Summary

This chapter looked at where the Wireless Markup Language (WML) came from and some of the main features it uses. You also learned some programming practices to keep in mind when developing WAP applications, such as the use of images, the style and structure of a good WAP application, and the use of white space and comments within your code.

This chapter then introduced you to the necessary components, syntax, and structure required of WML files. Specifically, you looked at the concept of WML decks and cards and how they play into the foundation of all wireless applications.

This chapter concluded with examples in the areas of WML you’ll use with every WAP applications. Congratulations, you can now consider yourself a WAP developer. The ...

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