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Current chapter: Introduction to HDML Structure and Syntax
Section 8 out of 35 total sections , Section 2 out of 10 sections in this chapter


Overview

Although the syntax of HDML is similar to that of Hypertext Markup Language (HTML), HDML is not a true markup language. It is a set of commands or statements that specify how a handheld device, such as a wireless phone, interacts with a user.

HDML statements display information on a phone and specify how the phone responds to user input. For example, an HDML statement can instruct a phone to display text and, based on the user's input, either display additional text or send a request to the UP.Link server.



The abstract phone

Because HDML can be used on a variety of handheld devices, with significantly different capabilities, it is defined with respect to a reference, or abstract, phone. The abstract phone has the following minimum feature set:

The phone can also support optional features such as variable-width characters, ISO Latin-1, and Unicode character sets; bold and italic characters; and bitmap graphic display.

Many examples in this manual and other UP.SDK documentation include phone displays similar to the one in Figure 1-1. In these displays, the ACCEPT key label always appears in the lower left-hand corner and the first soft key (SOFT1) label appears at the bottom-center of the display. On some phone models, these keys might be reversed, or they might be both be implement with an entirely different input device, such as a thumbwheel.

The PREV key and non-programmable keys (such as the arrow keys and the numeric keys) are not shown in the examples, because their labels are not programmable; they appear on the keys themselves and not the phone display.

FIGURE  1-1.     The ACCEPT and SOFT1 softkey labels



The HDML character set

The HDML character set includes all printable 8-bit characters and white space.

In HDML, white space is defined as the following characters.

Character  Decimal 8-bit value 

Newline 

10  

Carriage return 

13  

Space 

32  

Tab 

9  

Except where specifically noted, the HDML compiler ignores white space beyond a single character. For example, the following HDML code:

is equivalent to:

The HDML compiler and the UP.Phone ignore case in HDML keywords. By convention, UP.SDK manuals and sample code capitalize HDML keywords, such as tags and options, so you can distinguish them from variable names and other text that you provide. However, this is only a style convention, which you can ignore when you write your own HDML.


IMPORTANT     Case is important in names that you provide in HDML, such as card and variable names. For example, the variable names mycard and Mycard are different.


Supporting multiple character sets

HDML 3.0 and the 3.0 UP.Link platform support multiple character sets. To ensure that it correctly transmits and receives data in a character set that it understands, an HDML application must do the following:

For more information and a complete discussion of character set and internationalization issues, see the UP.SDK Developer's Guide.

The following are valid values for the HTTP charset parameter and the ACCEPT-CHARSET task:


Softkey label character sets

Some devices display only a limited set of characters in softkey labels. For example, the Qualcomm "Q" phone displays only the following:


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Current chapter: Introduction to HDML Structure and Syntax
Section 8 out of 35 total sections , Section 2 out of 10 sections in this chapter


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