a minute
myCallback = new ListCallback();
myCallback.erase();

myList = new MyListField();
myList.setCallback(myCallback);

//Populate the list with sample elements
for(int i=0;i<20;i++){
myList.insert(i);
myCallback.insert("Element #" + Integer.toString(i), i);

}



Create the HorizontalFieldManager


Now we need to create the HorizontalFieldManager that will hold the ListField and VerticalFieldManager. The HFM will act as the "parent" container and will hold the VFM child and we will also use it to draw the gradient. Refer to the code below for the HorizontalFieldManager:



//Draw background gradient on this manager and add VerticalFieldManager for scrolling.
_hfm = new HorizontalFieldManager() {

public void paint(Graphics g)
{


//Variables for drawing the gradient
int[] X_PTS_MAIN = { 0, width, width, 0};
int[] Y_PTS_MAIN = { 0, 0, height, height };
int[] drawColors_MAIN = { Color.BLACK, Color.BLACK, Color.DARKBLUE, Color.DARKBLUE};


try {
//Draw the gradients
g.drawShadedFilledPath(X_PTS_MAIN, Y_PTS_MAIN, null, drawColors_MAIN, null);

} catch (IllegalArgumentException iae) {
System.out.println("Bad arguments.");
}



//Call super to paint the graphics on the inherited window
super.paint(g);


}

//Sublayout is passed the width and height of the parent window and will tell the window manager
//how to layout the buttons, images, etc.
protected void sublayout(int w, int h) {

//GetFieldCount returns the number of fields attached to the instance of this manager.
//and lays out the position
if (getFieldCount() >0) {

Field searchRes = getField(0);
layoutChild(searchRes, width, height);
setPositionChild(searchRes,0,0);

}



setExtent(width,height);

}


};



Create the VerticalFieldManager



In the VerticalFieldManager declaration we will pass in the VERTICAL_SCROLL option so the lists scroll properly within the container once we add the ListField. Additionally, make sure to override the navigationMovement() function calling this.invalidate() otherwise when you scroll the ListField won't redraw as the user scrolls over the options. Try it without the invalidate() call to see what happens. Here's the final code for the VFM in the constructor:


_vfm = new VerticalFieldManager(Manager.VERTICAL_SCROLL|Manager.USE_ALL_HEIGHT|Manager.USE_ALL_WIDTH) {

public void paint(Graphics g)
{
g.setColor(Color.GRAY);
super.paint(g);

}

protected boolean navigationMovement(int dx, int dy, int status, int time){
this.invalidate();
return super.navigationMovement(dx,dy,status,time);
}


};
//Add the list to the verticalFieldManager
_vfm.add(myList);

//Add the verticalFieldManager to the HorizontalFieldManager
_hfm.add(_vfm);
//Finally, add the HorizontalFieldManager to the MainScreen and push it to the stack
mainScreen.add(_hfm);
pushScreen(mainScreen);


}//End Ctor



Create the ListField Class


Now we'll create a private ListField class and we'll override the paint() method to draw the highlight color on the selected row. The tricky part is forcing the redraw of the highlight color - you must first determine the selected row by calling getSelectedIndex() then mathematically calculate the size of the row to paint the highlight color. Here's the code (the comments are pretty detailed explaining what is going on there):


private class MyListField extends ListField{


//0,ListField.MULTI_SELECT
private boolean hasFocus = false;

public void onFocus(int direction){
hasFocus = true;
}

public void onUnfocus()
{
hasFocus = false;
super.onUnfocus();
invalidate();
}

public void paint(Graphics graphics)
{ int width = Display.getWidth();
//Get the current clipping region
XYRect redrawRect = graphics.getClippingRect();
if(redrawRect.y < 0)
{
throw new IllegalStateException("Error with clipping rect.");
}

//Determine the start location of the clipping region and end.
int rowHeight = getRowHeight();

int curSelected;

//If the ListeField has focus determine the selected row.
if (hasFocus)
{
curSelected = getSelectedIndex();

}
else
{
curSelected = -1;
}

int startLine = redrawRect.y / rowHeight;
int endLine = (redrawRect.y + redrawRect.height - 1) / rowHeight;
endLine = Math.min(endLine, getSize() - 1);
int y = startLine * rowHeight;

