Nokia安装J2me时候提示“授权失败”退出,而在5200可以正常使用。

写的一个J2me的程序,在S60平台上的机子(N73,E66试过)安装不上,而在S40(5300试过)可以正常使用。
感觉就是凡是需要安装的(安装的时候需要走进度条的)比如S60的安装到最后提示“授权失败”或者“证书错误”然后就退出安装了;在S40平台上,因为不用安装,软件直接打开就能用。
为什么同一个软件在两个平台上的差距就这么大呢!
软件没有证书,midlet Permissions我也没填。
MIDlet-1: Midlet,,xxMidlet
MIDlet-Jar-Size: 209830
MIDlet-Jar-URL: xx240320.jar
MIDlet-Name: xx240320 Midlet Suite
MIDlet-Vendor: Midlet Suite Vendor
MIDlet-Version: 1.0.0
MicroEdition-Configuration: CLDC-1.1
MicroEdition-Profile: MIDP-2.0
Jad如上,实在不知道原因,请各位帮忙看看,感激不尽!
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好的,下面是一个基于J2ME的简单贪吃蛇游戏,使用了Canvas类来绘制游戏界面和处理用户输入。这个游戏可以在支持J2ME平台的手机上或模拟器上运行。 ``` import javax.microedition.lcdui.Canvas; import javax.microedition.lcdui.Command; import javax.microedition.lcdui.CommandListener; import javax.microedition.lcdui.Display; import javax.microedition.lcdui.Displayable; import javax.microedition.lcdui.Font; import javax.microedition.lcdui.Graphics; import javax.microedition.lcdui.TextField; import javax.microedition.midlet.MIDlet; import javax.microedition.midlet.MIDletStateChangeException; public class SnakeGame extends MIDlet implements CommandListener { private Display display; private SnakeCanvas canvas; private Command startCommand, exitCommand; private boolean running; public SnakeGame() { display = Display.getDisplay(this); canvas = new SnakeCanvas(); startCommand = new Command("Start", Command.OK, 1); exitCommand = new Command("Exit", Command.EXIT, 1); canvas.addCommand(startCommand); canvas.addCommand(exitCommand); canvas.setCommandListener(this); running = false; } protected void startApp() throws MIDletStateChangeException { display.setCurrent(canvas); } protected void pauseApp() {} protected void destroyApp(boolean unconditional) throws MIDletStateChangeException {} public void commandAction(Command c, Displayable d) { if (c == startCommand) { canvas.startGame(); } else if (c == exitCommand) { try { destroyApp(false); notifyDestroyed(); } catch (MIDletStateChangeException e) { e.printStackTrace(); } } } private class SnakeCanvas extends Canvas implements Runnable { private static final int WIDTH = getWidth(); private static final int HEIGHT = getHeight(); private static final int BLOCK_SIZE = 10; private static final int GAME_WIDTH = WIDTH / BLOCK_SIZE; private static final int GAME_HEIGHT = HEIGHT / BLOCK_SIZE; private static final int MAX_SCORE = GAME_WIDTH * GAME_HEIGHT - 1; private int[] snakeX, snakeY; private int score; private int foodX, foodY; private int direction; private boolean gameOver; private boolean running; private Thread gameThread; public SnakeCanvas() { setFullScreenMode(true); snakeX = new int[MAX_SCORE]; snakeY = new int[MAX_SCORE]; score = 0; direction = 0; gameOver = false; running = false; gameThread = null; } public void startGame() { if (!running) { running = true; gameOver = false; score = 0; direction = 0; generateFood(); for (int i = 0; i < 3; i++) { snakeX[i] = GAME_WIDTH / 2 + i; snakeY[i] = GAME_HEIGHT / 2; } gameThread = new Thread(this); gameThread.start(); } } public void run() { while (running && score < MAX_SCORE && !gameOver) { try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } moveSnake(); checkCollision(); repaint(); } gameOver = true; running = false; gameThread = null; } public void paint(Graphics g) { g.setColor(0xFFFFFF); g.fillRect(0, 0, WIDTH, HEIGHT); g.setColor(0x000000); g.drawRect(0, 0, WIDTH, HEIGHT); g.drawString("Score: " + score, 0, 0, Graphics.TOP | Graphics.LEFT); if (gameOver) { g.drawString("Game Over", WIDTH / 2, HEIGHT / 2, Graphics.HCENTER | Graphics.BASELINE); } else { g.fillRect(foodX * BLOCK_SIZE, foodY * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); for (int i = 0; i < score; i++) { g.fillRect(snakeX[i] * BLOCK_SIZE, snakeY[i] * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); } } } protected void keyPressed(int keyCode) { switch (keyCode) { case KEY_LEFT: if (direction != 1) { direction = 3; } break; case KEY_RIGHT: if (direction != 3) { direction = 1; } break; case KEY_UP: if (direction != 2) { direction = 0; } break; case KEY_DOWN: if (direction != 0) { direction = 2; } break; } } private void generateFood() { boolean valid = false; while (!valid) { foodX = (int) Math.floor(Math.random() * GAME_WIDTH); foodY = (int) Math.floor(Math.random() * GAME_HEIGHT); valid = true; for (int i = 0; i < score; i++) { if (snakeX[i] == foodX && snakeY[i] == foodY) { valid = false; break; } } } } private void moveSnake() { int dx = 0, dy = 0; switch (direction) { case 0: dy = -1; break; case 1: dx = 1; break; case 2: dy = 1; break; case 3: dx = -1; break; } int newX = snakeX[0] + dx; int newY = snakeY[0] + dy; for (int i = score; i > 0; i--) { snakeX[i] = snakeX[i - 1]; snakeY[i] = snakeY[i - 1]; } snakeX[0] = newX; snakeY[0] = newY; if (newX == foodX && newY == foodY) { score++; generateFood(); } } private void checkCollision() { if (snakeX[0] < 0 || snakeX[0] >= GAME_WIDTH || snakeY[0] < 0 || snakeY[0] >= GAME_HEIGHT) { gameOver = true; } for (int i = 1; i < score; i++) { if (snakeX[i] == snakeX[0] && snakeY[i] == snakeY[0]) { gameOver = true; break; } } } } } ``` 这个游戏使用了Canvas类来绘制游戏界面和处理用户输入,其中SnakeCanvas类是一个继承自Canvas的内部类,它实现了游戏逻辑和绘制游戏界面的方法。在SnakeCanvas的构造函数中,我们初始化了一些游戏变量,如蛇的长度、方向和位置,以及食物的位置。在startGame()方法中,我们通过启动一个新的线程来运行游戏逻辑。在run()方法中,我们处理蛇的移动、碰撞检测和界面重绘。 在SnakeCanvas类中,我们还重写了Canvas的keyPressed()方法来处理用户输入,根据用户输入的方向键来改变蛇的方向。在paint()方法中,我们绘制了游戏界面,包括蛇、食物和分数。

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