Files JDE generating several COD

All of a sudden the JDE generates a COD that line when renamed. ZIP can be extracted in several files of COD...

I was not able to properly install my application via OTA or Desktop Manager. I tried to leave such original COD file, I tried to extract the COD file, I have reviewed the JAD file and everything seems OK. The result was generated 100% by the JDE (I use v4.5).

Why the JDE arouses my COD file this way and how I am doing on the deployment of it?

I have added a few additional images for my project in the same way that I was going to a file of code... should I create resource files to store these images instead?

Thank you

Greg Smith

case of theIn cod of the result file is larger than 64 KB, it will be divided many (so-called 'sibling') files of cod and encapsulated in a single file of large cod, what format is the format of the zip file.

If you want to install this desktop application, you don't need to unzip the files of cod brother.

Just use your signed file of cod and alx with BB Desktop Software file.

If you want to install your application via OTA, rename your cod to zip file, extract all the content and delete the zip file.

Place all files in cod brother and jad file in a folder.

Make sure that you have set correct MIME types.

JAD: text/vnd.sun.j2me.app-descriptor
COD: application/vnd.rim.cod

You can add image files to your project and compile them with your code in the cod file.

Tags: BlackBerry Developers

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    CODE:

    package {}

    import flash.display.MovieClip;

    import flash.events. *;

    import flash.utils.Timer;

    import flash.display.Stage;

    import flash.sampler.NewObjectSample;

    SerializableAttribute public class StateMachine extends MovieClip {}

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    private var scoreHUD:HUD;

    public var enemyGhostTimer:Timer;

    public var enemyGhost2Timer:Timer;

    public var enemyGhost3Timer:Timer;

    public var levelTimer:Timer;

    health public var = 3;

    public var score = 0;

    public var timeleft = 80;

    Main menu

    public void StateMachine()

    {

    START menu

    var controls: Boolean = false;

    var credits: Boolean = false;

    var advice: Boolean = false;

    Event listeners

    btn_start.addEventListener (MouseEvent.MOUSE_DOWN, start_mouseDownHandler);

    btn_controls.addEventListener (MouseEvent.MOUSE_DOWN, controls_mouseDownHandler);

    btn_credits.addEventListener (MouseEvent.MOUSE_DOWN, credits_mouseDownHandler);

    btn_highscores.addEventListener (MouseEvent.MOUSE_DOWN, highscores_mouseDownHandler);

    Stop();

    Menu system

    function start_mouseDownHandler(event:MouseEvent):void

    {

    sym_pointer.y = 315;

    Stop (1, "Level 1");

    Level1();

    }

    function controls_mouseDownHandler(event:MouseEvent):void

    {

    orders = true;

    gotoAndStop ("controls");

    sym_pointer.y = 368;

    }

    function credits_mouseDownHandler(event:MouseEvent):void

    {

    credits = true;

    gotoAndStop ("credits");

    sym_pointer.y = 421;

    }

    function highscores_mouseDownHandler(event:MouseEvent):void

    {

    Tips = true;

    gotoAndStop ("hints");

    sym_pointer.y = 474;

    }

    }

    End of the game

    public void Gameover()

    {

    Stop();

    btn_restart.addEventListener (MouseEvent.MOUSE_DOWN, restart_mouseDownHandler);

    function restart_mouseDownHandler(event:MouseEvent):void

    {

    Stop (1, "Level 1");

    Level1();

    }

    }

    Timers

    function sendEnemy(e:Event)

    {

    enemy of the var = new Ghost();

    stage.addChild (enemy);

    }

    function sendEnemy2(e:Event)

    {

    var enemy2 = new Ghost2();

    stage.addChild (enemy2);

    }

    function sendEnemy3(e:Event)

    {

    var enemy3 = new Ghost3();

    stage.addChild (enemy3);

    }

    function countDown(e:Event)

    {

    If (timeleft > 0)

    {

    timeLeft-;

    }

    ElseIf (timeleft = 0)

    {

    Disable()

    GameOver();

    }

    }

    //////////////////////////////////////LEVELS////////////////////////////////////////////// ////////

    function Level1 (): void

    {

    reader = new player (internship, 400, 550);

    health = 3;

    stage.addChild (player);

    scoreHUD = new HUD (internship);

    stage.addChild (scoreHUD);

    enemyGhostTimer = new Timer (500);

    enemyGhostTimer.addEventListener ("timerEnemy", sendEnemy);

    enemyGhostTimer.start ();

    levelTimer = new Timer (1000);

    levelTimer.addEventListener ("timerLevel", count);

    levelTimer.start ();

    stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler, false, 0, true);

    stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler, false, 0, true);

    stage.addEventListener (Event.ENTER_FRAME, detectHitLevel1);

    }

    function Level2 (): void

    {

    reader = new player (internship, 400, 550);

    stage.addChild (player);

    enemyGhost2Timer = new Timer (2000);

    enemyGhost2Timer.addEventListener ("timerEnemy2", sendEnemy2);

    enemyGhost2Timer.start ();

    stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler, false, 0, true);

    stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler, false, 0, true);

    stage.addEventListener (Event.ENTER_FRAME, detectHitLevel2);

    }

    function Level3 (): void

    {

    reader = new player (stage, 25, 550);

    stage.addChild (player);

    enemyGhost3Timer = new Timer (5000);

    enemyGhost3Timer.addEventListener ("timerEnemy3", sendEnemy3);

    enemyGhost3Timer.start ();

    stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler, false, 0, true);

    stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler, false, 0, true);

    stage.addEventListener (Event.ENTER_FRAME, detectHitLevel3);

