Thursday, July 7, 2011

Comparison of the Java and .NET platforms

Traditional computer applications

Desktop applications

 

Although Java's AWT (Abstract Windowing Toolkit) and Swing libraries are not shy of features, Java has struggled to establish a foothold in the desktop market. Sun Microsystems has also been slow, in the eyes of some, to promote Java to developers and end users alike in a way which makes it an appealing choice for desktop software. Even technologies such as Java Web Start, which have few parallels within rival languages and platforms, have barely been promoted. 

The release of Java version 6.0 on December 11, 2006, saw a renewed focus on the desktop market with an extensive set of new tools for closer integration with the desktop. At the 2007 JavaOne conference Sun made further desktop related announcements, including a new language aimed at taking on Adobe Flash (JavaFX), a new lightweight way of downloading the JRE which sees the initial footprint reduced to under 2Mb, and a renewed focus on multimedia libraries.

An alternative to AWT and Swing is the Standard Widget Toolkit (SWT), which was originally developed by IBM and now maintained by the Eclipse Foundation. It attempts to achieve improved performance and visualization of Java desktop applications by relying on underlying native libraries where possible.

On Windows, Microsoft's .NET is popular desktop development providing both Windows Forms (a lightweight wrapper around the Win32 API), Windows Presentation Foundation, and Silverlight. With the integration of .NET into the Windows platform, .NET apps are first class citizens in the Windows environment with tighter OS integration and native look and feel compared to Java's Swing. Outside of Windows, Silverlight is portable to the Mac OSX desktop. Mono is also becoming more common in open source and free software systems due to its inclusion on many Linux desktop environments.

Server applications

 

This is probably the arena in which the two platforms are closest to being considered rivals. Java, through its Java EE (a.k.a. Java Platform Enterprise Edition) platform, and .NET through ASP.NET, compete to create web-based dynamic content and applications.

Both platforms are well used and supported in this market, with a bevy of tools and supporting products available for Java EE and .NET. High-end, large-scale, heavy duty solutions tend to opt for Java EE due to higher stability, scalability, and greater availability of senior developers. For example, for Java: Oracle included direct support for Java into its database, while Google has used Java to power tools like Gmail.

Some of Sun's current Java-related license agreements for Java EE define aspects of the Java platform as a trade secret, and prohibit the end user from contributing to a third-party Java environment. Specifically, at least one current license for a Sun Java EE development package contains the following terms:  

"You may make a single archival copy of Software, but otherwise may not copy, modify, or distribute Software." — "Unless enforcement is prohibited by applicable law, you may not decompile, or reverse engineer Software." — "You may not publish or provide the results of any benchmark or comparison tests run on Software to any third party without the prior written consent of Sun." — "Software is confidential and copyrighted." 

However, while Sun's software is subject to the above license terms, Sun's Java EE API reference has been implemented under an open source license by the JBoss and JOnAS projects.Microsoft's implementation of ASP.NET is not part of the standardized CLI, and while Microsoft's runtime environment and development tools are not subject to comparable secrecy agreements to Java EE, the official Microsoft tools are not open source or free software, and require Windows servers. However, a cross-platform free software ASP.NET 2.0 implementation is part of the Mono project (minus webparts and Web Services Enhancements).

Java and Android

Create an AVD

In this tutorial, you will run your application in the Android Emulator. Before you can launch the emulator, you must create an Android Virtual Device (AVD). An AVD defines the system image and device settings used by the emulator.
To create an AVD:
  1. In Eclipse, choose Window > Android SDK and AVD Manager.
  2. Select Virtual Devices in the left panel.
  3. Click New.
  4. The Create New AVD dialog appears.
  5. Type the name of the AVD, such as "my_avd".
  6. Choose a target. The target is the platform (that is, the version of the Android SDK, such as 2.1) you want to run on the emulator.
  7. You can ignore the rest of the fields for now.
  8. Click Create AVD.

