Is this the correct way to do textures?

Okay so let me start off by saying that this code does work. It does exactly what I expected it to do, no problem (whew!) My question is, is this the proper way? I know I shouldn’t be using a static context here, but this is my first foray into textures so I wanted the entire program to be in one simple class. I am more interested in things like, am I putting “glUseProgram()” in the proper place. I know, I know, if it works who cares, but I will eventually want to divide a lot of this into objects and I don’t want to put code places where it shouldn’t go.

Here is the code:

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.opengl.GL13.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.GL33.*;

import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;

public class TextureTestWindow {
	
	private static final float[] verts = {
		0.8f, 0.8f, 0f, 1f,
		-0.8f, 0.8f, 0f, 1f,
		-0.8f, -0.8f, 0f, 1f,	
		0.8f, -0.8f, 0f, 1f,
		};
	
	private static final float[] texCords = {
		1f, 0f, 
		0f, 0f, 
		0f, 1f, 
		1f, 1f};
	
	private static final byte[] texData = {
		(byte) 255, (byte) 0, (byte) 0, (byte) 255,
		(byte) 0, (byte) 255, (byte) 0, (byte) 255,
		(byte) 255, (byte) 255, (byte) 0, (byte) 255,
		(byte) 0, (byte) 0, (byte) 255, (byte) 255};
	
	private static final String easyTexVert = 
			"#version 330\n" +
			"layout (location = 0) in vec4 position;\n" + 
			"layout (location = 1) in vec2 texCord;\n" + 								
			"varying vec2 outTexCord;\n" + 									
			"void main() {\n" + 
			"	gl_Position = position;\n" +
			"	outTexCord = texCord;\n" +
			"}";
	
	private static final String easyTexFrag = 
			"#version 330\n" +
			"varying vec2 outTexCord;\n" +
			"out vec4 outputColor;\n" +							
			"uniform sampler2D tex;\n" + 					
			"void main() {\n" +
			"    outputColor = texture(tex, outTexCord);\n" +
			"}";

	public static void main(String[] args) {
		try {
			Display.setDisplayMode(new DisplayMode(500, 500));
			Display.create();
		} catch (LWJGLException e) {
			e.printStackTrace();
			System.exit(1);
		}
		
		// Create the program		

		int vShader = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vShader, easyTexVert);
		glCompileShader(vShader);
		int fShader = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fShader, easyTexFrag);
		glCompileShader(fShader);
		
		int program = glCreateProgram();
		glAttachShader(program, vShader);
		glAttachShader(program, fShader);
		glLinkProgram(program);
		glValidateProgram(program);

		// Set up the buffers
		
		FloatBuffer vertBuffer = BufferUtils.createFloatBuffer(verts.length+texCords.length);
		vertBuffer.put(verts);
		vertBuffer.put(texCords);
		vertBuffer.flip();
		
		int vertBufferObj = glGenBuffers();
		glBindBuffer(GL_ARRAY_BUFFER, vertBufferObj);
	    glBufferData(GL_ARRAY_BUFFER, vertBuffer, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		
		ByteBuffer texBuffer = BufferUtils.createByteBuffer(texData.length);
		texBuffer.put(texData);
		texBuffer.flip();
		
		// Create the texture		

		int texture = glGenTextures();
		glBindTexture(GL_TEXTURE_2D, texture);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texBuffer);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
	    glBindTexture(GL_TEXTURE_2D, 0);
	    
		// get the Uniform location

	    int textureUnif = glGetUniformLocation(program, "tex");
	    
		// set up the sampler

		int sampler = glGenSamplers();
		glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		
		int i = 0;   // using the first texture
		
		// Put the texture into the uniform

		glUseProgram(program);
		glUniform1i(textureUnif, i);
		glUseProgram(0);
		
		// make the VAO

		int vao = glGenVertexArrays();
		glBindVertexArray(vao);
		glBindBuffer(GL_ARRAY_BUFFER, vertBufferObj);
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0);
		glEnableVertexAttribArray(1);
		glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, Float.SIZE/8 * verts.length);
		glBindVertexArray(0);

		// Finally reader to render!! :)
		
		while(!Display.isCloseRequested()) {
			
			glClear(GL_COLOR_BUFFER_BIT);
			
			// Set up the context
			glUseProgram(program);
			glActiveTexture(GL_TEXTURE0 + i);
			glBindTexture(GL_TEXTURE_2D, texture);
			glBindSampler(i, sampler);
			glBindVertexArray(vao);
			glDrawArrays(GL_QUADS, 0, 4);
			// Clean up
			glBindSampler(i, 0);
			glBindTexture(GL_TEXTURE_2D, 0);
			glBindVertexArray(0);
			glUseProgram(0);
			
			Display.update();
			Display.sync(30);
		}
		
	}

}

Any help is appreciated! ;D (EDIT: I added some comments to the code)

You are not checking the compile, link, or validate status at any time. You need to do that after each of those steps using glGetShader/glGetProgram, and print the appropriate log using glGetShaderInfoLog/glGetProgramInfoLog in the case of an error.

Thank you for the tip! I have added the following into my code:

		int vShader = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vShader, easyTexVert);
		glCompileShader(vShader);
		
		int success = glGetShader(vShader, GL_COMPILE_STATUS);		
		if(success != 1) {
			String s = glGetShaderInfoLog(vShader, 1024);
			System.out.println("Error Compiling Shader: "+s);
			System.exit(1);
		}
		
		int fShader = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fShader, easyTexFrag);
		glCompileShader(fShader);
		
		success = glGetShader(fShader, GL_COMPILE_STATUS);		
		if(success != 1) {
			String s = glGetShaderInfoLog(fShader, 1024);
			System.out.println("Error Compiling Shader: "+s);
			System.exit(1);
		}
		
		int program = glCreateProgram();
		glAttachShader(program, vShader);
		glAttachShader(program, fShader);
		glLinkProgram(program);
		glValidateProgram(program);
		
		success = glGetProgram(program, GL_LINK_STATUS);		
		if(success != 1) {
			String s = glGetProgramInfoLog(program, 1024);
			System.out.println("Error Linking Program: "+s);
			System.exit(1);
		}

Not sure what else to do if there is an error, aside from just exit the program.