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 next chapter expands further on the skills learned in this chapter.
Chapter 4 expands on the skills you've learned. In that chapter, you learn about controlling the look and feel of your applications by formatting text with WML elements. By then end of the next chapter, you'll have created an aesthetically pleasing WAP application. From there, you'll be ready incorporate more advanced functionality into your development efforts.