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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Doing TDD Silverlight 4 RC using Visual Studio 2010 RC

    - by user133992
    First I am glad to see better TDD support in VS2010. Support for generating code stubs from my tests is ok - not as good as more mature TDD plug-ins but a good start. I am looking for some best Silverlight 4.0 TDD practices. First Question: Anyone have links, recommendations? I know the new Silverlight Unit Test capabilities are much better (Jeff Wilcox's Mix Presentation). What I am focusing on right now is using TDD to develop pure Silverlight 4.0 Class Library projects - projects without a Silverlight UI project. I've been able to get it to work but not as cleanly as it should be. I can create an Empty VS project. Add A Silverlight 4 Class Library Project. Add a TestProject (not a silverlight Unit Test Project but a plain Test Project). Add a simple test in the Test Project such as: namespace Calculator.Test { [TestClass] public class CalculatorTests { [TestMethod] public void CalulatorAddTest() { Calc c = new Calc(); int expected = 10; int actual = c.Add(6, 4); Assert.AreEqual<int>(expected, actual); } } } Using the new Generate Type and Method from Test feature it will generate the following code in the Silverlight Project: namespace Calculator { public class Calc { public int Add(int p, int p_2) { throw new NotImplementedException(); } } } When I run the tests the first time it says the target assembly is Silverlight and not able to run test - Not exact text but the same general idea. When I change the implementation to: namespace Calculator { public class Calc { public int Add(int p, int p_2) { return p + p_2; } } } and re-run the test, it works fine and the test goes green. It also works for all other TDD code I generate after. I also get a warning Mark in the Test Project's reference to the Calculator Silverlight Class Library Assembly. Second Question: Any comments ideas if this just a bug in VS2010 RC or is Silverlight Class Library TDD not really supported. I have not created a Silverlight UI project or changed and build or debug settings so I have no idea what is hosting the silverlight DLL. Finally, some of the Silverlight Class Libraries I need to write will provide functionality that requires elevated Out-Of-Browser rights. Based on the above, it looks like I can use TDD Test Projects against regular Silverlight 4.0 Class Libraries, but I have no idea how I can TDD the elevated OOB functionality without also creating the UI component that gets installed. The UI piece is not really needed for the Library development and gets in the way of what I actually want to TDD. I know I can (and will) mock some of that functionality but at some point I will also need the real thing in my tests. Third Question: Any ideas how to TDD Silverlight 4.0 Class Library project that requires OOB elevated rights? Thanks!

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  • Set List View Size Android

    - by Sandeep
    Hello , I am using List View in my project where i have used a xml file which is used to create the list item.Then i have used it programmatically in my class which is extended by ListActivity. But the problem is i have to add a button in the bottom of screen which is not related to list view but List view covers all the screen. So,is there any way to add button in bottom with list view in android. My Code is :- import android.app.ListActivity; import android.content.Intent; import android.os.Bundle; import android.widget.AdapterView; import android.widget.ArrayAdapter; import android.widget.ImageView; import android.widget.ListView; import android.widget.TextView; import android.widget.Toast; import android.widget.AdapterView.OnItemClickListener; import android.view.LayoutInflater; import android.view.View; import android.view.ViewGroup; import android.view.Window; public class Options extends ListActivity { String[] items; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); requestWindowFeature(Window.FEATURE_RIGHT_ICON); items = getResources().getStringArray(R.array.chantOption_array); setListAdapter(new IconicAdapter()); ListView lv = getListView(); lv.setTextFilterEnabled(true); lv.setBackgroundResource(R.drawable.ichant_logo); setFeatureDrawableResource(Window.FEATURE_RIGHT_ICON, R.drawable.icon_t); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { // When clicked, show a toast with the TextView text Toast.makeText(getApplicationContext(), items[position], Toast.LENGTH_SHORT).show(); if ("Gayatri Mantra".equals(items[position].toString())) { int[] timeintervals = { 23900, 24000 }; // startChantActivity(TotalMala_loop,Total_Bead_Loop,BacgroundImage,Icon,Title,BeadsTotalTimeIntervals+totalTimeDurationOfAudio) startChantActivity(2, 108, R.drawable.gayatri, R.raw.gayatri, R.drawable.icon_gayatri, "Gayatri Mantra", timeintervals); } if ("Om Mani Padme Hum".equals(items[position].toString())) { int[] timeintervals = { 5500, 8200, 11100, 13900, 34100, 36700, 39500, 42300, 59300, 62000, 64800, 67600, 124600 }; // startChantActivity(TotalMala_loop,Total_Bead_Loop,BacgroundImage,Icon,Title,BeadsTotalTimeIntervals+totalTimeDurationOfAudio) startChantActivity(2, 108, R.drawable.ommanipadmehum, R.raw.om_mani, R.drawable.icon_padme, "Om Mani Padme Hum", timeintervals); } if ("Sai Ram".equals(items[position].toString())) { // Audio time interval for bead+total time duration of audio int[] timeintervals = { 4800, 7500, 10400, 12600, 15800, 18600, 21600, 24400, 25000 }; // startChantActivity(TotalMala_loop,Total_Bead_Loop,BacgroundImage,Icon,Title,BeadsTotalTimeIntervals+totalTimeDurationOfAudio) startChantActivity(2, 108, R.drawable.sairam, R.raw.sairam, R.drawable.icon_sairam, "Sai Ram", timeintervals); } if ("Aum".equals(items[position].toString())) { // Audio time interval for bead+total time duration of audio int[] timeintervals = { 12850, 13000 }; // startChantActivity(TotalMala_loop,Total_Bead_Loop,BacgroundImage,Icon,Title,BeadsTotalTimeIntervals+totalTimeDurationOfAudio) startChantActivity(2, 108, R.drawable.aum, R.raw.aum, R.drawable.ico_aum, "Aum", timeintervals); } } }); } class IconicAdapter extends ArrayAdapter { IconicAdapter() { super(Options.this, R.layout.list_item, items); } public View getView(int position, View convertView, ViewGroup parent) { LayoutInflater inflater = getLayoutInflater(); View row = inflater.inflate(R.layout.list_item, parent, false); TextView label = (TextView) row.findViewById(R.id.label); label.setText(" "+items[position]); ImageView icon = (ImageView) row.findViewById(R.id.icon); if (items[position].equals("Gayatri Mantra")) { icon.setImageResource(R.drawable.icon_gayatri); } if (items[position].equals("Om Mani Padme Hum")) { icon.setImageResource(R.drawable.icon_padme); } if (items[position].equals("Sai Ram")) { icon.setImageResource(R.drawable.icon_sairam); } if (items[position].equals("Aum")) { icon.setImageResource(R.drawable.ico_aum); } return (row); } } protected void startChantActivity(int mala_loop, int beads_loop, int background, int media, int titleIcon, String title, int[] timeintervals) { Bundle bundle = new Bundle(); bundle.putInt("mala_loop", mala_loop); bundle.putInt("beads_loop", beads_loop); bundle.putInt("background", background); bundle.putInt("media", media); bundle.putInt("titleIcon", titleIcon); bundle.putString("title", title); bundle.putIntArray("intervals", timeintervals); Intent intent = new Intent(this, ChantBliss.class); intent.putExtras(bundle); startActivityForResult(intent, this.getSelectedItemPosition()); } } And Corresponding xml file is: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" > <ImageView android:id="@+id/icon" android:layout_width="wrap_content" android:paddingLeft="2px" android:paddingRight="2px" android:paddingTop="2px" android:layout_height="wrap_content" /> <TextView android:id="@+id/label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textSize="22sp" android:textColor="#ff000000" /> </LinearLayout> Thanks in Advance: Sandeep

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  • using BOOST_FOREACH with std::map

    - by kmote
    I'd like to iterate over a std::map using BOOST_FOREACH and edit the values. I can't quite get it. typedef std::pair<int, int> IdSizePair_t; std::map<int,int> mmap; mmap[1] = 1; mmap[2] = 2; mmap[3] = 3; BOOST_FOREACH( IdSizePair_t i, mmap ) i.second++; // mmap should contain {2,3,4} here Of course this doesn't change anything because I'm not iterating by reference. So I substitute this line instead (as per the example in the Boost docs): BOOST_FOREACH( IdSizePair_t &i, mmap ) and I get the compiler error: error C2440: 'initializing' : cannot convert from 'std::pair<_Ty1,_Ty2>' to 'IdSizePair_t &' with [ _Ty1=const int, _Ty2=int ] Any suggestions?

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  • Learning Haskell: How to remove an item from a List in Haskell

    - by BM
    Trying to learn Haskell. I am trying to write a simple function to remove a number from a list without using built-in function (delete...I think). For the sake of simplicity, let's assume that the input parameter is an Integer and the list is an Integer list. Here is the code I have, Please tell me what's wrong with the following code areTheySame :: Int -> Int-> [Int] areTheySame x y | x == y = [] | otherwise = [y] removeItem :: Int -> [Int] -> [Int] removeItem x (y:ys) = areTheySame x y : removeItem x ys

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  • How can I make a WPF TreeView data binding lazy and asynchronous?