//Setup the data used for drawing.
int[] yInds = new int[]{y, y, y + rowHeight, y + rowHeight};
int[] xInds = new int[]{0, width, width, 0};

//Set the callback - assuming String values.
ListFieldCallback callBack = this.getCallback();

//Draw each row
for(; startLine <= endLine; ++startLine)
{
//If the line we're drawing is the currentlySelected line then draw the fill path in LIGHTYELLOW and the
//font text in Black.
if(startLine == curSelected){

graphics.setColor(Color.LIGHTYELLOW);
graphics.drawFilledPath(xInds, yInds, null, null);
graphics.setColor(Color.BLACK);
graphics.drawText((String)callBack.get(this, startLine), 0, yInds[0]);

}
else{
//Draw the odd or selected rows.
graphics.setColor(Color.LIGHTGREY);
graphics.drawText((String)callBack.get(this, startLine), 0, yInds[0]);
}

//Assign new values to the y axis moving one row down.
y += rowHeight;
yInds[0] = y;
yInds[1] = yInds[0];
yInds[2] = y + rowHeight;
yInds[3] = yInds[2];
}

//super.paint(graphics);
}
}



Create the ListfieldCallback Class


The final step is to create the private ListFieldCallback class that's attached to our ListField. Since we're not embedding images or doing other fancy things, only writing Strings to the Callback, the code is relatively straightforward, as shown below:



//Private class to populate the ListField private variable
private class ListCallback implements ListFieldCallback{


private Vector listElements = new Vector();

public void drawListRow(ListField list, Graphics g,
int index, int y, int w) {

String text = (String)listElements.elementAt(index);
g.setColor(Color.LIGHTGREY);
g.drawText(text, 0, y, 0, w);
}

public Object get(ListField list, int index) {
return listElements.elementAt(index);
}

public int indexOfList(ListField list, String p, int s) {
//return listElements.getSelectedIndex();
return listElements.indexOf(p, s);
}


public void insert(String toInsert, int index) {
listElements.insertElementAt(toInsert, index);
}

public void add(String toInsert){
listElements.addElement(toInsert);
}

public void erase() {
listElements.removeAllElements();
}

public int getPreferredWidth(ListField listField) {
// TODO Auto-generated method stub
return 0;
}



}
}



The final result will be a scrollable list that highlights the user selected option in a Light Yellow color, as shown in the screenshot at the top of this post. Once you understand how this works you can see how modifications to the overridden paint() method in ListField could permit you to have highly modifiable rows in the list - for example, in a Flikr client app you might have a scrollable list of your friends with a thumbnail on each row showing a sample picture from that friend's account. When the user scrolls to a new friend in the list (startLine == curSelected), you might initiate a function that updates the thumbnail with a changing feed of images from that user's account. The possibilities are almost infinite when customizing ListFields. I'll be on the lookout for questions in the comments section.
In order to maximize sales of your application you'll want to ensure that your code will run across all the Blackberry JDE component versions, or at minimum you'll want to write code that is portable across the most popular Blackberry phones on the market: the Pearl, Curve, Bold and Storm and the various iterations of models within each line.

The main issue outside of the complexity of managing memory and laying out the screen components is that you want to have a single manageable code base that runs across Blackberry phones so you don't have to contend with several branches of code specific for each phone. You might think that you'd simply import the appropriate Storm touch classes, code the touch interface aspects of your app, compile and run to make your existing code work for 4.7.0. The problem is that shortly after you're done you'll see that your code will run on the Storm simulator but fail miserably for anything below 4.7.0 - the 4.6.x components and below don't recognize imports of classes built for 4.7.0.

Preprocessor Directives and Definitions


So how do we take our existing code, add the touch aspects, and have it compile in 4.6.x and below? This is where preprocessor directives come into play. In standard C and Java programming, preprocessor directives are invoked by the compiler as the first part of translation. For example, #include and #define in C and import in Java. In the context of Blackberry programming, the preprocessor directives will tell the compiler to import class definitions and perform statements within our code dependent on preprocessor definitions that we set up within the Eclipse programming environment.

