Thursday November 12, 2009 Latest news from the netbeans.org migration: Since Wednesday, the Plugin Portal is now connected to use the same Single-Sign On as the rest of netbeans.org! Thanks to the migration team for setting this up. The wiki, bugzilla, mailing list subscriptions, and the pluginportal all use the same account now.
And finally we also have spiffy user profile pages (log on and click Edit Profile) where you can for instance enter social networking data and search for other developers by interest to discuss a question or to recruit new team members for your project. If you are especially interested in one of the supported technologies, click "bookmark project" on the projects page to become an observer, and join one of the project mailing lists.
It can still happen that you come across broken links here and there - we are tracking them down, thanks for your reports! Some things we're working on: Some attachments links pointing to the wiki and the previous download section no longer work, we are still uploading them. NetBeans.tv is moving to channelsun (this means embedded and direct links to videos that were hosted there don't work), and we are updating pages where we embedded videos -- for example the netbeans platform and the teach yourself JavaFX screencast series, and others.
Some projects were renamed for clearity, for instance nbi.netbeans.org is now called installer.netbeans.org, and translatedfiles is now called nblocalization.netbeans.org. Others were moved, for example the portal pack has moved to contrib.netbeans.org. This means its sources can be found in main/contrib/ and the plugin itself on the update center (in the IDE's Tools menu).
If you want to know more, there is a help link at the top right of your profile that points to our help set.
Posted by seapegasus ( Nov 12 2009, 05:07:51 PM CET ) Permalink Comments [1]Creating 3-D Games With jME 2.0.1 (updated)
All of my two readers asked me to update the Developing 3-D Games with the NetBeans IDE and jME tutorial to jME 2.0.1 (which the jME sneakily released last month while I wasn't looking) ;) so I did that now, sorry for the delay, please have a look!
The biggest change in this release is the directory structure of the packaged native libraries. And linking those libraries correctly is, coincidentally, the biggest blocker to get started. So the vital java.library.path instructions stopped working at all with 2.0.1. I updated them now, but I only tested it on Mac and Linux, too lazy to start Windows, and I may have made typos when spelling out the long path. If you tried the tutorial, please leave a comment whether it works -- and which on platform you tested it, would be nice. :) Yup, jME is truly platform-independent now, there are natives for Solaris too! Dang I missed trying that at work.
(Speaking of native libraries, does anyone have experience with getting jinput and lwjgl for 64-bit Macs? Someone on the jME forum had the question, but I'm still using a 32-bit Mac and wouldn't know. Would suck if that didn't work?!)
I also hurriedly updated the downloadable sample project (the one with the fabulous blue teapot). It also includes two Ant targets for packaging the application into platform-dependent distributions. (I still need to check how I can decrease the file size here.) If you just want a quick test whether jME 2.0.1 works for you, try this sample project, and tell us here whether it works.
Also note that the tutorial mainly targets beginners and users who want to get started writing their app quickly. I may later add more configuration tips for developers who check out the trunk. My version of the tutorial uses the (static) sources directory that comes with the download. But you guys are smart enough to live on the bleeding edge of the jME sources, then you can also follow the tutorial and figure out to use your trunk checkout path. :) Have fun!
Posted by seapegasus ( Oct 28 2009, 11:05:56 AM CET ) Permalink Comments [2]Creating Java 3D Games with NetBeans (2)
As a quick follow-up to the introduction to 3-D Java games with jME and NetBeans that I wrote: I uploaded the sample project to Kenai now. (No Kenai login needed.)

If you use an older version of NetBeans without the Team menu, download the zipped NetBeans project directly.
The project's libraries and packaging scripts are already set up, so that you can use it as the base for your own jME-based project. You will still have to learn the jME APIs, but at least you don't have to worry about libraries and linking. :)
PS: I also contributed the Getting Started with jMonkeyEngine + NetBeans tutorial to the Community Docs page. It describes in detail how this sample project was created, and contains additional tips where to find sample code and how to set up code completion etc for jME APIs in NetBeans.
