--- old/make/jdk/netbeans/awt2d/README 2020-04-29 12:11:21.328610608 +0200 +++ /dev/null 2020-02-11 10:29:13.086348146 +0100 @@ -1,220 +0,0 @@ -Working on AWT and Java2D code with NetBeans - - This project includes most of Java2D and AWT-related files, - allows easy navigation and builds from within NetBeans. - - Since both AWT and Java2D have lots of native code, this - project uses "make" targets for building. - - Unfortunately currently this project doesn't support - working with native code. Meaning, there is no navigation, code - completion, refactoring, etc. - In the future we will provide native code support. - - You can certainly install the C/C++ pack for NetBeans 6.0 - once it becomes available, or use any other editor for - working with C/C++ files. - - In order to use this project from within NetBeans you will have - to perform a full jdk build first. - -Here are the steps: - 1. setup your jdk build environment as described in - other documents (see build documentation) - - 2. perform a full jdk build (preferably a FASTDEBUG build, - as it simplifies the debugging - the classes and object files - will be built with the debug information). - You only need to build jdk's "all" target: - #> cd jdk/make - #> make all > build.log 2>&1 - - 3. set "make" and "make.options" properties in your - ~/.openjdk/build.properties file (see the main README - file for more information on property files) - to set up the environment in NetBeans. - - To get a list of variables you most likely will need to override - to make the the build work in NetBeans, you can do something like this - (on Windows): - #>env | grep ALT - ALT_JDK_IMPORT_PATH=c:/devtools/java/jdk1.7.0 - ALT_BOOTDIR=c:/DevTools/java/jdk1.6.0 - - If your build is a FASTDEBUG build, don't forget - to set FASTDEBUG=true in the property file as well so that what you - have built from the terminal matches what will be built from NetBeans. - - Set "make.options" in your build.properties - accordingly: - make.options=\ - ALT_JDK_IMPORT_PATH=c:/devtools/java/jdk1.7.0 \ - ALT_BOOTDIR=c:/DevTools/java/jdk1.6.0 \ - FASTDEBUG=true - make=c:/devtools/cygwin/bin/make - - 4. Windows only: make sure you either call vcvars32.bat - file which sets the compiler environment - (typically located in /VC7/bin) - and start NetBeans from the same terminal, - or make Visual Studio register its environment - variables globally. - (When building on 64-bit Windows platform, use setenv.cmd - from Platform SDK instead of vcvars32, as described in the - build documentation) - - 5. Now you can launch NetBeans - -Notes on building the project from NetBeans - - If you work only with Java files, you can compile them - with "Compile Single File" target ("F9" by default), the ant build - will compile the class files into the correct directory automatically. - - However, if you touched any of C/C++ files, - you will need to use "build main project" ("F11") which launches - "make" on a set of directories. - - Same goes if you touched a Java file which has native - methods. You will need to run the build so that - "javah" can generate the JNI header files used by - the native code. - -Demos - - The default run target for this project is Font2DTest, - which is launched with the runtime you built. - - You can also start other demos by selecting a demo - in the Project or Files view and choosing "Run" from - the menu. - - In particular, there is a J2DBench demo project, - which is a Java2D benchmark. To run it, - select java2d.J2DBench/build.xml node in the - "Projects" explorer and execute "Run" target. - For more information on this benchmark, see - the project's README file in the "Files" view. - -Notes on using CND (C/C++ pack) with this project and NetBeans. - - As mentioned above currently a project for working with native code is not - provided. However, you can set it up by yourself if you have - access to CND pack for NetBeans 6.0. - - First, install CND as described here (this is a page for CND 5.5, - there likely will be one for 6.0 as well): - http://www.netbeans.org/community/releases/55/cnd-install.html - and make sure everyting works it works. - - Then, create a new C/C++ project of "from existing code" type (see page - mentioned above for examples). The project should be located in the same - directoryas this project is - on the same level. Call it something like - "awt2d-native-${platform}-${arch}". So, for example, you may have - jdk/make/netbeans/awt2d - jdk/make/netbeans/awt2d-native-windows-i586 - - Specify the top level Makefile (jdk/make/Makefile), even though - you will not be using, as the Java awt2d project is set up - for building the workspace (thus make sure it's the default project, - so when you hit "Build Project" it's awt2d one