    - by pauldoo
    I am learning how to use data binding in WPF for a TreeView. I am procedurally creating the Binding object, setting Source, Path, and Converter properties to point to my own classes. I can even go as far as setting IsAsync and I can see the GUI update asynchronously when I explore the tree. So far so good! My problem is that WPF eagerly evaluates parts of the tree prior to them being expanded in the GUI. If left long enough this would result in the entire tree being evaluated (well actually in this example my tree is infinite, but you get the idea). I would like the tree only be evaluated on demand as the user expands the nodes. Is this possible using the existing asynchronous data binding stuff in the WPF? As an aside I have not figured out how ObjectDataProvider relates to this task. My XAML code contains only a single TreeView object, and my C# code is: public partial class Window1 : Window { public Window1() { InitializeComponent(); treeView.Items.Add( CreateItem(2) ); } static TreeViewItem CreateItem(int number) { TreeViewItem item = new TreeViewItem(); item.Header = number; Binding b = new Binding(); b.Converter = new MyConverter(); b.Source = new MyDataProvider(number); b.Path = new PropertyPath("Value"); b.IsAsync = true; item.SetBinding(TreeView.ItemsSourceProperty, b); return item; } class MyDataProvider { readonly int m_value; public MyDataProvider(int value) { m_value = value; } public int[] Value { get { // Sleep to mimick a costly operation that should not hang the UI System.Threading.Thread.Sleep(2000); System.Diagnostics.Debug.Write(string.Format("Evaluated for {0}\n", m_value)); return new int[] { m_value * 2, m_value + 1, }; } } } class MyConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // Convert the double to an int. int[] values = (int[])value; IList<TreeViewItem> result = new List<TreeViewItem>(); foreach (int i in values) { result.Add(CreateItem(i)); } return result; } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { throw new InvalidOperationException("Not implemented."); } } } Note: I have previously managed to do lazy evaluation of the tree nodes by adding WPF event handlers and directly adding items when the event handlers are triggered. I'm trying to move away from that and use data binding instead (which I understand is more in spirit with "the WPF way").

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  • Trying to convert simple midlet application to Android application but running into problems.

    - by chobo2
    Hi I am trying to do some threading in Android so I took an old threading assignment I had done fora midlet and took out the midlet code and replaced it with android code(such as textview). package com.assignment1; import android.app.Activity; import android.os.Bundle; import android.widget.TextView; public class Threading extends Activity { private TextView tortose; private TextView hare; private Thread hareThread; private Thread torotoseThread; private int num = 0; private int num2 = 0; public Threading() { } /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); tortose = (TextView) findViewById(R.id.TextView01); hare = (TextView) findViewById(R.id.TextView02); Hare newHare = new Hare(); hareThread = new Thread(newHare); hareThread.start(); Torotose newTortose = new Torotose(); torotoseThread = new Thread(newTortose); torotoseThread.start(); //updateDisplay(); } private synchronized void check(int value1, int value2) { if((value1-value2) >= 10) { try { wait(); } catch(Exception ex) { System.out.println(ex); } } } private synchronized void getGoing(int value1, int value2) { if((value1-value2) == 0) { try { notify(); } catch(Exception ex) { System.out.println(ex); } } } private class Hare extends Thread { public void run() { while(true) { num++; hare.setText(Integer.toString(num)); check(num, num2); try { // are threads different in andriod apps? Thread.sleep(100); // hareThread.sleep(100); } catch(Exception ex) { System.out.println(ex); } } } } private class Torotose extends Thread { public void run() { while(true) { num2++; tortose.setText(Integer.toString(num2)); getGoing(num,num2); try { Thread.sleep(200); //torotoseThread.sleep(200); } catch(Exception ex) { System.out.println(ex); } } } } } First it wanted me to change my threads to like static threads.So is this just how Android does it? Next when I run this code it just crashes with some unexpected error. I am not sure what the error is but when I try to debug it and goes to like to create a new "hare" object it shows me this. // Compiled from ClassLoader.java (version 1.5 : 49.0, super bit) public abstract class java.lang.ClassLoader { // Method descriptor #8 ()V // Stack: 3, Locals: 1 protected ClassLoader(); 0 aload_0 [this] 1 invokespecial java.lang.Object() [1] 4 new java.lang.RuntimeException [2] 7 dup 8 ldc <String "Stub!"> [3] 10 invokespecial java.lang.RuntimeException(java.lang.String) [4] 13 athrow Line numbers: [pc: 0, line: 4] Local variable table: [pc: 0, pc: 14] local: this index: 0 type: java.lang.ClassLoader // Method descriptor #14 (Ljava/lang/ClassLoader;)V // Stack: 3, Locals: 2 protected ClassLoader(java.lang.ClassLoader parentLoader); 0 aload_0 [this] 1 invokespecial java.lang.Object() [1] 4 new java.lang.RuntimeException [2] 7 dup 8 ldc <String "Stub!"> [3] 10 invokespecial java.lang.RuntimeException(java.lang.String) [4] 13 athrow Line numbers: [pc: 0, line: 5] Local variable table: [pc: 0, pc: 14] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 14] local: parentLoader index: 1 type: java.lang.ClassLoader // Method descriptor #17 ()Ljava/lang/ClassLoader; // Stack: 3, Locals: 0 public static java.lang.ClassLoader getSystemClassLoader(); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 6] // Method descriptor #19 (Ljava/lang/String;)Ljava/net/URL; // Stack: 3, Locals: 1 public static java.net.URL getSystemResource(java.lang.String resName); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 7] Local variable table: [pc: 0, pc: 10] local: resName index: 0 type: java.lang.String // Method descriptor #23 (Ljava/lang/String;)Ljava/util/Enumeration; // Signature: (Ljava/lang/String;)Ljava/util/Enumeration<Ljava/net/URL;>; // Stack: 3, Locals: 1 public static java.util.Enumeration getSystemResources(java.lang.String resName) throws java.io.IOException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 8] Local variable table: [pc: 0, pc: 10] local: resName index: 0 type: java.lang.String // Method descriptor #29 (Ljava/lang/String;)Ljava/io/InputStream; // Stack: 3, Locals: 1 public static java.io.InputStream getSystemResourceAsStream(java.lang.String resName); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 9] Local variable table: [pc: 0, pc: 10] local: resName index: 0 type: java.lang.String // Method descriptor #31 ([BII)Ljava/lang/Class; // Signature: ([BII)Ljava/lang/Class<*>; // Stack: 3, Locals: 4 protected final java.lang.Class defineClass(byte[] classRep, int offset, int length) throws java.lang.ClassFormatError; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 10] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: classRep index: 1 type: byte[] [pc: 0, pc: 10] local: offset index: 2 type: int [pc: 0, pc: 10] local: length index: 3 type: int // Method descriptor #39 (Ljava/lang/String;[BII)Ljava/lang/Class; // Signature: (Ljava/lang/String;[BII)Ljava/lang/Class<*>; // Stack: 3, Locals: 5 protected final java.lang.Class defineClass(java.lang.String className, byte[] classRep, int offset, int length) throws java.lang.ClassFormatError; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 11] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String [pc: 0, pc: 10] local: classRep index: 2 type: byte[] [pc: 0, pc: 10] local: offset index: 3 type: int [pc: 0, pc: 10] local: length index: 4 type: int // Method descriptor #42 (Ljava/lang/String;[BIILjava/security/ProtectionDomain;)Ljava/lang/Class; // Signature: (Ljava/lang/String;[BIILjava/security/ProtectionDomain;)Ljava/lang/Class<*>; // Stack: 3, Locals: 6 protected final java.lang.Class defineClass(java.lang.String className, byte[] classRep, int offset, int length, java.security.ProtectionDomain protectionDomain) throws java.lang.ClassFormatError; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 12] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String [pc: 0, pc: 10] local: classRep index: 2 type: byte[] [pc: 0, pc: 10] local: offset index: 3 type: int [pc: 0, pc: 10] local: length index: 4 type: int [pc: 0, pc: 10] local: protectionDomain index: 5 type: java.security.ProtectionDomain // Method descriptor #46 (Ljava/lang/String;Ljava/nio/ByteBuffer;Ljava/security/ProtectionDomain;)Ljava/lang/Class; // Signature: (Ljava/lang/String;Ljava/nio/ByteBuffer;Ljava/security/ProtectionDomain;)Ljava/lang/Class<*>; // Stack: 3, Locals: 4 protected final java.lang.Class defineClass(java.lang.String name, java.nio.ByteBuffer b, java.security.ProtectionDomain protectionDomain) throws java.lang.ClassFormatError; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 13] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: name index: 1 type: java.lang.String [pc: 0, pc: 10] local: b index: 2 type: java.nio.ByteBuffer [pc: 0, pc: 10] local: protectionDomain index: 3 type: java.security.ProtectionDomain // Method descriptor #52 (Ljava/lang/String;)Ljava/lang/Class; // Signature: (Ljava/lang/String;)Ljava/lang/Class<*>; // Stack: 3, Locals: 2 protected java.lang.Class findClass(java.lang.String className) throws java.lang.ClassNotFoundException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 14] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String // Method descriptor #52 (Ljava/lang/String;)Ljava/lang/Class; // Signature: (Ljava/lang/String;)Ljava/lang/Class<*>; // Stack: 3, Locals: 2 protected final java.lang.Class findLoadedClass(java.lang.String className); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 15] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String // Method descriptor #52 (Ljava/lang/String;)Ljava/lang/Class; // Signature: (Ljava/lang/String;)Ljava/lang/Class<*>; // Stack: 3, Locals: 2 protected final java.lang.Class findSystemClass(java.lang.String className) throws java.lang.ClassNotFoundException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 16] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String // Method descriptor #17 ()Ljava/lang/ClassLoader; // Stack: 3, Locals: 1 public final java.lang.ClassLoader getParent(); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 17] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader // Method descriptor #19 (Ljava/lang/String;)Ljava/net/URL; // Stack: 3, Locals: 2 public java.net.URL getResource(java.lang.String resName); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 18] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: resName index: 1 type: java.lang.String // Method descriptor #23 (Ljava/lang/String;)Ljava/util/Enumeration; // Signature: (Ljava/lang/String;)Ljava/util/Enumeration<Ljava/net/URL;>; // Stack: 3, Locals: 2 public java.util.Enumeration getResources(java.lang.String resName) throws java.io.IOException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 19] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: resName index: 1 type: java.lang.String // Method descriptor #29 (Ljava/lang/String;)Ljava/io/InputStream; // Stack: 3, Locals: 2 public java.io.InputStream getResourceAsStream(java.lang.String resName); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 20] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: resName index: 1 type: java.lang.String // Method descriptor #52 (Ljava/lang/String;)Ljava/lang/Class; // Signature: (Ljava/lang/String;)Ljava/lang/Class<*>; // Stack: 3, Locals: 2 public java.lang.Class loadClass(java.lang.String className) throws java.lang.ClassNotFoundException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 21] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String // Method descriptor #62 (Ljava/lang/String;Z)Ljava/lang/Class; // Signature: (Ljava/lang/String;Z)Ljava/lang/Class<*>; // Stack: 3, Locals: 3 protected java.lang.Class loadClass(java.lang.String className, boolean resolve) throws java.lang.ClassNotFoundException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 22] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: className index: 1 type: java.lang.String [pc: 0, pc: 10] local: resolve index: 2 type: boolean // Method descriptor #67 (Ljava/lang/Class;)V // Signature: (Ljava/lang/Class<*>;)V // Stack: 3, Locals: 2 protected final void resolveClass(java.lang.Class clazz); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 23] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: clazz index: 1 type: java.lang.Class Local variable type table: [pc: 0, pc: 10] local: clazz index: 1 type: java.lang.Class<?> // Method descriptor #19 (Ljava/lang/String;)Ljava/net/URL; // Stack: 3, Locals: 2 protected java.net.URL findResource(java.lang.String resName); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 24] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: resName index: 1 type: java.lang.String // Method descriptor #23 (Ljava/lang/String;)Ljava/util/Enumeration; // Signature: (Ljava/lang/String;)Ljava/util/Enumeration<Ljava/net/URL;>; // Stack: 3, Locals: 2 protected java.util.Enumeration findResources(java.lang.String resName) throws java.io.IOException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 25] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: resName index: 1 type: java.lang.String // Method descriptor #76 (Ljava/lang/String;)Ljava/lang/String; // Stack: 3, Locals: 2 protected java.lang.String findLibrary(java.lang.String libName); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 26] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: libName index: 1 type: java.lang.String // Method descriptor #79 (Ljava/lang/String;)Ljava/lang/Package; // Stack: 3, Locals: 2 protected java.lang.Package getPackage(java.lang.String name); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 27] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: name index: 1 type: java.lang.String // Method descriptor #81 ()[Ljava/lang/Package; // Stack: 3, Locals: 1 protected java.lang.Package[] getPackages(); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 28] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader // Method descriptor #83 (Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/net/URL;)Ljava/lang/Package; // Stack: 3, Locals: 9 protected java.lang.Package definePackage(java.lang.String name, java.lang.String specTitle, java.lang.String specVersion, java.lang.String specVendor, java.lang.String implTitle, java.lang.String implVersion, java.lang.String implVendor, java.net.URL sealBase) throws java.lang.IllegalArgumentException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 29] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: name index: 1 type: java.lang.String [pc: 0, pc: 10] local: specTitle index: 2 type: java.lang.String [pc: 0, pc: 10] local: specVersion index: 3 type: java.lang.String [pc: 0, pc: 10] local: specVendor index: 4 type: java.lang.String [pc: 0, pc: 10] local: implTitle index: 5 type: java.lang.String [pc: 0, pc: 10] local: implVersion index: 6 type: java.lang.String [pc: 0, pc: 10] local: implVendor index: 7 type: java.lang.String [pc: 0, pc: 10] local: sealBase index: 8 type: java.net.URL // Method descriptor #94 (Ljava/lang/Class;[Ljava/lang/Object;)V // Signature: (Ljava/lang/Class<*>;[Ljava/lang/Object;)V // Stack: 3, Locals: 3 protected final void setSigners(java.lang.Class c, java.lang.Object[] signers); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 30] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: c index: 1 type: java.lang.Class [pc: 0, pc: 10] local: signers index: 2 type: java.lang.Object[] Local variable type table: [pc: 0, pc: 10] local: c index: 1 type: java.lang.Class<?> // Method descriptor #100 (Ljava/lang/String;Z)V // Stack: 3, Locals: 3 public void setClassAssertionStatus(java.lang.String cname, boolean enable); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 31] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: cname index: 1 type: java.lang.String [pc: 0, pc: 10] local: enable index: 2 type: boolean // Method descriptor #100 (Ljava/lang/String;Z)V // Stack: 3, Locals: 3 public void setPackageAssertionStatus(java.lang.String pname, boolean enable); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 32] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: pname index: 1 type: java.lang.String [pc: 0, pc: 10] local: enable index: 2 type: boolean // Method descriptor #106 (Z)V // Stack: 3, Locals: 2 public void setDefaultAssertionStatus(boolean enable); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 33] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader [pc: 0, pc: 10] local: enable index: 1 type: boolean // Method descriptor #8 ()V // Stack: 3, Locals: 1 public void clearAssertionStatus(); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 34] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: java.lang.ClassLoader } So I am not sure where I went wrong. Thanks

