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Editor's Daily BlogDream OnPosted by invalidname on March 02, 2007 at 07:42 AM | Comments (1)What's the word on JavaOne speaker notifications? Suprisingly, I haven't seen a lot of blogs about potential speakers getting their JavaOne talks accepted or rejected. The approvals I know about are all via word-of-mouth: Daniel Steinberg on spontaneous networking, and Joshua Marinacci and Robert Cooper on Josh's Big Secret Project (to be revealed next week at the Java Posse Roundup). But aside from that, it's the rare speaker blogging about his or her talk getting accepted. I hope more people will blog about their talks. It helps create excitement and interest. In fact, blogging about talks that didn't get accepted is interesting too, because we always find that the rejected talks had a big potential audience, and may yet see the light of day at the many alternative Java conferences (Jazoon, JavaPolis, etc.). This year's rejection may well be next year's rock star. Also, whether or not you're speaking at a techincal session or BoF, we'd love to have you offer a 20 minute mini-talk about your project or community at the java.net Community Corner. That page is a wiki -- feel free to follow the instructions and sign up. Oh yeah, my "no chance they'll ever approve it" BoF got approved, much to my surprise and alarm. Now I need to have slides ready in two weeks. In Java Today, the cqME project is the home for Java ME platform compatibility and quality testing. The goal of the cqME project is to develop and improve the tools used to test Java ME technologies. It contains the ME Framework module and is a portal to the JT harness project site. Future open source testing technologies are also expected to find a home here. You can use these technologies to create test suites, including technology compatibility kit (TCK) test suites that test the quality of Java ME technologies and the compatibility of these technologies with their specifications. Issue 112 of the Java Tools Community Newsletter is out, featuring tool-related news from around the web, new incubated projects, a graduation (maven-javanet-skin), a reminder about the Java Mobile Application Video Contest, and a "Tool Tip" on publicizing your project at JavaOne. "Continuations refer to a functional programming technique that allows you to save the current execution state of a thread, with the possiblity of suspending and later resuming execution. Continuations have been incorporated into several Web application frameworks, including RIFE and WebWork." In the Artima interview Continuations in Java, RIFE project founder Geert Bevin discusses how continuations can simplify complex workflows, and how they are implemented in RIFE. John O'Conner discusses Calendars, Dates, and TimeZones in today's Weblogs. "It's a wonder that we stay on schedule for anything, and yet we do, and the world moves on, and we still are able to use the Java platform's Calendar and Date classes." In Java Power Tools: who uses MDA these days?, John Ferguson Smart has some "thoughts on the use of UML/MDA tools these days." According to Alexey Popov's Debugging II - Hangups at Device Side, a "new feature of ME Framework 1.2 solves some of problems related to the debugging of Java ME test suites. The latest java.net Poll asks "How would you describe your organization's overall attitude towards Java?" Cast your vote on the front page, then visit the results page for current tallies and discussion. Chris Campbell has guidance for would-be JOGL developers in today's Forums, In Re: [JAVA2D] Using OpenGL Fragment Shaders, he writes: "If you're interested in writing fragment shaders in OpenGL, I'd highly recommend the OpenGL "Orange Book": http://www.3dshaders.com/joomla/ There are other various tutorial scattered about the internet. Romain Guy did a nice write-up recently about how to use shaders in JOGL for 2D image processing purposes (you might need to email him for the source code though, not sure why): http://www.curious-creature.org/2007/02/20/fast-image-processing-with-. Writing shaders often involves huge amounts of boilerplate code, which is frustrating for a newcomer. Therefore, we're thinking of whipping up some convenience APIs for JOGL that will make it easy for folks to start playing around with shaders without getting bogged down in the details. More on that later."
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