// Web 3.0 alias Java 6 update N + JavaFX Desktop profile anounced

"The Workaround" - better known as Web 2.0 is now no longer necessary ;).

With Java 6 update 10 and later + JavaFX Desktop profile it is possible to run REAL applications (lets call them applets) out of process in the browser. The browser sandbox is now optional, if you like the applet to persist, just drag it out of the browser and you can use it stand alone (same process -> same state).

If you close it, it simple moves back to the browser, but what happens if you close the browser when the stand alone applet is still up and running you may ask? Now you technically transformed your applet to a webstart application and installed it on your system. Isn't that cool?!! Installation has never been so easy.

Additional to that a great demonstration of the Adobe - Photoshop/Illustrator exporter plugin has been shown on the JavaOne tech session where a professional designer and a java geek developed side by side a cool looking animated application without knowing concrete implementation/design details from each other*. Now you are able not just to develop techical superior applications you can also make them look awesome with minimal effort. (technically the exporter plugin exports each layer so coolest things will be possible)

But this is not everything: missing audio and video codecs are now ready to use, BDLive which brings network to your Blu-ray player has been shown and BDLive developer discs are now availabe at BDLive.com.

The early access JavaFX SDK will be available in June. More information on javafx.com (well the webside does not look and feel very good but thats probably because its not written in JavaFX script... ;) )

-------

*Sun Tech Session 3

Applets Reloaded with Ken Russell

Livedemo including sourcecode and documentation of the draggable applet feature is now available.


// NetBeans 7.0 with better desktop integration planed

Note: This entry has been posted on 1. April 2008 and nothing of that below is true :-)

- - - - -

You probably already know a lot of changes are planed for the NetBeans 7.0 release.

One of the bigger changes is tighter integration to the Windows Presentation Foundation for the SWT/JFace rewrite of NetBeans 7.0 similar tho the Eclipse roadmap. The minimum system requirement will rise to windows vista ultimate with a DirectX 10 capable graphics card and a USB stick plugged into your system (swap file for java quickstarter) to render NetBeans 7 in full HD. The primary reason for that was the out of the box Java 6 incompatibility to apple systems (who knows maybe it is compatible with MacOS X but no one will tell you because if he tried installing SE 6 on macs he/she also signed an NDA...) and the issue that many architects simple do not understand the internals of linux distributions (e.g Ubuntu) to install NetBeans.

On older cards or other operating systems JEdit will be started in compatibility mode (motif look&feel and full shell support). The reason for that are the new consumer guidelines and download size limitations of the java 6 Update 10 release. (there is a because of backwards compatibility problems [to build 11] not fixable ArrayIndexOutOfBounds bug in the pack200 implementation - primary reason why the swing renderer does not fit into the NB 7 distribution anymore if started with Java 6 update 10).

This brings several advantages. E.g instead of playing Jake in the browser (update 10 required) NetBeans 7.0 will be capable to render Halo 3 in the editor pane (with full profiler integration and 16x FSAA text overlay). Regular patches will be available via update center.
 
Additionally to that better joystick support is planed. This should improve the navigation through larger projects and replace the "go to declaration" action. You may also activate the force feedback option in the new "user experience" tab in the options dialog to detect the files which causes unit tests to fail. (Note: not available in JEdit compatibility mode but there will be a blinking icon instead)

The higher costs to develop NetBeans 7.0 make a complete free distribution not feasible but it will be still free for opensource developers (but not without limitations e.g UML diagrams will be limited to only two kind of widgets "hack" and "ship" while maintaining 100% SSP compatibility).


// Garbage First - It has never been so exciting to collect garbage :)

If you are reading this entry, you probably already know about G1 the new Garbage First concurrent collector currently in development for Java 7.

Jon Masamitsu made recently a great overview of all GCs currently integrated into JVM of Java SE 6 and announces the new G1 collector on his weblog.

I asked him in the comments some questions about G1 and a very interesting discussion starts. Tony Printezis an expert from the HotSpot GC Group joined the discussion and answered all the questions very detailed.

(I have aggregated the discussion here because I think it is much easier to read if the answer follows next to the question without the noise between them)

me: I just recently thought about stack allocation for special kind of objects. Couldn't the hotspot compiler provide enough information to determine points in code when its safe to delete certain objects? For example many methods use temporary objects. Is it really worth to put them into the young generation?

