Michael Bien's Weblog
FishFarm won second prize in GlassFish Community Innovation Awards Program
I recently won with FishFarm the second prize in the GlassFish Community Innovation Awards Program - which is pretty cool. I would never have thought that I have a chance to win something in the GAP.
Since you probably don't know what FishFarm actually is, I will try to introduce it with this entry.
FishFarm = Shoal + Fork/Join Framework
Shoal = simple to use clustering framework currently based on JXTA and used within GlassFish
Fork/Join Framework = pretty cool concurrency framework for local parallelization of tasks (jsr166y targeted for Java 7)
=> FishFarm = simple but pretty cool solution for distributing concurrent tasks over a p2p network [q.e.d.]
Project FishFarm is a simple solution for distributing computational intensive tasks over the network based on Java SE APIs.
The goal of this project is to take any task written in the Fork/Join Framework (JSR166y targeted for Java 7) and distribute the computation over multiple nodes in a grid. FishFarm introduces no new frameworks and is also no full featured distribution system.
The initial focus was to make the ForkJoinPool (which is a core part of jsr166y) distributable with as few code changes as possible. Thanks to Doug Lee these modifications are now in trunk of his Fork/Join Framework and he even provided a handful of utility methods to make further extensions simpler.
How it works:
All you need to make your Application distributable is to replace ForkJoinPool with FishFarm's DistributedForkJoin pool.
ForkJoinPool pool = new DistributedForkJoinPool();
// submit as many tasks you want (nothing changed)
Future futureResult1 = pool.submit(new MyTask());
Future futureResult2 = pool.submit(new LongRunningTask());
// block until done
System.out.println("result of task 1: " + futureResutl1.get());
// or ask if done
System.out.println("task 2 isDone=" + futureResutl2.isDone());
Every DistributedForkJoinPool is member of a peer2peer network and automatically steals work from overstrained pools if idle. DistributedForkJoinPool extends ForkJoinPool and will complete submitted tasks even when working offline or on node failures. No additional configuration required.
I wouldn't call it ready for production yet but it should be stable enough to have fun ;-)
In case you are wondering why you are reading this entry via the RSS feed of my brother's (Adam) blog. This is a bug which confuses both urls, I hope this should be fixed with the next roller deployment.
This is Michael - over and out ;-)
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... ;) )
Livedemo including sourcecode and documentation of the draggable applet feature is now available.
NetBeans OpenGL Pack 0.5.1 released
The NetBeans OpenGL Pack 0.5.1 has been released. This is a small bugfix release with no major features added.
Changes since last release:
- updated JOGL distribution to v1.1.1rc8
- updated JOGL demos (added gears Applet demo)
- added JOGL API support module for doc and source integration
- webstart support for JOGL project templates (just enable it in the project properties)
- improved JOGL deployment code (fixed some issues on 64bit systems)
- bug fixes
To download the pack please visit the plugin portal page.
The OpenGL pack will be soon available via plugin portal update center (Tools | Plugins). This will make our old "NetBeans OpenGL Pack update center" obsolete (and improve the download speed!). However, we will use the old update center for experimental not final releases in future.
How to reuse modules across different NetBeans applications
If you develop NetBeans modules you probably also wondered how to add a pre-packaged .nbm file as dependency to your module or how to use modules in multiple suites.
After some search I found that there is currently no official supported way for doing this. The reason is the bidirectional dependency between the suite and each module in the suite. This makes it hard to reuse modules across suites but it is still possible. In this entry I will describe different techniques/hacks to workaround this issue. (Note: technique, hack and workaround in the same sentence ;) )
In general, you can add a dependency to a module when the module you like to depend on is in:
a) your suite
b) the target NetBeans platform (default target platform is the installed IDE)
As mentioned above a) works only for one suite -> only b) is left
option 1. Assemble your own target platform:
point and click
- Either make a copy of NetBeans, or if there's a lot of stuff you don't want, create an empty suite. Then build it and create a zip distribution and unpack that
- Launch the result
- In Tools | Plugins, install the module(s) you want globally (check the "Force install into shared directories" checkbox)
- Shut it down
- In your real IDE, use Tools | NetBeans Platforms to point at the copy of the platform that now has the module you want in it
- Set your suite to build against that. It should pick up the module you installed and all classes in it's public packages
or put it in a build script
option 2. Install the module into your IDE:
point and click
- enable "Force install into shared directories" in Tools | Plugins | Settings
- install your module(s)
- restart NetBeans
- your module is now in the extra cluster and part of your IDE
edit Info/index.xml inside your .nbm file
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE module PUBLIC "-//NetBeans//DTD Autoupdate Module Info 2.5//EN" "http://www.netbeans.org/dtds/autoupdate-info-2_5.dtd">
<module codenamebase="org.yourorghere.module4" distribution="" downloadsize="0" global="true" homepage="" license="AD9FBBC9" moduleauthor="Michael Bien" needsrestart="false" releasedate="2008/04/07" targetcluster="milkyway">
<manifest AutoUpdate-Show-In-Client="true" OpenIDE-Module="org.yourorghere.module4" OpenIDE-Module-Implementation-Version="080407" OpenIDE-Module-Java-Dependencies="Java > 1.5" OpenIDE-Module-Name="module4" OpenIDE-Module-Requires="org.openide.modules.ModuleFormat1" OpenIDE-Module-Specification-Version="1.1"/>
<license name="AD9FBBC9">[NO LICENSE SPECIFIED]
alternatively you can add the flags to module/nbproject/project.properties and rebuild/create NBM (if source available)
Now when you install the module with Tools | Plugins, NetBeans will place the module directly into the installation folder in the new created "milkyway" cluster. With this trick you should be able to use the same library wrapper module in as many suites you want.
Thanks to all on the mailing lists for the help on that topic.
I am already looking forward to JSR 277 which will hopefully replace the current implementation of the NetBeans module system. (no there was nothing anounced but this would make defenetive sense)
NetBeans 7.0 with better desktop integration planed
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).
Note: This entry has been posted on 1. April and nothing of that above is true :-)
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.
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! :)
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
OK. But what about projects like Wonderland which use Java 3D and are no "simple 3D viewing applications"?
"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:
|6641571||RFE||Enable new plug-in as default in 6u10 b10|
|6524352||Defect||support for high-resolution mouse wheel|
release schedule (on top) + download link (bottom).
New Java Kernel FAQ (interesting!)
Using the WiiRemote for headtracking and cool 3D effects
Chung Lee demonstrates and explains how you can use a WiiRemote for headtracking and how this technique could be used for view dependent 3D effects on your desktop- or TV screen. Awesome!
I will try it out with my own 3D engine as soon as I have a WiiRemote or similar hardware. It should be easy to implement since the whole 3D illusion is based on simple matrix manipulation (projection matrix) of the rendering pipeline. The WiiRemote could be accessed with JInput.
But first I have to write some exams ;)
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 discover 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 (important 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 (frames per second). 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 ;).