Showing posts with label Java. Show all posts
Showing posts with label Java. Show all posts

Wednesday, December 31, 2008

"Hello World!" for the NetBeans IDE (Java Tutorial)

It's time to write your first application! These detailed instructions are for users of the NetBeans IDE. The NetBeans IDE runs on the Java platform, which means that you can use it with any operating system for which there is a JDK 6 available. These operating systems include Microsoft Windows, Solaris OS, Linux, and Mac OS X.

A Checklist

To write your first program, you'll need:
  1. The Java SE Development Kit 6 (JDK 6)

  2. The NetBeans IDE


Creating Your First Application

Your first application, HelloWorldApp, will simply display the greeting "Hello World!". To create this program, you will:

  • Create an IDE project

    When you create an IDE project, you create an environment in which to build and run your applications. Using IDE projects eliminates configuration issues normally associated with developing on the command line. You can build or run your application by choosing a single menu item within the IDE.

  • Add code to the generated source file

    A source file contains code, written in the Java programming language, that you and other programmers can understand. As part of creating an IDE project, a skeleton source file will be automatically generated. You will then modify the source file to add the "Hello World!" message.

  • Compile the source file into a .class file

    The IDE invokes the Java programming language compiler (javac), which takes your source file and translates its text into instructions that the Java virtual machine can understand. The instructions contained within this file are known as bytecodes.

  • Run the program

    The IDE invokes the Java application launcher tool (java), which uses the Java virtual machine to run your application.


Create an IDE Project

To create an IDE project:

  1. Launch the NetBeans IDE.
    • On Microsoft Windows systems, you can use the NetBeans IDE item in the Start menu.
    • On Solaris OS and Linux systems, you execute the IDE launcher script by navigating to the IDE's bin directory and typing ./netbeans.
    • On Mac OS X systems, click the NetBeans IDE application icon.
  2. In the NetBeans IDE, choose File | New Project.



    NetBeans IDE with the File | New Project menu item selected.

    3. In the New Project wizard, expand the General category and select Java

    Application as shown in the following figure:

    NetBeans IDE, New Project wizard, Choose Project page.

    4. In the Name and Location page of the wizard, do the following (as shown in the figure below):

    • In the Project Name field, type Hello World App.
    • In the Create Main Class field, type helloworldapp.HelloWorldApp.
    • Leave the Set as Main Project checkbox selected.

  1. Click Finish.

The project is created and opened in the IDE. You should see the following components:

  • The Projects window, which contains a tree view of the components of the project, including source files, libraries that your code depends on, and so on.
  • The Source Editor window with a file called HelloWorldApp open.
  • The Navigator window, which you can use to quickly navigate between elements within the selected class.

Add Code to the Generated Source File

When you created this project, you left the Create Main Class checkbox selected in the New Project wizard. The IDE has therefore created a skeleton class for you. You can add the "Hello World!" message to the skeleton code by replacing the line:

// TODO code application logic here
with the line:
System.out.println("Hello World!"); // Display the string.
Optionally, you can replace these four lines of generated code:
/**
*
* @author
*/
with these lines:
/**
* The HelloWorldApp class implements an application that
* simply prints "Hello World!" to standard output.
*/
These four lines are a code comment and do not affect how the program runs. Later sections of this tutorial explain the use and format of code comments.

Be Careful When You Type

Type all code, commands, and file names exactly as shown. Both the compiler (javac) and launcher (java) are case-sensitive, so you must capitalize consistently.

HelloWorldApp helloworldapp

Save your changes by choosing File | Save.

The file should look something like the following:

/*
* HelloWorldApp.java
*
* Created on February 5, 2006, 6:43 PM
*
* To change this template, choose Tools | Template Manager
* and open the template in the editor.
*/

package helloworldapp;

/**
* The HelloWorldApp class implements an application that
* simply prints "Hello World!" to standard output.
*/
public class HelloWorldApp {

/** Creates a new instance of HelloWorldApp */
public HelloWorldApp() {
}

/**
* @param args the command line arguments
*/
public static void main(String[] args) {
System.out.println("Hello World!"); // Display the string.
}

}

Compile the Source File into a .class File

To compile your source file, choose Build | Build Main Project from the IDE's main menu.

