ASP/COM to be converted into a Java/WebLogic app

Does anyone know if there is any methodology to convert an ASP/COM (microsoft)
app into a Java J2EE app like Weblogic ?
Please advise
Thanks a million
KK

Hi.
I'm unaware of any specific methodology. In order to save yourself some coding
you might take a look at a java-com bridge such as the JCOM bridge we have in beta
or some similar 3rd party product. This will allow you to keep and use some of
your existing COM objects. You might also search the web to see if there are any
tools that help you to convert from ASP to JSP.
Regards,
Michael
Kubo Kushi wrote:
Does anyone know if there is any methodology to convert an ASP/COM (microsoft)
app into a Java J2EE app like Weblogic ?
Please advise
Thanks a million
KK--
Michael Young
Developer Relations Engineer
BEA Support

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    import java.awt.*;
    import java.awt.event.*;
    import java.util.*;
    import java.net.URL;
    public class Balls extends java.applet.Applet implements Runnable, KeyListener
    private Image offScreenImage;
    private Image backGroundImage;
    private Image[] gifImages = new Image[6];
    private Image PressStart ;
    private Sprite pressStartSprite = null ;
    private Image YouLose ;
    private Sprite YouLoseSprite = null ;
    private Image NextStage ;
    private Sprite NextStageSprite = null ;
    private Image GamePaused ;
    private Sprite GamePausedSprite = null ;
    //offscreen graphics context
    private Graphics offScreenGraphicsCtx;
    private Thread animationThread;
    private MediaTracker mediaTracker;
    private SpriteManager spriteManager;
    //Animation display rate, 12fps
    private int animationDelay = 83;
    private Random rand = new Random(System.currentTimeMillis());
    private int message = 0 ; // 0 = no message (normal playing phase)
    // 1 = press space to start
    // 2 = press space for next level
    // 3 = game PAUSED, press space to unpause
    // 4 = You LOSE
    public static void main(String[] args)
    try
    new Balls() ;
    catch (java.net.MalformedURLException e)
    System.out.println(e);
    }//end main
    public void start()
    //Create and start animation thread
    animationThread = new Thread(this);
    animationThread.start();
    public void init()
    try
    new Balls() ;
    catch (java.net.MalformedURLException e)
    System.out.println(e);
    public Balls() throws java.net.MalformedURLException
    {//constructor
    // Load and track the images
    mediaTracker = new MediaTracker(this);
    backGroundImage = getImage(getDocumentBase(), "background.gif");
    mediaTracker.addImage(backGroundImage, 0);
    PressStart = getImage(getDocumentBase(), "press_start.gif");
    mediaTracker.addImage(PressStart, 0);
    NextStage = getImage(getDocumentBase(), "stage_complete.gif");
    mediaTracker.addImage(NextStage, 0);
    GamePaused = getImage(getDocumentBase(), "game_paused.gif");
    mediaTracker.addImage(GamePaused, 0);
    YouLose = getImage(getDocumentBase(), "you_lose.gif");
    mediaTracker.addImage(YouLose, 0);
    //Get and track 6 images to use
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    gifImages[0] = getImage(getDocumentBase(), "blueball.gif");
    mediaTracker.addImage(gifImages[0], 0);
    gifImages[1] = getImage(getDocumentBase(), "redball.gif");
    mediaTracker.addImage(gifImages[1], 0);
    gifImages[2] = getImage(getDocumentBase(), "greenball.gif");
    mediaTracker.addImage(gifImages[2], 0);
    gifImages[3] = getImage(getDocumentBase(), "yellowball.gif");
    mediaTracker.addImage(gifImages[3], 0);
    gifImages[4] = getImage(getDocumentBase(), "purpleball.gif");
    mediaTracker.addImage(gifImages[4], 0);
    gifImages[5] = getImage(getDocumentBase(), "orangeball.gif");
    mediaTracker.addImage(gifImages[5], 0);
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    // be loaded
    try {
    mediaTracker.waitForID(0);
    }catch (InterruptedException e) {
    System.out.println(e);
    }//end catch
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    // of the background image.
    //These getter methods return -1 if
    // the size is not yet known.
    //Insets will be used later to
    // limit the graphics area to the
    // client area of the Frame.
    int width = backGroundImage.getWidth(this);
    int height = backGroundImage.getHeight(this);
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    // possible that the size isn't
    // known yet. Do the following
    // just in case.