that's chosen). - - The most important thing is to specify the directories which will - be included into this project, the defines, and the directories for - include files. - This will enable code completion and limited navigation. - - Using the project wizard, select the source directories you're interested in. - - For example, - src/share/native/sun/java2d - src/windows/native/sun/java2d - .... - (this will recursively include the subdirectories) - - Then set the list of the includes required by CND to enable code assistance. - You can get a complete list of include directories by looking at your - build log file and checking what directories are included with "-I" when - the files you're interesed in are built (you can probably devise some - script to generate the list of include files relative to the native - cnd project directory, and the list of defines passed to the compiler) - - For example, on Windows x86, you might have something like this - (a somewhat complete list of awt and 2d native directories on windows): - - ../../src/share/javavm/export; - ../../src/share/native/common; - ../../src/share/native/sun/awt/debug; - ../../src/share/native/sun/awt/image/cvutils; - ../../src/share/native/sun/awt/image; - ../../src/share/native/sun/awt/medialib; - ../../src/share/native/sun/awt; - ../../src/share/native/sun/font/bidi; - ../../src/share/native/sun/font/layout; - ../../src/share/native/sun/font; - ../../src/share/native/sun/java2d/cmm/lcms; - ../../src/share/native/sun/java2d/cmm; - ../../src/share/native/sun/java2d/loops; - ../../src/share/native/sun/java2d/opengl; - ../../src/share/native/sun/java2d/pipe; - ../../src/share/native/sun/java2d; - ../../src/windows/javavm/export; - ../../src/windows/native/common; - ../../src/windows/native/sun/awt; - ../../src/windows/native/sun/java2d/d3d; - ../../src/windows/native/sun/java2d/opengl; - ../../src/windows/native/sun/java2d/windows; - ../../src/windows/native/sun/java2d; - ../../src/windows/native/sun/windows; - ../../build/windows-i586/tmp/sun/sun.awt/awt/CClassHeaders; - ../../build/windows-i586/tmp/sun/sun.awt/awt/obj; - ../../build/windows-i586/tmp/sun/sun.awt/awt/obj_gO; - ../../build/windows-i586/tmp/sun/sun.awt/jpeg/CClassHeaders; - ../../build/windows-i586/tmp/sun/sun.awt/splashscreen/CClassHeaders; - ../../build/windows-i586/tmp/sun/sun.font/fontmanager/CClassHeaders; - ../../build/windows-i586/tmp/sun/sun.font/t2k/CClassHeaders; - C:/devtools/VS2003/SDK/v1.1/include; - C:/devtools/VS2003/VC7/ATLMFC/INCLUDE; - C:/devtools/VS2003/VC7/INCLUDE; - C:/devtools/VS2003/VC7/PlatformSDK/include; - C:/devtools/VS2003/VC7/PlatformSDK/include/prerelease; - - (you can format this into a single line with ';' delimiters and paste it - into the text field instead of entering them one by one) - - Note that most paths are relative to the native project directory - - this helps if you decide to relocate the workspace later. The ones that - aren't relative are paths to external include directories, like those - of the Platform SDK. - On Unix platforms these may be directories like /usr/include. - - The parser must know some defines to correctly parse the source files, - these can also be obtained from the log file. For example, on Windows - x86 with debugging enabled, the defines would be something like this: - D3D_OVERLOADS; UNICODE; _UNICODE; WIN32; IAL; _LITTLE_ENDIAN; WIN32; _X86_; - x86; WIN32_LEAN_AND_MEAN; INTERNAL_BUILD; JDK_MAJOR_VERSION='"1"'; - JDK_MINOR_VERSION='"7"'; RELEASE=1.7.0-internal; DEBUG="true" - - (again, format it into a single line with '; ' delimiter - note the - space after ';' - and paste into the corresponding text field) - - Note that the list of include directories will be different on different - platforms and architectures - consult you build log file. - - After the project is created a loaded, you may want to check the list - of include files which weren't found (right-click on the native - project root in Projects exprorer, and select "View failed #include Directives" - from the popup menu. Update the inlcude directories list accordingly. - - You can later create a different configuration for non-debug build, - just make a copy of your current configuration - call it ${arch}-debug - (in the native project's Properties dialog) and remove "DEBUG=true" from - the list of defines. - - Note that with both Java and native projects opened the default - heap size NetBeans starts with might not be sufficient for comfortable work, - so you may need to increase it. You can do it either from the command line - or by editing your ~/.netbeans/dev/etc/netbeans.conf file and adding - something like this: - -J-Xms312m -J-Xmx512m -J-XX:PermSize=128m -J-XX:MaxPermSize=200m - to netbeans_default_options