| 1 | Working on AWT and Java2D code with NetBeans
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| 2 |
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| 3 | This project includes most of Java2D and AWT-related files,
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| 4 | allows easy navigation and builds from within NetBeans.
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| 5 |
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| 6 | Since both AWT and Java2D have lots of native code, this
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| 7 | project uses "make" targets for building.
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| 8 |
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| 9 | Unfortunately currently this project doesn't support
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| 10 | working with native code. Meaning, there is no navigation, code
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| 11 | completion, refactoring, etc.
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| 12 | In the future we will provide native code support.
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| 13 |
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| 14 | You can certainly install the C/C++ pack for NetBeans 6.0
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| 15 | once it becomes available, or use any other editor for
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| 16 | working with C/C++ files.
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| 17 |
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| 18 | In order to use this project from within NetBeans you will have
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| 19 | to perform a full jdk build first.
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| 20 |
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| 21 | Here are the steps:
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| 22 | 1. setup your jdk build environment as described in
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| 23 | other documents (see build documentation)
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| 24 |
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| 25 | 2. perform a full jdk build (preferably a FASTDEBUG build,
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| 26 | as it simplifies the debugging - the classes and object files
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| 27 | will be built with the debug information).
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| 28 | You only need to build jdk's "all" target:
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| 29 | #> cd jdk/make
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| 30 | #> make all > build.log 2>&1
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| 31 |
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| 32 | 3. set "make" and "make.options" properties in your
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| 33 | ~/.openjdk/build.properties file (see the main README
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| 34 | file for more information on property files)
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| 35 | to set up the environment in NetBeans.
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| 36 |
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| 37 | To get a list of variables you most likely will need to override
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| 38 | to make the the build work in NetBeans, you can do something like this
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| 39 | (on Windows):
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| 40 | #>env | grep ALT
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| 41 | ALT_JDK_IMPORT_PATH=c:/devtools/java/jdk1.6.0
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| 42 | ALT_DXSDK_PATH=c:/devtools/DirectX/DXSDK_Dec06
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| 43 | ALT_BOOTDIR=c:/DevTools/java/jdk1.5.0
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| 44 |
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| 45 | If your build is a FASTDEBUG build, don't forget
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| 46 | to set FASTDEBUG=true in the property file as well so that what you
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| 47 | have built from the terminal matches what will be built from NetBeans.
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| 48 |
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| 49 | Set "make.options" in your build.properties
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| 50 | accordingly:
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| 51 | make.options=\
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| 52 | ALT_JDK_IMPORT_PATH=c:/devtools/java/jdk1.6.0 \
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| 53 | ALT_DXSDK_PATH=c:/devtools/DirectX/DXSDK_Dec06 \
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| 54 | ALT_BOOTDIR=c:/DevTools/java/jdk1.5.0 \
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| 55 | FASTDEBUG=true
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| 56 | make=c:/devtools/cygwin/bin/make
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| 57 |
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| 58 | 4. Windows only: make sure you either call vcvars32.bat
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| 59 | file which sets the compiler environment
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| 60 | (typically located in <YourVisualStudioInstallDir>/VC7/bin)
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| 61 | and start NetBeans from the same terminal,
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| 62 | or make Visual Studio register its environment
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| 63 | variables globally.
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| 64 | (When building on 64-bit Windows platform, use setenv.cmd
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| 65 | from Platform SDK instead of vcvars32, as described in the
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| 66 | build documentation)
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| 67 |
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| 68 | 5. Now you can launch NetBeans
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| 69 |
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| 70 | Notes on building the project from NetBeans
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| 71 |
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| 72 | If you work only with Java files, you can compile them
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| 73 | with "Compile Single File" target ("F9" by default), the ant build
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| 74 | will compile the class files into the correct directory automatically.
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| 75 |
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| 76 | However, if you touched any of C/C++ files,
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| 77 | you will need to use "build main project" ("F11") which launches
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| 78 | "make" on a set of directories.
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| 79 |
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| 80 | Same goes if you touched a Java file which has native
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| 81 | methods. You will need to run the build so that
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| 82 | "javah" can generate the JNI header files used by
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| 83 | the native code.