    //Wait until size is known
    while(width == -1 || height == -1)
    System.out.println("Waiting for image");
    width = backGroundImage.getWidth(this);
    height = backGroundImage.getHeight(this);
    }//end while loop
    //Display the frame
    setSize(width,height);
    setVisible(true);
    //setTitle("Balls");
    //Anonymous inner class window
    // listener to terminate the
    // program.
    this.addWindowListener
    (new WindowAdapter()
    {public void windowClosing(WindowEvent e){System.exit(0);}});
    // Add a key listener for keyboard management
    this.addKeyListener(this);
    }//end constructor
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    Point center_place = new Point(
    backGroundImage.getWidth(this)/2-PressStart.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-PressStart.getHeight(this)/2) ;
    pressStartSprite = new Sprite(this, PressStart, center_place, new Point(0, 0),true);
    center_place = new Point(
    backGroundImage.getWidth(this)/2-NextStage.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-NextStage.getHeight(this)/2) ;
    NextStageSprite = new Sprite(this, NextStage, center_place, new Point(0, 0),true);
    center_place = new Point(
    backGroundImage.getWidth(this)/2-GamePaused.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-GamePaused.getHeight(this)/2) ;
    GamePausedSprite = new Sprite(this, GamePaused, center_place, new Point(0, 0),true);
    center_place = new Point(
    backGroundImage.getWidth(this)/2-YouLose.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-YouLose.getHeight(this)/2) ;
    YouLoseSprite = new Sprite(this, YouLose, center_place, new Point(0, 0),true);
    BackgroundImage bgimage = new BackgroundImage(this, backGroundImage) ;
    for (;;) // infinite loop
    long time = System.currentTimeMillis();
    message = 1 ; // "press start to begin"
    while (message != 0)
    repaint() ;
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    boolean you_lose = false ;
    for (int max_speed = 7 ; !you_lose && max_speed < 15 ; max_speed++)
    for (int difficulty = 2 ; !you_lose && difficulty < 14 ; difficulty++)
    boolean unfinished_stage = true ;
    spriteManager = new SpriteManager(bgimage);
    spriteManager.setParameters(difficulty, max_speed) ;
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    // files.
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    if (cnt == 0)
    Point position = new Point(
    backGroundImage.getWidth(this)/2-gifImages[0].getWidth(this)/2,
    backGroundImage.getHeight(this)/2-gifImages[0].getHeight(this)/2) ;
    spriteManager.addSprite(makeSprite(position, 0, false));
    else
    Point position = spriteManager.
    getEmptyPosition(new Dimension(gifImages[0].getWidth(this),
    gifImages[0].getHeight(this)));
    if (cnt < difficulty)
    spriteManager.addSprite(makeSprite(position, 1, true));
    else
    spriteManager.addSprite(makeSprite(position, 2, true));
    }//end for loop
    time = System.currentTimeMillis();
    while (!spriteManager.getFinishedStage() && !spriteManager.getGameOver())
    // Loop, sleep, and update sprite
    // positions once each 83
    // milliseconds
    spriteManager.update();
    repaint();
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    }//end while loop
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    message = 4 ;
    while (message != 0)
    spriteManager.update();
    repaint();
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
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    message = 2 ;
    while (message != 0)
    spriteManager.update();
    repaint();
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    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    } // end for difficulty loop
    } // end for max_speed
    } // end infinite loop
    }//end run method
    private Sprite makeSprite(Point position, int imageIndex, boolean wind)
    return new Sprite(
    this,
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    position,
    new Point(rand.nextInt() % 5,
    rand.nextInt() % 5),
    wind);
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    //Create the offscreen graphics
    // context
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    getSize().height);
    offScreenGraphicsCtx = offScreenImage.getGraphics();
    }//end if
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    // Draw the sprites offscreen
    spriteManager.drawScene(offScreenGraphicsCtx);
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    pressStartSprite.drawSpriteImage(offScreenGraphicsCtx);
    else if (message == 2)
    NextStageSprite.drawSpriteImage(offScreenGraphicsCtx);
    else if (message == 3)
    GamePausedSprite.drawSpriteImage(offScreenGraphicsCtx);
    else if (message == 4)
    YouLoseSprite.drawSpriteImage(offScreenGraphicsCtx);
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    if(offScreenImage != null)
    g.drawImage(offScreenImage, 0, 0, this);
    }//end if
    }//end overridden update method
    //Overridden paint method on the
    // Frame
    public void paint(Graphics g)
    //Nothing required here. All
    // drawing is done in the update
    // method above.
    }//end overridden paint method
    // Methods to handle Keyboard event
    public void keyPressed(KeyEvent evt)
    int key = evt.getKeyCode(); // Keyboard code for the pressed key.
