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Threading stories: ThreadLocal in web applications

This week I spend reasonable time to eliminate all our ThreadLocal variables in our web applications. The reason was that they created classloader leaks and we coudn’t undeploy our applications properly anymore. Classloader leaks happen when a GC root keeps referencing an application object after the application was undeployed. If an application object is still referenced after undeploy, then the whole class loader can’t be garbage collected cause the considered object references your applications class file which in turn references the classloader. This will cause an OutOfMemoryError after you’ve undeployed and redeployed a couple of times. ThreadLocal is one classic candidate that can easily create classloader leaks in web applications. The server is managing its threads in a pool. These threads live longer then your web application. In fact they don’t die at all until the underlying JVM dies. Now, if you put a ThreadLocal in a pooled thread that references an object of your class you *must* be careful. You need to make sure that this variable is removed again using ThreadLocal.remove(). The issue in web applications is: where is the right place to safely remove ThreadLocal variables? Also, you may not want to modify that “removing code” every time a colleague decided to add another ThreadLocal to the managed threads. We’ve developed a wrapper class around thread local that keeps all the thread local variables in one single ThreadLocal variable. Here is the code. public class ThreadLocalUtil {private final static ThreadLocal<ThreadVariables> THREAD_VARIABLES = new ThreadLocal<ThreadVariables>() {/** * @see java.lang.ThreadLocal#initialValue() */ @Override protected ThreadVariables initialValue() { return new ThreadVariables(); } };public static Object getThreadVariable(String name) { return THREAD_VARIABLES.get().get(name); }public static Object getThreadVariable(String name, InitialValue initialValue) { Object o = THREAD_VARIABLES.get().get(name); if (o == null) { THREAD_VARIABLES.get().put(name, initialValue.create()); return getThreadVariable(name); } else { return o; } }public static void setThreadVariable(String name, Object value) { THREAD_VARIABLES.get().put(name, value); }public static void destroy() { THREAD_VARIABLES.remove(); } }public class ThreadVariables extends HashMap<String, Object> { }public abstract class InitialValue {public abstract Object create();}The advantage of the utility class is that no developer needs to manage the thread local variable lifecycle individually. The class puts all the thread locals in one map of variables. The destroy() method can be invoked where you can safely remove all thread locals in your web application. In our case thats a ServletRequestListener -> requestDestroyed() method. You will also need to place finally blocks elsewhere. Typical places are near the HttpServlet, in the init(), doPost(), doGet() methods. This may remove all thread locals in the pooled worker threads after the request is done or an exception is thrown unexpectedly. Sometimes it happens that the main thread of the server leaks thread local variables. If that is the case you need to find the right places where to call the ThreadLocalUtil -> destroy() method. To do that figure out where the main thread actually *creates* the thread variables. You could use your debugger to do that. Many guys out there suggest to ommit ThreadLocal in web applications for several reasons. It can be very difficult to remove them in a pooled thread environment so that you can undeploy the applications safely. ThreadLocal variables can be useful, but it’s fair to consider other techniques before applying them. An alternative for web applications to carry request scope parameters is the HttpServletRequest. Many web frameworks allow for generic request parameter access as well as request/session attribute access, without ties to the native Servlet/Portlet API. Also many framework support request scoped beans to be injected into an object tree using dependency injection. All these options fulfill most requirements and should be considered prior to using ThreadLocal. Reference: Threading stories: ThreadLocal in web applications from our JCG partner Niklas....

