How do you deploy a stand alone app/game in java

I have a few questions regarding creating a stand alone app for java.
1) What is the best way to deploy it? how would I create the exe, etc. I've read that you can create executable jars but this doesn't seem like something that would be user friendly
2) Is there a way to deploy the game/app with it's own JVM so the hosts machine doesn't have to have it installed? How would I go about doing this?
3) How would I run the app in full screen? What libraries are available?
Any other advice/comments welcome.

@morgair: There are plenty of good reasons for using Java to develop software, even when you only plan on targeting Windows. As good as Java distribution is there is no way to guarantee that they a) have Java installed and more likely b) have the version you target installed. Telling a user that they need to go to a second website in order to download and install more software is a huge turn off.
Most PC users have no experience with a .jar so when they download it they just don't know what to do (even if all they need to do is double-click just like a .exe). Giving out an executable .jar is another turnoff.
sarcasteak wrote:
1) What is the best way to deploy it? how would I create the exe, etc. I've read that you can create executable jars but this doesn't seem like something that would be user friendlyIn terms of the .exe, Java does not create .exe's. There are some java to native compilers that will turn your java code into a natice .exe that will run on it's own or with a bundled library. However they are either old, buggy and badly supported, or extremely expensive (googling Java native compiler should give you some good results). There are also plenty 'java to exe' pieces of software. Rather then compiling the java code to native code they wrap the .jar up inside a .exe. When you run the .exe it unpacks the .jar and runs it. To the user it looks like a .exe, however it's still just an executable jar and still requires Java to be pre-installed on their machine in order to run (although some can offer custom error messages if Java is not found).
If Java is setup, then executable jars are essentially act the same as exe's. For creating them, if you are using NetBeans then they are already available in the project/dist folder after you build. You can also do it on the command line but I never need to so I don't know how. However as a tutorial [this site looks promising|http://neptune.netcomp.monash.edu.au/javahelp/howto/jar.htm].
I personally use a small .exe which I built using the D programming language. It reads from a text file in the same directory and executes each line in turn. Typically all the text file contains is 'java -jar MyProg.jar'. This way my .jars for the user looks like a .exe.
Instead of a .exe you could also use a .bat. There are also some .bat to .exe converters online, although I haven't tried any of them so use at your own risk.
sarcasteak wrote:
2) Is there a way to deploy the game/app with it's own JVM so the hosts machine doesn't have to have it installed? How would I go about doing this?Yes, you are allowed to redistribute the Sun Java runtime. Just zip up the JRE on your machine and include it with the app/game. You'll also need to ensure that whatever starts the jar uses your unzipped JRE and not the JRE on their machine. The exe I described above also allows this by having the text file contain something like: './my_jre/bin/java -jar MyProg.jar'.
But first you should also take a look at the license restrictions, they should be in the JREs directory. For example you must redistribute the complete JRE which is a problem if your app is just a few megabytes (when zipped the runtime is usually over 30mb). There are probably plenty of topics on this forum which already discuss redistribution of the JRE.
sarcasteak wrote:
3) How would I run the app in full screen? What libraries are available?If it's an app then it should be approximately:
JFrame frame = new JFrame();
frame.setExtendedState(JFrame.MAXIMIZED_BOTH);or;
JFrame frame = new JFrame();
frame.setExtendedState(frame.getExtendedState() | JFrame.MAXIMIZED_BOTH);However if you want a proper full screen then you need to use the [Full-Screen exclusive mode|http://java.sun.com/docs/books/tutorial/extra/fullscreen/exclusivemode.html], approximately:
JFrame frame = new JFrame();
GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().setFullScreenWindow( frame );I've also heard plenty of people recommend using java web-start for desktop java apps. Personally I've never used it, but it's something you might want to research.
Edited by: jl235 on Jun 22, 2009 3:03 AM

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    5   ...ple.CoreServices.CarbonCore          0x9a7875aa AIOFileThread(void*) + 1127
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    5   com.apple.Foundation                    0x97416474 __NSThread__main__ + 1499
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    3   CoverFlow                               0x0002004f -[PredictiveLoader runMainLoadingLoop] + 119
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    4   com.apple.Foundation                    0x9742bd35 -[NSObject(NSThreadPerformAdditions) performSelector:onThread:withObject:waitUntilDone:modes:] + 1111
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    7   com.apple.Foundation                    0x974164c4 -[NSThread main] + 45
    8   com.apple.Foundation                    0x97416474 __NSThread__main__ + 1499
    9   libSystem.B.dylib                       0x9a2d7259 _pthread_start + 345
    10  libSystem.B.dylib                       0x9a2d70de thread_start + 34
    Thread 2 crashed with X86 Thread State (32-bit):
      eax: 0x00000001  ebx: 0x19535660  ecx: 0x00000012  edx: 0x00000000
      edi: 0x00000000  esi: 0x1953566c  ebp: 0xb020f958  esp: 0xb020f940
       ss: 0x0000001f  efl: 0x00010282  eip: 0x949d94c5   cs: 0x00000017
       ds: 0x0000001f   es: 0x0000001f   fs: 0x0000001f   gs: 0x00000037
      cr2: 0x00000000
    Binary Images:
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    0x90456000 - 0x90499ff7  libGLU.dylib ??? (???) <6CC3CE6A-7024-C685-EADA-7F9DC27128E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
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    0x9049b000 - 0x90566fef  com.apple.CoreServices.OSServices 359.2 (359.2) <7C16D9C8-6F41-5754-17F7-2659D9DD9579> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServi ces.framework/Versions/A/OSServices
    0x90567000 - 0x9059afff  libTrueTypeScaler.dylib ??? (???) <8ADB7D19-413E-4499-C874-13C383F97685> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib
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    0x90b60000 - 0x90badfeb  com.apple.DirectoryService.PasswordServerFramework 6.1 (6.1) <136BFA48-D456-B677-3B5D-40A6946C3A09> /System/Library/PrivateFrameworks/PasswordServer.framework/Versions/A/PasswordS erver
    0x90ead000 - 0x912e2ff7  libLAPACK.dylib 219.0.0 (compatibility 1.0.0) <5E2D2283-57DE-9A49-1DB0-CD027FEFA6C2> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.fr amework/Versions/A/libLAPACK.dylib
    0x912ed000 - 0x914c6fff  libType1Scaler.dylib ??? (???) <04AF2B34-81D4-97E9-BD56-387D37C16F46> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ ATS.framework/Versions/A/Resources/libType1Scaler.dylib
    0x916f3000 - 0x91724ff7  libGLImage.dylib ??? (???) <D18E2E76-DBF4-6930-039A-F66CA0D120B3> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dyl ib
    0x91725000 - 0x91733fe7  libz.1.dylib 1.2.3 (compatibility 1.0.0) <3CE8AA79-F077-F1B0-A039-9103A4A02E92> /usr/lib/libz.1.dylib
    0x9182a000 - 0x9184afe7  libresolv.9.dylib 41.1.0 (compatibility 1.0.0) <8C2B5FA8-2469-21C7-D297-F95A0FFE5F19> /usr/lib/libresolv.9.dylib
    0x9184b000 - 0x91b6ffef  com.apple.HIToolbox 1.6.5 (???) <21164164-41CE-61DE-C567-32E89755CB34> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.fra mework/Versions/A/HIToolbox
    0x91b70000 - 0x91fc1fef  com.apple.RawCamera.bundle 3.7.1 (570) <AF94D180-5E0F-10DF-0CB2-FD8EDB110FA2> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera
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