The Output window opens and displays output similar to what you see in the following figure:

Output window showing results of building the HelloWorld project.

Output window showing results of building the HelloWorld project.

If the build output concludes with the statement BUILD SUCCESSFUL, congratulations! You have successfully compiled your program!

If the build output concludes with the statement BUILD FAILED, you probably have a syntax error in your code. Errors are reported in the Output window as hyper-linked text. You double-click such a hyper-link to navigate to the source of an error. You can then fix the error and once again choose Build | Build Main Project.

When you build the project, the bytecode file HelloWorldApp.class is generated. You can see where the new file is generated by opening the Files window and expanding the Hello World App/build/classes/helloworldapp node as shown in the following figure.

Files window, showing the generated .class file.

Files window, showing the generated .class file.

Now that you have built the project, you can run your program.

Run the Program

From the IDE's menu bar, choose Run | Run Main Project.

The next figure shows what you should now see.

The program prints "Hello World!" to the Output window (along with other output from the build script).

Congratulations! Your program works!learn more..

Source





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What Can Java Technology Do? (Java Tutorial)

The general-purpose, high-level Java programming language is a powerful software platform. Every full implementation of the Java platform gives you the following features:

  • Development Tools: The development tools provide everything you'll need for compiling, running, monitoring, debugging, and documenting your applications. As a new developer, the main tools you'll be using are the javac compiler, the java launcher, and the javadoc documentation tool.

  • Application Programming Interface (API): The API provides the core functionality of the Java programming language. It offers a wide array of useful classes ready for use in your own applications. It spans everything from basic objects, to networking and security, to XML generation and database access, and more. The core API is very large; to get an overview of what it contains, consult the Java SE Development Kit 6 (JDKTM 6) documentation.

  • Deployment Technologies: The JDK software provides standard mechanisms such as the Java Web Start software and Java Plug-In software for deploying your applications to end users.

  • User Interface Toolkits: The Swing and Java 2D toolkits make it possible to create sophisticated Graphical User Interfaces (GUIs).

  • Integration Libraries: Integration libraries such as the Java IDL API, JDBCTM API, Java Naming and Directory InterfaceTM ("J.N.D.I.") API, Java RMI, and Java Remote Method Invocation over Internet Inter-ORB Protocol Technology (Java RMI-IIOP Technology) enable database access and manipulation of remote objects. learn more..
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About the Java Technology (Java Tutorial)

Java technology is both a programming language and a platform.

The Java Programming Language


The Java programming language is a high-level language that can be characterized by all of the following buzzwords:

  • Simple
  • Architecture neutral
  • Object oriented
  • Portable
  • Distributed
  • High performance
  • Multithreaded
  • Robust
  • Dynamic
  • Secure
  • Each of the preceding buzzwords is explained in The Java Language Environment , a white paper written by James Gosling and Henry McGilton.

    In the Java programming language, all source code is first written in plain text files ending with the .java extension. Those source files are then compiled into .class files by the javac compiler. A .class file does not contain code that is native to your processor; it instead contains bytecodes — the machine language of the Java Virtual Machine1 (Java VM). The java launcher tool then runs your application with an instance of the Java Virtual Machine.

    Because the Java VM is available on many different operating systems, the same .class files are capable of running on Microsoft Windows, the Solaris TM Operating System (Solaris OS), Linux, or Mac OS. Some virtual machines, such as the Java HotSpot virtual machine, perform additional steps at runtime to give your application a performance boost. This include various tasks such as finding p

    erformance bottlenecks and recompiling (to native code) frequently used sections of code.

    Through the Java VM, the same application is capable of running on multiple platforms.


    The Java Platform


    A platform is the hardware or software environment in which a program runs. We've already mentioned some of the most popular platforms like Microsoft Windows, Linux, Solaris OS, and Mac OS. Most platforms can be described as a combination of the operating system and underlying hardware. The Java platform differs from most other platforms in that it's a software-only platform that runs on top of other hardware-based platforms.