Posted by seapegasus ( Sep 02 2009, 03:01:54 PM CEST ) Permalink Comments [4]Somebody asked us recently via the feedback form how he could resume an interrupted download, and whether we had any tips how to download NetBeans with slower bandwidths. In case you have a similar question, here is an overview of your options:
| Your Situation | Our Download Tip |
|---|---|
|
Download speed: Fast, high bandwidth, no interruptions. For example to install NetBeans for the whole team at school or at work. | Download and burn the ISO image of the complete NetBeans IDE DVD Starter Kit. It's huge (over 3GB), but it contains all installers, a lot of documentation, tutorials and screencasts in English, and many translations (Simplified Chinese, Brazilian Portuguese, Japanese, Russian). |
| Download speed: Good bandwidth | Pick the 'All' NetBeans bundle from the NetBeans Download page. (Or choose one of the specialized smaller bundles if you are mainly a Java SE, PHP, Ruby or C/C++ developer.) |
|
Download speed: Slow, low bandwidth. Also known as "Remaining Time: 23517028 days" |
You can pick a lightweight (26-46MB) installation bundle from the NetBeans download page. Installing one of these smaller bundles will already contain what you need for Java SE, PHP, Ruby, or C/C++ development, respectively. If you need Java EE or Java ME support, try downloading additional modules bit by bit, via the update center. Use the resumable Sun Download manager to get the necessary SDKs. |
| Download speed: Average or good bandwidth, but danger of network interruptions | You can download the NetBeans IDE + JDK bundle using the Sun Download Manager. The SDM allows you to pause, resume, restart, and verify the downloaded file. |
New: Custom Homepages for Kenai.com Projects, and more!
Our feature requests have been heard. :-) Did you notice the new options for Kenai-hosted projects?
As entry point, each project can now have a custom website with a nice "vanity" URL, or you can set it to show the wiki home page. You can also customize the message sent out to new members, and track statistics with your Google Analytics account.
Use the Team > Kenai > Login menu in NetBeans to create a new kenai.com account, or to access your existing projects. Click Details in the Kenai window to quickly open a project's home in the web browser (I stay logged on and keep the password in the browser keychain), then click Manage This Project. Have fun!
Posted by seapegasus ( Aug 07 2009, 08:07:50 PM CEST ) PermalinkCreating Java 3D Games with NetBeans
While taking a few days of vacation (before coming back in time for the release of NetBeans 6.7.1!) I finally got my jMonkeyEngine notes and files in order. If you don't know it yet: The jMonkeyEngine (jME) is a free and open-source 3D engine for creating 3D games and simulations in Java.
(I would have blogged about it earlier, but the project is moving servers in July... So if the links below should change again and break, search the web for "jmonkeyengine" and then search within the page...)
If you have never seen it before, these jME videos and demos show best what you can do with Java3D nowadays.
I had created a simple 3D world with jME 1.0 and started migrating useful elements to jME 2.0 -- which is well doable despite a few API changes, especially since NetBeans marks the broken lines, fixes the import statements, and I can get the new syntax from the code completion popup. Here are my notes that I shared on the jME wiki:
There is probably more to be said about distributable JAR files, but OneJar solves my current questions. If you figured out how to get native libraries into a webstartable JNLP file, leave a comment. This blogger here has some more tips regarding JNLP signing and where to place the native libraries, so this is my next lead to investigate. But first I need to get my rusty 3D app going again--taking into account the new stuff I've been reading about programming patterns lately, suddenly my old class structure looks quite... sub-optimal. ;)
PS: updated links to stable jmonkeyengine.com URLs.
Posted by seapegasus ( Jul 28 2009, 08:23:44 PM CEST ) PermalinkMean Java Puzzlers, Swiss JavaFX usecases, and 3-D jME Games
While waiting for the NetBeans Platform development session to begin, let me quickly show you three other cool JavaOne 2009 sessions, and what I learned from them:
If you're not sure what that method does, it doesn't do what you think it does. Let the Java puzzler experts Bloch and Gafter introduce you to the pitfalls of the Java language - shlocking and awe-inspiring!
The freely available Java3D game framework jMonkeyEngine solves many challenges that you will encounter when developing a Java 3D game. Learn how well-implemented collision detection and game physics add realism and immersion to your next killer game!
Technical Session: JavaFX Technology in Action: From Design Tool to Desktop, to Mobile Device
Canoo's Mike Mannion describes how his company used JavaFx to develop their Music Pinboard and then quickly migrated it from the browser to the desktop to mobile devices.Posted by seapegasus ( Jun 05 2009, 11:17:45 PM CEST ) Permalink
Some Unsorted JavaOne Impressions
Did you see this year's nice JavaOne banners? Love the gradients and colors.

They look vaguely familiar though, don't you think?

