Friday, July 31, 2009

Fruit For Man To Masterbate

simple program to draw a point with Program

Now vemermos a simple program to draw a point using JOGL and also show in the command line version of your operating system and brand of video card you have installed on our computer. All this will do using a JFrame centered on the screen .



To begin, we must import the library:

javax.media.opengl import. * ;

which contains classes and interfaces required to call methods in Java OpenGL among which are:
  • GL Interface. This interface give us access to OpenGL functions.
  • GLEventListener Interface. This interface declares events which are used by client code to handle OpenGL rendering through GLAutoDrawable. Everything is handled by GLAutoDrawable be displayed through an instantiated object of class GLCanvas. Class
  • GLCanvas . This class will provide support for rendering OpenGL graphics, the object instances of this class must be placed inside a JPanel to be displayed.
Our main class, as well as extending the JFrame class, must implement GLEventListener interface, described above, so that the source code will be as follows:

import javax.swing. JFrame ;
import javax.swing. JPanel ;
import java.awt. Container ;
import java.awt. BorderLayout ;
import java.awt. Toolkit;
import java.awt. Dimension ;

/ / OpenGL import library import
javax.media.opengl. * ;

public class puntoJOGL extends JFrame implements GLEventListener
JPanel {
panelDibujo;
Container container;
Toolkit kit;
dimensionPantalla Dimension;
int height;
int width;

/ / GL interface will provide access to OpenGL functions
static GL gl;

/ * GLCanvas class provides support for rendering
* OpenGL graphics for the moment only the use
* to show the four main methods of GLEventListener * / static GLCanvas
canvas;

/ / Constructor public
puntoJOGL () {

super ( "Punto drawn with JOGL" )
Toolkit.getDefaultToolkit kit = (); kit.getScreenSize
dimensionPantalla = ();
height = (int ) dimensionPantalla.getHeight ();
width = (int ) dimensionPantalla.getWidth ();

/ / Create class object GLCanvas
canvas = new GLCanvas ();

/ * Add the event listener for OpenGL rendering,
* this automatically call init () and render the graphics
* whose code is written inside the method display () * /
canvas.addGLEventListener ( this )

/ * Initialize the interface GL which
use * to call OpenGL functions * / gl =
canvas.getGL ();

panelDibujo = new JPanel (new BorderLayout ()) ;

/ * add the object in the center GLCanvas
JPanel * for graphics rendering in the
GLCanvas * object can be visualized. * /
panelDibujo.add (canvas, BorderLayout. CENTER);

container = getContentPane ();
container.add (panelDibujo, BorderLayout.CENTER);
this.setSize (width / 2, height / 2);
this.setLocation (width / 4, height / 4);
this.setResizable (true);
this.setVisible (true); this
. setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);


} / / Below are the methods used by GLEventListener

/ * As explained, this method is that
* initialize the OpenGL graphics GLCanvas used,
* to call OpenGL functions use the object gl
* created earlier. * /
public void init ( GLAutoDrawable drawable)

{/ / write the screen version of the OS
System.out.println (gl.glGetString (GL.GL_VERSION));
/ / write on the screen of our brand video card
System.out.println (gl.glGetString (GL.GL_VENDOR));
/ * The bottom of the graphics displayed on the object
* GLCanvas will be black. As you can see, we
* using the method of OpenGL glClearColor (float, float, float, float)
* by GL interface. * /
gl.glClearColor (0.0f, 0.0f, 0.0f, 0.0f);

} public void
reshape ( GLAutoDrawable drawable, int x, int and int width, int height) {

/ * This method, as explained, is used for the
* user can modify the "viewport"
graphics * properly. In this case, declare that our space
* work is the same size as the JFrame. This is done so that
* the point you draw appears exactly in the center of the JFrame .* /
gl.glMatrixMode (GL.GL_PROJECTION)
gl.glLoadIdentity ();

/ * Define the point of view (viewport) of our object GLCanvas
* which, as noted above, will be the same size as the
* JFrame. Thus, if there is a change in the size of
* JFrame, the workspace will adjust the size of it to
* that point to continue showing in the center. * /
gl.glOrtho (0, width, 0, height, -1.0, 1.0);

/ * If the JFrame is sized, are redrawn graphics. * /
canvas.repaint ();}


public void display ( GLAutoDrawable drawable)

{/ * This method is used to create all the graphics that
* will be drawn within the object GLCanvas. First call the
* OpenGL method glClear (GLBitField mask) which will cleanse
* all buffers for drawing. * /
gl.glClear (GL.GL_COLOR_BUFFER_BIT)

