Laboratory Manual Wireless Communication
Laboratory Manual Wireless Communication
For
B.E. (COMPUTER)
SEM VII
July 2012
EXPERIMENT-2
Write a WML program to call two cards from same deck.
EXPERIMENT-3
Write a WML program to call second deck from first deck.
EXPERIMENT-4
Write a WML program to display table.
EXPERIMENT-5
Write a WML program to display user personal information.
EXPERIMENT-6
Write a WML program for option group.
EXPERIMENT-7
Introduction to WML events & WML scripts.
EXPERIMENT-8
Introduction to WML function.
EXPERIMENT-9
Design a calculator using WML Script.
EXPERIMENT-10
Design a mobile phone book using WML Script.
EXPERIMENT-11
Introduction to J2ME
(I) Create HELLO WORLD application in J2ME.
(II) Study of MIDLET life cycle.
EXPERIMENT-12
Study and Demostration of User interface in J2ME.
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Basic WML Tags:-
Card: This tag helps the user to create a card which acts as a canvas on which the user works
for the application creation.
P: This tag helps the user to write in the canvas of the card that the user is using for creating
the application.
Br: This tag is used to end the line.
B: This tag enables the text to be bold.
Do: This tag helps the user to create the options in the available options tab of the simulator
and creates a new link.
Input: This enables developers to create a place in applications for users to enter data.
Select: The select element enables you to create a list of options for user selections.
Option: The option element contains a few attributes that can enhance the options list.
Img: The image tag allows the user to add an image on the Canvas i.e. the card he is working
on the application.
Optgroup : This tag allows the user to add the check boxes in the form of a group to the
application.
Go: This tag helps the user to pass on control to the valid link after the anchor tag has been
invoked.
Functions:-
Extern keyword: By making a function extern we make it accessible globally.
getVar(String) : Retrieves the contents of a browser variable.
setVar(String1,String2) : Sets a browser variable.
Refresh( ) : Specifies a WML <refresh> task.
Lang.Random( range) : Generates a random integer number. The range of the
number is from zero to the number defined in the function’s argument.
Dialogs.Alert( String ) : It is used to display warning message to user.
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EXPERIMENT – 1
AIM:Write a WML program to display title.
LOGIC:
OUTPUT:
~4~
EXPERIMENT – 2
AIM: Write a WML program to call two cards from same deck.
LOGIC:
OUTPUT:
~5~
EXPERIMENT – 3
AIM: Write a WML program to call two cards from same deck.
LOGIC:
OUTPUT:
~6~
EXPERIMENT – 4
AIM: Write a WML program to display table.
LOGIC:
OUTPUT:
~7~
EXPERIMENT – 5
AIM:Write a WML program to display user personal information.
LOGIC:
OUTPUT:
~8~
EXPERIMENT – 6
AIM: Write a WML program for option group.
LOGIC:
OUTPUT:
~9~
EXPERIMENT – 7
This event occurs when the user hits a card by normal backward navigational means. That is,
user presses the Back key on a later card and arrives back at this card in the history stack.x
<onevent type="onenterbackward">
A task to be performed.</onevent>
LOGIC:
OUTPUT:
~ 10 ~
WML <onenterforward> Event
The onenterforward event will be useful to you if you want to do something before a card is
displayed. For example, you need the onenterforward event if you want to assign a value to a
variable before a card is displayed.
<onevent type="onenterforward">
A task to be performed.
</onevent>
LOGIC:
The onpick attribute is a great shortcut if you are using a select menu. Instead of writing a lot
of code that allows the user to go to another card if an option is selected, you can simply
place the destination into the onpick attribute. Here is a code fragment without the onpick
attribute:
LOGIC:
OUTPUT:
~ 11 ~
WML <ontimer> Event
The ontimer event is used to trigger an event after a given time period. Let's say you want to
display a message after 5 seconds of loading a card then you can use this event to do so.
<onevent type="ontimer">
A task to be performed.
</onevent>
<timer value="50"/>
LOGIC:
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EXPERIMENT – 8
AIM: Introduction to WML function.
LOGIC:
OUTPUT:
~ 13 ~
PRACTICAL -9
LOGIC:
OUTPUT:
~ 14 ~
PRACTICAL -10
LOGIC:
OUTPUT:
~ 15 ~