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  • Replacing instructions in a method's MethodBody

    - by Alix
    Hi, (First of all, this is a very lengthy post, but don't worry: I've already implemented all of it, I'm just asking your opinion.) I'm having trouble implementing the following; I'd appreciate some help: I get a Type as parameter. I define a subclass using reflection. Notice that I don't intend to modify the original type, but create a new one. I create a property per field of the original class, like so: public class OriginalClass { private int x; } public class Subclass : OriginalClass { private int x; public int X { get { return x; } set { x = value; } } } For every method of the superclass, I create an analogous method in the subclass. The method's body must be the same except that I replace the instructions ldfld x with callvirt this.get_X, that is, instead of reading from the field directly I call the get accessor. I'm having trouble with step 4. I know you're not supposed to manipulate code like this, but I really need to. Here's what I've tried: Attempt #1: Use Mono.Cecil. This would allow me to parse the body of the method into human-readable Instructions, and easily replace instructions. However, the original type isn't in a .dll file, so I can't find a way to load it with Mono.Cecil. Writing the type to a .dll, then load it, then modify it and write the new type to disk (which I think is the way you create a type with Mono.Cecil), and then load it seems like a huge overhead. Attempt #2: Use Mono.Reflection. This would also allow me to parse the body into Instructions, but then I have no support for replacing instructions. I've implemented a very ugly and inefficient solution using Mono.Reflection, but it doesn't yet support methods that contain try-catch statements (although I guess I can implement this) and I'm concerned that there may be other scenarios in which it won't work, since I'm using the ILGenerator in a somewhat unusual way. Also, it's very ugly ;). Here's what I've done: private void TransformMethod(MethodInfo methodInfo) { // Create a method with the same signature. ParameterInfo[] paramList = methodInfo.GetParameters(); Type[] args = new Type[paramList.Length]; for (int i = 0; i < args.Length; i++) { args[i] = paramList[i].ParameterType; } MethodBuilder methodBuilder = typeBuilder.DefineMethod( methodInfo.Name, methodInfo.Attributes, methodInfo.ReturnType, args); ILGenerator ilGen = methodBuilder.GetILGenerator(); // Declare the same local variables as in the original method. IList<LocalVariableInfo> locals = methodInfo.GetMethodBody().LocalVariables; foreach (LocalVariableInfo local in locals) { ilGen.DeclareLocal(local.LocalType); } // Get readable instructions. IList<Instruction> instructions = methodInfo.GetInstructions(); // I first need to define labels for every instruction in case I // later find a jump to that instruction. Once the instruction has // been emitted I cannot label it, so I'll need to do it in advance. // Since I'm doing a first pass on the method's body anyway, I could // instead just create labels where they are truly needed, but for // now I'm using this quick fix. Dictionary<int, Label> labels = new Dictionary<int, Label>(); foreach (Instruction instr in instructions) { labels[instr.Offset] = ilGen.DefineLabel(); } foreach (Instruction instr in instructions) { // Mark this instruction with a label, in case there's a branch // instruction that jumps here. ilGen.MarkLabel(labels[instr.Offset]); // If this is the instruction that I want to replace (ldfld x)... if (instr.OpCode == OpCodes.Ldfld) { // ...get the get accessor for the accessed field (get_X()) // (I have the accessors in a dictionary; this isn't relevant), MethodInfo safeReadAccessor = dataMembersSafeAccessors[((FieldInfo) instr.Operand).Name][0]; // ...instead of emitting the original instruction (ldfld x), // emit a call to the get accessor, ilGen.Emit(OpCodes.Callvirt, safeReadAccessor); // Else (it's any other instruction), reemit the instruction, unaltered. } else { Reemit(instr, ilGen, labels); } } } And here comes the horrible, horrible Reemit method: private void Reemit(Instruction instr, ILGenerator ilGen, Dictionary<int, Label> labels) { // If the instruction doesn't have an operand, emit the opcode and return. if (instr.Operand == null) { ilGen.Emit(instr.OpCode); return; } // Else (it has an operand)... // If it's a branch instruction, retrieve the corresponding label (to // which we want to jump), emit the instruction and return. if (instr.OpCode.FlowControl == FlowControl.Branch) { ilGen.Emit(instr.OpCode, labels[Int32.Parse(instr.Operand.ToString())]); return; } // Otherwise, simply emit the instruction. I need to use the right // Emit call, so I need to cast the operand to its type. Type operandType = instr.Operand.GetType(); if (typeof(byte).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (byte) instr.Operand); else if (typeof(double).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (double) instr.Operand); else if (typeof(float).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (float) instr.Operand); else if (typeof(int).IsAssignableFrom(operandType)) ilGen.Emit(instr.OpCode, (int) instr.Operand); ... // you get the idea. This is a pretty long method, all like this. } Branch instructions are a special case because instr.Operand is SByte, but Emit expects an operand of type Label. Hence the need for the Dictionary labels. As you can see, this is pretty horrible. What's more, it doesn't work in all cases, for instance with methods that contain try-catch statements, since I haven't emitted them using methods BeginExceptionBlock, BeginCatchBlock, etc, of ILGenerator. This is getting complicated. I guess I can do it: MethodBody has a list of ExceptionHandlingClause that should contain the necessary information to do this. But I don't like this solution anyway, so I'll save this as a last-resort solution. Attempt #3: Go bare-back and just copy the byte array returned by MethodBody.GetILAsByteArray(), since I only want to replace a single instruction for another single instruction of the same size that produces the exact same result: it loads the same type of object on the stack, etc. So there won't be any labels shifting and everything should work exactly the same. I've done this, replacing specific bytes of the array and then calling MethodBuilder.CreateMethodBody(byte[], int), but I still get the same error with exceptions, and I still need to declare the local variables or I'll get an error... even when I simply copy the method's body and don't change anything. So this is more efficient but I still have to take care of the exceptions, etc. Sigh. Here's the implementation of attempt #3, in case anyone is interested: private void TransformMethod(MethodInfo methodInfo, Dictionary<string, MethodInfo[]> dataMembersSafeAccessors, ModuleBuilder moduleBuilder) { ParameterInfo[] paramList = methodInfo.GetParameters(); Type[] args = new Type[paramList.Length]; for (int i = 0; i < args.Length; i++) { args[i] = paramList[i].ParameterType; } MethodBuilder methodBuilder = typeBuilder.DefineMethod( methodInfo.Name, methodInfo.Attributes, methodInfo.ReturnType, args); ILGenerator ilGen = methodBuilder.GetILGenerator(); IList<LocalVariableInfo> locals = methodInfo.GetMethodBody().LocalVariables; foreach (LocalVariableInfo local in locals) { ilGen.DeclareLocal(local.LocalType); } byte[] rawInstructions = methodInfo.GetMethodBody().GetILAsByteArray(); IList<Instruction> instructions = methodInfo.GetInstructions(); int k = 0; foreach (Instruction instr in instructions) { if (instr.OpCode == OpCodes.Ldfld) { MethodInfo safeReadAccessor = dataMembersSafeAccessors[((FieldInfo) instr.Operand).Name][0]; // Copy the opcode: Callvirt. byte[] bytes = toByteArray(OpCodes.Callvirt.Value); for (int m = 0; m < OpCodes.Callvirt.Size; m++) { rawInstructions[k++] = bytes[put.Length - 1 - m]; } // Copy the operand: the accessor's metadata token. bytes = toByteArray(moduleBuilder.GetMethodToken(safeReadAccessor).Token); for (int m = instr.Size - OpCodes.Ldfld.Size - 1; m >= 0; m--) { rawInstructions[k++] = bytes[m]; } // Skip this instruction (do not replace it). } else { k += instr.Size; } } methodBuilder.CreateMethodBody(rawInstructions, rawInstructions.Length); } private static byte[] toByteArray(int intValue) { byte[] intBytes = BitConverter.GetBytes(intValue); if (BitConverter.IsLittleEndian) Array.Reverse(intBytes); return intBytes; } private static byte[] toByteArray(short shortValue) { byte[] intBytes = BitConverter.GetBytes(shortValue); if (BitConverter.IsLittleEndian) Array.Reverse(intBytes); return intBytes; } (I know it isn't pretty. Sorry. I put it quickly together to see if it would work.) I don't have much hope, but can anyone suggest anything better than this? Sorry about the extremely lengthy post, and thanks.