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| 84 |
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| 85 | Demos
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| 86 |
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| 87 | The default run target for this project is Font2DTest,
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| 88 | which is launched with the runtime you built.
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| 89 |
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| 90 | You can also start other demos by selecting a demo
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| 91 | in the Project or Files view and choosing "Run" from
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| 92 | the menu.
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| 93 |
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| 94 | In particular, there is a J2DBench demo project,
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| 95 | which is a Java2D benchmark. To run it,
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| 96 | select java2d.J2DBench/build.xml node in the
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| 97 | "Projects" explorer and execute "Run" target.
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| 98 | For more information on this benchmark, see
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| 99 | the project's README file in the "Files" view.
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| 100 |
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| 101 | Notes on using CND (C/C++ pack) with this project and NetBeans.
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| 102 |
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| 103 | As mentioned above currently a project for working with native code is not
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| 104 | provided. However, you can set it up by yourself if you have
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| 105 | access to CND pack for NetBeans 6.0.
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| 106 |
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| 107 | First, install CND as described here (this is a page for CND 5.5,
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| 108 | there likely will be one for 6.0 as well):
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| 109 | http://www.netbeans.org/community/releases/55/cnd-install.html
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| 110 | and make sure everyting works it works.
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| 111 |
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| 112 | Then, create a new C/C++ project of "from existing code" type (see page
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| 113 | mentioned above for examples). The project should be located in the same
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| 114 | directoryas this project is - on the same level. Call it something like
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| 115 | "awt2d-native-${platform}-${arch}". So, for example, you may have
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| 116 | jdk/make/netbeans/awt2d
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| 117 | jdk/make/netbeans/awt2d-native-windows-i586
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| 118 |
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| 119 | Specify the top level Makefile (jdk/make/Makefile), even though
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| 120 | you will not be using, as the Java awt2d project is set up
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| 121 | for building the workspace (thus make sure it's the default project,
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| 122 | so when you hit "Build Project" it's awt2d one that's chosen).
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| 123 |
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| 124 | The most important thing is to specify the directories which will
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| 125 | be included into this project, the defines, and the directories for
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| 126 | include files.
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| 127 | This will enable code completion and limited navigation.
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| 128 |
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| 129 | Using the project wizard, select the source directories you're interested in.
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| 130 |
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| 131 | For example,
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| 132 | src/share/native/sun/java2d
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| 133 | src/windows/native/sun/java2d
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| 134 | ....
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| 135 | (this will recursively include the subdirectories)
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| 136 |
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| 137 | Then set the list of the includes required by CND to enable code assistance.
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| 138 | You can get a complete list of include directories by looking at your
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| 139 | build log file and checking what directories are included with "-I" when
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| 140 | the files you're interesed in are built (you can probably devise some
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| 141 | script to generate the list of include files relative to the native
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| 142 | cnd project directory, and the list of defines passed to the compiler)
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| 143 |
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| 144 | For example, on Windows x86, you might have something like this
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| 145 | (a somewhat complete list of awt and 2d native directories on windows):
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| 146 |
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| 147 | ../../src/share/javavm/export;
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| 148 | ../../src/share/javavm/include;
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| 149 | ../../src/share/native/common;
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| 150 | ../../src/share/native/sun/awt/debug;
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| 151 | ../../src/share/native/sun/awt/image/cvutils;
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| 152 | ../../src/share/native/sun/awt/image;
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| 153 | ../../src/share/native/sun/awt/medialib;
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| 154 | ../../src/share/native/sun/awt;
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| 155 | ../../src/share/native/sun/font/bidi;
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| 156 | ../../src/share/native/sun/font/layout;
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| 157 | ../../src/share/native/sun/font;