Hm... ;-)
Cool things announced today: Blackberry, Sony, eBay, Oracle, they all love Sun, Java, or JavaFX (ranging from "respectively" to "all of the above")! There was a spiffy Sony Blueray presentation, the only thing I remember off the top of my head was this one "unique selling point" that made me laugh: "IM your friends while watching a movie!!!1!1!" Oh yeah? With NetBeans+Kenai.com you can even IM your friends as well as tweet, all while coding! Hah! Beat this, Blueray.
Seems I remember more of that demo than of Monday's general session. Someone please refresh my memory. You know, the segment where they had this mesmerizing "city lights by night" video loop in the background? Did I mention the video loop was exactly 8 seconds long? And that it was mesmerizing? o_O
(Heh. I just realized one of my colleagues here can make precisely this smilie face: o_O Very funny! Still trying to capture that on film.)
The big thing today of course was James Gosling's announcement of the store.java.com. Developers like you and I will be able to upload our Java apps, attach a price tag, and customers will be able to drag the app to their desktops to buy and install--pretty cool! You can join the beta program and vote on what buying method you prefer before the chosen one will be activated later this year. Presently there are free games like Solitaire and Runescape. But the private Beta is only available to US citizens, oh well...
Any beta store applicant here care to post a comment how you like it? (And most importantly: Did you get sucked into Runescape??) I talked to a guy after a session who said there were tags or something to specify whether your app was based on the jMonkeyEngine (and others)? Can anyone tell me whether these categories will be used used for licensing or packaging purposes?
Nandini actually mentioned the Java Store in her demo of the new visual JavaFX tools, just a few minutes before they officially announced it... I wonder whether she did that on purpose? :-P That would explain why the wireless was suddenly unusable in the hall, everyone tried to connect to tweet, blackberry, IM, skype, etc... Speaking of which, the wireless is called JavaOne (camel case), don't fall for the evil imposter JAVAONE (all caps).
Oh, and the JavaFX TV demo (JavaFX-written on-screen TV controls) memorably used the Big Buck Bunny open-source video: It's a cute short film, but the presenter was alert enough to call up a sports screen before it got to the scene where the squirrel KILLS THE BUTTERFLY!! I don't like this video. =-[ Nor can I warm up to the other open-source video, Elephant's Dream. Yes, I agree, it's extremely well done and creative, but the characters creep me out.
Oh, and I also went to the Maker Faire near San Mateo right before JavaOne, got some footage of steampunks and stuff, but no Mac/iMovie at hand right now.
Posted by seapegasus ( Jun 03 2009, 08:40:26 AM CEST ) PermalinkEaster holidays are over, back to my old crazy Java 3D and 2D experiments and the fun idea I had for the JavaFX coding challenge! :-D ... Which... I of course cannot submit, since I'm an employee... :-| Oh well. All I can say is that the idea hinges on a highly advanced bleeding-edge stickfigure generator. I'll post it here if my app ever amounts to anything without the pressure of a deadline. :-P
What I like about JavaFX is how fast I learned the syntax and how much I get from a few lines of code. I looked at the sample projects included in the IDE and browsed the language overview (all tutorials) and basically whipped up my first app. I jotted down some revelations I had on the way, hope they are useful to you:
| Java Syntax | JavaFX Syntax |
|---|---|
The Java constructor needs explicit arguments, in order...
public class Pizza {
public Pizza( int radius ){ ... }
}
|
... while the JavaFX constructor implicitly accepts all public variables, in any order.
public class Pizza {
public var radius;
public function create(){ ... }
}
You made this variable public because you want it to be set, no need to repeat yourself -- nice.
|
Creating a new Java object...
Pizza p = new Pizza(16); |
... versus creating a new JavaFX object.
var p = Pizza { radius:16 };
The order of arguments doesn't matter thanks to the labels.
The argument type (here, integer) is inferred from the context (here, 16).
|
String concatenation operator in Java...
println("The pizza is "+radius*2+"cm across.");
|
... versus evaluation braces in JavaFX strings:
println("The pizza is {radius*2}cm across.");
|
You can import and use the classical packages such as java.io.*...
BufferedReader in = new BufferedReader(
new FileReader("bla.txt")
);
|
... but note the syntax change:
var in:BufferedReader = new BufferedReader(
new FileReader("bla.txt")
);
|
Creating an JFrame application window in Java...
...