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  • Sub Rectangle or ROI problem in opencv

    - by iva123
    Hi, I'm trying to convert this c code(http://nashruddin.com/OpenCV_Eye_Detection) to the python code, but in c style, he used cvROI thing, since ROI functions are not supported by python-opencv, I tried cvGetSubRect so Here is the eye detection part of the code : eye_region = cvGetSubRect(image,cvRect(face.x,int(face.y + (face.height/4)),face.width,int(face.height/2))) eyes = cvHaarDetectObjects(eye_region,eyeCascade,memo,1.15,3,0,cvSize(25,15)) for e in eyes: cvRectangle(image, cvPoint( int(e.x), int(e.y)), cvPoint(int(e.x + e.width), int(e.y + e.height)), CV_RGB(0, 255, 0), 1, 8, 0) return image; When I run this code, It draws rectangles irrelevant places. I thought, eye_region coordinates are wrong, and tried some coordinates, but it didn't work. Any idea ? Note :Face detection method works very well, and it's code is same with the eye detection method.

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  • not so obvious pointers

    - by mike_hornbeck
    I have a class : class X{ public : void f ( int ) ; int a ; } ; And the task is "Inside the code provide declarations for : pointer to int variable of class X pointer to function void(int) defined inside class X pointer to double variable of class X" Ok so pointer to int a will be just int *x = &a, right ? If there is no double in X can I already create pointer to double inside this class ? And the biggest problem is the second task. How one declares pointer to function ?

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  • ASP.NET Frameworks and Raw Throughput Performance