property. --- /dev/null 2020-02-11 10:29:13.086348146 +0100 +++ new/make/ide/netbeans/jdk/awt2d/README 2020-04-29 12:11:20.960610611 +0200 @@ -0,0 +1,220 @@ +Working on AWT and Java2D code with NetBeans + + This project includes most of Java2D and AWT-related files, + allows easy navigation and builds from within NetBeans. + + Since both AWT and Java2D have lots of native code, this + project uses "make" targets for building. + + Unfortunately currently this project doesn't support + working with native code. Meaning, there is no navigation, code + completion, refactoring, etc. + In the future we will provide native code support. + + You can certainly install the C/C++ pack for NetBeans 6.0 + once it becomes available, or use any other editor for + working with C/C++ files. + + In order to use this project from within NetBeans you will have + to perform a full jdk build first. + +Here are the steps: + 1. setup your jdk build environment as described in + other documents (see build documentation) + + 2. perform a full jdk build (preferably a FASTDEBUG build, + as it simplifies the debugging - the classes and object files + will be built with the debug information). + You only need to build jdk's "all" target: + #> cd jdk/make + #> make all > build.log 2>&1 + + 3. set "make" and "make.options" properties in your + ~/.openjdk/build.properties file (see the main README + file for more information on property files) + to set up the environment in NetBeans. + + To get a list of variables you most likely will need to override + to make the the build work in NetBeans, you can do something like this + (on Windows): + #>env | grep ALT + ALT_JDK_IMPORT_PATH=c:/devtools/java/jdk1.7.0 + ALT_BOOTDIR=c:/DevTools/java/jdk1.6.0 + + If your build is a FASTDEBUG build, don't forget + to set FASTDEBUG=true in the property file as well so that what you + have built from the terminal matches what will be built from NetBeans. + + Set "make.options" in your build.properties + accordingly: + make.options=\ + ALT_JDK_IMPORT_PATH=c:/devtools/java/jdk1.7.0 \ + ALT_BOOTDIR=c:/DevTools/java/jdk1.6.0 \ + FASTDEBUG=true + make=c:/devtools/cygwin/bin/make + + 4. Windows only: make sure you either call vcvars32.bat + file which sets the compiler environment + (typically located in /VC7/bin) + and start NetBeans from the same terminal, + or make Visual Studio register its environment + variables globally. + (When building on 64-bit Windows platform, use setenv.cmd + from Platform SDK instead of vcvars32, as described in the + build documentation) + + 5. Now you can launch NetBeans + +Notes on building the project from NetBeans + + If you work only with Java files, you can compile them + with "Compile Single File" target ("F9" by default), the ant build + will compile the class files into the correct directory automatically. + + However, if you touched any of C/C++ files, + you will need to use "build main project" ("F11") which launches + "make" on a set of directories. + + Same goes if you touched a Java file which has native + methods. You will need to run the build so that + "javah" can generate the JNI header files used by + the native code. + +Demos + + The default run target for this project is Font2DTest, + which is launched with the runtime you built. + + You can also start other demos by selecting a demo + in the Project or Files view and choosing "Run" from + the menu. + + In particular, there is a J2DBench demo project, + which is a Java2D benchmark. To run it, + select java2d.J2DBench/build.xml node in the + "Projects" explorer and execute "Run" target. + For more information on this benchmark, see + the project's README file in the "Files" view. + +Notes on using CND (C/C++ pack) with this project and NetBeans. + + As mentioned above currently a project for working with native code is not + provided. However, you can set it up by yourself if you have + access to CND pack for NetBeans 6.0. + + First, install CND as described here (this is a page for CND 5.5, + there likely will be one for 6.0 as well): + http://www.netbeans.org/community/releases/55/cnd-install.html + and make sure everyting works it works. + + Then, create a new C/C++ project of "from existing code" type (see page + mentioned above for examples). The project should be located in the same + directoryas this project is - on the same level. Call it something like + "awt2d-native-${platform}-${arch}". So, for example, you may have + jdk/make/netbeans/awt2d + jdk/make/netbeans/awt2d-native-windows-i586 + + Specify the top level Makefile (jdk/make/Makefile), even though + you will not be using, as the Java awt2d project is set up + for building the workspace (thus make sure it's the default project, + so when you hit "Build Project" it's awt2d one