For our example, we will use the preprocessor directives to tell the compiler to load the TouchEvent and VirtualKeyboard classes from 4.7.x. In order to do this within the Eclipse environment we have to do a bit of a hack by using the #ifndef (otherwise known as 'if not defined') directive as if it is a #ifdef(otherwise known as 'if defined'). We'll also configure the Eclipse IDE to provide the preprocessor definition which will write the appropriate config to the .jdp RIM project file without us having to manually edit it.

Eclipse Configuration


The current iteration of the Eclipse Blackberry plugin has the capability for preprocessor definitions built in, under the project properties. The settings can be found by clicking in the Eclipse menu on Project->Properties->Blackberry Project Properties and selecting the "Compile" tab. It will look like the image below:



If your Eclipse doesn't have the 'Preprocessor Defines' box then you'll have to update your plugin version to take advantage of this feature. Click the Edit button and add the following lines:

  • JDE_4_7_0

  • PREPROCESSOR



Click the Apply button and Eclipse will clean the project and rewrite the Preprocessor defines you just added to the .jdp RIM project file. Just as a sanity check, open this file and check the 'Options' line that is near the end. It should now look like this if the changes were appropriately made:

  • Options=-define=JDE_4_7_0;PREPROCESSOR



Adding Preprocessor Directives to Your Code


Now that you've configured Eclipse with the proper Preprocessor definitions you need to add the directives to your code so the preprocessor knows what to add and when. For our example we are going to add the code necessary to perform touch events and import the appropriate 4.7.x classes. First you want to import the classes to your program file, then surround the import statement with the directives,refer to the example below:


//#preprocess
import java.util.Enumeration;
import java.util.Hashtable;
import java.util.Vector;

//#ifndef JDE_4_7_0
/*
//#endif
import net.rim.device.api.ui.TouchEvent;
import net.rim.device.api.ui.VirtualKeyboard;

//#ifndef JDE_4_7_0
*/
//#endif

import net.rim.device.api.ui.Graphics;
import net.rim.device.api.ui.Keypad;
import net.rim.device.api.ui.MenuItem;
....


We're using #ifndef statements and multi-line comments to trick Eclipse into allowing the import statements without showing errors when you don't have the 4.7 components installed. As a result these statements will appear as comments in Eclipse but will load appropriately when the JDE_4_7_0 preprocessor definition is loaded. Note that you must have the #preprocess statement at the top of any file where you're using preprocessor directives.

Within your code blocks you'll also have to use this commenting approach around any statements dependent on the 4.7 components. Refer below to the VirtualKeyboard calls within the constructor call:


public SearchScreen(Search s){


super(DEFAULT_MENU);
//Necessary because by default keyUp events are disabled
UiApplication.getUiApplication().enableKeyUpEvents(true);
search = s;
myCallback = new ListCallback();
myCallback.erase();
myList = new ListField(0,Field.FIELD_HCENTER);
ingredients = search.getIngredientList();

//#ifndef JDE_4_7_0
/*
//#endif

vk = this.getVirtualKeyboard();
vk.setVisibility(VirtualKeyboard.HIDE_FORCE);

//#ifndef JDE_4_7_0
*/
//#endif
}


Now when you want to run the code using 4.6 or lower components just delete the JDE_4_7_0 preprocessor definition from the project properties and change the installed components to 4.6 or lower. You'll find that Eclipse won't generate any errors and the code will run as intended across devices.

Epilogue


Obviously there are other issues that plague Blackberry developers when it comes to cross phone portability. One issue is that of available phone memory which determines the number of persistent/normal object handles available to your program. For a great guide on managing memory, check out the Blackberry Memory Best Practice Guide.

Secondarily, you'll have to ensure that your application layout is portable across phones since the resolution is different between models. You'll find yourself having to check the resolution of the device within your code in order to position buttons, align text boxes, etc. for each device. In other words, there will be a lot of code that checks the screen width and height to layout the screen for each device similar to the code below that sets the font size for different devices:




width = Display.getWidth();
height = Display.getHeight();

if(width == 480 || width == 360)
fSize = 21;
else if(width == 320)
fSize = 18;
else
fSize = 16;

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