    if (key == KeyEvent.VK_SPACE)
    if (message != 0)
    message = 0 ;
    else
    message = 3 ;
    if (key == KeyEvent.VK_LEFT)
    if (spriteManager != null)
    spriteManager.goLeft() ;
    else if (key == KeyEvent.VK_RIGHT)
    if (spriteManager != null)
    spriteManager.goRight() ;
    else if (key == KeyEvent.VK_UP)
    if (spriteManager != null)
    spriteManager.goUp() ;
    else if (key == KeyEvent.VK_DOWN)
    if (spriteManager != null)
    spriteManager.goDown() ;
    if (spriteManager != null)
    spriteManager.setMessage(message) ;
    public void keyReleased(KeyEvent evt)
    public void keyTyped(KeyEvent e)
    char key = e.getKeyChar() ;
    //~ if (key == 's')
    //~ stop = true ;
    //~ else if (key == 'c')
    //~ stop = false ;
    //~ spriteManager.setStop(stop) ;
    }//end class Balls
    //===================================//
    class BackgroundImage
    private Image image;
    private Component component;
    private Dimension size;
    public BackgroundImage(
    Component component,
    Image image)
    this.component = component;
    size = component.getSize();
    this.image = image;
    }//end construtor
    public Dimension getSize(){
    return size;
    }//end getSize()
    public Image getImage(){
    return image;
    }//end getImage()
    public void setImage(Image image){
    this.image = image;
    }//end setImage()
    public void drawBackgroundImage(Graphics g)
    g.drawImage(image, 0, 0, component);
    }//end drawBackgroundImage()
    }//end class BackgroundImage
    //===========================
    class SpriteManager extends Vector
    private BackgroundImage backgroundImage;
    private boolean finished_stage = false ;
    private boolean game_over = false ;
    private int difficulty ;
    private int max_speed ;
    public boolean getFinishedStage()
    finished_stage = true ;
    for (int cnt = difficulty ; cnt < size(); cnt++)
    Sprite sprite = (Sprite)elementAt(cnt);
    if (!sprite.getEaten())
    finished_stage = false ;
    return finished_stage ;
    public boolean getGameOver() {return game_over ;}
    public void setParameters(int diff, int speed)
    difficulty = diff ;
    max_speed = speed ;
    finished_stage = false ;
    game_over = false ;
    Sprite sprite;
    for (int cnt = 0;cnt < size(); cnt++)
    sprite = (Sprite)elementAt(cnt);
    sprite.setSpeed(max_speed) ;
    public SpriteManager(BackgroundImage backgroundImage)
    this.backgroundImage = backgroundImage ;
    }//end constructor
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    spriteSize.height);
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    while (!empty && numTries++ < 100)
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    backgroundImage.
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    // sprites, checking if position
    // is empty
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    // treat special case of sprite #0 (the player)
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    // result indicates a collision
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    sprite = (Sprite)elementAt(cnt);
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    sprite.setMessage(message);
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    public void goDown()
    Sprite sprite = (Sprite)elementAt(0);
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    // for an interesting effect.
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    //===================================//
    class Sprite
    private Component component;
    private Image image;
    private Rectangle spaceOccupied;
    private Point motionVector;
    private Rectangle bounds;
    private Random rand;
    private int message = 0 ; // number of message currently displayed (0 means "no message" = normal game)
    private int max_speed = 7 ;
    private boolean eaten = false ; // when a green sprite is eaten, it is no longer displayed on screen
    private boolean wind = true ;
    private boolean go_left = false ;
    private boolean go_right = false ;
    private boolean go_up = false ;
    private boolean go_down = false ;
    public Sprite(Component component,
    Image image,
    Point position,
    Point motionVector,
    boolean Wind
    //Seed a random number generator
    // for this sprite with the sprite
    // position.
    rand = new Random(position.x);
    this.component = component;
    this.image = image;
    setSpaceOccupied(new Rectangle(
    position.x,
    position.y,
    image.getWidth(component),
    image.getHeight(component)));
    this.motionVector = motionVector;
    this.wind = Wind ;
    //Compute edges of usable graphics
    // area in the Frame.
    int topBanner = ((Container)component).getInsets().top;
    int bottomBorder = ((Container)component).getInsets().bottom;
    int leftBorder = ((Container)component).getInsets().left;
    int rightBorder = ((Container)component).getInsets().right;
    bounds = new Rectangle( 0 + leftBorder, 0 + topBanner
    , component.getSize().width - (leftBorder + rightBorder)
    , component.getSize().height - (topBanner + bottomBorder));
    }//end constructor
    public void setMessage(int message_number)
    message = message_number ;
    public void setSpeed(int speed)
    max_speed = speed ;
    public void goLeft()
    go_left = true ;
    public void goRight()
    go_right = true ;
    public void goUp()
    go_up = true ;
    public void goDown()
    go_down = true ;
    public void setEaten()
    eaten = true ;
    setSpaceOccupied(new Rectangle(4000,4000,0,0)) ;
    public boolean getEaten()
    return eaten ;
    public Rectangle getSpaceOccupied()
    return spaceOccupied;
    }//end getSpaceOccupied()
    void setSpaceOccupied(Rectangle spaceOccupied)
    this.spaceOccupied = spaceOccupied;
    }//setSpaceOccupied()
    public void setSpaceOccupied(
    Point position){
    spaceOccupied.setLocation(
    position.x, position.y);
    }//setSpaceOccupied()
    public Point getMotionVector(){
    return motionVector;
    }//end getMotionVector()
    public void setMotionVector(
    Point motionVector){
    this.motionVector = motionVector;
    }//end setMotionVector()
    public void setBounds(Rectangle bounds)
    this.bounds = bounds;
    }//end setBounds()
    public void updatePosition()
    Point position = new Point(spaceOccupied.x, spaceOccupied.y);
    if (message != 0)
    return ;
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    // one chance in 10 of making a
    // random change to its
    // motionVector. When a change
    // occurs, the motionVector
    // coordinate values are forced to
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    bounds.width -
    spaceOccupied.width;
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    tempMotionVector.x =
    -tempMotionVector.x;
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