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Spring MVC Interceptors Example
I thought that it was time to take a look at Spring’s MVC interceptor mechanism, which has been around for a good number of years and is a really useful tool. A Spring Interceptor ...

Java EE Past, Present, & Cloud 7
One prominent topic of the recent JavaOne 2011 was the next major Java EE 7 release. As stated in the keynotes, the work on it is well underway. It will contain the 28 specifications ...

Java Twitter client with Twitter4j
Got inspired by my friend, who built his own Twitter client for his company’s client. So, I tried to build one using Java. And I’m surprised at how easy is to make a Twitter ...

Leaked: Oracle WebLogic Server 12g
JavaOne is nearly one week behind us already and I am still working on the detailed blog posts about it. One thing I was really surprised of is the fact, that I didn’t see a single ...

Integrating Maven with Ivy
The problem: you have some resources in an Ivy repository (and only there) which you would like to use in a project based on Maven. Possible solutions:Migrate the repository to Maven ...

Best Of The Week – 2011 – W41
Hello guys, Time for the “Best Of The Week” links for the week that just passed. Here are some links that drew JavaCodeGeeks attention: * Oracle’s ambitious plan ...

Spring & Quartz Integration with Custom Annotation
We know Spring has support for integration with the Quartz framework. But as of now Spring supports only static XML declarative approach. If you want to see how to integrate Spring ...

JavaOne is Rebuilding Momentum
Just finished up an extremely busy week at JavaOne and there was a lot to like about this year’s event. There were plenty of surprise announcements, lots of good content/sessions, ...

Rich Domain Model with Guice
The anaemic domain model is a really common anti-pattern. In the world of ORM & DI frameworks we naturally seem to find ourselves with an ORM-managed “domain” that is all data ...

Android Game Development – Design In-game Entities – The State Pattern
In this part I will try to explain how to design easily extensible and maintainable game elements that control their own internal state and behaviours. An internal state is best described ...