/ * Now call the method glColor3f (float, float, float)
* which will define the color of the graphics that
* drawn. In this case, draw a blue dot. * /
gl.glColor3f (0.0f, 0.0f, 1.0f);

/ * define the size of the point drawn using
glPointSize * method () in OpenGL, in this case will 10 pixels. * /
gl.glPointSize (10);

/ * This is nearly identical to a statement
* in C or C + + using OpenGL. Indicated that begin
* Drawing on the method glBegin (GLenum mode) and finalize
* with the method glEnd (). In both methods will
* ALL graphics drawings. * /
gl.glBegin (GL.GL_POINTS)
/ * For now, only draw a vertex exactly
* GLCanvas middle of our order. Because the object
* GLCanvas is in the center of the JPanel and it is
* In the center of the JFrame, the
* dot appears right in the middle of the latter. * /
gl.glVertex2i (width / 2, height / 2);
gl.glEnd ();

/ * Indicates draw immediately after using the method
* glFlush (); * /
gl.glFlush ();

} public void
displayChanged ( GLAutoDrawable drawable, boolean
ModeChanged, boolean deviceChanged)

{/ * Method for handling events in exchange for display,
* it will not use it now. * /}


/ / Stop the methods used by GLEventListener

/ / main method to start executing our program
public static void main (String [] args) {

/ * Simply create a class object
* puntoJOGL, then the program will run
* constructor code. * /
puntoJOGL new ();
}}


When you compile and run the code above, we show a centered JFrame with a dot drawn in the middle like the figure below:


While in the command line shown us some data as follows:


If you wish to download the source code you can click on the link below:

puntoJOGL.java Download source

OpenGL methods used.

glClearColor (float, float, float)

In the method init () , we can change the background graphics using the method OpenGL, glClearColor (float, float, float, float ) named by GL interface implemented in the constructor. The method glClearColor (float, float, float, float) handles colors using the RGBA model with a color depth interval between 0 and 255. Because managed float data type, we must use the formula:

(r/255, g/255, b/255, alpha)

being r, g, b desired color intensity and alpha transparency thereof, the combination of all of us will result in the requested color. To be more clear, here are some examples:
  1. Color YELLOW . To create this color combination is needed (255, 255, 0, 0), therefore, in OpenGL is (1.0f, 1.0f, 0.0f, 0.0f). CYAN Color
  2. . To create this color combination is needed (0, 255, 255, 0), therefore, in OpenGL is (0.0f, 1.0f, 1.0f, 0.0f). MAGENTA Color
  3. . To create this color combination is needed (255, 0, 255), 0, therefore, in OpenGL is (1.0f, 0.0f, 1.0f, 0.0f). ORANGE Color
  4. . To create this color combination is needed (255, 128, 0, 0), therefore, in OpenGL is (1.0f, 0.5f, 0.0f, 0.0f). PURPLE Color
  5. . To create this color combination is needed (128, 0, 255, 0), therefore, in OpenGL is (0.5f, 0.0f, 1.0f, 0.0f). Color
  6. ROSA. To create this color combination is needed (255, 0, 128, 0), therefore, in OpenGL is (1.0f, 0.0f, 0.5f, 0.0f).
can be tested by changing the values \u200b\u200bin the method glClearColor (float, float, float, float) within the method init () .

For more information visit the glClearColor method documentation () .

glColor3f (float, float, float)

This method is used to define the color of the graphics are drawn, the colors created using the RGB model . So to change the colors used a similar method with glClearColor (float, float, float, float) , only this time we will not use the variable alpha . Other variants glColor method * () that depend on the type of data they handle eg
  1. glColor3i void (int, int, int)
  2. void glColor3f (float, float, float) - Seen in the sample program. Void
  3. glColor3d (double, double, double) void
  4. glColor3fv (float [], int alpha) - This method, like glClearColor , use color transparency alpha defined.
can be tested by changing the values \u200b\u200bin the method glColor3f (float, float, float, float) within the method display () . For

information visit the glColor method documentation * () .

glBegin (GL.GL_POINTS) and glEnd ()

These methods especidican the beginning and end of the drawn object , in this case is a point. The general form of these methods is as follows:

glBegin (GLenum mode)
/ / Draw object
glEnd () Where

mode includes parameters such as:
  • GL_POINTS - Used in this program .
  • GL_LINES - Used to draw lines, there are other alternatives.
  • GL_TRIANGLES - Used to draw triangles, there are other alternatives.
  • GL_QUADS - Used to draw squares, exitsten other variants.
  • GL_POLYGON - Used to draw polygons.
Later we will see some concrete examples, if you want more information check the documentation for the method glBegin () .