JavaFX 2 GameTutorial Part 2

Introduction This is the second installment of a series of blog entries relating to a JavaFX 2 Game Tutorial. If you have not read Part 1 please see the introduction section of the JavaFX 2 Game Tutorial. To recap in Part 1, I mention some aspects of game play and a simple demo of a prototype spaceship (comprised of simple shapes) that is capable of navigating via the mouse. Disclaimer: This is a long tutorial so if you just want to run the demo just Click HERE. The demo is called Atom Smasher where you generate atoms (spheres) that collide. You may freeze the game to add more atoms. The objective is to have more than one atom alive and bouncing around. A text displays the current number of atoms floating around. Before beginning our discussion on a game loop I wanted to give you some background history about games and animation.History Back in the day (during the 80s-90s) many game programmers attempted to animate images has encountered the infamous screen flicker problem. This is where your sprites (graphic images) will often flash and make the game look quite awful. All monitors have a refresh rate where certain intervals the pixels will be redrawn (called vertical retrace CRTs). For example, if the refresh rate is 80 Hz it is approximately 80 times a second the screen is redrawn. If you are modifying things on the screen you can often be out ofsyncbecause of being in the middle of a refresh interval. What should you do about this? Well, actually there are two things that will help remedy this problem (double buffering & knowing when the cycle is occurring). Some clever developers created a technique called double buffering. Double buffering is a technique which consists of two surfaces where each takes turns on becoming the displayable surface and the other is an offscreen area (buffer surface). This technique is really a digital sleight of hand trick where the developer can pre calculate the sprites and their positions to be drawn on the offscreen surface. Once you are finished drawing on the offscreen buffer the code will switch it as the displayable surface. An important thing to point out is that we still have an issue due to the fact that we need to be notified when the refresh interval is about to begin the redraw process. In Java this ability is built in via the BufferStrategy API. So, where am I going with this? Sometimes explaining the past strategies will help us appreciate what we have today. Do we need to do this in JavaFX? Nope. Have no fear JavaFX is here! All of the issues thatI’vementioned are all taken care of for us by using JavaFX’s Scene graph API. However, most games will still use the old fashion way of animating graphics and updating the game world called the ‘Game Loop’. The Game Loop Simply put the game loop is responsible for updating sprites (graphics), checking collision, and cleanup. Older game loops will check for key and mouse events as part of the loop. Since JavaFX abstracts events to allow the Scene or individual nodes to handle events the ability to listen to low level events aren’t necessary in our game loop. Shown below is a source code snippet of a typical game loop which will update sprites, check collisions, and cleanup sprites at each cycle. You will notice the Duration object from JavaFX 2.x which represents 60 divided by 1000 milliseconds or 60 frames per second(FPS). Each frame will call the handle() method of the JavaFX’s EventHandler interface in order to update the game world. Hypothetically, I’ve create three methods updateSprites(), checkCollisions(), and cleanupSprites() that will be invoked to handle sprites in the game. final Duration oneFrameAmt = Duration.millis(1000/60); final KeyFrame oneFrame = new KeyFrame(oneFrameAmt, new EventHandler() {@Override public void handle(javafx.event.ActionEvent event) {// update actors updateSprites();// check for collision checkCollisions();// removed dead things cleanupSprites();} }); // oneFrame// sets the game world's game loop (Timeline) TimelineBuilder.create() .cycleCount(Animation.INDEFINITE) .keyFrames(oneFrame) .build() .play();The above code snippet is really all you need to create a simple game or animation. However, you may want to take things to the next level. You may want to create a game engine that can manage sprites and the state of the game world. Game Engine A game engine is a fancy name for a utility or library responsible for encapsulating the game world, running the game loop, managing sprites, physics, etc. This is essentially a small game framework that allows you to extend or reuse so you don’t have to reinvent the wheel when creating a 2D game from scratch. To fast forward I created a UML class diagram of a design of a game engine. Shown below is Figure 1 A JavaFX Game Engine Class diagram.Figure 1. A JavaFX 2 Game Engine DesignIn Figure 1 A JavaFX 2 Game Engine Design you will notice three classes a GameWorld, SpriteManager, and Sprite. The GameWorld class is responsible for initializing the game state, executing the game loop, updating sprites, handling sprite collisions, and cleaning up. Next is the SpriteManager class which in charge of managing sprites by adding, removing, and other house keeping for collisions. Lastly, is the Sprite class which is responsible for maintaining the state of an image (Actor). In a 2D world a sprite can contain the object’s velocity, rotation, scene node or image that eventually gets rendered at each cycle (key frame/frames per second). Just a quick reminder on UML notation:Plus symbol ‘+‘ denotes that a class member is public. Minus symbol ‘-‘ denotes that a class member isprivate Hash symbol ‘#‘ denotes that a class member is protected.GameWorld Below is the source code implementation of the GameWorld class. Click to expand. Later you will see a class diagram depicting a simple demo game that will extend the GameWorld class (see AtomSmasher). package carlfx.gameengine;import javafx.animation.Animation; import javafx.animation.KeyFrame; import javafx.animation.Timeline; import javafx.animation.TimelineBuilder; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.stage.Stage; import javafx.util.Duration;/** * This application demonstrates a JavaFX 2.x Game Loop. * Shown below are the methods which comprise of the fundamentals to a * simple game loop in JavaFX: * * <strong>initialize()</strong> - Initialize the game world. * <strong>beginGameLoop()</strong> - Creates a JavaFX Timeline object containing the game life cycle. * <strong>updateSprites()</strong> - Updates the sprite objects each period (per frame) * <strong>checkCollisions()</strong> - Method will determine objects that collide with each other. * <strong>cleanupSprites()</strong> - Any sprite objects needing to be removed from play. * * @author cdea */ public abstract class GameWorld {/** The JavaFX Scene as the game surface */ private Scene gameSurface; /** All nodes to be displayed in the game window. */ private Group sceneNodes; /** The game loop using JavaFX's <code>Timeline</code> API.*/ private static Timeline gameLoop;/** Number of frames per second. */ private final int framesPerSecond;/** Title in the application window.*/ private final String windowTitle;/** * The sprite manager. */ private final SpriteManager spriteManager = new SpriteManager();/** * Constructor that is called by the derived class. This will * set the frames per second, title, and setup the game loop. * @param fps - Frames per second. * @param title - Title of the application window. */ public GameWorld(final int fps, final String title) { framesPerSecond = fps; windowTitle = title; // create and set timeline for the game loop buildAndSetGameLoop(); }/** * Builds and sets the game loop ready to be started. */ protected final void buildAndSetGameLoop() {final Duration oneFrameAmt = Duration.millis(1000/getFramesPerSecond()); final KeyFrame oneFrame = new KeyFrame(oneFrameAmt, new EventHandler() {@Override public void handle(javafx.event.ActionEvent event) {// update actors updateSprites();// check for collision checkCollisions();// removed dead things cleanupSprites();} }); // oneFrame// sets the game world's game loop (Timeline) setGameLoop(TimelineBuilder.create() .cycleCount(Animation.INDEFINITE) .keyFrames(oneFrame) .build()); }/** * Initialize the game world by update the JavaFX Stage. * @param primaryStage */ public abstract void initialize(final Stage primaryStage);/**Kicks off (plays) the Timeline objects containing one key frame * that simply runs indefinitely with each frame invoking a method * to update sprite objects, check for collisions, and cleanup sprite * objects. * */ public void beginGameLoop() { getGameLoop().play(); }/** * Updates each game sprite in the game world. This method will * loop through each sprite and passing it to the handleUpdate() * method. The derived class should override handleUpdate() method. * */ protected void updateSprites() { for (Sprite sprite:spriteManager.getAllSprites()){ handleUpdate(sprite); } }/** Updates the sprite object's information to position on the game surface. * @param sprite - The sprite to update. */ protected void handleUpdate(Sprite sprite) { }/** * Checks each game sprite in the game world to determine a collision * occurred. The method will loop through each sprite and * passing it to the handleCollision() * method. The derived class should override handleCollision() method. * */ protected void checkCollisions() { // check other sprite's collisions spriteManager.resetCollisionsToCheck(); // check each sprite against other sprite objects. for (Sprite spriteA:spriteManager.getCollisionsToCheck()){ for (Sprite spriteB:spriteManager.getAllSprites()){ if (handleCollision(spriteA, spriteB)) { // The break helps optimize the collisions // The break statement means one object only hits another // object as opposed to one hitting many objects. // To be more accurate comment out the break statement. break; } } } }/** * When two objects collide this method can handle the passed in sprite * objects. By default it returns false, meaning the objects do not * collide. * @param spriteA - called from checkCollision() method to be compared. * @param spriteB - called from checkCollision() method to be compared. * @return boolean True if the objects collided, otherwise false. */ protected boolean handleCollision(Sprite spriteA, Sprite spriteB) { return false; }/** * Sprites to be cleaned up. */ protected void cleanupSprites() { spriteManager.cleanupSprites(); }/** * Returns the frames per second. * @return int The frames per second. */ protected int getFramesPerSecond() { return framesPerSecond; }/** * Returns the game's window title. * @return String The game's window title. */ public String getWindowTitle() { return windowTitle; }/** * The game loop (Timeline) which is used to update, check collisions, and * cleanup sprite objects at every interval (fps). * @return Timeline An animation running indefinitely representing the game * loop. */ protected static Timeline getGameLoop() { return gameLoop; }/** * The sets the current game loop for this game world. * @param gameLoop Timeline object of an animation running indefinitely * representing the game loop. */ protected static void setGameLoop(Timeline gameLoop) { GameWorld.gameLoop = gameLoop; }/** * Returns the sprite manager containing the sprite objects to * manipulate in the game. * @return SpriteManager The sprite manager. */ protected SpriteManager getSpriteManager() { return spriteManager; }/** * Returns the JavaFX Scene. This is called the game surface to * allow the developer to add JavaFX Node objects onto the Scene. * @return */ public Scene getGameSurface() { return gameSurface; }/** * Sets the JavaFX Scene. This is called the game surface to * allow the developer to add JavaFX Node objects onto the Scene. * @param gameSurface The main game surface (JavaFX Scene). */ protected void setGameSurface(Scene gameSurface) { this.gameSurface = gameSurface; }/** * All JavaFX nodes which are rendered onto the game surface(Scene) is * a JavaFX Group object. * @return Group The root containing many child nodes to be displayed into * the Scene area. */ public Group getSceneNodes() { return sceneNodes; }/** * Sets the JavaFX Group that will hold all JavaFX nodes which are rendered * onto the game surface(Scene) is a JavaFX Group object. * @param sceneNodes The root container having many children nodes * to be displayed into the Scene area. */ protected void setSceneNodes(Group sceneNodes) { this.sceneNodes = sceneNodes; }}SpriteManager A sprite manager class is a helper class to assist the game loop to keep track of sprites. Normally a sprite manager will contain all sprites and each sprite contains a JavaFX Node that is displayed onto the Scene graph. Shown below is the source code. Click to expand. package carlfx.gameengine;import java.util.