    - by Rick Strahl
    A few days ago I had a curious thought: With all these different technologies that the ASP.NET stack has to offer, what's the most efficient technology overall to return data for a server request? When I started this it was mere curiosity rather than a real practical need or result. Different tools are used for different problems and so performance differences are to be expected. But still I was curious to see how the various technologies performed relative to each just for raw throughput of the request getting to the endpoint and back out to the client with as little processing in the actual endpoint logic as possible (aka Hello World!). I want to clarify that this is merely an informal test for my own curiosity and I'm sharing the results and process here because I thought it was interesting. It's been a long while since I've done any sort of perf testing on ASP.NET, mainly because I've not had extremely heavy load requirements and because overall ASP.NET performs very well even for fairly high loads so that often it's not that critical to test load performance. This post is not meant to make a point  or even come to a conclusion which tech is better, but just to act as a reference to help understand some of the differences in perf and give a starting point to play around with this yourself. I've included the code for this simple project, so you can play with it and maybe add a few additional tests for different things if you like. Source Code on GitHub I looked at this data for these technologies: ASP.NET Web API ASP.NET MVC WebForms ASP.NET WebPages ASMX AJAX Services  (couldn't get AJAX/JSON to run on IIS8 ) WCF Rest Raw ASP.NET HttpHandlers It's quite a mixed bag, of course and the technologies target different types of development. What started out as mere curiosity turned into a bit of a head scratcher as the results were sometimes surprising. What I describe here is more to satisfy my curiosity more than anything and I thought it interesting enough to discuss on the blog :-) First test: Raw Throughput The first thing I did is test raw throughput for the various technologies. This is the least practical test of course since you're unlikely to ever create the equivalent of a 'Hello World' request in a real life application. The idea here is to measure how much time a 'NOP' request takes to return data to the client. So for this request I create the simplest Hello World request that I could come up for each tech. Http Handler The first is the lowest level approach which is an HTTP handler. public class Handler : IHttpHandler { public void ProcessRequest(HttpContext context) { context.Response.ContentType = "text/plain"; context.Response.Write("Hello World. Time is: " + DateTime.Now.ToString()); } public bool IsReusable { get { return true; } } } WebForms Next I added a couple of ASPX pages - one using CodeBehind and one using only a markup page. The CodeBehind page simple does this in CodeBehind without any markup in the ASPX page: public partial class HelloWorld_CodeBehind : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { Response.Write("Hello World. Time is: " + DateTime.Now.ToString() ); Response.End(); } } while the Markup page only contains some static output via an expression:<%@ Page Language="C#" AutoEventWireup="false" CodeBehind="HelloWorld_Markup.aspx.cs" Inherits="AspNetFrameworksPerformance.HelloWorld_Markup" %> Hello World. Time is <%= DateTime.Now %> ASP.NET WebPages WebPages is the freestanding Razor implementation of ASP.NET. Here's the simple HelloWorld.cshtml page:Hello World @DateTime.Now WCF REST WCF REST was the token REST implementation for ASP.NET before WebAPI and the inbetween step from ASP.NET AJAX. I'd like to forget that this technology was ever considered for production use, but I'll include it here. Here's an OperationContract class: [ServiceContract(Namespace = "")] [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] public class WcfService { [OperationContract] [WebGet] public Stream HelloWorld() { var data = Encoding.Unicode.GetBytes("Hello World" + DateTime.Now.ToString()); var ms = new MemoryStream(data); // Add your operation implementation here return ms; } } WCF REST can return arbitrary results by returning a Stream object and a content type. The code above turns the string result into a stream and returns that back to the client. ASP.NET AJAX (ASMX Services) I also wanted to test ASP.NET AJAX services because prior to WebAPI this is probably still the most widely used AJAX technology for the ASP.NET stack today. Unfortunately I was completely unable to get this running on my Windows 8 machine. Visual Studio 2012  removed adding of ASP.NET AJAX services, and when I tried to manually add the service and configure the script handler references it simply did not work - I always got a SOAP response for GET and POST operations. No matter what I tried I always ended up getting XML results even when explicitly adding the ScriptHandler. So, I didn't test this (but the code is there - you might be able to test this on a Windows 7 box). ASP.NET MVC Next up is probably the most popular ASP.NET technology at the moment: MVC. Here's the small controller: public class MvcPerformanceController : Controller { public ActionResult Index() { return View(); } public ActionResult HelloWorldCode() { return new ContentResult() { Content = "Hello World. Time is: " + DateTime.Now.ToString() }; } } ASP.NET WebAPI Next up is WebAPI which looks kind of similar to MVC. Except here I have to use a StringContent result to return the response: public class WebApiPerformanceController : ApiController { [HttpGet] public HttpResponseMessage HelloWorldCode() { return new HttpResponseMessage() { Content = new StringContent("Hello World. Time is: " + DateTime.Now.ToString(), Encoding.UTF8, "text/plain") }; } } Testing Take a minute to think about each of the technologies… and take a guess which you think is most efficient in raw throughput. The fastest should be pretty obvious, but the others - maybe not so much. The testing I did is pretty informal since it was mainly to satisfy my curiosity - here's how I did this: I used Apache Bench (ab.exe) from a full Apache HTTP installation to run and log the test results of hitting the server. ab.exe is a small executable that lets you hit a URL repeatedly and provides counter information about the number of requests, requests per second etc. ab.exe and the batch file are located in the \LoadTests folder of the project. An ab.exe command line  looks like this: ab.exe -n100000 -c20 http://localhost/aspnetperf/api/HelloWorld which hits the specified URL 100,000 times with a load factor of 20 concurrent requests. This results in output like this:   It's a great way to get a quick and dirty performance summary. Run it a few times to make sure there's not a large amount of varience. You might also want to do an IISRESET to clear the Web Server. Just make sure you do a short test run to warm up the server first - otherwise your first run is likely to be skewed downwards. ab.exe also allows you to specify headers and provide POST data and many other things if you want to get a little more fancy. Here all tests are GET requests to keep it simple. I ran each test: 100,000 iterations Load factor of 20 concurrent connections IISReset before starting A short warm up run for API and MVC to make sure startup cost is mitigated Here is the batch file I used for the test: IISRESET REM make sure you add REM C:\Program Files (x86)\Apache Software Foundation\Apache2.2\bin REM to your path so ab.exe can be found REM Warm up ab.exe -n100 -c20 http://localhost/aspnetperf/MvcPerformance/HelloWorldJsonab.exe -n100 -c20 http://localhost/aspnetperf/api/HelloWorldJson ab.exe -n100 -c20 http://localhost/AspNetPerf/WcfService.svc/HelloWorld ab.exe -n100000 -c20 http://localhost/aspnetperf/handler.ashx > handler.txt ab.exe -n100000 -c20 http://localhost/aspnetperf/HelloWorld_CodeBehind.aspx > AspxCodeBehind.txt ab.exe -n100000 -c20 http://localhost/aspnetperf/HelloWorld_Markup.aspx > AspxMarkup.txt ab.exe -n100000 -c20 http://localhost/AspNetPerf/WcfService.svc/HelloWorld > Wcf.txt ab.exe -n100000 -c20 http://localhost/aspnetperf/MvcPerformance/HelloWorldCode > Mvc.txt ab.exe -n100000 -c20 http://localhost/aspnetperf/api/HelloWorld > WebApi.txt I ran each of these tests 3 times and took the average score for Requests/second, with the machine otherwise idle. I did see a bit of variance when running many tests but the values used here are the medians. Part of this has to do with the fact I ran the tests on my local machine - result would probably more consistent running the load test on a separate machine hitting across the network. I ran these tests locally on my laptop which is a Dell XPS with quad core Sandibridge I7-2720QM @ 2.20ghz and a fast SSD drive on Windows 8. CPU load during tests ran to about 70% max across all 4 cores (IOW, it wasn't overloading the machine). Ideally you can try running these tests on a separate machine hitting the local machine. If I remember correctly IIS 7 and 8 on client OSs don't throttle so the performance here should be Results Ok, let's cut straight to the chase. Below are the results from the tests… It's not surprising that the handler was fastest. But it was a bit surprising to me that the next fastest was WebForms and especially Web Forms with markup over a CodeBehind page. WebPages also fared fairly well. MVC and WebAPI are a little slower and the slowest by far is WCF REST (which again I find surprising). As mentioned at the start the raw throughput tests are not overly practical as they don't test scripting performance for the HTML generation engines or serialization performances of the data engines. All it really does is give you an idea of the raw throughput for the technology from time of request to reaching the endpoint and returning minimal text data back to the client which indicates full round trip performance. But it's still interesting to see that Web Forms performs better in throughput than either MVC, WebAPI or WebPages. It'd be interesting to try this with a few pages that actually have some parsing logic on it, but that's beyond the scope of this throughput test. But what's also amazing about this test is the sheer amount of traffic that a laptop computer is handling. Even the slowest tech managed 5700 requests a second, which is one hell of a lot of requests if you extrapolate that out over a 24 hour period. Remember these are not static pages, but dynamic requests that are being served. Another test - JSON Data Service Results The second test I used a JSON result from several of the technologies. I didn't bother running WebForms and WebPages through this test since that doesn't make a ton of sense to return data from the them (OTOH, returning text from the APIs didn't make a ton of sense either :-) In these tests I have a small Person class that gets serialized and then returned to the client. The Person class looks like this: public class Person { public Person() { Id = 10; Name = "Rick"; Entered = DateTime.Now; } public int Id { get; set; } public string Name { get; set; } public DateTime Entered { get; set; } } Here are the updated handler classes that use Person: Handler public class Handler : IHttpHandler { public void ProcessRequest(HttpContext context) { var action = context.Request.QueryString["action"]; if (action == "json") JsonRequest(context); else TextRequest(context); } public void TextRequest(HttpContext context) { context.Response.ContentType = "text/plain"; context.Response.Write("Hello World. Time is: " + DateTime.Now.ToString()); } public void JsonRequest(HttpContext context) { var json = JsonConvert.SerializeObject(new Person(), Formatting.None); context.Response.ContentType = "application/json"; context.Response.Write(json); } public bool IsReusable { get { return true; } } } This code adds a little logic to check for a action query string and route the request to an optional JSON result method. To generate JSON, I'm using the same JSON.NET serializer (JsonConvert.SerializeObject) used in Web API to create the JSON response. WCF REST   [ServiceContract(Namespace = "")] [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] public class WcfService { [OperationContract] [WebGet] public Stream HelloWorld() { var data = Encoding.Unicode.GetBytes("Hello World " + DateTime.Now.ToString()); var ms = new MemoryStream(data); // Add your operation implementation here return ms; } [OperationContract] [WebGet(ResponseFormat=WebMessageFormat.Json,BodyStyle=WebMessageBodyStyle.WrappedRequest)] public Person HelloWorldJson() { // Add your operation implementation here return new Person(); } } For WCF REST all I have to do is add a method with the Person result type.   ASP.NET MVC public class MvcPerformanceController : Controller { // // GET: /MvcPerformance/ public ActionResult Index() { return View(); } public ActionResult HelloWorldCode() { return new ContentResult() { Content = "Hello World. Time is: " + DateTime.Now.ToString() }; } public JsonResult HelloWorldJson() { return Json(new Person(), JsonRequestBehavior.AllowGet); } } For MVC all I have to do for a JSON response is return a JSON result. ASP.NET internally uses JavaScriptSerializer. ASP.NET WebAPI public class WebApiPerformanceController : ApiController { [HttpGet] public HttpResponseMessage HelloWorldCode() { return new HttpResponseMessage() { Content = new StringContent("Hello World. Time is: " + DateTime.Now.ToString(), Encoding.UTF8, "text/plain") }; } [HttpGet] public Person HelloWorldJson() { return new Person(); } [HttpGet] public HttpResponseMessage HelloWorldJson2() { var response = new HttpResponseMessage(HttpStatusCode.OK); response.Content = new ObjectContent<Person>(new Person(), GlobalConfiguration.Configuration.Formatters.JsonFormatter); return response; } } Testing and Results To run these data requests I used the following ab.exe commands:REM JSON RESPONSES ab.exe -n100000 -c20 http://localhost/aspnetperf/Handler.ashx?action=json > HandlerJson.txt ab.exe -n100000 -c20 http://localhost/aspnetperf/MvcPerformance/HelloWorldJson > MvcJson.txt ab.exe -n100000 -c20 http://localhost/aspnetperf/api/HelloWorldJson > WebApiJson.txt ab.exe -n100000 -c20 http://localhost/AspNetPerf/WcfService.svc/HelloWorldJson > WcfJson.txt The results from this test run are a bit interesting in that the WebAPI test improved performance significantly over returning plain string content. Here are the results:   The performance for each technology drops a little bit except for WebAPI which is up quite a bit! From this test it appears that WebAPI is actually significantly better performing returning a JSON response, rather than a plain string response. Snag with Apache Benchmark and 'Length Failures' I ran into a little snag with Apache Benchmark, which was reporting failures for my Web API requests when serializing. As the graph shows performance improved significantly from with JSON results from 5580 to 6530 or so which is a 15% improvement (while all others slowed down by 3-8%). However, I was skeptical at first because the WebAPI test reports showed a bunch of errors on about 10% of the requests. Check out this report: Notice the Failed Request count. What the hey? Is WebAPI failing on roughly 10% of requests when sending JSON? Turns out: No it's not! But it took some sleuthing to figure out why it reports these failures. At first I thought that Web API was failing, and so to make sure I re-ran the test with Fiddler attached and runiisning the ab.exe test by using the -X switch: ab.exe -n100 -c10 -X localhost:8888 http://localhost/aspnetperf/api/HelloWorldJson which showed that indeed all requests where returning proper HTTP 200 results with full content. However ab.exe was reporting the errors. After some closer inspection it turned out that the dates varying in size altered the response length in dynamic output. For example: these two results: {"Id":10,"Name":"Rick","Entered":"2012-09-04T10:57:24.841926-10:00"} {"Id":10,"Name":"Rick","Entered":"2012-09-04T10:57:24.8519262-10:00"} are different in length for the number which results in 68 and 69 bytes respectively. The same URL produces different result lengths which is what ab.exe reports. I didn't notice at first bit the same is happening when running the ASHX handler with JSON.NET result since it uses the same serializer that varies the milliseconds. Moral: You can typically ignore Length failures in Apache Benchmark and when in doubt check the actual output with Fiddler. Note that the other failure values are accurate though. Another interesting Side Note: Perf drops over Time As I was running these tests repeatedly I was finding that performance steadily dropped from a startup peak to a 10-15% lower stable level. IOW, with Web API I'd start out with around 6500 req/sec and in subsequent runs it keeps dropping until it would stabalize somewhere around 5900 req/sec occasionally jumping lower. For these tests this is why I did the IIS RESET and warm up for individual tests. This is a little puzzling. Looking at Process Monitor while the test are running memory very quickly levels out as do handles and threads, on the first test run. Subsequent runs everything stays stable, but the performance starts going downwards. This applies to all the technologies - Handlers, Web Forms, MVC, Web API - curious to see if others test this and see similar results. Doing an IISRESET then resets everything and performance starts off at peak again… Summary As I stated at the outset, these were informal to satiate my curiosity not to prove that any technology is better or even faster than another. While there clearly are differences in performance the differences (other than WCF REST which was by far the slowest and the raw handler which was by far the highest) are relatively minor, so there is no need to feel that any one technology is a runaway standout in raw performance. Choosing a technology is about more than pure performance but also about the adequateness for the job and the easy of implementation. The strengths of each technology will make for any minor performance difference we see in these tests. However, to me it's important to get an occasional reality check and compare where new technologies are heading. Often times old stuff that's been optimized and designed for a time of less horse power can utterly blow the doors off newer tech and simple checks like this let you compare. Luckily we're seeing that much of the new stuff performs well even in V1.0 which is great. To me it was very interesting to see Web API perform relatively badly with plain string content, which originally led me to think that Web API might not be properly optimized just yet. For those that caught my Tweets late last week regarding WebAPI's slow responses was with String content which is in fact considerably slower. Luckily where it counts with serialized JSON and XML WebAPI actually performs better. But I do wonder what would make generic string content slower than serialized code? This stresses another point: Don't take a single test as the final gospel and don't extrapolate out from a single set of tests. Certainly Twitter can make you feel like a fool when you post something immediate that hasn't been fleshed out a little more <blush>. Egg on my face. As a result I ended up screwing around with this for a few hours today to compare different scenarios. Well worth the time… I hope you found this useful, if not for the results, maybe for the process of quickly testing a few requests for performance and charting out a comparison. Now onwards with more serious stuff… Resources Source Code on GitHub Apache HTTP Server Project (ab.exe is part of the binary distribution)© Rick Strahl, West Wind Technologies, 2005-2012Posted in ASP.NET  Web Api   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Android Gallery View Update Images