glPointSize (int pixels)

This method is used to define the size of the point to draw, in this example program was 10 pixels.

glMatrixMode (GLenum mode);
gl.glLoadIdentity ();
gl.glOrtho (double left, double right, double bottom, double top, double near, double far)

These methods are necessary to define the orthographic projection is ie in tems easier, defines our workspace. In the case of our program define a workspace width x height x 2 , in this case the 2 is not seen as we are working in two dimensions only. To have a better idea, consider the workspace as a "hub" where:
  • The front lower left corner is defined by coordinates (Left, bottom, far)
  • The right rear corner is defined by coordinates (right, top, near)




For more information, visit the documentation glOrtho () .

glVertex2i (int x, int y)


This method draw a vertex located at coordinates (x, y) in the sample program are located exactly at the top half of our JFrame using the height and width variables . Because the method defined gl.glOrtho a workspace (width, height, 2) then, calling the method glVertex2i (width / 2, height / 2) we are putting our corner right in the middle of our area of \u200b\u200bwork, which, being situated in the middle of JFrame shows the point exactly between latter. The method glVertex * () contains many variants, among which are:
  • glVertex2i (int x, int y) - Used in the example program.
  • glVertex2f (float x, float y)
  • glVertex2i (int x, int y, int z) - Used to draw 3-D graphics.
For more information, visit the documentation glVertex () .

Finally, they can play with the code and make changes to see the results. Here are some variations by modifying the code:

glClearColor (1.0f, 1.0f, 1.0f, 0.0f)
glColor3f (1.0f, 0.0f, 0.0f)


glClearColor (0.5f, 0.0f, 1.0f, 0.0f)
glColor3f (0.0f, 0.0f, 0.0f)


glClearColor (1.0f, 0.0f, 0.0f, 0.0f)
glColor3f (1.0f, 1.0f, 0.0f)

FINAL NOTE: Remember that
call OpenGL functions must do so through JOGL GL interface.

Does Lipoma Look Like

JOGL to draw a JFrame centered on the screen of a structure

already explained above how is the general structure of a program written in Java using JOGL for the time show you how to draw a centered JFrame screen whatever the resolution of it so that later , we can draw into the same few graphics using JOGL . this way begin to study the general structure of a program written in Java why, later, exploring the methods used by GLEventListener .



Here's the code:

/ * Import the JFrame and JPanel classes
contained within the package * SWING * /
import javax.swing. JFrame ;
import javax.swing. JPanel ;

/ * import Container class, BorderLayout,
* Dimension Toolkit AWT package. * /
import java.awt. Container ;
import java.awt. BorderLayout ;
import java.awt. Toolkit;
import java.awt. Dimension ;

/ / Create our main class that extends JFrame class public class
jFrameCentrado extends JFrame {

/ * need a JPanel to enter
* the items displayed in the JFrame. * /
JPanel panel;

/ * declare a container to enter
* our main panel, the container
* is the JFrame in general. * /
Container container;

/ * The toolkit is useful for
* basic information about the computer, how resolution
* or size of the screen, where
* is running the program * /
Toolkit kit;

/ * This variable will use to store
* Dimension (W x H) in pixels, of
* screen where the program is running. * / Dimension
dimensionPantalla;

/ / Variable to store the height, in pixels, screen
int height;
/ / Variable to store the width, in pixels,
screen int width;

/ / Constructor public
jFrameCentrado ()

{/ * Call the superclass of JFrame
* which put a title to it. * /
super ( "Frame centered" )

/ * instantiate an object of Toolkit for
* general data on our computer. * /
Toolkit kit = . GetDefaultToolkit ();

/ * obtain the screen size in pixels * /
kit.getScreenSize dimensionPantalla = ();

/ * store the height and width, in pixels, of the screen.
* Because methods "getHeight" and "getWidth"
return a variable of type double *, we need to force
* this program to convert int variable, ie we will "cast." * /
height = (int ) dimensionPantalla.getHeight ();
width = (int ) dimensionPantalla.getWidth ();

/ * We tell Java that container will be the same JFrame * /
container = getContentPane ();

/ * Instantiate an object of class JPanel in this
* case is empty. * /
panel = new JPanel ();