*;/** * Sprite manager is responsible for holding all sprite objects, and cleaning up * sprite objects to be removed. All collections are used by the JavaFX * application thread. During each cycle (animation frame) sprite management * occurs. This assists the user of the API to not have to create lists to * later be garbage collected. Should provide some performance gain. * @author cdea */ public class SpriteManager { /** All the sprite objects currently in play */ private final static List GAME_ACTORS = new ArrayList<>();/** A global single threaded list used to check collision against other * sprite objects. */ private final static List CHECK_COLLISION_LIST = new ArrayList<>();/** A global single threaded set used to cleanup or remove sprite objects * in play. */ private final static Set CLEAN_UP_SPRITES = new HashSet<>();/** */ public List getAllSprites() { return GAME_ACTORS; }/** * VarArgs of sprite objects to be added to the game. * @param sprites */ public void addSprites(Sprite... sprites) { GAME_ACTORS.addAll(Arrays.asList(sprites)); }/** * VarArgs of sprite objects to be removed from the game. * @param sprites */ public void removeSprites(Sprite... sprites) { GAME_ACTORS.removeAll(Arrays.asList(sprites)); }/** Returns a set of sprite objects to be removed from the GAME_ACTORS. * @return CLEAN_UP_SPRITES */ public Set getSpritesToBeRemoved() { return CLEAN_UP_SPRITES; }/** * Adds sprite objects to be removed * @param sprites varargs of sprite objects. */ public void addSpritesToBeRemoved(Sprite... sprites) { if (sprites.length > 1) { CLEAN_UP_SPRITES.addAll(Arrays.asList((Sprite[]) sprites)); } else { CLEAN_UP_SPRITES.add(sprites[0]); } }/** * Returns a list of sprite objects to assist in collision checks. * This is a temporary and is a copy of all current sprite objects * (copy of GAME_ACTORS). * @return CHECK_COLLISION_LIST */ public List getCollisionsToCheck() { return CHECK_COLLISION_LIST; }/** * Clears the list of sprite objects in the collision check collection * (CHECK_COLLISION_LIST). */ public void resetCollisionsToCheck() { CHECK_COLLISION_LIST.clear(); CHECK_COLLISION_LIST.addAll(GAME_ACTORS); }/** * Removes sprite objects and nodes from all * temporary collections such as: * CLEAN_UP_SPRITES. * The sprite to be removed will also be removed from the * list of all sprite objects called (GAME_ACTORS). */ public void cleanupSprites() {// remove from actors list GAME_ACTORS.removeAll(CLEAN_UP_SPRITES);// reset the clean up sprites CLEAN_UP_SPRITES.clear(); } }Sprite The Sprite class represents an image or node to be displayed onto the JavaFX Scene graph. In a 2D game a sprite will contain additional information such as its velocity for the object as it moves across the scene area. The game loop will call the update() and collide() method at every interval of a key frame. Shown below is the source code. Click to expand. package carlfx.gameengine;import java.util.ArrayList; import java.util.List; import javafx.animation.Animation; import javafx.scene.Node;/** * The Sprite class represents a image or node to be displayed. * In a 2D game a sprite will contain a velocity for the image to * move across the scene area. The game loop will call the update() * and collide() method at every interval of a key frame. A list of * animations can be used during different situations in the game * such as rocket thrusters, walking, jumping, etc. * @author cdea */ public abstract class Sprite {/** Animation for the node */ public List animations = new ArrayList<>();/** Current display node */ public Node node;/** velocity vector x direction */ public double vX = 0;/** velocity vector y direction */ public double vY = 0;/** dead? */ public boolean isDead = false;/** * Updates this sprite object's velocity, or animations. */ public abstract void update();/** * Did this sprite collide into the other sprite? * * @param other - The other sprite. * @return */ public boolean collide(Sprite other) { return false; } }JavaFX 2 Game Loop Demo – Atom Smasher Whew! If you’ve got this far you are one brave soul. Let’s take a small break and try out the demo I created using the game engine above. Shown below is a Java Webstart button to launch the game demo. Later, you will see the design and source code detailing how it was created. Requirements:Java 7 or later JavaFX 2.0.2 2.1 or later Windows XP or later (Should be available soon for Linux/MacOS)DemoGameLoopPart2 Design Below is a class diagram of the game demo called Atom Smasher which uses the game engine framework mentioned earlier. Shown below is Figure 2 Atom Smasher Class Diagram.Figure 2. Atom Smasher Class DiagramGameLoopPart2 The GameLoopPart2 is the driver or main JavaFX application that runs the game. This creates a GameWorld object to be initialized and starts the game loop. Shown below is the source code. Click to expand. package carlfx;import carlfx.gameengine.GameWorld; import javafx.application.Application; import javafx.stage.Stage;/** * The main driver of the game. * @author cdea */ public class GameLoopPart2 extends Application {GameWorld gameWorld = new AtomSmasher(60, "JavaFX 2 GameTutorial Part 2 - Game Loop"); /** * @param args the command line arguments */ public static void main(String[] args) { launch(args); }@Override public void start(Stage primaryStage) { // setup title, scene, stats, controls, and actors. gameWorld.initialize(primaryStage);// kick off the game loop gameWorld.beginGameLoop();// display window primaryStage.show(); }}AtomSmasher AtomSmasher is a derived class of the GameWorld class. It creates many spheres that animate with random velocities, colors and positions. Button controls lets the user generate more ‘atoms’ (JavaFX Circle nodes). As each atom collides with one another they will invoke the implode() method that produces a fade transition animation. You will notice how easy it is to implement this game by simply implementing initialize(), handleUpdate(), handleCollision(), and cleanupSprites() methods. Once implemented the game engine does the rest. The initialize() method creates the button controls for the user. To update the sprites positions or change the game state you will implement the handleUpdate() method. To compare all sprites if they have collided with one another you will implement the handleCollision(). The last part of the game loop’s life cycle is cleaning up sprites. Cleaning up means updating the sprite manger and updating the JavaFX Scene (removing nodes). Shown below is the source code. Click to expand. package carlfx;import carlfx.gameengine.GameWorld; import carlfx.gameengine.Sprite; import java.util.Random; import javafx.animation.Timeline; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.ButtonBuilder; import javafx.scene.control.Label; import javafx.scene.input.MouseEvent; import javafx.scene.layout.HBoxBuilder; import javafx.scene.layout.VBox; import javafx.scene.layout.VBoxBuilder; import javafx.scene.paint.Color; import javafx.scene.shape.Circle; import javafx.stage.Stage; import static javafx.animation.Animation.Status.RUNNING; import static javafx.animation.Animation.Status.STOPPED;/** * This is a simple game world simulating a bunch of spheres looking * like atomic particles colliding with each other. When the game loop begins * the user will notice random spheres (atomic particles) floating and * colliding. The user is able to press a button to generate more * atomic particles. Also, the user can freeze the game. * * @author cdea */ public class AtomSmasher extends GameWorld { /** Read only field to show the number of sprite objects are on the field*/ private final static Label NUM_SPRITES_FIELD = new Label();public AtomSmasher(int fps, String title){ super(fps, title); }/** * Initialize the game world by adding sprite objects. * @param primaryStage */ @Override public void initialize(final Stage primaryStage) { // Sets the window title primaryStage.setTitle(getWindowTitle());// Create the scene setSceneNodes(new Group()); setGameSurface(new Scene(getSceneNodes(), 640, 580)); primaryStage.setScene(getGameSurface());// Create many spheres generateManySpheres(150);// Display the number of spheres visible. // Create a button to add more spheres. // Create a button to freeze the game loop. final Timeline gameLoop = getGameLoop(); VBox stats = VBoxBuilder.create() .spacing(5) .translateX(10) .translateY(10) .children(HBoxBuilder.create() .spacing(5) .children(new Label("Number of Particles: "), // show no. particles NUM_SPRITES_FIELD).build(),// button to build more spheres ButtonBuilder.create() .text("Regenerate") .onMousePressed(new EventHandler() { @Override public void handle(MouseEvent arg0) { generateManySpheres(150); }}).build(),// button to freeze game loop ButtonBuilder.create() .text("Freeze/Resume") .onMousePressed(new EventHandler() {@Override public void handle(MouseEvent arg0) { switch (gameLoop.getStatus()) { case RUNNING: gameLoop.stop(); break; case STOPPED: gameLoop.play(); break; } }}).build() ).build(); // (VBox) stats on children// lay down the controls getSceneNodes().getChildren().add(stats); }/** * Make some more space spheres (Atomic particles) */ private void generateManySpheres(int numSpheres) { Random rnd = new Random(); Scene gameSurface = getGameSurface(); for (int i=0; i (gameSurface.getWidth() - (circle.getRadius() * 2))) { newX = gameSurface.getWidth() - (circle.getRadius() * 2); }// check for the bottom of screen the height newY is greater than height // minus radius times 2(height of sprite) double newY = rnd.nextInt((int) gameSurface.getHeight()); if (newY > (gameSurface.getHeight() - (circle.getRadius() * 2))) { newY = gameSurface.getHeight() - (circle.getRadius() * 2); }circle.setTranslateX(newX); circle.setTranslateY(newY); circle.setVisible(true); circle.setId(b.toString());// add to actors in play (sprite objects) getSpriteManager().addSprites(b);// add sprite's getSceneNodes().getChildren().add(0, b.node);} }/** * Each sprite will update it's velocity and bounce off wall borders. * @param sprite - An atomic particle (a sphere). */ @Override protected void handleUpdate(Sprite sprite) { if (sprite instanceof Atom) { Atom sphere = (Atom) sprite;// advance the spheres velocity sphere.update();// bounce off the walls when outside of boundaries if (sphere.node.getTranslateX() > (getGameSurface().getWidth() - sphere.node.getBoundsInParent().getWidth()) || sphere.node.getTranslateX() < 0 ) { sphere.vX = sphere.vX * -1; } if (sphere.node.getTranslateY() > getGameSurface().getHeight()- sphere.node.getBoundsInParent().getHeight() || sphere.node.getTranslateY() < 0) { sphere.vY = sphere.vY * -1; } } }/** * How to handle the collision of two sprite objects. Stops the particle * by zeroing out the velocity if a collision occurred. * @param spriteA * @param spriteB * @return */ @Override protected boolean handleCollision(Sprite spriteA, Sprite spriteB) { if (spriteA.collide(spriteB)) { ((Atom)spriteA).implode(this); ((Atom)spriteB).implode(this); getSpriteManager().addSpritesToBeRemoved(spriteA, spriteB); return true; } return false; }/** * Remove dead things. */ @Override protected void cleanupSprites() { // removes from the scene and backend store super.cleanupSprites();// let user know how many sprites are showing. NUM_SPRITES_FIELD.setText(String.valueOf(getSpriteManager().getAllSprites().size()));} }Atom The Atom class extends from the Sprite class. An atom is a sprite that appears like a spherical object that moves across the scene. An atom will have a random radius, color, and velocity. As each atom sprite collides with another atom they will animate a fade transition (the implode() method). Shown below is the source code. Click to expand. package carlfx;import carlfx.gameengine.GameWorld; import carlfx.gameengine.Sprite; import javafx.animation.FadeTransitionBuilder; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.paint.Color; import javafx.scene.paint.RadialGradient; import javafx.scene.paint.RadialGradientBuilder; import javafx.scene.paint.Stop; import javafx.scene.shape.Circle; import javafx.scene.shape.CircleBuilder; import javafx.util.Duration;/** * A spherical looking object (Atom) with a random radius, color, and velocity. * When two atoms collide each will fade and become removed from the scene. The * method called implode() implements a fade transition effect. * * @author cdea */ public class Atom extends Sprite {public Atom(double radius, Color fill) { Circle sphere = CircleBuilder.create() .centerX(radius) .centerY(radius) .radius(radius) .cache(true) .build();RadialGradient rgrad = RadialGradientBuilder.create() .centerX(sphere.getCenterX() - sphere.getRadius() / 3) .centerY(sphere.getCenterY() - sphere.getRadius() / 3) .radius(sphere.getRadius()) .proportional(false) .stops(new Stop(0.0, fill), new Stop(1.0, Color.BLACK)) .build();sphere.setFill(rgrad);// set javafx node to a circle node = sphere;}/** * Change the velocity of the atom particle. */ @Override public void update() { node.setTranslateX(node.getTranslateX() + vX); node.setTranslateY(node.getTranslateY() + vY); }@Override public boolean collide(Sprite other) { if (other instanceof Atom) { return collide((Atom)other); } return false; }/** * When encountering another Atom to determine if they collided. * @param other Another atom * @return boolean true if this atom and other atom has collided, * otherwise false. */ private boolean collide(Atom other) {// if an object is hidden they didn't collide. if (!node.isVisible() || !other.node.isVisible() || this == other) { return false; }// determine it's size Circle otherSphere = other.getAsCircle(); Circle thisSphere = getAsCircle(); double dx = otherSphere.getTranslateX() - thisSphere.getTranslateX(); double dy = otherSphere.getTranslateY() - thisSphere.getTranslateY(); double distance = Math.sqrt( dx * dx + dy * dy ); double minDist = otherSphere.getRadius() + thisSphere.getRadius() + 3;return (distance < minDist); }/** * Returns a node casted as a JavaFX Circle shape. * @return Circle shape representing JavaFX node for convenience. */ public Circle getAsCircle() { return (Circle) node; }/** * Animate an implosion. Once done remove from the game world * @param gameWorld - game world */ public void implode(final GameWorld gameWorld) { vX = vY = 0; FadeTransitionBuilder.create() .node(node) .duration(Duration.millis(300)) .fromValue(node.getOpacity()) .toValue(0) .onFinished(new EventHandler() { @Override public void handle(ActionEvent arg0) { isDead = true; gameWorld.getSceneNodes().getChildren().remove(node); } }) .build() .play(); } }Conclusion Hopefully you’ve got a chance to understand the fundamentals of a gaming loop and later apply the knowledge by implementing a robust game engine. Although, I briefly mention collision I am saving that for Part 4 of these tutorials. Please stay tuned for Part 3 where we will get into input using the keyboard or mouse. Feel free to experiment. Let me know what you come up with. To obtain the source code please download the link to a jar file below by using the ‘Save link As‘ option in your browser. If you are on a Windows system you can change the extension from ‘jar‘ to ‘zip‘ to be easily expanded. It will contain a directory ‘src‘ with the source code. The source code location: http://www.jroller.com/carldea/resource/javafx2.0_games/part2source_code.jar The published version of the source code is at theGitHub called(JFXGen)for you to clone and fork to your hearts content (It’s there for you to use for your own projects). Enjoy. https://github.com/carldea/JFXGen git clonegit@github.com:carldea/JFXGen.git Reference: JavaFX 2 GameTutorial Part 2 from our JCG partner Carl Dea at the Carl’s FX Blog blog....

