Make the World A Better Place by Making A Codename One Library

Codename One recently opened up a plugin repository on their website where you can download libraries to extend the functionality of Codename One. Right now it is really just a static webpage because the list of available modules is small. Let’s change that! I cannot think of an easier platform to develop modules for. There is a Netbeans project type that does all of the packaging work for you.

All you have to do is write your code and hit build. Then upload it to GitHub (or wherever you want to host it) and let the CN1 folks know that your module exists.

What Kinds of Modules Should I Build?

UI Components

The Codename One UI Component model is both simple and flexible. It is modelled loosely after Swing (e.g. Base “Component” class, a “Container” class which is a component that can contain other components, Label, Button, TextField, etc..) but they ditched a lot of the chaff and bloat to come up with a solution that light, simple and portable.

Creating a custom component is as simple as subclassing the Container class (or Component) and laying out some child components inside it. Once you have your custom class, you can package it up in as a cn1lib, and upload it to github. Don’t forget to write some javadocs and examples for it so people know how to use it.

I see requests in the mailing list all the time asking whether Codename One has a component that does X. The answer is often “yes”, but if the answer is no, I generally don’t hear anything else – even though the asker has likely gone off and implemented it themselves for their application. I saw a recent request for a “Color Chooser” component. Such a component would be relatively easy to create using the CN1 API. Create a dialog that gives a few slider controls to select RGB, provide some callbacks and public methods to be able to obtain the selected color, and you have a reusable color chooser component that the whole community can enjoy.

Data Processing

If you find yourself solving a problem that involves converting data from one format to another (e.g. extracting or compressing a ZIP file, MP3 Encoding, etc..) why not wrap it in a cn1lib so that others can use and improve your library.

One of the main strengths of Java was that you could almost always find a 3rd party library to do what you need. Because Java follows strict standards for name-spacing, documentation, and packaging (jar files) you could find, download, and learn how to integrate modules into your application without having to spend days looking through code to see how it works.

Having a healthy ecosystem of 3rd-party libraries is preferable to having one large monolithic core because it allows us to streamline our applications to our particular purposes and not be weighed down by features we don’t need. Many processing tools don’t belong in the CN1 core because they are too niche.

If you are developing a method to do something useful, think for a moment whether this method might be useful to someone else. You might have to make some changes to your design to decouple your library from the rest of your app – but this is a good idea anyways.

Native Functionality

Codename One is a cross-platform tool for mobile development. However it also allows you to tap into native functionality if needed by writing native interfaces (sort of like JNI, but easier to user IMO). Does your application target a platform on which you want to make use of some native libraries? Then you’ll have to write a native interface to access them. If you’re going to write a native interface anyways, why not write it in such a way that it can be reused in other projects.

The iOS, Android, and Windows Phone SDKs have tons of goodies. Usually I try to find a cross-platform solution for a requested feature, but in some cases your app will be better for making use of native APIs. If we all do our share, and publish native interfaces in cn1libs as we write them, we collectively make the Codename One ecosystem richer and more capable. And all of our apps will get better.

HTML5/Javascript Components

The big 3 platforms (iOS, Android, and Windows Phone) all support HTML5 inside the BrowserComponent in Codename One. This opens up a lot of possibilities for integrating HTML5 components into your codename one apps. There are countless Javascript/CSS libraries and components that can easily be ported to Codename One. You can even use the Codename One Javascript bridge to communicate between Java and Javascript.

A word of caution with including HTML inside your Codename One apps. HTML components are much more difficult to debug than Java components because you don’t get the nice stack trace. Generally, I find it best to debug as much HTML/Javascript as I can separately inside Chrome, then integrate it into CN1 with as few Java-Javascript dependencies as possible.

Port Existing Java Libraries

This type of library can be, arguably, the most useful for the CN1 ecosystem. You can’t just use a regular Jar with Codename One because it only supports a subset of the libraries in JavaSE. The Codename One class library includes basically the CLDC 1.1 less the javax.microedition.* classes. It also includes a number of other classes that have been added as needed (e.g. the Java Collection classes) in addition to a number of its own packages under the com.codename1.* namespace. You can check out the Codename One javadocs for a full list of supported classes.

For porting existing Java libraries to Codename One, I generally try to find a J2ME library that does what I want, since J2ME is closest to CLDC. I then go through all of the source files and look at the import sections (at the top of each source file) to see if any classes outside of the java.io, java.lang, and java.util packages are used. If I find any dependencies outside of these packages, I take a closer look to see how easy it would be to remove the dependency. Sometimes I can find another class in the Codename One SDK that will do something similar, or I might just disable some of the functionality of the library if it isn’t needed.

After removing all of the illegal dependencies, I create a new Codename One Library project in Netbeans, and copy the library’s source files into the project. Building this project will force compliance with the Codename One libraries. If the project builds successfully, then you will have a library that is compatible with all devices on Codename One.

Performance: J2ME libraries will generally use the Thread-safe collection classes (e.g. Hashtable and Vector) instead of their faster cousins (HashMap and ArrayList). Since Codename One supports the more modern collection classes, and these perform much better, I generally go through libraries that I have ported from J2ME and change all references of Vector and Hashtable to ArrayList and HashMap respectively. I also replace StringBuffer instances to StringBuilder for the same reason.

JavaSE Libraries: JavaSE libraries can be trickier to port because they often rely on many classes that fall outside of the Codename One SDK. If they make heavy use of AWT and Swing then you might have difficulty finding Codename One equivalents to maintain the functionality. You may have to take some time to understand how the library works so that you can figure out how best to substitute out the illegal class references. The recent release of the CN1Pisces library means that you should now be able to port over most Java2D code into Codename One by changing calls from Java2D into the equivalent Pisces or Codename One Graphics calls.

A Word about the cn1lib File Format

If you are a Java developer, you might be wondering why the CN1 guys didn’t just use jars to distribute libraries. There are two reasons:

  1. Libraries may need to package both java and native code together in a standard way so that they can include native implementations. The cn1format supports this, while jar does not have a standard way of doing this.

  2. Codename One supports a slightly different API than standard Java so, for any given jar file, it is unlikely that CN1 will work with it without some modifications. Having its own format helps to ensure that all code in a cn1lib file is actually supported in Codename One. In this way it serves as a sort of compliance test.

Summary

There are only so many hours in the day to develop cool things, so I would prefer to develop components that work on as many devices as possible. Codename One has provided us with a platform for building cross-platform mobile apps that doesn’t have the same performance sacrifices as other cross-platform solutions. The foundation is strong. The user interface is built on a high-performance, light-weight stack that takes advances of hardware accelerated graphics. All code is compiled to native code so it should run just as fast as native, and sometimes even faster.

This is a foundation that we can build on. So let’s take advantage of it.