/ * add the JPanel in the JFrame using the
* prebuilt container, placing the JPanel
* in the center of the JFrame using BorderLayout * /
container.add (panel, BorderLayout. CENTER);

/ * Since we have obtained the height and width, in pixels
* screen, define the size of the JFrame.
* In this case is the size of half the width
* screen for half the height of the screen. * /
this . SetSize (width / 2, height / 2);

/ * Now we place the JFrame exactly in the center of the
* screen is running the program * /
this . setLocation (width / 4, height / 4);

/ * We do resizable and visible * /
this . setResizable ( true);
this . SetVisible (true )

/ * Finally, we tell Java that we want our
* JFrame closes when clicking on demos close button (cross)
* will appear at the top right of it. * /
this . SetDefaultCloseOperation ( JFrame. EXIT_ON_CLOSE)
} / / End of constructor

/ / main method to start execution
our program public static void main (String [] args) {

/ * Simply create a class object
* jFrameCentrado, then the program will run
* constructor code. * /
jFrameCentrado new ();}

} / / End of class jFrameCentrado

When you compile and run the code above, we show a centered JFrame like figure following:

JFrame
This will be very useful in our subsequent program, as we enter within it with the help of JPanel created graphics created with JOGL . If you want to download the source code you can click on the following insertion in social class:

Download jFrameCentrado.java source

Wednesday, July 29, 2009

What Stores Offer Lay Away

program written in Java with JOGL JOGL using NetBeans

First of all, explain how the structure consists of a program written in Java using JOGL libraries. As most of you know, a program written in Java is made only for a minimum of five parts:
  1. The main class of our program. The
  2. variables used by the class.
  3. The constructor of the class. The
  4. methods that use the class.
  5. The main method (main) starting the implementation of our program.

So simple program in Java be written about as follows:

/ / We import the packages that we will need
import java.awt. * ; / / For example

/ / Main class public
class MyClass {

/ / Variable 1
/ / Variable 2

/ /. . .

/ / Variable n

/ / Constructor
public MyClass () {

/ * Here we initialize the variables 1, 2,. . ., N
* declared above * /}


/ / Methods that use the class "MyClass"

metodo_1 public void ()

{} public int
metodo_2 () {}


/ /. . .

metodo_n public double () {}


/ / main method
public static void main (String [] args) {

/ * Instantiation of objects of class "MyClass"
* begin code execution * /}

} / / End of class "MyClass"

But as work with OpenGL graphics be necessary to implement the interface known to GLEventListener further that, because we must mount graphics somewhere, we have to extend the class JFrame or JPanel .

GLEventListener interface declares events which are used by client code to handle OpenGL rendering to travez of GLAutodrawable .

To have a clearer idea, something similar happens when you implement the interface ActionListener to hear the events of the buttons which are handled by client code via ActionEvent.

interface GLEventListener uses four main methods which need to be stated within the structure of our program to make it work.

1-public void init (GLAutodrawable drawable)

This method is called by drawable immediately after the OpenGL context (procedure conducted by a GLCanvas object) is initialized. can be used for initializing the OpenGL graphics used GLCanvas such as background color, color of objects to be drawn, lights to be managed, etc..

2 - public void reshape (GLAutodrawable drawable, int x, int y, int width, int height)

This method is called by drawable during the first repaint (repaint) and after the component is resized (Resize). The client can update the view (viewport) graphics properly.

3 - public void display (drawable GLAutodrawable)

This method is called by the drawable to initiate OpenGL rendering at your request. Within this method include graphics that draw GLCanvas and will be called whenever requested, or when all GLEventListeners have been notified that an event occurred.

4 - public void displayChanged (GLAutodrawable, ModeChanged boolean, boolean deviceChanged)

This method drawable is called for when there is a change in the display (screen) associated with GLAutoDrawable . The two boolean parameters indicate the type of change that has occurred.

To have a clearer idea about the changes that may occur in the display (screen) are two examples:
  1. Change screen mode (display mode changed). This occurs when, for example, the quality of color change (say, 32-bit to 16-bit) on a monitor where GLAutoDrawable is being drawn.
  2. Change display (display device changed). This occurs when, for example, the user drag a window containing a GLAutoDrawable from one monitor to another in a configuration of multiple monitors with different resolutions.
So a program written in Java using JOGL libraries would be written about as follows:

/ / We import the Java packages that we will need
import java . awt. * ; / / For example
/ / We import the JOGL libraries that we will need
javax.media.opengl import. * ; / / For example

/ / Main class that extends JFrame and implements
/ / interface GLEventListener
public class MyClass extends JFrame implements GLEventListener
{
/ / Variable 1
/ / Variable 2

/ /. . .

