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The MooDS protocol: a J2ME object-oriented communication protocol
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Source International Conference On Mobile Technology, Applications, And Systems archive
Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology table of contents
Singapore
SESSION: Mobility 2007: Mobile applications table of contents
Pages 8-15  
Year of Publication: 2007
ISBN:978-1-59593-819-0
Author
Romain Pellerin  CNAM-CEDRIC, Paris Cedex, France
Sponsors
: Singapore Polytechnic
SIGMOBILE: ACM Special Interest Group on Mobility of Systems, Users, Data and Computing
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper describes MooDS, an object-oriented communication protocol dedicated to Java 2 Micro Edition (J2ME) based mobile phones. This protocol is used in GASP, an open source middleware enabling J2ME multiplayer gaming interactions. This paper enlightens the difficulty in developing mutiplayer games in heavily constrained environments, like the J2ME CLDC platform: small application memory footprint, lack of object serialization support, network protocol limitations, small bandwith and lack of client IP addressing support within cellular phone networks. This paper details how MooDS takes care of these constraints by providing an efficient object serialization protocol in order to reduce the amount of transmitted data and to increase the communication speed. Moreover, MooDS is compared with the available J2ME SOAP based protocol implementations, kSOAP2 and JSR172. This paper shows that MooDS obtains the best results in terms of encoding length, transmission delay, memory allocation and application code size, thus supplying a proper gaming interaction support, in particular for time critical multiplayer games.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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