JavaOne 2012 Analysis – Submitted Proposals and Speaker Distribution

Beginning some time last year I started to have a closer look at conferences and their speakers. My main interest was to find out who was speaking how often. One conference was missing in this analysis because I really was not sure what can be published without breaking the confidentiality of the information. Being a member of the program committee for the second time this year and seeing all those wonderful sessions forced me to take another look at it and finally today I have at least some percentages to show to you. A big thank you goes out to Oracle’s Sharat Chander for giving the permission to do that! Based on the complete data for what has been submitted to JavaOne 2012 in San Francisco I will let you have a look at types, distribution and speakers. Every number given here is a percentage and the numbers behind them are still confidential. And again: This is an analysis of the complete submitted data. This doesn’t tell you anything about what is going to be selected! The voting is still ongoing and the different program committees are hard at work reviewing every single proposal. Submission Types First of all let’s look at the general distribution of submitted types independently of any track. Speakers could select any of five different types for their submission. The classic session, a BoF (Birds of a feather) a tutorial, a HoL (Hands on Lab) and for the first time this year a community keynote. Not a big surprise that most of the submissions are sessions (70,14%). Second most proposed content are BoFs. Followed by tutorials, HoLs and some community keynote proposals. Even if this sounds very concrete, there is still some motion in here. Some BoFs might become sessions and the other way around.Submission TypesSubmissions per Track Next most interesting figure is the general distribution of submissions per track. Seven tracks are there to chose from. Starting with the Core Java Platform and finishing with Java on Card and Devices. It is good to see a very evenly distributed number of proposals for every track. Lead by the Development Tools and Techniques track (24,15%) both Java ME, Java Card Embedded and Devices (8,21%) and Emerging Languages (5,86%) are the bottom end. Very few proposals are moved around from track to track during the voting process but it happens. I don’t expect the final distribution to differ heavily from the one shown below.Distribution per TrackInternal vs. External Submissions The no 1 question discussed a lot in the past is the number of sessions given by Oracle employees. even if I would love to make an educated guess here, anything I can show you is the distribution with regards to the proposals. I have looked at the first speaker of every session and assigned it an internal or external flag (yes, that took some time ;)). More than 2/3rd (71%) of the submissions come from external (aka non-Oracle)speakers. Even if I have seen some combined proposals also this is a clear sign, that JavaOne is a community driven conference.External vs. Internal SpeakersBut where exactly is Oracle jumping in? Are there differences in submissions per track if we look at the internal speakers? Internal proposals have a stronger focus on Embedded Java, the Core Platform and JavaFX compared with the external submissions.Submission Distribution by internal speakersSubmission Distribution by external speakersWhat do we learn from all that? JavaOne is going to be a great, community driven conference with a lot of awesome sessions to come! If you haven’t done so take a look and register for it! The final program is going to be announced in a few weeks and there still is plenty of time to find a flight and a hotel near by. Reference: JavaOne 2012 Analysis – Submitted Proposals and Speaker Distribution from our JCG partner Markus Eisele at the Enterprise Software Development with Java blog....