/ / Variable n


/ / GL interface will allow access to all
/ / methods used by OpenGL

static GL gl;

/ * GLCanvas class provides support for
*
rendering OpenGL graphics, ie within this
*
object is drawn graphics
* created. * / Static

GLCanvas canvas;

/ / Constructor
public MyClass () {

/ * Here we initialize Variables 1, 2,. . ., N
* previously declared and
* all variables of the JOGL libraries * /}



/ / Methods that use the class "MyClass"

public metodo_1 void ()

{} public int
metodo_2 () {}


/ /. . .

metodo_n public double () {
}

/ * Here we add the methods that use the
GLEventListener * interface * /

public void init ( GLAutoDrawable drawable) {

/ * This method is the initialized
* OpenGL graphics GLCanvas used,
* to call OpenGL functions
* use the gl object
* previous instance. * /}


public void reshape ( GLAutoDrawable drawable,
int x, int and int width, int height) {

/ * This method, as explained, is used to
* the user can modify the "viewport" of
graphics * properly * /}


public void display ( GLAutoDrawable drawable) {

/ * This method is used to create all
graphics * to be drawn into the
GLCanvas * object * /
} public void

displayChanged ( GLAutoDrawable drawable, boolean
ModeChanged, boolean
deviceChanged)

{/ * Method to handle change events
* display. * /}


/ / main method
public static void main (String [] args) {

/ * Instantiation of objects of class "MyClass"
* begin code execution * /}

} / / End of class "MyClass" far

we have created some code that produces a result, the above was simply an example of the look you should have a program written in Java using OpenGL libraries . In the next entry in this blog show the example, now, a program that will display something on the screen.

Vegan Sweet Potato Muffins



In an entry
explained earlier how to install the JDK and installing NetBeans both Windows as Linux . Now we'll see how to install JOGL in NetBeans regardless of operating system (Windows or Linux ). To achieve our mission use the OpenGL package to NetBeans ( NetBeans OpenGL Pack ).



First we will enter the official OpenGL package for NetBeans clicking the link below:

The NetBeans OpenGL Pack We

click on the button "Download" and save the file netbeans-opengl-pack-version.zip to be downloaded. We enter the folder where you saved the file . Zi p previously downloaded and unpacked, the archive contains files . Nbm which later use. Now we open our NetBeans and we

click Tools -> Add


This opens a new window in which tab select "Downloads" , then we click on the button " Add-ons " . We find and open the folder where you unzip the file netbeans-opengl-pack-version.zip and select ALL files . Nbm finally we click on "Open" .


Now just give click on the button "Install" , accept the license agreement and NetBeans finish the job automatically. At the end of our NetBeans need to reboot for the changes to take effect.


Here's a video uploaded by lobo1024 in to YouTube visually explains the procedure:





FINAL NOTE:
The installation instructions described above operate on both Windows and Linux.

Tuesday, July 28, 2009

Razer Carcharias Vs Astro

Install Install JCreator Pro

Previously explained how to install JCreator Pro and installing the JDK . Now we'll see how to install JOGL and associate it with JCreator Pro to compile our programs and create 2D and 3D graphics .




first download the JOGL libraries for Windows (such as JCreator work with these libraries must go down) by clicking on the link below:

Download version 1.1.1 JOGL libraries

The downloaded file is a. zip which will have to unzip, the file contains libraries OpenGL version 1.1.1, which is the version used at the time of writing this entry, if you want the latest version will have to enter the official website JOGL and download them. Once you've unzipped the file. zip copy all the files. Jar in a new folder called "JOGL" inside the folder where you installed your JDK which must have a route like this:

" C: \\ Program Files \\ Java \\ jdk-version "


Then copy all the files. dll into the folder named bin , this folder is located inside the folder where JDK installed their which must have a route like this:

"C: \\ Program Files \\ Java \\ jdk-version \\ bin"

Now
JOGL libraries will partner with JCreator so we can compile our programs written using these libraries and to create 2D and 3D graphics. Furthermore, when we write the code of our programs, autocomplete JCreator run smoothly. The following steps must be carried out every time we write a program using JOGL :

Open JCreator and we

click File -> New -> Project


Select the type of application we create, it can be any of the following:
    Aplication
  • Basic Java Basic Java Applet
  • Empty Project
We put a new project name and indicate the path where you saved , then we click on the tab "Required Libraries" . Now we click on the button "New" , this will open a window in which we will

click Add -> Archive


seek the location of . Jar files previously copied , they must be located a route similar to "C: \\ Program Files \\ Java \\ jdk-version \\ JOGL" , All Files. jar and give click "Open" . This will create a ClassPath to associate JOGL libraries and JDK installed to compile the program you write, now only remains to put a name to JCreator can be identified.