    - by xger86x
    Hi, i have a question about using GalleryView. At first, i set five "default images" to show from drawable directory. But after, i want to run an Async Task in which i download the images, save them and show them in the gallery. For that i created the following Adapter: public class ImageAdapter extends BaseAdapter { int mGalleryItemBackground; private Context mContext; private ArrayList<Integer> mImageIds = new ArrayList<Integer>(); private ArrayList<Drawable> mImageDrawables = new ArrayList<Drawable>(); public ImageAdapter(Context c) { mContext = c; TypedArray a = obtainStyledAttributes(R.styleable.Gallery1); mGalleryItemBackground = a.getResourceId( R.styleable.Gallery1_android_galleryItemBackground, 0); a.recycle(); } public void setPlaces(int count) { for (int i = 0; i < count; i++) { mImageIds.add(R.drawable.tournoimg); mImageDrawables.add(null); } } public void setDrawable(String resource, int position) { Drawable image = Drawable.createFromPath(resource); mImageDrawables.add(position, image); } public int getCount() { return mImageIds.size(); } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { ImageView i = new ImageView(mContext); if (mImageDrawables.get(position) == null) i.setImageResource(mImageIds.get(position)); else i.setImageDrawable(mImageDrawables.get(position)); i.setLayoutParams(new Gallery.LayoutParams(60, 78)); i.setScaleType(ImageView.ScaleType.FIT_XY); i.setBackgroundResource(mGalleryItemBackground); return i; } } } and the following Async Task private class FillImages extends AsyncTask<ArrayList<Place>, Void, Void> { protected Void doInBackground(ArrayList<Place>... listplaces) { ArrayList<Place> places = listplaces[0]; Iterator<Place> it = places.iterator(); int position = 0; while (it.hasNext()) { Place p = it.next(); saveImage(p.getImage(), p.getURLImage()); // Gallery g = (Gallery) findViewById(R.id.gallery); mImageAdapter.setDrawable(p.getImage(), position); position++; mImageAdapter.notifyDataSetChanged(); } return (null); } But when i run it i have this error: Caused by: android.view.ViewRoot$CalledFromWrongThreadException: Only the original thread that created a view hierarchy can touch its views. Any idea? Thanks

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  • android spinning image

    - by user270811
    hi, i am trying to create two spinning wheels, as in pulleys, so everytime the attached rope moves, the two pulleys will rotate. i have tried two approaches: 1) use Matrix.postRotate within the onDraw() method of the View class, which calls the following: private void drawSpinningWheel(Canvas canvas) { try { canvas.save(); Bitmap bitmapOrg = null; int iDrawable = R.drawable.spinning_button; bitmapOrg = BitmapFactory.decodeResource(getResources(), iDrawable); if(bitmapOrg != null) { int width = bitmapOrg.getWidth(); int height = bitmapOrg.getHeight(); int newWidth = 24; int newHeight = 24; // calculate the scale - in this case = 0.4f float scaleWidth = ((float) newWidth) / width; float scaleHeight = ((float) newHeight) / height; // createa matrix for the manipulation Matrix matrix = new Matrix(); // resize the bit map matrix.postScale(scaleWidth, scaleHeight); matrix.postRotate((float) mDegrees++); Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width, height, matrix, true); canvas.drawBitmap(resizedBitmap, matrix, null); } canvas.restore(); } catch(Exception e) { Log.e(TAG + "drawSpinningWheel", e.getMessage()); } } but it seems like the image not only spins but rotates around another axis 2) use SurfaceView and a separate thread, in the run() call this: private void doDraw(Canvas canvas) { // Draw the background image. Operations on the Canvas accumulate // so this is like clearing the screen. canvas.drawBitmap(mBackgroundImage, 0, 0, null); int yTop = mCanvasHeight - ((int) mY + mSpinningWheelImageHeight / 2); int xLeft = (int) mX - mSpinningWheelImageWidth / 2; ... // Draw the ship with its current rotation canvas.save(); canvas.rotate((float) mHeading++, (float) mX, mCanvasHeight - (float) mY); mSpinningWheelImage.setBounds(xLeft, yTop, xLeft + mSpinningWheelImageWidth, yTop + mSpinningWheelImageHeight); mSpinningWheelImage.draw(canvas); canvas.restore(); } i get the spinning to work but i can't add another spinning wheel. i even tried to create another thread for the second spinning wheel, only one shows up. can someone point me in the right direction? thanks.

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  • Notification CeSetUserNotificationEx with custom sound