Writing modules for Play 2, part 2: Interceptors

In the first part of this tutorial, we looked at the bare basics for creating, publishing and calling a module. The module we created didn’t really do much, so now it’s time to look at expaning the functionality using some of Play’s features. 1. Interceptors Interceptors allow you to intercept calls to controllers, and augment or block their behaviour. In the first sample application, we added an explicit call to MyLogger to log a message to the console. If we scale that up, and you want to use this oh-so-useful plugin for every controller method call, you’re going to be writing a lot of boilerplate code. Interceptors allow us to automatically apply actions, and so reduce boilerplate. 1.1 Add the code In the app directory, create a new package called actions. In here, we’re going to add the LogMe annotation, and LogMeAction that will be executed whenever the annotation is present. LogMe.java is, at this point, a very simple annotation that doesn’t take any parameters package actions;import play.mvc.With;import java.lang.annotation.Documented; import java.lang.annotation.ElementType; import java.lang.annotation.Inherited; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.lang.annotation.Target;/** * @author Steve Chaloner (steve@objectify.be) */ @With(LogMeAction.class) @Retention(RetentionPolicy.RUNTIME) @Target({ElementType.METHOD, ElementType.TYPE}) @Inherited @Documented public @interface LogMe { }Take a look at the annotations, and you’ll With(LogInAction.class) – this lets Play know that when this annotation is encountered, it should execute an LogInAction before the actual target. package actions;import play.mvc.Action; import play.mvc.Http; import play.mvc.Result;/** * @author Steve Chaloner (steve@objectify.be) */ public class LogMeAction extends Action { @Override public Result call(Http.Context context) throws Throwable { System.out.println("MyLogger: " + context.request().path()); return delegate.call(context); } }This is pretty elegant stuff – the action has a generic parameter type of LogMe, which gives access to any parameters given to the LogMe annotation. This allows you to customise behaviour of the action. We’ll see this in action when we add some extra features. Once your code – in this case, another class to System.out, is done then you return the result of delegate.class(context) to resume the normal execution flow. In the meantime, if @LogMe is added to a controller method, the path of the action will be logged to the console; if @LogMe is added to a controller, the invocation of any method in that controller will result in the path being logged to the console. 1.2 Update Build.scala Since we have a new version of mylogger, we should change the version number. Open project/Build.scala and change val appVersion = "1.0-SNAPSHOT"to val appVersion = "1.1"1.3 Make sure your project changes are detected If you’re already running the Play console in mylogger/project-code, you need to execute “reload” for the changes to Build.scala to be picked up. If don’t have the console open, open it now – the changes will be picked up automatically on start-up. [mylogger] $ reload [info] Loading project definition from C:\Temp\mylogger\project-code\project [info] Set current project to mylogger (in build file:/C:/Temp/mylogger/project-code/)1.4 Clean and publish As noted earlier, it’s always a good idea to clean before publishing to ensure you’re not pushing out any objects that shouldn’t be there. [mylogger] $ clean [success] Total time: 0 s, completed Mar 19, 2012 9:17:25 PM [mylogger] $ publish-local [info] Packaging /tmp/mylogger/project-code/target/scala-2.9.1/mylogger_2.9.1- 1.1-sources.jar ... [info] Done packaging. [info] Wrote /tmp/mylogger/project-code/target/scala-2.9.1/mylogger_2.9.1-1.1 .pom [info] Updating {file:/tmp/mylogger/project-code/}mylogger... [info] Done updating. [info] :: delivering :: mylogger#mylogger_2.9.1;1.1 :: 1.1 :: release :: Mon Mar 19 21:17:30 CET 2012 [info] Generating API documentation for main sources... [info] Compiling 3 Java sources to /tmp/mylogger/project-code/target/scala-2.9.1 /classes... [info] delivering ivy file to /tmp/mylogger/project-code/target/scala-2.9.1 /ivy-1.1.xml model contains 7 documentable templates [info] API documentation generation successful. [info] Packaging /tmp/mylogger/project-code/target/scala-2.9.1/mylogger_2.9.1-1.1 -javadoc.jar ... [info] Done packaging. [info] Packaging /tmp/mylogger/project-code/target/scala-2.9.1/mylogger_2.9.1-1.1.jar ... [info] Done packaging. [info] published mylogger_2.9.1 to /home/steve/development/play/play-2.0/framework /../repository/local/mylogger/mylogger_2.9.1/1.1/poms/mylogger_2.9.1.pom [info] published mylogger_2.9.1 to /home/steve/development/play/play-2.0/framework /../repository/local/mylogger/mylogger_2.9.1/1.1/jars/mylogger_2.9.1.jar [info] published mylogger_2.9.1 to /home/steve/development/play/play-2.0/framework /../repository/local/mylogger/mylogger_2.9.1/1.1/srcs/mylogger_2.9.1-sources.jar [info] published mylogger_2.9.1 to /home/steve/development/play/play-2.0/framework /../repository/local/mylogger/mylogger_2.9.1/1.1/docs/mylogger_2.9.1-javadoc.jar [info] published ivy to /home/steve/development/play/play-2.0/framework/../repository /local/mylogger/mylogger_2.9.1/1.1/ivys/ivy.xml [success] Total time: 3 s, completed Mar 19, 2012 9:17:31 PMNote the version of the module has changed in the logging. If you still see 1.0-SNAPSHOT, make sure you reloaded the project before publishing! 1.5 Update the sample application Back in the sample application, change the module version you require in project/Build.scala val appDependencies = Seq( "mylogger" % "mylogger_2.9.1" % "1.1" )Reload, and run “dependencies” to ensure you have the correct version. You can now update app/controllers/Application.java to use this new code: package controllers;import actions.LogMe; import play.mvc.Controller; import play.mvc.Result; import views.html.index;@LogMe public class Application extends Controller { public static Result index() { return ok(index.render("Your new application is ready.")); } }Run this example, and you’ll now see MyLogger output applied through the annotation. 2. Added interceptor parameters Just having the path of the request logged is not particulary useful or exciting. What if a specific log message should be given for each controller or controller method? In this case, we need to add some parameters. 2.1 Change the annotation signature Upload actions/LogMe.java to take a value() parameter – this is the default annotation parameter, and so doesn’t need to be explicitly named when used. The value defaults to an empty string, so a standard message can be provided in the action if one isn’t present here. public @interface LogMe { String value() default ""; }In the action, the inherited configuration field is typed to the generic parameter (in this case, LogMe) and gives access to the parameters. Update the call(Http.Context) method to take advantage of this. public Result call(Http.Context context) throws Throwable { String value = configuration.value(); if (value == null || value.isEmpty()) { value = context.request().path(); } System.out.println("MyLogger: " + value); return delegate.call(context); }2.2 Publish the changes Repeat steps 1.2 to 1.4 again, this time changing appVersion to 1.2 2.3 Update the sample application Just like before, update the dependency version in Build.scala, reload and confirm with “dependencies”. Now you can add a message to the LogMe annotation: @LogMe("This is my log message") public class Application extends ControllerRun the application, and now you’ll see your annotation message in the console. [info] play - Application started (Dev) MyLogger: This is my log message3. Make the interceptors interact Now you (hopefully) have the hang of this, we’re going to speed up a bit. In this section, we’re going to look at how interceptors can interact with each other. Play applies interceptors first to the method, and then to controller, so if the same annotation is present at both the method and controller level it will be executed twice. The LogMe annotation can be applied to both the class level and the method level, but what if you have a general logging message for the entire controller except for one method that requires a different message? Also, we only want one logging message invocation per invocation. To achieve this, we can use the context that’s passed into each action. 3.1 Update the module Update LogMeAction to give it awareness of previous invocations: package actions;import play.mvc.Action; import play.mvc.Http; import play.mvc.Result;/** * @author Steve Chaloner (steve@objectify.be) */ public class LogMeAction extends Action { public static final String ALREADY_LOGGED = "already-logged";@Override public Result call(Http.Context context) throws Throwable { Result result;if (context.args.containsKey(ALREADY_LOGGED)) { // skip the logging, just continue the execution result = delegate.call(context); } else { // we're not using the value here, only the key, but this // mechanism can also be used to pass objects context.args.put(ALREADY_LOGGED, "");String value = configuration.value(); if (value == null || value.isEmpty()) { value = context.request().path(); } System.out.println("MyLogger: " + value);result = delegate.call(context); }return result; } }Update the version number, clean, reload, and publish-local. 3.2 Update the sample application We’re going to add a second annotation, this time to the index method. This will override the controller-level annotation. So, update the dependency number in Build.scala, reload and run. package controllers;import actions.LogMe; import play.mvc.Controller; import play.mvc.Result; import views.html.index;@LogMe("This is my log message") public class Application extends Controller { @LogMe("This is my method-specific log message") public static Result index() { return ok(index.render("Your new application is ready.")); } }When you access http://localhost:9000, you will now see this in the console: @LogMe("This is my log message") [info] play - Application started (Dev) MyLogger: This is my method-specific log message4. It’s beer time again You now have an infrastructure that supports parameterised actions. Remember that lots of things can be passed as annotation parameters, but – crucially – not everything. You may need to get creative for some of your tasks! You can download the complete source code here. Reference: Writing modules for Play 2, part 2: Interceptors from our JCG partner Steve Chaloner at the Objectify blog....