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| 158 | ../../src/share/native/sun/java2d/cmm/lcms;
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| 159 | ../../src/share/native/sun/java2d/cmm;
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| 160 | ../../src/share/native/sun/java2d/loops;
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| 161 | ../../src/share/native/sun/java2d/opengl;
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| 162 | ../../src/share/native/sun/java2d/pipe;
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| 163 | ../../src/share/native/sun/java2d;
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| 164 | ../../src/windows/javavm/export;
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| 165 | ../../src/windows/native/common;
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| 166 | ../../src/windows/native/sun/awt;
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| 167 | ../../src/windows/native/sun/java2d/d3d;
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| 168 | ../../src/windows/native/sun/java2d/opengl;
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| 169 | ../../src/windows/native/sun/java2d/windows;
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| 170 | ../../src/windows/native/sun/java2d;
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| 171 | ../../src/windows/native/sun/windows;
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| 172 | ../../build/windows-i586/tmp/sun/sun.awt/awt/CClassHeaders;
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| 173 | ../../build/windows-i586/tmp/sun/sun.awt/awt/obj;
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| 174 | ../../build/windows-i586/tmp/sun/sun.awt/awt/obj_gO;
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| 175 | ../../build/windows-i586/tmp/sun/sun.awt/jpeg/CClassHeaders;
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| 176 | ../../build/windows-i586/tmp/sun/sun.awt/splashscreen/CClassHeaders;
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| 177 | ../../build/windows-i586/tmp/sun/sun.font/fontmanager/CClassHeaders;
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| 178 | ../../build/windows-i586/tmp/sun/sun.font/t2k/CClassHeaders;
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| 179 | C:/DevTools/DirectX/DXSDK_Dec06/Include;
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| 180 | C:/devtools/VS2003/SDK/v1.1/include;
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| 181 | C:/devtools/VS2003/VC7/ATLMFC/INCLUDE;
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| 182 | C:/devtools/VS2003/VC7/INCLUDE;
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| 183 | C:/devtools/VS2003/VC7/PlatformSDK/include;
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| 184 | C:/devtools/VS2003/VC7/PlatformSDK/include/prerelease;
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| 185 |
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| 186 | (you can format this into a single line with ';' delimiters and paste it
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| 187 | into the text field instead of entering them one by one)
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| 188 |
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| 189 | Note that most paths are relative to the native project directory -
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| 190 | this helps if you decide to relocate the workspace later. The ones that
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| 191 | aren't relative are paths to external include directories, like those
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| 192 | of the Platform SDK, DirectX SDK.
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| 193 | On Unix platforms these may be directories like /usr/include.
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| 194 |
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| 195 | The parser must know some defines to correctly parse the source files,
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| 196 | these can also be obtained from the log file. For example, on Windows
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| 197 | x86 with debugging enabled, the defines would be something like this:
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| 198 | D3D_OVERLOADS; UNICODE; _UNICODE; WIN32; IAL; _LITTLE_ENDIAN; WIN32; _X86_;
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| 199 | x86; WIN32_LEAN_AND_MEAN; INTERNAL_BUILD; JDK_MAJOR_VERSION='"1"';
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| 200 | JDK_MINOR_VERSION='"6"'; RELEASE=1.6.0-internal; DEBUG="true"
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| 201 |
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| 202 | (again, format it into a single line with '; ' delimiter - note the
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| 203 | space after ';' - and paste into the corresponding text field)
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| 204 |
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| 205 | Note that the list of include directories will be different on different
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| 206 | platforms and architectures - consult you build log file.
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| 207 |
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| 208 | After the project is created a loaded, you may want to check the list
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| 209 | of include files which weren't found (right-click on the native
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| 210 | project root in Projects exprorer, and select "View failed #include Directives"
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| 211 | from the popup menu. Update the inlcude directories list accordingly.
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| 212 |
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| 213 | You can later create a different configuration for non-debug build,
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| 214 | just make a copy of your current configuration - call it ${arch}-debug
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| 215 | (in the native project's Properties dialog) and remove "DEBUG=true" from
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| 216 | the list of defines.
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| 217 |
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| 218 | Note that with both Java and native projects opened the default
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| 219 | heap size NetBeans starts with might not be sufficient for comfortable work,
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| 220 | so you may need to increase it. You can do it either from the command line
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| 221 | or by editing your ~/.netbeans/dev/etc/netbeans.conf file and adding
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| 222 | something like this:
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| 223 | -J-Xms312m -J-Xmx512m -J-XX:PermSize=128m -J-XX:MaxPermSize=200m
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| 224 | to netbeans_default_options property.
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