Creating a simple OSGI Bundle By Hand
As a bit of an experiment I tried to create an OSGI Bundle by hand and run it with Apache Felix.
Continue Reading...Inherited Jackson Serializers
Looking at the Jackson Serializer post, it does introduce a particular code smell as it uses if statements to check the type of object and take a different action based on that type. Normally, that is indicative of the need to implement the action in the class and/or subclasses. However, this is serialization and we […]
Continue Reading...Introduction to Jackson Serializers
Jackson is a framework that provides the means to read and write objects to and from JSON. Typically, it tries to use built in support for common classes and simple types. It will also use a default serializer based on reflection to write the JSON, but will need some guidance for more complex custom objects. […]
Continue Reading...Why C++ ?
I made mention of my venturing back into the world of C++, and was asked why I was interested in doing so given all the Java work I do. The best answer I can give is based on a comment which I think was made by Bjarne Stroustrup himself when asked about the advantages of […]
Continue Reading...Simple C++ Project Setup With CMake
As a Java developer, I wanted to dabble with a C++ project, something I’ve not done for a while. I was looking into how to structure my project with a view to getting started quickly, but ensuring that if I wanted to expand the project, I wouldn’t have to restructure it in order to keep […]
Continue Reading...Procedural Terrain Update
So I started a series before Christmas on generating and rendering procedural terrain at runtime. Between one thing and another, including ending up in hospital having surgery for appendicitis, I haven’t taken it any further. As the purpose of doing those articles then was to suit my Christmas mood, with it being nearly Spring, this […]
Continue Reading...Procedural Terrain With Java – part 2
So last time we got our Java application up and running with a scene displayed using the JMonkeyEngine (JME) game engine. This time, we’re going to extend that to generate some procedural terrain. We are going to start with a HeightProvider class that is used to provide us with heights of the terrain at a […]
Continue Reading...Procedural Terrain With Java – part 1
Every year, around Christmas time I always get a hankering to write some 3D terrain rendering code. Not so much the actual rendering engine, that part has already been done with 3D APIs such as OpenGL and Direct X. Its more about rendering a 3D terrain generated by code, more specifically pseudo-random numbers, enabling a […]
Continue Reading...New Look Java Magazine
The official Java magazine from Oracle has received a new look in the form of switching from a heavy PDF based production to a more responsive single page HTML publication. This is fantastic news for the many mobile readers from both a data usage and presentation perspective. As per their issue archives page, it seems […]
Continue Reading...Optionals
Article about the semantic benefits of using java Optional values for returning results.
Continue Reading...