JavaFX 2 GameTutorial Part 1

Introduction I believe most software developers at one point in their lives as a youngster (young person) may become compelled to create games to help them learn a programming languages (I know I did). Back in the day my first computer was actually a Franklin Ace 1000 and later an Apple ][. While developing games on those systems it was pretty challenging. For starters you had to learn assembly language (6502) and there were virtually little to no tools to create sprites (graphics assets). One of my favorite games that I believe was probably the first real time strategy (RTS) game was Rescue Raiders (1984). Let's fast forward to 2012 where computers, graphics tool kits, libraries, and game engines have come a long way since then. Many APIs will provide much of the plumbing that will shield the user of the API so that they may focus on making their games fun and exciting. Speaking of APIs JavaFX 2.x is not only a great UI toolkit to create nice looking applications, but you can make fun games. With JavaFX 2.x you will be able to create games that can kill time with hours of fun!figure 1 SVG of a spaceshipGrowing up I was always fascinated with science fiction movies such as Star wars and Star trek. I've always wanted to create a simple top view display game (2D) where I could control my spaceship similar to the classic game Asteroids. However as time went by a friend shared with me the game Star Craft 1 and Brood wars I was just astonished. I really like the game play still to this very day, so I wanted to adopt some of the elements of the game such as navigating units and troops using the mouse pointer and buttons (ie: The Terran Battle Cruiser). In this blog entry (Part 1) I will be briefly explain the game play or navigation of a simple spaceship using simple shapes. There isn't code to show in part 1 (this blog entry), but a simple application to demonstrate how the ship will behave in the final game. As we progress through the series you will notice incremental changes such as cool sprites, sounds, etc. Remember the final game will just be a spaceship avoiding enemy ships and firing back with sound effects. The ship will appear like the one depicted at the beginning of this blog entry (figure 1). I would like to create a series of blog entries (six parts) detailing tutorials to create a JavaFX 2.x game. Below is a brief summary of the series: Part 1 - Introduction (Click here to run demo) Part 2 - Game loop Part 3 - Input / (Mouse, Keyboard) Part 4 - Sprites / Collision Part 5 - Sound Part 6 - Concluding thoughts Requirements & DesignCreate a prototype of a spaceship using basic shapes. Rotate the spaceship clockwise or counter clockwise depending on the screen location of a right mouse click. Fire a projectile when primary button is pressed. Display mouse press (x, y) screen coordinates Display angles to rotate the ships nose (front of the ship) Display the direction (clockwise or counter clockwise) of the rotation of the spaceshipShown in figure 2 is a simple prototype using simple shapes to help us focus on the math. A good principle is to create a functional prototype before investing a lot of time in drawing your graphics assets.figure 2 Spaceship Prototype(MX, MY) – Mouse press (x, y) coordinate space on the JavaFX Scene. (vx, vy) – End angle or mouse press(x, y) coordinate converted to Cartesian coordinates relative to the center of the ship. (ux, uy) – Start angle or previous mouse press(x, y) coordinate converted to Cartesian coordinates relative to the center of the ship. U’s angle: The angle of the start of the ships nose rotation. In a Cartesian coordinate system (1,0) the nose is pointing west or zero degrees. As the ship rotates counter clockwise the angle increases. When moving in a clockwise direction the rotation angle will be negative numbers. V’s angle: The angle of the ships nose rotation where it should stop. In a Cartesian coordinate system (1,0) the nose is pointing east or zero degrees. As the ship rotates counter clockwise the angle increases. When moving in a clockwise direction the rotation angle will be negative numbers. Direction: The rotation of the ship nose to turn the ship clockwise or counter clockwise. When clicking the mouse to turn the ship when less than 180 degrees the ship will turn towards the mouse click instead of turning the other way which is greater than 180 degrees (the long way).Demo Requirements:Java 7 or later JavaFX 2.0 or later Windows XP or later (Should be available soon for Linux/MacOS)A simple prototype of the navigation and weapon systems for the spaceship. Instructions:Right click (on Windows) mouse to fly ship. Primary (left click on Windows mouse) to fire weapon.Click here to run demo References Franklin Ace – Vintage Computer : http://www.vintage-computer.com/franklin.shtml Apple ][ – Vintage Computer: http://en.wikipedia.org/wiki/Apple_II Rescue Raiders - Wikipedia: http://en.wikipedia.org/wiki/Rescue_Raiders Star wars – Movie Database: http://www.imdb.com/title/tt0076759/ Star trek – Movie Database: http://www.imdb.com/title/tt0796366/ Star craft – Wikipedia: http://en.wikipedia.org/wiki/Star_Craft Star craft Brood wars – Wikipedia: http://en.wikipedia.org/wiki/StarCraft:_Brood_War http://en.wikipedia.org/wiki/Rescue_Raiders Reference: JavaFX 2 GameTutorial Part 1 from our JCG partner Carl Dea at the Carl’s FX blog....

Word Count MapReduce with Akka

In my ongoing workings with Akka, i recently wrote an Word count map reduce example. This example implements the Map Reduce model, which is very good fit for a scale out design approach. FlowThe client system (FileReadActor) reads a text file and sends each line of text as a message to the ClientActor. The ClientActor has the reference to the RemoteActor ( WCMapReduceActor ) and the message is passed on to the remote actor The server (WCMapReduceActor) gets the message. The Actor uses the PriorityMailBox to decide the priority of the message and filters the queue accordingly. In this case, the PriorityMailBox is used to segregate the message between the mapreduce requests and getting the list of results (DISPLAY_LIST)message from the aggregate actor. The WCMapReduceActor sends across the messages to the MapActor (uses RoundRobinRouter dispatcher) for mapping the words After mapping the words, the message is send across to the ReduceActor(uses RoundRobinRouter dispatcher) for reducing the words The reduced result(s) are send to the Aggregate Actor that does an in-memory aggregation of the resultThe following picture details how the program has been structuredThe code base for the program is available at the following location – https://github.com/write2munish/Akka-Essentials. For more information on MapReduce, read the post MapReduce for dummies. Reference: Word Count MapReduce with Akka from our JCG partner Munish K Gupta at the Akka Essentials blog....