that's chosen). + + The most important thing is to specify the directories which will + be included into this project, the defines, and the directories for + include files. + This will enable code completion and limited navigation. + + Using the project wizard, select the source directories you're interested in. + + For example, + src/share/native/sun/java2d + src/windows/native/sun/java2d + .... + (this will recursively include the subdirectories) + + Then set the list of the includes required by CND to enable code assistance. + You can get a complete list of include directories by looking at your + build log file and checking what directories are included with "-I" when + the files you're interesed in are built (you can probably devise some + script to generate the list of include files relative to the native + cnd project directory, and the list of defines passed to the compiler) + + For example, on Windows x86, you might have something like this + (a somewhat complete list of awt and 2d native directories on windows): + + ../../src/share/javavm/export; + ../../src/share/native/common; + ../../src/share/native/sun/awt/debug; + ../../src/share/native/sun/awt/image/cvutils; + ../../src/share/native/sun/awt/image; + ../../src/share/native/sun/awt/medialib; + ../../src/share/native/sun/awt; + ../../src/share/native/sun/font/bidi; + ../../src/share/native/sun/font/layout; + ../../src/share/native/sun/font; + ../../src/share/native/sun/java2d/cmm/lcms; + ../../src/share/native/sun/java2d/cmm; + ../../src/share/native/sun/java2d/loops; + ../../src/share/native/sun/java2d/opengl; + ../../src/share/native/sun/java2d/pipe; + ../../src/share/native/sun/java2d; + ../../src/windows/javavm/export; + ../../src/windows/native/common; + ../../src/windows/native/sun/awt; + ../../src/windows/native/sun/java2d/d3d; + ../../src/windows/native/sun/java2d/opengl; + ../../src/windows/native/sun/java2d/windows; + ../../src/windows/native/sun/java2d; + ../../src/windows/native/sun/windows; + ../../build/windows-i586/tmp/sun/sun.awt/awt/CClassHeaders; + ../../build/windows-i586/tmp/sun/sun.awt/awt/obj; + ../../build/windows-i586/tmp/sun/sun.awt/awt/obj_gO; + ../../build/windows-i586/tmp/sun/sun.awt/jpeg/CClassHeaders; + ../../build/windows-i586/tmp/sun/sun.awt/splashscreen/CClassHeaders; + ../../build/windows-i586/tmp/sun/sun.font/fontmanager/CClassHeaders; + ../../build/windows-i586/tmp/sun/sun.font/t2k/CClassHeaders; + C:/devtools/VS2003/SDK/v1.1/include; + C:/devtools/VS2003/VC7/ATLMFC/INCLUDE; + C:/devtools/VS2003/VC7/INCLUDE; + C:/devtools/VS2003/VC7/PlatformSDK/include; + C:/devtools/VS2003/VC7/PlatformSDK/include/prerelease; + + (you can format this into a single line with ';' delimiters and paste it + into the text field instead of entering them one by one) + + Note that most paths are relative to the native project directory - + this helps if you decide to relocate the workspace later. The ones that + aren't relative are paths to external include directories, like those + of the Platform SDK. + On Unix platforms these may be directories like /usr/include. + + The parser must know some defines to correctly parse the source files, + these can also be obtained from the log file. For example, on Windows + x86 with debugging enabled, the defines would be something like this: + D3D_OVERLOADS; UNICODE; _UNICODE; WIN32; IAL; _LITTLE_ENDIAN; WIN32; _X86_; + x86; WIN32_LEAN_AND_MEAN; INTERNAL_BUILD; JDK_MAJOR_VERSION='"1"'; + JDK_MINOR_VERSION='"7"'; RELEASE=1.7.0-internal; DEBUG="true" + + (again, format it into a single line with '; ' delimiter - note the + space after ';' - and paste into the corresponding text field) + + Note that the list of include directories will be different on different + platforms and architectures - consult you build log file. + + After the project is created a loaded, you may want to check the list + of include files which weren't found (right-click on the native + project root in Projects exprorer, and select "View failed #include Directives" + from the popup menu. Update the inlcude directories list accordingly. + + You can later create a different configuration for non-debug build, + just make a copy of your current configuration - call it ${arch}-debug + (in the native project's Properties dialog) and remove "DEBUG=true" from + the list of defines. + + Note that with both Java and native projects opened the default + heap size NetBeans starts with might not be sufficient for comfortable work, + so you may need to increase it. You can do it either from the command line + or by editing your ~/.netbeans/dev/etc/netbeans.conf file and adding + something like this: + -J-Xms312m -J-Xmx512m -J-XX:PermSize=128m -J-XX:MaxPermSize=200m + to netbeans_default_options property.