Create a New Android Project

After you've created an AVD, the next step is to start a new Android project in Eclipse.
  1. From Eclipse, select File > New > Project. If the ADT Plugin for Eclipse has been successfully installed, the resulting dialog should have a folder labeled "Android" which should contain "Android Project". (After you create one or more Android projects, an entry for "Android XML File" will also be available.)
  2. Select "Android Project" and click Next.
  3. Fill in the project details with the following values:
    • Project name: HelloAndroid
    • Application name: Hello, Android
    • Package name: com.example.helloandroid (or your own private namespace)
    • Create Activity: HelloAndroid
    Click Finish.
    Here is a description of each field:
    Project Name
    This is the Eclipse Project name — the name of the directory that will contain the project files.
    Application Name
    This is the human-readable title for your application — the name that will appear on the Android device.
    Package Name
    This is the package namespace (following the same rules as for packages in the Java programming language) that you want all your source code to reside under. This also sets the package name under which the stub Activity will be generated. Your package name must be unique across all packages installed on the Android system; for this reason, it's important to use a standard domain-style package for your applications. The example above uses the "com.example" namespace, which is a namespace reserved for example documentation — when you develop your own applications, you should use a namespace that's appropriate to your organization or entity.
    Create Activity
    This is the name for the class stub that will be generated by the plugin. This will be a subclass of Android's Activity class. An Activity is simply a class that can run and do work. It can create a UI if it chooses, but it doesn't need to. As the checkbox suggests, this is optional, but an Activity is almost always used as the basis for an application.
    Min SDK Version
    This value specifies the minimum API Level required by your application. For more information, see Android API Levels.
    Other fields: The checkbox for "Use default location" allows you to change the location on disk where the project's files will be generated and stored. "Build Target" is the platform target that your application will be compiled against (this should be selected automatically, based on your Min SDK Version).
    Notice that the "Build Target" you've selected uses the Android 1.1 platform. This means that your application will be compiled against the Android 1.1 platform library. If you recall, the AVD created above runs on the Android 1.5 platform. These don't have to match; Android applications are forward-compatible, so an application built against the 1.1 platform library will run normally on the 1.5 platform. The reverse is not true.

Your Android project is now ready. It should be visible in the Package Explorer on the left. Open the HelloAndroid.java file, located inside HelloAndroid > src > com.example.helloandroid). It should look like this:
package com.example.helloandroid;
import android.app.Activity;
import android.os.Bundle;
public class HelloAndroid extends Activity {
    /** Called when the activity is first created. */
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.main);
    }
}
Notice that the class is based on the Activity class. An Activity is a single application entity that is used to perform actions. An application may have many separate activities, but the user interacts with them one at a time. The onCreate() method will be called by the Android system when your Activity starts — it is where you should perform all initialization and UI setup. An activity is not required to have a user interface, but usually will.
Now let's modify some code!

Construct the UI

Take a look at the revised code below and then make the same changes to your HelloAndroid class. The bold items are lines that have been added.
package com.example.helloandroid;
import android.app.Activity;
import android.os.Bundle;
import android.widget.TextView;
public class HelloAndroid extends Activity {
   /** Called when the activity is first created. */
   @Override
   public void onCreate(Bundle savedInstanceState) {
       super.onCreate(savedInstanceState);
       TextView tv = new TextView(this);
       tv.setText("Hello, Android");
       setContentView(tv);
   }
}
Tip: An easy way to add import packages to your project is to press Ctrl-Shift-O (Cmd-Shift-O, on Mac). This is an Eclipse shortcut that identifies missing packages based on your code and adds them for you.
An Android user interface is composed of hierarchies of objects called Views. A View is a drawable object used as an element in your UI layout, such as a button, image, or (in this case) a text label. Each of these objects is a subclass of the View class and the subclass that handles text is TextView.
In this change, you create a TextView with the class constructor, which accepts an Android Context instance as its parameter. A Context is a handle to the system; it provides services like resolving resources, obtaining access to databases and preferences, and so on. The Activity class inherits from Context, and because your HelloAndroid class is a subclass of Activity, it is also a Context. So, you can pass this as your Context reference to the TextView.
Next, you define the text content with setText().
Finally, you pass the TextView to setContentView() in order to display it as the content for the Activity UI. If your Activity doesn't call this method, then no UI is present and the system will display a blank screen.
There it is — "Hello, World" in Android! The next step, of course, is to see it running.

Run the Application

The Eclipse plugin makes it easy to run your applications:
  1. Select Run > Run.
  2. Select "Android Application".
The Eclipse plugin automatically creates a new run configuration for your project and then launches the Android Emulator. Depending on your environment, the Android emulator might take several minutes to boot fully, so please be patient. When the emulator is booted, the Eclipse plugin installs your application and launches the default Activity. You should now see something like this:
The "Hello, Android" you see in the grey bar is actually the application title. The Eclipse plugin creates this automatically (the string is defined in the res/values/strings.xml file and referenced by your AndroidManifest.xml file). The text below the title is the actual text that you have created in the TextView object.
That concludes the basic "Hello World" tutorial, but you should continue reading for some more valuable information about developing Android applications.