    The Java platform has two components:

    • The Java Virtual Machine
    • The Java Application Programming Interface (API)
    You've already been introduced to the Java Virtual Machine; it's the base for the Java platform and is ported onto various hardware-based platforms.

    The API is a large collection of ready-made software components that provide many useful capabilities. It is grouped into libraries of related classes and interfaces; these libraries are known as packages. The next section, What Can Java Technology Do? highlights some of the functionality provided by the API.

    The API and Java Virtual Machine insulate the program from the underlying hardware.

    As a platform-independent environment, the Java platform can be a bit slower than native code. However, advances in compiler and virtual machine technologies are bringing performance close to that of native code without threatening portability.

    The terms"Java Virtual Machine" and "JVM" mean a Virtual Machine for the Java platform

    learn more..

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    Full-Screen Exclusive Mode (Java Tutorial)

    Programmers who use Microsoft's DirectX API may already be familiar with full-screen exclusive mode. Other programmers may be somewhat new to the concept. In either case, full-screen exclusive mode is a powerful feature of J2SETM version 1.4 that allows the programmer to suspend the windowing system so that drawing can be done directly to the screen.

    This is a slight paradigm shift from the usual kind of GUI program in many ways. In traditional Java GUI programs, the AWT is responsible for propagating paint events from the operating system, through the event dispatch thread, and by calling AWT's Component.paint method when appropriate. In full-screen exclusive applications, painting is usually done actively by the program itself. Additionally, a traditional GUI application is limited to the bit depth and size of the screen chosen by the user. In a full-screen exclusive application, the program can control the bit depth and size (display mode) of the screen. Finally, many more advanced techniques, such as page flipping (discussed below) and stereo buffering (utilizing systems which use a separate set of frames for each eye) require, on some platforms, that an application first be in full-screen exclusive mode.

    Hardware-Accelerated Image Basics


    To understand the full-screen exclusive mode API, you need to understand some basic principles of hardware-accelerated images. The VolatileImage interface encapsulates a surface which may or may not take advantage of hardware acceleration. Such surfaces may lose their hardware acceleration or their memory at the behest of the operating system (hence, the name 'volatile'). See the VolatileImage Tutorial (coming soon) for more information on volatile images.

    Full-screen exclusive mode is handled through a java.awt.GraphicsDevice object. For a list of all available screen graphics devices (in single or multi-monitor systems), you can call the method getScreenDevices on the local java.awt.GraphicsEnvironment; for the default (primary) screen (the only screen on a single-monitor system), you can call the method getDefaultScreenDevice.

    Once you have the graphics device, you can call one of the following methods:

    public boolean isFullScreenSupported()
    This method returns whether or not full-screen exclusive mode is available. On systems where full-screen exclusive mode is not available, it is probably better to run an application in windowed mode with a fixed size rather than setting a full-screen window.

    public void setFullScreenWindow(Window w)
    Given a window, this method enters full-screen exclusive mode using that window. If full-screen exclusive mode is not available, the window is positioned at (0,0) and resized to fit the screen. Use this method with a null parameter to exit full-screen exclusive mode.

    Programming Tips


    Here are some tips about programming using full-screen exclusive mode:

    • Check for isFullScreenSupported before entering full-screen exclusive mode. If it isn't supported, performance may be degraded.
    • Entering and exiting full-screen mode is more robust when using a try...finally clause. This is not only good coding practice, but it also prevents your program from staying in full-screen exclusive mode longer than it should:
    • GraphicsDevice myDevice;
      Window myWindow;

      try {
      myDevice.setFullScreenWindow(myWindow);
      ...
      } finally {
      myDevice.setFullScreenWindow(null);
      }
    • Most full-screen exclusive applications are better suited to use undecorated windows. Turn off decorations in a frame or dialog using the setUndecorated method.
    • Full-screen exclusive applications should not be resizable, since resizing a full-screen application can cause unpredictable (or possibly dangerous) behavior.
    • For security reasons, the user must grant fullScreenExclusive permission when using full-screen exclusive mode in an applet. learn more..
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