JFrame frame = new JFrame("Hello World");
JLabel text = new JLabel("Hello?");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setPreferredSize(new Dimension(200,200));
frame.getContentPane().add(text, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
...
|
... versus a JavaFX application window:
Stage {
title: "Hello World"
width: 200 height: 200
scene: Scene {
content: [ Text { content:"Hello?" } ]
}
}
That's it!
|
As you see above you still use standard Java packages for certain things (such as reading and writing files) that JavaFX has no need to reinvent since it focuses on GUI code. The NetBeans GUI Builder however does not support JavaFX yet, which is a pity. In the meantime you align GUI elements using javafx.scene.layout.VBox and and HBox and preview the results in the IDE.
When your app grows you will want to move individual javafx.scene.Nodes into classes of their own. Here's a very common pattern how to create a custom Node: The details are now defined inside the custom class and don't clutter the Stage. The return value can also be a javafx.scene.Group of Nodes.
File: Main.fx
import javafx.scene.*;
import javafx.stage.Stage;
Stage {
title: "Pizza Window"
width: 200 height: 200
scene: Scene {
content: [
Pizza { radius:16 } // create a new object
]
}
}
File: Pizza.fx
import javafx.scene.*;
import javafx.scene.effect.*;
import javafx.scene.shape.*;
public class Pizza extends CustomNode {
public var radius:Integer;
override public function create():Node{
return
Circle {
centerX:100 centerY:100 radius:radius
fill:javafx.scene.paint.Color.YELLOW
effect: Lighting{}
}
}
}
You can quickly compile these two files on the command line using javafxc Main.fx and then run them using javafx Main -- Or create a NetBeans project.
Another cool thing in JavaFX is binding: You bind an input element (a slider or field) to a variable, and bind the variable to an argument. For instance, the slider is bound to the variable that is bound to the image size. When the user moves the slider, the image is scaled immediately, no explicit event handling necessary! Also have a look at sequences and for-loops, these expressions are fun to use. Whoever invented these features was obviously annoyed about the same things as I. ;-)
PS:
During my first tries to compile stuff I kept getting this annoying error and didn't know what it meant:
Pizza.fx:40: cannot find symbol
symbol : constructor Pizza(int,boolean)
location: class Pizza
def p = new Pizza( 16 );
Note: The following error is an internal error in the OpenJFX compiler (1.1.1).
Wait a second -- My constructor doesn't even use any Boolean arguments, where does this come from? Seems that out of a habit, I created the JavaFX object using Java's "new" syntax... After I changed the offending line to def p = Pizza { radius:16 }; the compiler is happy. It would be nice if the JavaFX compiler could identify this case and just say "You're talking Java again, silly!" -_-
Posted by seapegasus ( Apr 27 2009, 10:43:27 PM CEST ) PermalinkRemember Geertjan & co's NetBeans platform book? It has recently been translated to Chinese and Geertjan just got his copy. :-) Seen through the eye of my year-old mobile camera, it looks like this:

(I'm still surprised every time how this mobile cam manages to distort the perspective, "enhance" the colors, and give every photo an "artistic water color" effect! You couldn't do that on purpose if you wanted to...) ;-)
So, if you like a book about the NetBeans, or read Chinese, or optimally both, get your copy here.
Posted by seapegasus ( Mar 18 2009, 02:21:58 PM CET ) PermalinkNetBeans in Wonderland (Part 2)
In part one, I talked about what project Wonderland is and where you can try out a live demo of version 0.4. Much like SecondLife, Wonderland is a 3D world with avatars and audio/text chat. But unlike SecondLife, Wonderland is open-source and more business-oriented, for instance there's live application sharing. You can use it to collaborate on projects with your team of developers in a private 3D world.
Part two is about how to set up your own Wonderland server and client. I will share an instance of NetBeans in this example, but of course you can share any Xwindows application, including the Terminal.
Prerequisites: Solaris/Linux
Windows and Mac versions of the Wonderland 0.4 server don't seem to be available yet, so presently Solaris or Linux are a prerequisite. Note that Wonderland clients (including a webstartable one) are available for all operating systems. In this example I use OpenSolaris, and the instructions should be identical for Linux.
Prerequisites: Java
Before running Wonderland, make sure you have JDK 6 installed. (Use the terminal commands javac -version to check). If you don't have javac, install the JDK 6. On Solaris, go to the main menu, choose System > Administration > Package Manager, and install the java-dev package from the Development category.