    - by inTagger
    Hail all! I want to display notification and play custom sound on my Windows Mobile 5/6 device. I have tried something like that, but my custom sound does not play, though message is displayed with standart sound. If i edit Wave key in [HKEY_CURRENT_USER\ControlPanel\Notifications{15F11F90-8A5F-454c-89FC-BA9B7AAB0CAD}] to sound file i need then it plays okay. But why there are flag NotificationAction.Sound and property UserNotification.Sound? It doesn't work. Also Vibration and Led don't work, if i use such flags. (You can obtain full project sources from http://dl.dropbox.com/u/1758206/Code/Thunder.zip) var trigger = new UserNotificationTrigger { StartTime = DateTime.Now + TimeSpan.FromSeconds(1), Type = NotificationType.ClassicTime }; var userNotification = new UserNotification { Sound = @"\Windows\Alarm1.wma", Text = "Hail from Penza, Russia!", Action = NotificationAction.Dialog | NotificationAction.Sound, Title = string.Empty, MaxSound = 16384 }; NotificationTools.SetUserNotification(0, trigger, userNotification); UserNotificationTrigger.cs: using System; using System.Runtime.InteropServices; namespace Thunder.Lib.ThunderMethod1 { /// <summary> /// Specifies the type of notification. /// </summary> public enum NotificationType { /// <summary> /// Equivalent to using the SetUserNotification function. /// The standard command line is supplied. /// </summary> ClassicTime = 4, /// <summary> /// System event notification. /// </summary> Event = 1, /// <summary> /// Time-based notification that is active for the time period between StartTime and EndTime. /// </summary> Period = 3, /// <summary> /// Time-based notification. /// </summary> Time = 2 } /// <summary> /// System Event Flags /// </summary> public enum NotificationEvent { None, TimeChange, SyncEnd, OnACPower, OffACPower, NetConnect, NetDisconnect, DeviceChange, IRDiscovered, RS232Detected, RestoreEnd, Wakeup, TimeZoneChange, MachineNameChange, RndisFNDetected, InternetProxyChange } /// <summary> /// Defines what event activates a notification. /// </summary> [StructLayout(LayoutKind.Sequential)] public class UserNotificationTrigger { internal int dwSize = 52; private int dwType; private int dwEvent; [MarshalAs(UnmanagedType.LPWStr)] private string lpszApplication = string.Empty; [MarshalAs(UnmanagedType.LPWStr)] private string lpszArguments; internal SYSTEMTIME stStartTime; internal SYSTEMTIME stEndTime; /// <summary> /// Specifies the type of notification. /// </summary> public NotificationType Type { get { return (NotificationType) dwType; } set { dwType = (int) value; } } /// <summary> /// Specifies the type of event should Type = Event. /// </summary> public NotificationEvent Event { get { return (NotificationEvent) dwEvent; } set { dwEvent = (int) value; } } /// <summary> /// Name of the application to execute. /// </summary> public string Application { get { return lpszApplication; } set { lpszApplication = value; } } /// <summary> /// Command line (without the application name). /// </summary> public string Arguments { get { return lpszArguments; } set { lpszArguments = value; } } /// <summary> /// Specifies the beginning of the notification period. /// </summary> public DateTime StartTime { get { return stStartTime.ToDateTime(); } set { stStartTime = SYSTEMTIME.FromDateTime(value); } } /// <summary> /// Specifies the end of the notification period. /// </summary> public DateTime EndTime { get { return stEndTime.ToDateTime(); } set { stEndTime = SYSTEMTIME.FromDateTime(value); } } } } UserNotification.cs: using System.Runtime.InteropServices; namespace Thunder.Lib.ThunderMethod1 { /// <summary> /// Contains information used for a user notification. /// </summary> [StructLayout(LayoutKind.Sequential)] public class UserNotification { private int ActionFlags; [MarshalAs(UnmanagedType.LPWStr)] private string pwszDialogTitle; [MarshalAs(UnmanagedType.LPWStr)] private string pwszDialogText; [MarshalAs(UnmanagedType.LPWStr)] private string pwszSound; private int nMaxSound; private int dwReserved; /// <summary> /// Any combination of the <see cref="T:Thunder.Lib.NotificationAction" /> members. /// </summary> /// <value>Flags which specifies the action(s) to be taken when the notification is triggered.</value> /// <remarks>Flags not valid on a given hardware platform will be ignored.</remarks> public NotificationAction Action { get { return (NotificationAction) ActionFlags; } set { ActionFlags = (int) value; } } /// <summary> /// Required if NotificationAction.Dialog is set, ignored otherwise /// </summary> public string Title { get { return pwszDialogTitle; } set { pwszDialogTitle = value; } } /// <summary> /// Required if NotificationAction.Dialog is set, ignored otherwise. /// </summary> public string Text { get { return pwszDialogText; } set { pwszDialogText = value; } } /// <summary> /// Sound string as supplied to PlaySound. /// </summary> public string Sound { get { return pwszSound; } set { pwszSound = value; } } public int MaxSound { get { return nMaxSound; } set { nMaxSound = value; } } } } NativeMethods.cs: using System; using System.Runtime.InteropServices; namespace Thunder.Lib.ThunderMethod1 { [StructLayout(LayoutKind.Sequential)] public struct SYSTEMTIME { public short wYear; public short wMonth; public short wDayOfWeek; public short wDay; public short wHour; public short wMinute; public short wSecond; public short wMillisecond; public static SYSTEMTIME FromDateTime(DateTime dt) { return new SYSTEMTIME { wYear = (short) dt.Year, wMonth = (short) dt.Month, wDayOfWeek = (short) dt.DayOfWeek, wDay = (short) dt.Day, wHour = (short) dt.Hour, wMinute = (short) dt.Minute, wSecond = (short) dt.Second, wMillisecond = (short) dt.Millisecond }; } public DateTime ToDateTime() { if ((((wYear == 0) && (wMonth == 0)) && ((wDay == 0) && (wHour == 0))) && ((wMinute == 0) && (wSecond == 0))) return DateTime.MinValue; return new DateTime(wYear, wMonth, wDay, wHour, wMinute, wSecond, wMillisecond); } } /// <summary> /// Specifies the action to take when a notification event occurs. /// </summary> [Flags] public enum NotificationAction { /// <summary> /// Displays the user notification dialog box. /// </summary> Dialog = 4, /// <summary> /// Flashes the LED. /// </summary> Led = 1, /// <summary> /// Dialog box z-order flag. /// Set if the notification dialog box should come up behind the password. /// </summary> Private = 32, /// <summary> /// Repeats the sound for 10–15 seconds. /// </summary> Repeat = 16, /// <summary> /// Plays the sound specified. /// </summary> Sound = 8, /// <summary> /// Vibrates the device. /// </summary> Vibrate = 2 } internal class NativeMethods { [DllImport("coredll.dll", CallingConvention = CallingConvention.Winapi, CharSet = CharSet.Unicode, SetLastError = true)] internal static extern int CeSetUserNotificationEx(int hNotification, UserNotificationTrigger lpTrigger, UserNotification lpUserNotification); } } NotificationTools.cs: using System.ComponentModel; using System.Runtime.InteropServices; namespace Thunder.Lib.ThunderMethod1 { public static class NotificationTools { /// <summary> /// This function modifies an existing user notification. /// </summary> /// <param name="handle">Handle of the Notification to be modified</param> /// <param name="trigger">A UserNotificationTrigger that defines what event activates a notification.</param> /// <param name="notification">A UserNotification that defines how the system should respond when a notification occurs.</param> /// <returns>Handle to the notification event if successful.</returns> public static int SetUserNotification(int handle, UserNotificationTrigger trigger, UserNotification notification) { int num = NativeMethods.CeSetUserNotificationEx(handle, trigger, notification); if (num == 0) throw new Win32Exception(Marshal.GetLastWin32Error(), "Error setting UserNotification"); return num; } } }

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  • Math.max and Math.min outputting highest and lowest values allowed

    - by user1696162
    so I'm trying to make a program that will output the sum, average, and smallest and largest values. I have everything basically figured out except the smallest and largest values are outputting 2147483647 and -2147483647, which I believe are the absolute smallest and largest values that Java will compute. Anyway, I want to compute the numbers that a user enters, so this obviously isn't correct. Here is my class. I assume something is going wrong in the addValue method. public class DataSet { private int sum; private int count; private int largest; private int smallest; private double average; public DataSet() { sum = 0; count = 0; largest = Integer.MAX_VALUE; smallest = Integer.MIN_VALUE; average = 0; } public void addValue(int x) { count++; sum = sum + x; largest = Math.max(x, largest); smallest = Math.min(x, smallest); } public int getSum() { return sum; } public double getAverage() { average = sum / count; return average; } public int getCount() { return count; } public int getLargest() { return largest; } public int getSmallest() { return smallest; } } And here is my tester class for this project: public class DataSetTester { public static void main(String[] arg) { DataSet ds = new DataSet(); ds.addValue(13); ds.addValue(-2); ds.addValue(3); ds.addValue(0); System.out.println("Count: " + ds.getCount()); System.out.println("Sum: " + ds.getSum()); System.out.println("Average: " + ds.getAverage()); System.out.println("Smallest: " + ds.getSmallest()); System.out.println("Largest: " + ds.getLargest()); } } Everything outputs correctly (count, sum, average) except the smallest and largest numbers. If anyone could point me in the right direction of what I'm doing wrong, that would be great. Thanks.

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  • Android: How can i access email addresses in android

    - by Maxood
    I have the following code through which i am able to retrieve phone numbers. Somehow , i am not able to retrieve email addresses by using android.provider.Contacts.People API. Any ideas? import android.app.AlertDialog; import android.app.ExpandableListActivity; import android.content.ContentUris; import android.content.Context; import android.database.Cursor; import android.net.Uri; import android.os.Bundle; import android.provider.Contacts.People; import android.view.View; import android.widget.ExpandableListAdapter; import android.widget.SimpleCursorTreeAdapter; import android.widget.TextView; import android.widget.ExpandableListView.OnChildClickListener; public class ShowContacts extends ExpandableListActivity implements OnChildClickListener { private int mGroupIdColumnIndex; private String mPhoneNumberProjection[] = new String[] { People.Phones._ID, People.NUMBER // CHANGE HERE }; private ExpandableListAdapter mAdapter; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Query for people Cursor groupCursor = managedQuery(People.CONTENT_URI, new String[] {People._ID, People.NAME}, null, null, null); // Cache the ID column index mGroupIdColumnIndex = groupCursor.getColumnIndexOrThrow(People._ID); // Set up our adapter mAdapter = new MyExpandableListAdapter(groupCursor, this, android.R.layout.simple_expandable_list_item_1, android.R.layout.simple_expandable_list_item_1, new String[] {People.NAME}, // Name for group layouts new int[] {android.R.id.text1}, new String[] {People.NUMBER}, // AND CHANGE HERE new int[] {android.R.id.text1}); setListAdapter(mAdapter); } public class MyExpandableListAdapter extends SimpleCursorTreeAdapter { public MyExpandableListAdapter(Cursor cursor, Context context, int groupLayout, int childLayout, String[] groupFrom, int[] groupTo, String[] childrenFrom, int[] childrenTo) { super(context, cursor, groupLayout, groupFrom, groupTo, childLayout, childrenFrom, childrenTo); } @Override protected Cursor getChildrenCursor(Cursor groupCursor) { // Given the group, we return a cursor for all the children within that group // Return a cursor that points to this contact's phone numbers Uri.Builder builder = People.CONTENT_URI.buildUpon(); ContentUris.appendId(builder, groupCursor.getLong(mGroupIdColumnIndex)); builder.appendEncodedPath(People.Phones.CONTENT_DIRECTORY); Uri phoneNumbersUri = builder.build(); return managedQuery(phoneNumbersUri, mPhoneNumberProjection, null, null, null); } } @Override public boolean onChildClick(android.widget.ExpandableListView parent, View v, int groupPosition, int childPosition, long id) { AlertDialog dialog = new AlertDialog.Builder(ShowContacts.this) .setMessage(((TextView) v).getText().toString()) .setPositiveButton("OK", null).create(); dialog.show(); return true; } }

