The vision and reimagination is to unite forces and bring back Java UI on bare-metal embedded devices, mobile and desktop. In the lasts months and years, I have sadly seen companies revoking their commitment and trust in Java in regards to Human Machine Interface (HMI) or User Interface (UI) applications. Continue reading “Reimagine Java on Desktop & Bare-Metal Devices”
Tag: mobile
More Graph Type Rendering Updates …
Another update in the Graph Type Rendering Saga. I will use this entry to continuously add progress in the comment section. I will wrap up the remaining issues here and a layout fix for spacing. Continue reading “More Graph Type Rendering Updates …”
Graph Type Rendering Update 4
Update four in the Graph Type Rendering Saga. Here just a quick update on fixing serif font glyphs like g and æ and inner shape or holes within OutlineShape in general. Continue reading “Graph Type Rendering Update 4”
Graph Type Rendering Update 3
Just another little update, the 3rd, see first update and the second one for progress.
Basically one bug within the TypecastRenderer has been fixed, transforming the Glyph into our OutlineShape. Furthermore it may produce Java code to be pasted in a test class to test remaining issues. Continue reading “Graph Type Rendering Update 3”
Graph Type Rendering Update 2
Since my last update, I changed the Type Rendering to produce OutlineShapes in font and resolution independent font em-size units instead of font-units to be divided by unitsPerEm earlier. The UI demos have also been updated and the following screenshots demonstrate Graph UIs potential of its immersive scene UI. Continue reading “Graph Type Rendering Update 2”
Graph Type Rendering Update 1
After releasing JogAmp 2.4.0 (see feature/buglist), it was time to tackle an outstanding issue once again: Type Rendering. Motivation was born again by finding the most interesting feature to use Java with JOGL on Desktop, Mobile and Embedded Devices. At least for my taste, I identified this to be Graph UI, an immersive UI within the 3D scene including text and UI objects and user interaction. Continue reading “Graph Type Rendering Update 1”
Resurrecting a dying Species? Bring back Java™ to the Browser?
While I was doing the admin work for the next JogAmp release 2.4.0 I added some old video teaser supporting the point of enabling high performance hardware accelerated features to anything Java™’ish for any platforms.
It rang some belts that all these demos were easily and interactive launched used Applets within the browser.
Sadly today, browser don’t support such plugin’s anymore, which enabled simplified launching of Java™ Applet’s and its seamless integration into the web page.
I well remember the debates back then, about bloated browsers and security issues. But what do we have today? Bigger (or bloated) browsers containing the VM implementation itself, only that this time it is not Java™ but a JavaScript VM. Not a big qualitative change, but a restriction to choice, IMHO. This move only disabled third parties enabling their content via the browser interface. Almost sounds like the old Microsoft and Firefox browser wars, only that this time all browser vendor are aligned and believe to be the good guys now 😉
Most notable for me is that the security issues has not changed here at all. Continue reading “Resurrecting a dying Species? Bring back Java™ to the Browser?”
JogAmp 2.4.0 Release Feature Freeze & Complete
Note that all branches have been merged back into master.
General 2.4.0 Release Details
See wiki entry.
New Features of 2.4.0 Release Details
See wiki entry. Continue reading “JogAmp 2.4.0 Release Feature Freeze & Complete”
JogAmp iOS Arm64 Port: NEWT
JogAmp port to iOS, tested on ipad pro 11, arm64.
We use our own OpenJDK 9 x86_64 and arm64 build for the arm64 device and the x86_64 simulation.
The iOS port complements our wide range of supported platforms as demonstrated here. Continue reading “JogAmp iOS Arm64 Port: NEWT”
Double Framebuffered 1-Bit Graphics on a 12MHz 8-Bit CPU
I went through my old videos, making sure I have them all stored on local hard-drive and then came across this old sweet project of my friend Michael and myself from 2006. Continue reading “Double Framebuffered 1-Bit Graphics on a 12MHz 8-Bit CPU”