Prerequisites: Installing the Shared Application
Obviously the application that you want to share must be correctly installed and on your PATH. In this example I downloaded and installed NetBeans. Check whether NetBeans is in your PATH by typing which netbeans at a fresh Terminal prompt. If the command returns empty, you need to add NetBeans to your PATH before proceeding. Find out where the NetBeans binaries were installed -- in my system, it's in the /opt/netbeans-6.5/bin/ directory. Remember this path and add it to your config file (I use the bash shell, so for me the file is .bashrc).
ruth@sonnig:~$ gedit ~/.bashrc
Add your netbeans binary path in the following way and save the file.
export PATH=$PATH:/opt/netbeans-6.5/bin/
Reload the .bashrc configuration (in every open Terminal window).
ruth@sonnig:~$ source .bashrc
Test whether NetBeans was successfully included in your PATH.
ruth@sonnig:~$ which netbeans /opt/netbeans-6.5/bin/netbeans
Installing Wonderland
Now it's time to install Wonderland. Go to lg3d-wonderland.dev.java.net and download the binary build (for example wonderland-0-4-0-solaris-i86pc.zip), and extract the archive.
ruth@sonnig:~$ unzip wonderland-0-4-0-solaris-i86pc.zip
Change into the wonderland directory and edit the settings.
ruth@sonnig:~$ cd lg3d-wonderland/bin/ ruth@sonnig:~$ gedit ../my.run.properties
Modify the following lines to include your host name and IP address, and save the file. (You will have to redo that if you use DHCP and are assigned a new IP address.)
wonderland.local.hostAddress=123.454.32.1 sgs.server=sonnig sgs.port=1139
Starting the Wonderland Server
OK, you're all set! Now it's time to start the server. According to the instructions, you run the binaries as follows:
ruth@sonnig:~$ ./wonderland-bridge.sh ruth@sonnig:~$ ./wonderland-server.sh ruth@sonnig:~$ ./wonderland-smc.sh
Starting the Wonderland Client
Finally, start a Wonderland client and connect to your server. The client can run on any operating system, on the same host or on a different one, webstart or desktop app, it's up to you. The only requirement is that the host must support 3D graphics. (Since my OpenSolaris runs in a virtual machine and VirtualBox cannot handle 3D graphics, I use the Mac client.) When the login dialog appears, enter the IP address that you specified above, pick any username, and connect.
Welcome to your very own Wonderland. :-) You walk around using the arrow keys. Select Netbeans from the Shared Apps submenu and find the window floating in the room. Gain/release control of an application by Shift-Left_clicking the window title. Tip: I don't know what Solaris thinks ctrl-space is, but it didn't trigger code-completion; so I'm using ctrl-\ instead.

A shared application (here NetBeans) in 3rd-person view and in Best View (Shift-Right_click)
Now it's time to invite some friends over: Ask them to webstart the client, give them the Wonderland server's IP address, and have a little chat around the campfi-- um, around the IDE. Hmm. Around the IDE...? Well, it is a 3D world... What if I walk around the IDE and look at it from behind?

Behold. The far side of NetBeans! :D
The next step is to load custom 3D models (more documentation is here). But I'll wait until I migrated my stuff to a Linux machine -- VirtualBox is nice, but seeing that it takes up way over 50% of my RAM gives me fits of claustropobia. ;)
Posted by seapegasus ( Feb 05 2009, 04:33:39 PM CET ) Permalink Comments [4]NetBeans in Wonderland (Part 1)
Getting to Know Wonderland - Cybertech news reviewed Sun's Wonderland: A free open-source toolkit for building virtual 3D worlds in pure Java. Access a public Wonderland server or set up your own as a meeting point for your distributed team. Wonderland is based on Project Darkstar, a multi-user 3D world server.
Accessing the Wonderland Demo - To see for yourself, go to the education grid and click Enter the Grid, then click Sun Microsystems.
The browser opens a Java Web Start (JNLP) file. When the Java plugin asks about signatures, click Run (or Trust respectively) to continue. Your browser then downloads the Wonderland application to your desktop. (In my case the app detected an outdated Java3D installation, and gave me instructions how to remove them. I then double clicked the Wonderland app to continue.)
At the login dialog, type in any name (the demo does not require any registration), and create an avatar. The avatar is way less detailed than the ones in SecondLife, basically just hair and cloths colors.