    }

    function detectHitLevel1(e:Event):void

    {

    Limits

    If (Player.hitTestObject (boundsright))

    {

    trace ("Bounds");

    Player.x = player.x-10;

    }

    If (Player.hitTestObject (boundsleft))

    {

    trace ("Bounds");

    Player.x = player.x + 10;

    }

    If (Player.hitTestObject (boundstop))

    {

    trace ("Bounds");

    Player.y = player.y + 10;

    }

    If (Player.hitTestObject (boundsbottom))

    {

    trace ("Bounds");

    Player.y = player.y-10;

    }

    Traps

    If (Player.hitTestObject (Lava1) | player.hitTestObject (Lava2) | player.hitTestObject (Lava3) | player.hitTestObject (Lava4) | player.hitTestObject (Lava5): player.hitTestObject (Lava6): player.hitTestObject (Lava7))

    {

    trace ("Lava");

    If (health < 0)

    {

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel1);

    stage.removeChild (player);

    for (var i in Ghost.list)

    {

    Ghost.list [i]. Kill();

    }

    Stop (1, "GameOver");

    Gameover();

    }

    -health;

    scoreHUD.updateLives(-1);

    Player.x = 400;

    Player.y = 550;

    }

    Output

    If (Player.hitTestObject (lvl1exit))

    {

    lvl1exit.x = - 10;

    trace ("Exitlvl1");

    score += 10;

    health ++;

    scoreHUD.updateLives (1);

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel1);

    stage.removeChild (player);

    for (var i in Ghost.list)

    {

    Ghost.list [i]. Kill();

    }

    }

    Stop (1, "Level 2");

    Level2();

    }

    Points

    If (player.hitTestObject (civa))

    {

    CIVA.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (civb))

    {

    CIVB.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (vicc))

    {

    CIVC.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    }

    function detectHitLevel2(e:Event):void

    {

    Limits

    If (Player.hitTestObject (boundsright))

    {

    trace ("Bounds");

    Player.x = player.x-10;

    }

    If (Player.hitTestObject (boundsleft))

    {

    trace ("Bounds");

    Player.x = player.x + 10;

    }

    If (Player.hitTestObject (boundstop))

    {

    trace ("Bounds");

    Player.y = player.y + 10;

    }

    If (Player.hitTestObject (boundsbottom))

    {

    trace ("Bounds");

    Player.y = player.y-10;

    }

    Traps

    If (Player.hitTestObject (Lava1) | player.hitTestObject (Lava2) | player.hitTestObject (Lava3) | player.hitTestObject (Lava4) | player.hitTestObject (Lava5): player.hitTestObject (Lava6): player.hitTestObject (Lava7))

    {

    trace ("Lava");

    If (health > 0)

    {

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel2);

    stage.removeChild (player);

    Stop (1, "GameOver");

    Gameover();

    }

    -health;

    scoreHUD.updateLives(-1);

    Player.x = 400;

    Player.y = 550;

    }

    Output

    If (Player.hitTestObject (lvl2exit))

    {

    lvl2exit.x = - 10;

    trace ("Exitlvl2");

    score += 10;

    health ++;

    scoreHUD.updateLives (1);

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel2);

    stage.removeChild (player);

    Stop (1, "Niveau3");

    Level3();

    }

    Points

    If (player.hitTestObject (civa))

    {

    CIVA.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (civb))

    {

    CIVB.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (vicc))

    {

    CIVC.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    }

    function detectHitLevel3(e:Event):void

    {

    Limits

    If (Player.hitTestObject (boundsright))

    {

    trace ("Bounds");

    Player.x = player.x-10;

    }

    If (Player.hitTestObject (boundsleft))

    {

    trace ("Bounds");

    Player.x = player.x + 10;

    }

    If (Player.hitTestObject (boundstop))

    {

    trace ("Bounds");

    Player.y = player.y + 10;

    }

    If (Player.hitTestObject (boundsbottom))

    {

    trace ("Bounds");

    Player.y = player.y-10;

    }

    Traps

    If (Player.hitTestObject (Lava1) | player.hitTestObject (Lava2) | player.hitTestObject (Lava3) | player.hitTestObject (Lava4) | player.hitTestObject (Lava5): player.hitTestObject (Lava6): player.hitTestObject (Lava7))

    {

    trace ("Lava");

    If (health > 0)

    {

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel3);

    stage.removeEventListener (Event.ENTER_FRAME, loop);

    stage.removeChild (player);

    Stop (1, "GameOver");

    Gameover();

    }

    -health;

    scoreHUD.updateLives(-1);

    Player.x = 400;

    Player.y = 550;

    }

    Output

    If (Player.hitTestObject (lvl3exit))

    {

    lvl2exit.x = - 10;

    trace ("Exitlvl3");

    score += 10;

    health ++;

    scoreHUD.updateLives (1);

    stage.removeEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler);

    stage.removeEventListener (MouseEvent.MOUSE_UP, mouseUpHandler);

    stage.removeEventListener (Event.ENTER_FRAME, detectHitLevel2);

    stage.removeEventListener (Event.ENTER_FRAME, loop);

    stage.removeChild (player);

    Stop (1, "GameOver");

    Gameover();

    }

    Points

    If (player.hitTestObject (civa))

    {

    CIVA.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (civb))

    {

    CIVB.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    If (player.hitTestObject (vicc))

    {

    CIVC.x = - 10;

    trace ("bonus!");

    score + 5;

    scoreHUD.updateScore (5);

    }

    }

    }

    I believe that the error is indicating that your class file structure is not formatted properly as it seems to be trying to define several classes in one file.  I suspect it's going to be because of incorrect provision of braces.  Unfortunately, the pileup of the code is a bit much to go through you.

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