Tony: Regarding stack allocation. I believe (and I've seen data on papers that support this) that stack allocation can pay off for GCs that (a) do not compact or (b) are not generational (or both, of course).

In the case of (a), a non-compacting GC has an inherently slower allocation mechanism (e.g., free-list look-ups) than a compacting GC (e.g., "bump-the-pointer"). So, stack allocation can allow some objects to be allocated and reclaimed more cheaply (and, maybe, reduce fragmentation given that you cut down on the number of objects allocated / de-allocated from the free lists).

In the case of (b), typically objects that are stack allocated would also be short-lived (not always, but I'd guess this holds for the majority). So, effectively, you add the equivalent of a young generation to a non-generational GC.

For generational GCs, results show that stack allocation might not pay off that much, given that compaction (I assume that most generational GCs would compact the young generation through copying) allows generational GCs to allocate and reclaim short-lived objects very cheaply. And, given that escape analysis (which is the mechanism that statically discovers which objects do not "escape" a thread and hence can be safely stack allocated as no other thread will access them) might only prove that a small proportion of objects allocated by the application can be safely stack allocated (so, the benefit would be quite small overall).

(BTW, your 3D engine in Java shots on your blog look really cool!)

thank you! :)

[Read More]

// Java 3D is dead (again). Long live Java 3D! ;-)

It was like a deja-vu for me as I read this announcement about the future plans of the Java 3D scenegraph API. It is already the second time the development of Java 3D has been set to 'maintenance mode' and stopped for any further improvements.

But this time it is not bad at all. Why?

"Specifically, we are working on a new 3D scene graph, as part of the JavaFX player, that will complement the 2D Scenario scene graph. Its initial focus will be 3D effects, casual games, and simple 3D viewing applications..."

  
OK. But what about projects like Wonderland which use Java 3D and are no "simple 3D viewing applications"?

It is getting even better: Project Wonderland announces the complete move to the JMonkeyEngine!

"As part of our recent review of Wonderland, which resulted in the API
cleanup tasks that are now underway, we also took a long look at our
graphics subsystem. Our main goal here was to ensure we could create a
very rich 3D experience. We also reviewed the tool chain for creating and importing
content into Wonderland. After careful consideration by the Wonderland
team, and discussion with the Java 3D team we have decided that
Wonderland will be best served by moving to the JMonkeyEngine scene
graph API... "

Now it is getting very interesting. Wonderland was always in my opinion a far to advanced project to be limited to the visual and design constrains of Java 3D (watch the videos!). The JMonkeyEngine is a full featured 3D (game) engine already used by professional game companies (NCsoft...).

 
Still not happy?

then be patient and wait for Java 3D 1.5.2 (maintenance release) which will be relicensed to a dual GPLv2 + CP ex license.


// Java SE 6 Update N Early Access build 10 available + new FAQ and release dates

a new ea build of Java 6 Update N is available with a lot of bugfixes, ready for testing

my favorite fixes:
6641571RFE Enable new plug-in as default in 6u10 b10
6524352 Defect support for high-resolution mouse wheel
this was actually a particulary annoying one :)

release schedule (on top) + download link (bottom).

New Java Kernel FAQ (interesting!)


// Pictures of my old 3D Engine in Java

Here are some screenshots of my 3D Engine (codename Metaverse) I made a few years ago (click to enlarge). It is written in Java and uses JOGL (JSR 231) as OpenGL binding and JInput to access the controllers.

These shots show the real time lighting and water rendering capabilities. They also show that you are the whole time on a real 3D planet (codename potato ;) ).

The next shows a 'test vehicle' to test model loading, animation, physics and collision detection of the Engine. You can use this vehicle to explore the planet - it makes even a lot of fun to drive through rough terrain and try to survive jumps from steep hills ;). The other screenshot shows the planet as wireframe.

The last two show the continuous triangulation of the terrain mesh and the space subdivision into a quad-tree (used for fast frustum culling and physics). The viewer is configured to be located inside the river bed.

You think that Java for 3D Graphics is like a penguin in hell? If you follow some rules to prevent stop the world garbage collections (full GCs) and prevent calls through the JNI where possible you can reach with the server (hotspot compiler) JVM performance comparable to C++ code.

The rendering performance is quite good. Even fast fly overs are rendered with 60+ fps. If the camera stays still the renderer reaches 200+ fps on my notebook (ATI X1600).

I have currently no time to continue with this project but if I think back how fun it was to work on that engine I would love to start hacking again immediately ;).