Frameworks vs Libraries as Inheritance vs Composition?

For quite some time inheritance was the dominant model of structuring programs in OO languages like Java. Very often it was used as a mechanism for reusing code – “common” functions where placed in an abstract class, so that subclasses can use them. However, this often proves to be very limiting, as you can only inherit from a single class. The code becomes constrained and tied to one particular framework-specific class. Not to mention testing – such base classes often depend on outside state, making tests hard to setup. That’s why nowadays time and again you can hear that you should prefer composition over inheritance (see for example this StackOverflow question). When using composition, you can leverage multiple re-usable chunks of code, and combine them in an arbitrary way. Also using IoC/Dependency Injection strongly favors composition. I think the above inheritance-composition opposition strongly resembles the framework-library distinction. When using a framework, you are forced into a specific structure, where you must model your code in one specific way. Quite obviously it’s often hard or impossible to use two frameworks in one layer/module. That’s how hacks, ugly workarounds, reflection madness, etc. is born. Libraries on the other hand (unless they are deliberately wrongly written), can be freely combined. Just like composition of classes, you can compose usage of many libraries in one module. Your code can be kept clean and only use the library functionality it really requires. I’m not saying that frameworks are bad – just like inheritance, they may be very useful if used in the correct places. However, next time you put your code into a framework, maybe it’s better to think twice: can this functionality be implemented using composition, with the help of a library? Won’t this make my code cleaner and more maintainable? Reference: Frameworks vs Libraries as Inheritance vs Composition? from our W4G partner Adam Warski at the Blog of Adam Warski blog....

Runtime vs Compile-Time Classpath

This should really be a simple distinction, but I’ve been answering a slew of similar questions on Stackoverflow, and often people misunderstand the matter. So, what is a classpath? A set of all the classes (and jars with classes) that are required by your application. But there are two, or actually three distinct classpaths:compile-time classpath. Contains the classes that you’ve added in your IDE (assuming you use an IDE) in order to compile your code. In other words, this is the classpath passed to “javac” (though you may be using another compiler). runtime classpath. Contains the classes that are used when your application is running. That’s the classpath passed to the “java” executable. In the case of web apps this is your /lib folder, plus any other jars provided by the application server/servlet container test classpath – this is also a sort of runtime classpath, but it is used when you run tests. Tests do not run inside your application server/servlet container, so their classpath is a bit differentMaven defines dependency scopes that are really useful for explaining the differences between the different types of classpaths. Read the short description of each scope. Many people assume that if they successfully compiled the application with a given jar file present, it means that the application will run fine. But it doesn’t – you need the same jars that you used to compile your application to be present on your runtime classpath as well. Well, not necessarily all of them, and not necessarily only them. A few examples:you compile the code with a given library on the compile-time classpath, but forget to add it to the runtime classpath. The JVM throws NoClasDefFoundError, which means that a class is missing, which was present when the code was compiled. This error is a clear sign that you are missing a jar file on your runtime classpath that you have on your compile-time classpath. It is also possible that a jar you depend on in turn depends on a jar that you don’t have anywhere. That’s why libraries (must) have their dependencies declared, so that you know which jars to put on your runtime classpath containers (servlet containers, application servers) have some libraries built-in. Normally you can’t override the built-in dependencies, and even when you can, it requires additional configuration. So, for example, you use Tomcat, which provides the servlet-api.jar. You compile your application with the servlet-api.jar on your compile-time classpath, so that you can use HttpServletRequest in your classes, but do not include it in your WEB-INF/lib folder, because tomcat will put its own jar in the runtime classpath. If you duplicate the dependency, you may get bizarre results, as classloaders get confused. a framework you are using (let’s say spring-mvc) relies on another library to do JSON serialization (usually Jackson). You don’t actually need Jackson on your compile-time classpath, because you are not referring to any of its classes or even spring classes that refer to them. But spring needs Jackson internally, so the jackson jar must be in WEB-INF/lib (runtime classpath) for JSON serialization to work.The cases might be complicated even further, when you consider compile-time constants and version mismatches, but the general point is this: the classpaths that you use for compiling and for running the application are different, and you should be aware of that. Reference: Runtime Classpath vs Compile-Time Classpath from our JCG partner Bozhidar Bozhanov at the Bozho’s tech blog blog....