Upgrade the UI to an XML Layout

The "Hello, World" example you just completed uses what is called a "programmatic" UI layout. This means that you constructed and built your application's UI directly in source code. If you've done much UI programming, you're probably familiar with how brittle that approach can sometimes be: small changes in layout can result in big source-code headaches. It's also easy to forget to properly connect Views together, which can result in errors in your layout and wasted time debugging your code.
That's why Android provides an alternate UI construction model: XML-based layout files. The easiest way to explain this concept is to show an example. Here's an XML layout file that is identical in behavior to the programmatically-constructed example:
<?xml version="1.0" encoding="utf-8"?>
<TextView xmlns:android="http://schemas.android.com/apk/res/android"
  android:id="@+id/textview"
  android:layout_width="fill_parent"
  android:layout_height="fill_parent"
  android:text="@string/hello"/>
The general structure of an Android XML layout file is simple: it's a tree of XML elements, wherein each node is the name of a View class (this example, however, is just one View element). You can use the name of any class that extends View as an element in your XML layouts, including custom View classes you define in your own code. This structure makes it easy to quickly build up UIs, using a more simple structure and syntax than you would use in a programmatic layout. This model is inspired by the web development model, wherein you can separate the presentation of your application (its UI) from the application logic used to fetch and fill in data.
In the above XML example, there's just one View element: the TextView, which has five XML attributes. Here's a summary of what they mean:
Attribute Meaning
xmlns:android This is an XML namespace declaration that tells the Android tools that you are going to refer to common attributes defined in the Android namespace. The outermost tag in every Android layout file must have this attribute.
android:id This attribute assigns a unique identifier to the TextView element. You can use the assigned ID to reference this View from your source code or from other XML resource declarations.
android:layout_width This attribute defines how much of the available width on the screen this View should consume. In this case, it's the only View so you want it to take up the entire screen, which is what a value of "fill_parent" means.
android:layout_height This is just like android:layout_width, except that it refers to available screen height.
android:text This sets the text that the TextView should display. In this example, you use a string resource instead of a hard-coded string value. The hello string is defined in the res/values/strings.xml file. This is the recommended practice for inserting strings to your application, because it makes the localization of your application to other languages graceful, without need to hard-code changes to the layout file. For more information, see Resources and Internationalization.
These XML layout files belong in the res/layout/ directory of your project. The "res" is short for "resources" and the directory contains all the non-code assets that your application requires. In addition to layout files, resources also include assets such as images, sounds, and localized strings.
The Eclipse plugin automatically creates one of these layout files for you: main.xml. In the "Hello World" application you just completed, this file was ignored and you created a layout programmatically. This was meant to teach you more about the Android framework, but you should almost always define your layout in an XML file instead of in your code. The following procedures will instruct you how to change your existing application to use an XML layout.
  1. In the Eclipse Package Explorer, expand the /res/layout/ folder and open main.xml (once opened, you might need to click the "main.xml" tab at the bottom of the window to see the XML source). Replace the contents with the following XML:
    <?xml version="1.0" encoding="utf-8"?>
    <TextView xmlns:android="http://schemas.android.com/apk/res/android"
      android:id="@+id/textview"
      android:layout_width="fill_parent"
      android:layout_height="fill_parent"
      android:text="@string/hello"/>
    Save the file.
  2. Inside the res/values/ folder, open strings.xml. This is where you should save all default text strings for your user interface. If you're using Eclipse, then ADT will have started you with two strings, hello and app_name. Revise hello to something else. Perhaps "Hello, Android! I am a string resource!" The entire file should now look like this:
    <?xml version="1.0" encoding="utf-8"?>
    <resources>
        <string name="hello">Hello, Android! I am a string resource!</string>
        <string name="app_name">Hello, Android</string>
    </resources>
  3. Now open and modify your HelloAndroid class and use the XML layout. Edit the file to look like this:
    package com.example.helloandroid;
    import android.app.Activity;
    import android.os.Bundle;
    public class HelloAndroid extends Activity {
        /** Called when the activity is first created. */
        @Override
        public void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            setContentView(R.layout.main);
        }
    }
    When you make this change, type it by hand to try the code-completion feature. As you begin typing "R.layout.main" the plugin will offer you suggestions. You'll find that it helps in a lot of situations.
    Instead of passing setContentView() a View object, you give it a reference to the layout resource. The resource is identified as R.layout.main, which is actually a compiled object representation of the layout defined in /res/layout/main.xml. The Eclipse plugin automatically creates this reference for you inside the project's R.java class. If you're not using Eclipse, then the R.java class will be generated for you when you run Ant to build the application. (More about the R class in a moment.)
Now re-run your application — because you've created a launch configuration, all you need to do is click the green arrow icon to run, or select Run > Run History > Android Activity. Other than the change to the TextView string, the application looks the same. After all, the point was to show that the two different layout approaches produce identical results.
Tip: Use the shortcut Ctrl-F11 (Cmd-Shift-F11, on Mac) to run your currently visible application.
Continue reading for an introduction to debugging and a little more information on using other IDEs. When you're ready to learn more, read Application Fundamentals for an introduction to all the elements that make Android applications work. Also refer to the Developer's Guide introduction page for an overview of the Dev Guide documentation.