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  • Modifying nested structs in c#

    - by joniba
    Can someone tell me why the commented line of code (one before last) does not compile? Isn't it the same as the line following it? public struct OtherStruct { public int PublicProperty { get; set; } public int PublicField; public OtherStruct(int propertyValue, int fieldValue) : this() { PublicProperty = propertyValue; PublicField = fieldValue; } public int GetProperty() { return PublicProperty; } public void SetProperty(int value) { PublicProperty = value; } } public struct SomeStruct { public OtherStruct OtherStruct { get; set; } } class Program { static void Main(string[] args) { SomeStruct a = new SomeStruct(); //a.OtherStruct.PublicProperty++; a.OtherStruct.SetProperty(a.OtherStruct.GetProperty() + 1); } }

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  • Need help receiving ByteArray data

    - by k80sg
    Hi folks, I am trying to receive byte array data from a machine. It sends out 3 different types of data structure each with different number of fields which consist of mostly int and a few floats, and byte sizes, the first being 320 bytes, 420 for the second type and 560 for the third. When the sending program is launched, it fires all 3 types of data simultaneouly with an interval of 1 sec. Example: Sending order: Pack1 - 320 bytes 1 sec later Pack2 - 420 bytes 1 sec later Pack3 - 560 bytes 1 sec later Pack1 - 320 bytes ... .. . How do I check the incoming byte size before passing it to: byte[] handsize = new byte[bytesize]; as the data I receive are all out of order, for instance using the following the read all int: System.out.println("Reading data in int format:" + " " + datainput.readInt()); I get many different sets of values whenever I run my prog although with some valid field data but they are all over the place. I am not too sure how exactly should I do it but I tried the following and apparently my data fields are not receiving in correct sequence: BufferedInputStream bais = new BufferedInputStream(requestSocket.getInputStream()); DataInputStream datainput = new DataInputStream(bais); byte[] handsize = new byte[560]; datainput.readFully(handsize); int n = 0; int intByte[] = new int[140]; for (int i = 0; i < 140 ; i++) { System.out.println("Reading data in int format:" + " " + datainput.readInt()); intByte[n] = datainput.readInt(); n = n + 1; System.out.println("The value in array is:" + intByte[0]); System.out.println("The value in array is:" + intByte[1]); System.out.println("The value in array is:" + intByte[2]); System.out.println("The value in array is:" + intByte[3]); Also from the above code, the order of the values printed out with System.out.println("Reading data in int format:" + " " + datainput.readInt()); and System.out.println("The value in array is:" + intByte[0]); System.out.println("The value in array is:" + intByte[1]); are different. Any help will be appreciated. Thanks

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  • daynamic 2d array in c++ and memory leaks

    - by SepiDev
    Hi guys, i wrote this code, it runs ok, but when i check it under Valgrind it catches 2 problems, since i can not interpret valgrind's messages i will appreciate if anyone explain me more and tell me where is the problem!!! here is the code: #include <iostream> #define width 70000 #define height 10000 using namespace std; int main(void) { int** pint; pint = new int*[height]; for(int i = 0; i < height; i++) pint[i] = new int[width]; for(int i = 0; i < height; i++){ delete[] pint[i]; pint[i] = NULL; } delete[] pint; pint = NULL; return 1; }

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  • Eye Detection Problem In Opencv

    - by iva123
    Hi, I'm trying to convert this c code(http://nashruddin.com/OpenCV_Eye_Detection) to the python code, but in c style, he used cvROI thing, since ROI functions are not supported by python-opencv, I tried cvGetSubRect so Here is the eye detection part of the code : eye_region = cvGetSubRect(image,cvRect(face.x,int(face.y + (face.height/4)),face.width,int(face.height/2))) eyes = cvHaarDetectObjects(eye_region,eyeCascade,memo,1.15,3,0,cvSize(25,15)) for e in eyes: cvRectangle(image, cvPoint( int(e.x), int(e.y)), cvPoint(int(e.x + e.width), int(e.y + e.height)), CV_RGB(0, 255, 0), 1, 8, 0) return image; When I run this code, It draws rectangles irrelevant places. I thought, eye_region coordinates are wrong, and tried some coordinates, but it didn't work. Any idea ? Note :Face detection method works very well, and it's code is same with the eye detection method.

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  • Resultant of a polynomial with x^n–1

    - by devin.omalley
    Resultant of a polynomial with x^n–1 (mod p) I am implementing the NTRUSign algorithm as described in http://grouper.ieee.org/groups/1363/lattPK/submissions/EESS1v2.pdf , section 2.2.7.1 which involves computing the resultant of a polynomial. I keep getting a zero vector for the resultant which is obviously incorrect. private static CompResResult compResMod(IntegerPolynomial f, int p) { int N = f.coeffs.length; IntegerPolynomial a = new IntegerPolynomial(N); a.coeffs[0] = -1; a.coeffs[N-1] = 1; IntegerPolynomial b = new IntegerPolynomial(f.coeffs); IntegerPolynomial v1 = new IntegerPolynomial(N); IntegerPolynomial v2 = new IntegerPolynomial(N); v2.coeffs[0] = 1; int da = a.degree(); int db = b.degree(); int ta = da; int c = 0; int r = 1; while (db > 0) { c = invert(b.coeffs[db], p); c = (c * a.coeffs[da]) % p; IntegerPolynomial cb = b.clone(); cb.mult(c); cb.shift(da - db); a.sub(cb, p); IntegerPolynomial v2c = v2.clone(); v2c.mult(c); v2c.shift(da - db); v1.sub(v2c, p); if (a.degree() < db) { r *= (int)Math.pow(b.coeffs[db], ta-a.degree()); r %= p; if (ta%2==1 && db%2==1) r = (-r) % p; IntegerPolynomial temp = a; a = b; b = temp; temp = v1; v1 = v2; v2 = temp; ta = db; } da = a.degree(); db = b.degree(); } r *= (int)Math.pow(b.coeffs[0], da); r %= p; c = invert(b.coeffs[0], p); v2.mult(c); v2.mult(r); v2.mod(p); return new CompResResult(v2, r); } There is pseudocode in http://www.crypto.rub.de/imperia/md/content/texte/theses/da_driessen.pdf which looks very similar. Why is my code not working? Are there any intermediate results I can check? I am not posting the IntegerPolynomial code because it isn't too interesting and I have unit tests for it that pass. CompResResult is just a simple "Java struct".

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  • non-class rvalues always have cv-unqualified types

    - by FredOverflow
    §3.10 section 9 says "non-class rvalues always have cv-unqualified types". That made me wonder... int foo() { return 5; } const int bar() { return 5; } void pass_int(int&& i) { std::cout << "rvalue\n"; } void pass_int(const int&& i) { std::cout << "const rvalue\n"; } int main() { pass_int(foo()); // prints "rvalue" pass_int(bar()); // prints "const rvalue" } According to the standard, there is no such thing as a const rvalue for non-class types, yet bar() prefers to bind to const int&&. Is this a compiler bug? EDIT: Apparently, this is also a const rvalue :)

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  • Winforms Hotkey, Help?

    - by Di4g0n4leye
    namespace WebBrowser { public partial class MainForm : Form { public MainForm() { InitializeComponent(); } int GetPixel(int x, int y) { Bitmap bmp = new Bitmap(1, 1, PixelFormat.Format32bppPArgb); Graphics grp = Graphics.FromImage(bmp); grp.CopyFromScreen(new Point(x,y), Point.Empty, new Size(1,1)); grp.Save(); return bmp.GetPixel(0, 0).ToArgb(); } void Button1Click(object sender, EventArgs e) { int x = Cursor.Position.X; int y = Cursor.Position.Y; int pixel = GetPixel(x,y); textBox1.Text = pixel.ToString(); } void MainFormLoad(object sender, EventArgs e) { webBrowser1.Navigate("http://google.com"); } } } } i want to add a hotkey that call Button1 on Press, How can that be done?

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  • Pinvoke- to call a function with pointer to pointer to pointer parameter

    - by jambodev
    complete newbe in PInvoke. I have a function in C with this signature: int addPos(int init_array_size, int *cnt, int *array_size, PosT ***posArray, PosT ***hPtr, char *id, char *record_id, int num, char *code, char *type, char *name, char *method, char *cont1, char *cont2, char *cont_type, char *date1, char *date_day, char *date2, char *dsp, char *curr, char *contra_acc, char *np, char *ten, char *dsp2, char *covered, char *cont_subtype, char *Xcode, double strike, int version, double t_price, double long, double short, double scale, double exrcised_price, char *infoMsg); and here is how PosT looks like: typedef union pu { struct dpos d; struct epo e; struct bpos b; struct spos c; } PosT ; my questions are: 1- do I need to define a class in CSharp representing PosT? 2- how do I pass PosT ***posArray parameter across frm CSharp to C? 3- How do I specify marshaling for it all? I Do appreciate your help

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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