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Introduction

Module 3: Extracting a UI Design This module is about the gap between a static design and a real application screen. A mockup can show you the look of the product, but it does not tell you which parts should become live UI, which parts should remain image assets, which elements need to stretch, and which details are safe to simplify. ...

Codename One

What is Codename One

Module 1: Course Lessons The shortest description of Codename One is that it lets you build cross-platform applications in Java. The longer and more useful answer is that Codename One is a combination of framework APIs, platform ports, build tooling, and a development workflow that turns one codebase into applications that run on multiple targets. ...

Codename One

Anatomy of a Codename One Application

Module 1: Course Lessons Every framework has a moment where the generated project stops feeling friendly and starts feeling like a pile of mysterious files. This lesson is about getting past that point. A Codename One project is much easier to work with once you know which files define the application, which files are generated, and which parts are just build output that you can ignore. ...

Codename One

Base Navigation Form and Shape Effects

Module 3: Initial UI Mockup This lesson is where the app-maker mockup starts becoming visually specific. The shared navigation shell is not just a place to hang menus. It is also where the product gets much of its identity: editable title areas, branded imagery, and the small visual treatments that make the preview feel like an actual product instead of a form editor. ...

Codename One

Cutting Images in Photoshop

Module 3: Extracting a UI Design When you receive a design file, the goal is not to export everything. The goal is to extract only the assets that should really remain images in the final application. That sounds obvious, but it is one of the easiest mistakes to make when turning a design into code. If you export too much, you end up with a UI that is heavy, rigid, and difficult to adapt. ...

Codename One

CSS

Module 3: Extracting a UI Design Once the structure of a screen is in place, CSS is usually the fastest way to make it look intentional. That is the modern styling path for most Codename One projects. It lets you work at the right level of abstraction: UIIDs, spacing, colors, borders, backgrounds, and state-specific styling, without turning every visual adjustment into Java code. ...

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Dish List and Edit

Module 3: Initial UI Mockup The dish list is where the app maker stops feeling like a shell and starts feeling like a real editor. The user is no longer just changing a title or background. They are managing a collection of product content that will define the generated app. ...

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Internationalization and Localization

Module 1: Course Lessons Internationalization and localization are broader than translation. Internationalization means structuring the app so it can adapt to different locales. Localization is the work of adapting the app to a specific locale. Language is part of that, but so are dates, numbers, currency, right-to-left behavior, phrasing, and the cultural meaning of visual choices. ...

Codename One

BaseForm

Module 3: Extracting a UI Design Once several screens share the same visual shell, the cleanest approach is usually to build that shell once and let individual forms supply their own content. That is what a BaseForm is doing in this lesson. It is not there to be clever. It is there to stop layout duplication from spreading through the app. ...

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Introduction, Architecture and Authorization

Module 4: App Maker Server Up to this point the app maker has mostly been a client-side mockup and workflow exercise. This module turns it into a real system by deciding how it talks to the server and how the server decides who is allowed to change what. ...

Codename One