TeamCity Build Dependencies

Introduction The subject of build dependencies is neither a trivial nor a minor one. Various build tools approach this subject from different perspectives contributing various solutions, each with its own strengths and weaknesses. Maven and Gradle users who are familiar with release and snapshot dependencies may not know about TeamCity snapshot dependencies or assume they’re somehow related to Maven (which isn’t true). TeamCity users who are familiar with artifact and snapshot dependencies may not know that adding an Artifactory plugin allows them to use artifact and build dependencies as well, on top of those provided by TeamCity. Some of the names mentioned above seem not to be established enough while others may require a discussion about their usage patterns. Having this in mind I’ve decided to explore each solution in its own blog post, setting a goal of providing enough information so that people can choose what works best. The first post explored Maven snapshot and release dependencies. This is the second post, which covers artifact and snapshot dependencies provided by TeamCity and the third and final part will cover the artifact and build dependencies provided by TeamCity Artifactory plugin. Non-Maven Dependencies While Maven-based dependencies management and artifact repositories are very common and widespread in Java, there are cases where you may still find them insufficient or inadequate for your needs. For starters, you may not be developing in Java or perhaps your build tool is not providing built-in integration with Maven repositories, as is the case with Ant (or its Gant and NAnt spin-offs), SCons, Rake or MSBuild. Secondly, snapshot Maven dependencies provide their own set of challenges covered in the previous blog post, making it harder to ensure correct snapshot dependency is used in a chain of builds. In order to address these scenarios, TeamCity provides two ways to connect dependent build configurations and their outcomes: artifact and snapshot dependencies. TeamCity Artifact Dependencies The idea of artifact dependencies in TeamCity is very simple: download the artifacts produced by an other build before the current one begins. After the artifacts are downloaded to the folder specified (checkout directory by default), your build script can use them to achieve its goals. You can find configuration details in TeamCity documentation.Naturally, this scheme is not suitable for build tools with automatic dependencies management, but it works well with build or shell scripts accepting and expecting local paths, relative to the checkout directory. Note that the copying works not only for the produced build binaries, but for any kind of binary or text files, like the TeamCity coverage report as demonstrated on the screenshot above.There is one important detail about specifying artifact dependencies and that is “Get artifacts from” configuration where you specify what type of build should files be taken from. Possible values of this field are “last successful”, “finished”, “pinned”, or “tagged build”, as well as the build number or “Build from the same chain”. While most values should be trivial to understand with “Last successful build” being the default and generally suitable option, the definition of “same chain” build is directly related to TeamCity snapshot dependencies. TeamCity Snapshot Dependencies Imagine a monolithic multi-step build process (build, test, package, deploy) which you decide to split into multiple smaller builds, invoked sequentially, forming a chain of executions. Doing so allows one to configure or trigger every chain step separately and run certain steps in parallel in order to speedup the process (like executing tests or building independent components). Most of all, it makes the overall maintenance significantly easier. However, while doing so you need to ensure every chain step uses the same consistent set of sources pulled from VCS even if newer commits are made all the while chain steps are running. That’s what TeamCity snapshot dependencies are for: they connect several build configurations into a single chain of execution, called build chain, with every step using the same set of sources, regardless of VCS updates. Note that the TeamCity use of the term “snapshot dependencies” may confuse people familiar with Maven snapshot dependencies which are two unrelated concepts. Snapshot dependencies are configured similarly to artifact dependencies. You can find configuration details in TeamCity documentation.Using Artifact and Snapshot Dependencies Together When applicable, it is recommended to define both kinds of dependencies between build configurations, as this ensures not only a consistent set of sources used throughout a chain steps but also a consistent flow of artifacts produced. Now the definition of “Build from the same chain” in artifact dependency mentioned above becomes clear, as this is the only meaningful option in this scenario. In a way, you can think of build chain steps running in isolation from VCS updates after the first sources’ “snapshot” is taken. Chain artifacts are either re-created from the same sources or passed through chain steps with artifact dependencies. This makes chain steps consistent, reproducible and always up-to-date (when applied to using chain artifacts), something that can’t be easily achieved with Maven snapshot dependencies. Build Chains Visibility in TeamCity 7.0 TeamCity 7.0 took the notion of build chains to a whole new level by providing build chains a new UI, making chain steps visible and re-runnable. Once you have snapshot dependencies defined, a new “Build Chains” tab appears in project reports, providing a visual representation of all related build chains and a way to re-run any chain step manually, using the same set of sources pulled originally.Build Chain Triggering Having build configurations connected with snapshot dependencies and, therefore, their builds grouped into build chains not only makes them more consistent regarding the sources used, it also impacts the way builds are added to the build queue: after a certain chain step is triggered, the default behavior is to add all preceding chain steps as well, keeping their respective order, in addition to the one that was triggered initially. Let me repeat it for more clarity: triggering certain chain configuration adds preceding (those to the left of it) and not subsequent (to the right of it) configurations to the build queue, although it may seem counterintuitive at first. The idea is to mark the location where chain execution stops, which is exactly the configuration that was triggered initially; it becomes the last execution step. To trigger subsequent chain steps upon VCS changes found in a chain configuration, you can add a VCS trigger with the “Trigger on changes in snapshot dependencies” option to the configuration that would be the last execution step. This configuration is then triggered whenever any of the preceding chain steps is updated, which schedules the whole chain for execution. Having this behavior in mind, you therefore need to decide which configurations are triggered automatically and which should be run manually. Usually, earlier chain steps having no impact on external environment can be triggered automatically by VCS trigger but final chain steps, potentially modifying external systems, are invoked manually after a human verification of the previous chain results. The process of running the final chain steps manually is usually referred to as “promoting” previously finished builds. Sample Build Chain: Compile, Test, Deploy Imagine three sample build configurations, "Compile", "Test" and "Deploy" connected into a build chain: "Deploy" is snapshot dependent on "Test" which is snapshot dependent on "Compile".In this sample scenario the "Compile" and "Test" configurations are triggered automatically while "Deploy" is triggered manually, following the recommendations given above. VCS changes in "Compile" configuration only trigger an execution of this chain step, while VCS changes in "Test" configuration trigger "Compile" and "Test" execution (in that order). Once a "Compile" configuration is added to the builds queue, its sources’ timestamp is recorded on the server to be used in all subsequent chain steps. If any of the chain steps is connected to a different VCS root, its sources are also pulled according to the same timestamp. Promoting Finished Builds As soon as the automatic chain execution stops (after running "Test"), you can continue it by clicking the corresponding “Run” button on the "Deploy" configuration that was not triggered (see the build chain screenshot above). Alternatively, it is possible to promote a finished "Test" build through its “Build Actions” and invoke configurations which are snapshot dependent on it – "Deploy" configuration in this case.Summary This article has provided an overview of TeamCity artifact and snapshot dependencies, build chains, how their steps are triggered and how finished builds are promoted. I hope you now have a good understanding of how it works and of when it is appropriate (or not) to use TeamCity build dependencies in addition to those provided by build tools such as Maven. Please, refer to the TeamCity documentation for more information about this subject:Dependent Build Build ChainThe final blog post in the series will uncover how you can use the TeamCity Artifactory plugin in order to achieve a behavior which is similar to build chains for projects with Maven-based dependency management. Stay tuned! Reference: TeamCity Build Dependencies from our JCG partner Evgeny Goldin at the Goldin++ blog....

HPROF – Memory leak analysis tutorial

This article will provide you with a tutorial on how you can analyze a JVM memory leak problem by generating and analyzing a Sun HotSpot JVM HPROF Heap Dump file. A real life case study will be used for that purpose: Weblogic 9.2 memory leak affecting the Weblogic Admin server. Environment specificationsJava EE server: Oracle Weblogic Server 9.2 MP1 Middleware OS: Solaris 10 Java VM: Sun HotSpot 1.5.0_22 Platform type: Middle tierMonitoring and troubleshooting toolsQuest Foglight (JVM and garbage collection monitoring) jmap (hprof / Heap Dump generation tool) Memory Analyzer 1.1 via IBM support assistant (hprof Heap Dump analysis) Platform type: Middle tierStep #1 – WLS 9.2 Admin server JVM monitoring and leak confirmation The Quest Foglight Java EE monitoring tool was quite useful to identify a Java Heap leak from our Weblogic Admin server. As you can see below, the Java Heap memory is growing over time. If you are not using any monitoring tool for your Weblogic environment, my recommendation to you is to at least enable verbose:gc of your HotSpot VM. Please visit my Java 7 verbose:gc tutorial on this subject for more detailed instructions.Step #2 – Generate a Heap Dump from your leaking JVM Following the discovery of a JVM memory leak, the goal is to generate a Heap Dump file (binary format) by using the Sun JDK jmap utility. ** please note that jmap Heap Dump generation will cause your JVM to become unresponsive so please ensure that no more traffic is sent to your affected / leaking JVM before running the jmap utility ** <JDK HOME>/bin/jmap -heap:format=b <Java VM PID>This command will generate a Heap Dump binary file (heap.bin) of your leaking JVM. The size of the file and elapsed time of the generation process will depend of your JVM size and machine specifications / speed.For our case study, a binary Heap Dump file of ~ 2 GB was generated in about 1 hour elapsed time. Sun HotSpot 1.5/1.6/1.7 Heap Dump file will also be generated automatically as a result of a OutOfMemoryError and by adding -XX:+HeapDumpOnOutOfMemoryError in your JVM start-up arguments. Step #3 – Load your Heap Dump file in Memory Analyzer tool It is now time to load your Heap Dump file in the Memory Analyzer tool. The loading process will take several minutes depending of the size of your Heap Dump and speed of your machine.Step #4 – Analyze your Heap Dump The Memory Analyzer provides you with many features, including a Leak Suspect report. For this case study, the Java Heap histogram was used as a starting point to analyze the leaking objects and the source.For our case study, java.lang.String and char[] data were found as the leaking Objects. Now question is what is the source of the leak e.g. references of those leaking Objects. Simply right click over your leaking objects and select >> List Objects > with incoming referencesAs you can see, javax.management.ObjectName objects were found as the source of the leaking String & char[] data. The Weblogic Admin server is communicating and pulling stats from its managed servers via MBeans / JMX which create javax.management.ObjectName for any MBean object type. Now question is why Weblogic 9.2 is not releasing properly such Objects… Root cause: Weblogic javax.management.ObjectName leak! Following our Heap Dump analysis, a review of the Weblogic known issues was performed which did reveal the following Weblogic 9.2 bug below:Weblogic Bug ID: CR327368 Description: Memory leak of javax.management.ObjectName objects on the Administration Server used to cause OutOfMemory error on the Administration Server. Affected Weblogic version(s): WLS 9.2 Fixed in: WLS 10 MP1http://download.oracle.com/docs/cd/E11035_01/wls100/issues/known_resolved.html This finding was quite conclusive given the perfect match of our Heap Dump analysis, WLS version and this known problem description. Conclusion I hope this tutorial along with case study has helped you understand how you can pinpoint the source of a Java Heap leak using jmap and the Memory Analyzer tool. Please don’t hesitate to post any comment or question. I also provided free Java EE consultation so please simply email me and provide me with a download link of your Heap Dump file so I can analyze it for you and create an article on this Blog to describe your problem, root cause and resolution. Reference: HPROF – Memory leak analysis tutorial from our JCG partner Pierre-Hugues Charbonneau at the Java EE Support Patterns & Java Tutorial blog....
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