Once we selected the name click "OK" after select the check box of the libraries previously added we click on "Finish" .


Ready, now the program you write in Java using JOGL libraries will be compiled without problem using JCreator ClassPath created earlier.

Monday, July 27, 2009

Alexis Texas Two Guys

JOGL with Java Development Kit (JDK)

order to compile our programs need to have installed the software J ava D evelopment K it ( JDK) on our computer. Depending on your operating system (Windows or Linux) will be how to install the software.



Windows users

For Windows users, use the version of Sun Microsystems desrrollada known simply by the name of JDK .

Version occupied at the time of this writing is the 6 update 14 with JavaFX included. To install the JDK simply follow these steps:
  1. Simply enter the official download page of Sun Microsystems and download the version that suits them. There's even a version with NetBeans integrated.
  2. Install the software by double clicking on the file jdk-version- windows.exe
  3. Follow the simple instructions and ready with This will install the java compiler (javac ) together with the "Java Runtime Environment" (JRE ) in your Windows System.
Linux Users

For Linux users, use the special free version for this operating system known by the name of OpenJDK.


This version I tried both Fedora as Ubuntu (currently use Xubuntu ) without problems, so then I'll explain both:

Fedora Linux


To install the OpenJDK on Fedora Linux with a simple enough instruction (super-user mode) from the command line (requires Internet connection):

# yum install-and-java 1.6.0-openjdk *

With this, install the java compiler (javac ) together with the "Java Runtime Environment" ( JRE) appropriate for your Fedora system, either 32 or 64 bits . Ubuntu Linux




First open the package manager (Internet connection required) by clicking on:

Start -> System -> Package Manager

either:

Start -> System -> Add / Remove ...


Once you open the window package manager, type the package name and select OpenJDK packages:
  1. -6-jdk openjdk
  2. openjdk-6-jre
Once done this, click on install selected packages and agree to the units. With this, install the java compiler (javac ) with the "Java Runtime Environment" (JRE ) suitable for your Ubuntu system, either 32 or 64 bits.

As I said earlier, I have only installed and tested the OpenJDK in Fedora and Ubuntu , so if you want to install some other distribution such as SUSE or Debian will have to check in the official website of OpenJDK .

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JCreator Pro NetBeans

As JCreator, NetBeans is an integrated development environment (IDE , I ntegrated D evelopment E nviroment ) to program in Java.


NetBeans Platform allows applications to be developed from a set of software components called modules . A module is a Java file that contains Java classes written to interact with NetBeans APIs and a special file (manifest file) that identifies it as a module.

This may also do so with JCreator but does not automatically have to do it from the command line. Because the modules can be developed independently, applications based on NetBeans platform can be extended easily by other software developers.

can be easily integrated with JOGL, JavaFX, Java ME, C, C + +, PHP and MySQL . NetBeans platform is so, no matter if you're using Linux or Windows, you can use your computer without problem.

To install NetBeans on your computer you must follow the following steps:

Windows User.
  1. Enter the official download page .
  2. select your language and operating system Windows 2000/XP/Vista .
  3. Da click on the button "download" for the NetBeans that meets your needs. Install NetBeans
  4. simply double clicking the file-version-netbeans windows.exe you downloaded previously.
  5. The installation program will automatically detect the JDK installed on your computer, otherwise, tell the route.
  6. Follow the simple installation instructions and presto, you're now using NetBeans installed in your Windows System.
  7. Linux User

  1. Enter the official download page .
  2. select your language and operating system Linux (x86/x64) .
  3. Da click on the button "download" for the NetBeans that meets your needs.
  4. From the command line enter the folder where you downloaded the file-version-linux.sh netbeans
  5. Type the command chmod 777 netbeans-version-thru linux.sh
  6. ./netbeans-version- command linux.sh
  7. The installation program will automatically detect the JDK installed on your computer, otherwise, tell the route.
  8. Follow the simple installation instructions and voila, now you have installed NetBeans your Linux system.
NOTE:
If you have installed the software J ava D evelopment K it ( JDK) you need to install it. Here's the instructions .