R class

In Eclipse, open the file named R.java (in the gen/ [Generated Java Files] folder). It should look something like this:
package com.example.helloandroid;
public final class R {
    public static final class attr {
    }
    public static final class drawable {
        public static final int icon=0x7f020000;
    }
    public static final class id {
        public static final int textview=0x7f050000;
    }
    public static final class layout {
        public static final int main=0x7f030000;
    }
    public static final class string {
        public static final int app_name=0x7f040001;
        public static final int hello=0x7f040000;
    }
}
A project's R.java file is an index into all the resources defined in the file. You use this class in your source code as a sort of short-hand way to refer to resources you've included in your project. This is particularly powerful with the code-completion features of IDEs like Eclipse because it lets you quickly and interactively locate the specific reference you're looking for.
It's possible yours looks slighly different than this (perhaps the hexadecimal values are different). For now, notice the inner class named "layout", and its member field "main". The Eclipse plugin noticed the XML layout file named main.xml and generated a class for it here. As you add other resources to your project (such as strings in the res/values/string.xml file or drawables inside the res/drawable/ direcory) you'll see R.java change to keep up.
When not using Eclipse, this class file will be generated for you at build time (with the Ant tool).
You should never edit this file by hand.

Debug Your Project

The Android Plugin for Eclipse also has excellent integration with the Eclipse debugger. To demonstrate this, introduce a bug into your code. Change your HelloAndroid source code to look like this:
package com.example.helloandroid;
import android.app.Activity;
import android.os.Bundle;
public class HelloAndroid extends Activity {
    /** Called when the activity is first created. */
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        Object o = null;
        o.toString();
        setContentView(R.layout.main);
    }
}
This change simply introduces a NullPointerException into your code. If you run your application again, you'll eventually see this:
Press "Force Quit" to terminate the application and close the emulator window.
To find out more about the error, set a breakpoint in your source code on the line Object o = null; (double-click on the marker bar next to the source code line). Then select Run > Debug History > Hello, Android from the menu to enter debug mode. Your app will restart in the emulator, but this time it will suspend when it reaches the breakpoint you set. You can then step through the code in Eclipse's Debug Perspective, just as you would for any other application.

Creating the Project without Eclipse

If you don't use Eclipse (such as if you prefer another IDE, or simply use text editors and command line tools) then the Eclipse plugin can't help you. Don't worry though — you don't lose any functionality just because you don't use Eclipse.
The Android Plugin for Eclipse is really just a wrapper around a set of tools included with the Android SDK. (These tools, like the emulator, aapt, adb, ddms, and others are documented elsewhere.) Thus, it's possible to wrap those tools with another tool, such as an 'ant' build file.
The Android SDK includes a tool named "android" that can be used to create all the source code and directory stubs for your project, as well as an ant-compatible build.xml file. This allows you to build your project from the command line, or integrate it with the IDE of your choice.
For example, to create a HelloAndroid project similar to the one created in Eclipse, use this command:
android create project \
    --package com.example.helloandroid \
    --activity HelloAndroid \ 
    --target 2 \
    --path <path-to-your-project>/HelloAndroid 
This creates the required folders and files for the project at the location defined by the path.
For more information on how to use the SDK tools to create and build projects, please read Developing in Other IDEs.

Java and Ajax

AJAX is now positioned as the 'it' technology and many developers are being forced (sometimes kicking and screaming) into this new world. I have been impressed by the scarce information that I've seen about people using AJAX in real 'non-toy' situations to implement major systems and the issues that are associated with it. I've seen many examples in frameworks such as Echo2 and DWR, but I haven't seen a lot of discussion about what the various pitfalls are of these approaches. I've also not seen anyone do any in-depth analysis of integrating the various java web tier technologies (JSP, WebMacro, FreeMarker, etc) with the AJAX frameworks (DOJO, Scriptaculous, etc).

So if you're an AJAX person, what is your reason for using AJAX? What frameworks are you using to build out your architecture? What tools are you using for development / debugging? And if you can, give us a postmortem of your experiences with a real world project.