Navigating in Wonderland - Note the View menu (1st/3rd/orbit view) and Placemarks (quick navigation). Walk and turn with the arrow keys, sidestep with Z/X, fly by pressing Q. Also try pressing numbers to trigger gestures like nodding and waving. Keep the right mouse button pressed to look up, down, left and right. The middle mouse button controls the right arm, and you use it to point at things. Walk around a bit and don't miss reading the crazy posters in the conference room!
Listening to Wonderland - The main means of communication in Wonderland is audio chat, but there is also a text chat interface. Invite a friend to webstart the client and log on simultaneously, and have a chat with him. A cool feature that you will immediately notice is 3D audio: Approach talking avatars, and their volume increases, and sounds from further away fade out. In case nobody is "home", the demo includes a couple of bots who talk about nothing but Darkstars and Blackboxes all day. :-)
The freely available Wonderland server supports interactive objects such as microphone stands (for room-wide announcements), telephones (think Skype), a cone of silence (for private conversations), and answering machines (to record and play audio). People who call into the world by phone are represented by floating spheres. Since a caller cannot navigate the 3D world (they wouldn't see where they are going), avatars in-world can help out by carrying the caller's sphere to another room, or by placing them in the Cone of Silence or in front of microphones. Pretty neat stuff. :-)

Sharing Applications - Wonderland allows you to share Xwindows applications from your desktop with other avatars. Log on to the public demo, walk around in the Demo Room, and try out the red-framed windows -- e.g. there's a whiteboard for drawing and a photo browser. Shift-left_click the frame to gain control over the application, then shift-right_click to move the camera to an optimal position. All keyboard input will now be sent to the shared application. Shift-left_click the frame again to release the application, and press escape or C to reset the camera position. Live application sharing, now that's something that Second Life doesn't have, eh? :)
Sharing NetBeans? - Why am I posting this in the NetBeans category? Can I stick my instance of the IDE to a wall in the 3D world, and my colleagues' avatars can use it as if they were standing right next to me?
Yes! Note however, although there is a NetBeans menu item in this demo, it is not active. Bummer. Those heartless people run the Wonderland server on a machine with no NetBeans installed! :-/ But setting up a local instance of the Wonderland server is easy, and if I run the server on Solaris or Linux, I can share apps such as NetBeans myself... Hm...
What will NetBeans be like in 3D? Will I be able to do code completion and window undocking? And will I be able to see NetBeans from behind? :-o Read part two of this blog entry to find out!

Let's All Switch to ASCII Video
Quick free-form poll: For learning, do you prefer...
I prefer text over video, unless it's a clearly visual topic (say, GUI builder) where only a screencast makes sense. I also know that non-native speakers of English prefer screencasts because they see what happens and don't have to follow the words.
I usually have more patience watching a short clip than an hour-long video, often they proceed at a faster or slower pace than I, which can become annoying. Similarly, I prefer videos with call-outs/captions/transcripts over audio-only, because it lets me read at my own pace. Not being dependend on the audio track also helps with speakers' accents, or in a busy environment (office).
Obviously, adding a transcript of the audio track increases production time (less time for other tutorials to be written), and recording audio takes longer than writing simple call-outs. So be careful what you wish for: Do you rather want content in an optimally accessible format, at the cost of it covering fewer topics? Or you don't care about the format, it can be txt or screenshots, just as long as it covers the whole spectrum of the technology you're learning about?
PS: Do you know the ASCII art library (AAlib)? It converts video to ASCII text. Just in an... unexpected way... :-D
Posted by seapegasus ( Jan 28 2009, 08:00:03 PM CET ) Permalink
100 NetBeans Tips and Tricks (ebook)
Since the ebook announcement rolled off the netbeans.org front page now (watch out for the contest coming soon), and since people have been asking, here another quick plug ;-) for our latest ebook, 100 NetBeans Tips and Tricks. Yup, it's the same book that was given away to attendees of the NetBeans Day at JavaOne last year; that makes the print version so rare, you can't even get it on Ebay. ;-P
Posted by seapegasus ( Jan 22 2009, 02:37:04 PM CET ) PermalinkThanks For Voting For Your Favorite IDE!
It is worth noting that in the past Sun has been able to dominate many categories, but it took multiple products to achieve that distinction. This year one product, NetBeans, dominated the categories by winning five out of twelve. -- Developer.com Product of the Year 2009
Yay! :-D
The five winning categories were:
Thanks for your votes! :)
Posted by seapegasus ( Jan 14 2009, 07:01:44 PM CET ) Permalink Comments [3]