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  • RMI-applets - Cannot understand error message

    - by aeter
    In a simple RMI game I'm writing (an assignment in uni), I reveice: java.rmi.MarshalException: error marshalling arguments; nested exception is: java.net.SocketException: Broken pipe at sun.rmi.server.UnicastRef.invoke(UnicastRef.java:138) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(RemoteObjectInvocationHandler.java:178) at java.rmi.server.RemoteObjectInvocationHandler.invoke(RemoteObjectInvocationHandler.java:132) at $Proxy2.drawWorld(Unknown Source) at PlayerServerImpl$1.actionPerformed(PlayerServerImpl.java:180) at javax.swing.Timer.fireActionPerformed(Timer.java:271) at javax.swing.Timer$DoPostEvent.run(Timer.java:201) at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209) at java.awt.EventQueue.dispatchEvent(EventQueue.java:597) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122) The error message appears after the second Player is registered with the RMI Server and the server starts to send the image (the array of pixels) to the 2 applets. The PlayerImpl and the PlayerServerImpl both extend UnicastRemoteObject. I have been struggling with other error messages for some time now, but I cannot understand how to troubleshoot this one. Please help. The relevant parts of the code are: PlayerServerImpl.java: ... timer = new Timer(10, new ActionListener() { // every 10 milliseconds do: @Override public void actionPerformed(ActionEvent e) { ... BufferedImage buff_image = new BufferedImage(GAME_APPLET_WIDTH, GAME_APPLET_HEIGHT, BufferedImage.TYPE_INT_RGB); // create a graphics context on the buffered image Graphics buff_g = buff_image.createGraphics(); ... // draw the score somewhere on the screen buff_g.drawString(score, GAME_APPLET_WIDTH - 20, 10); ... int[] rgbs = new int[GAME_APPLET_WIDTH * GAME_APPLET_HEIGHT]; int imgPixelsGrabbed[] = buff_image.getRGB(0,0,GAME_APPLET_WIDTH,GAME_APPLET_HEIGHT,rgbs,0,GAME_APPLET_WIDTH); // send the new state to the applets for (Player player : players) { player.drawWorld(imgPixelsGrabbed); System.out.println("Sent image to player"); } PlayerImpl.java: private PlayerApplet applet; public PlayerImpl(PlayerApplet applet) throws RemoteException { super(); this.applet = applet; } ... @Override public void drawWorld(int[] imgPixelsGrabbed) throws RemoteException { applet.setWorld(imgPixelsGrabbed); applet.repaint(); } ... PlayerApplet.java: ... private int[] world; // an array of pixels for the new image to be drawn ... // register players player = new PlayerImpl(applet); String serverIPAddressPort = ipAddressField.getText(); if (validateIPAddressPort(serverIPAddressPort)) { server = (PlayerServer) Naming.lookup("rmi://" + serverIPAddressPort + "/PlayerServer"); server.register(player); idPlayer = server.sendPlayerID(); ... @Override public void update(Graphics g) { buff_img = createImage((ImageProducer) new MemoryImageSource(getWidth(), getHeight(), world, 0, getWidth())); Graphics gr = buff_img.getGraphics(); paint(gr); g.drawImage(buff_img, 0, 0, this); } public void setWorld(int[] world) { this.world = world; }

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  • Drawing in iPad

    - by Manjunath
    Hi all, I am trying to draw custom shapes in iPad application. I am using UIBezierPath for drawing which is available for 3.2 onwards. My question is whether it is good to use this class or should I go to the core graphics? Is there any difference between uibezierpath and core graphics drawing related to performance?

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  • Can one use polygon() or equivalent in lattice and ggplot2 plots?

    - by Alex Reynolds
    Is it possible to annotate lattice (or ggplot2) figures with elements created with polygon() (or elements created with a similar function) from the graphics library? I'm not too familiar with either library beyond examples of simple graphs posted on the web and printed in Deepayan Sarkar's book. Therefore, while I have code for what I've been doing in R with the graphics library, pointing me to relevant, equivalent functions and usage examples for lattice or ggplot2 specifically would be appreciated. Thanks.

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  • Quartz 2D's drawing text and NSTimer in custom method

    - by coure06
    i want to show text using quartz 2d. Text will be drawing randomly on different position after each 1 seconds. I am not sure how i can use NSTimer with quartz 2D text. I can draw text in drawRect method where graphics context is already available. How i will draw text using my custom method myDraw which will be called after 1 second using NSTimer? If i create my custom Method the graphics context is not available in that method.

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  • Printing gives unhandled exception. Access Denied

    - by Smoka
    Im newish to coding, currently on a Windows Forms App using CLI in VS10 Everything seems to work, my document shows fine in the Preview dialog but then crash's. Heres only the code that seems relevant private: System::Drawing::Printing::PrintDocument^ docPrint; private: System::Windows::Forms::PrintDialog^ dlgPrint; private: System::Windows::Forms::PrintPreviewDialog^ dlgPrintPreview; this->button2 = (gcnew System::Windows::Forms::Button()); this->docPrint = (gcnew System::Drawing::Printing::PrintDocument()); this->dlgPrint = (gcnew System::Windows::Forms::PrintDialog()); this->dlgPrintPreview = (gcnew System::Windows::Forms::PrintPreviewDialog()); this->button2->Location = System::Drawing::Point(152, 355); this->button2->Name = L"button2"; this->button2->Size = System::Drawing::Size(75, 23); this->button2->TabIndex = 53; this->button2->Text = L"Print"; this->button2->UseVisualStyleBackColor = true; this->button2->Click += gcnew System::EventHandler(this, &Form1::button2_Click_1); // // docPrint // this->docPrint->DocumentName = L"ResultsPage"; this->docPrint->PrintPage += gcnew System::Drawing::Printing::PrintPageEventHandler(this, &Form1::docPrint_PrintPage); // // dlgPrint // this->dlgPrint->Document = this->docPrint; this->dlgPrint->UseEXDialog = true; // // dlgPrintPreview // this->dlgPrintPreview->AutoScrollMargin = System::Drawing::Size(0, 0); this->dlgPrintPreview->AutoScrollMinSize = System::Drawing::Size(0, 0); this->dlgPrintPreview->ClientSize = System::Drawing::Size(400, 300); this->dlgPrintPreview->Document = this->docPrint; this->dlgPrintPreview->Enabled = true; this->dlgPrintPreview->Icon = (cli::safe_cast<System::Drawing::Icon^ >(resources->GetObject(L"dlgPrintPreview.Icon"))); this->dlgPrintPreview->Name = L"dlgPrintPreview"; this->dlgPrintPreview->Visible = false; this->dlgPrintPreview->Load += gcnew System::EventHandler(this, &Form1::dlgPrintPreview_Load); private: System::Void docPrint_PrintPage(System::Object^ sender, System::Drawing::Printing::PrintPageEventArgs^ e) { String ^ strDisplay = L"A Axis Rotations"; String ^ strDisplay2 = L"Centerline of Y" + CL_Y->Text + " + Z" + CL_Z->Text; String ^ strDisplay3 = L"Initial Position Y" + G54_Y->Text + " + Z" + G54_Z->Text; System::Drawing::Font ^ fntString = gcnew System::Drawing::Font(L"Times New Roman", 38, FontStyle::Bold); e->Graphics->DrawString(strDisplay, fntString, Brushes::Black, 200,20); e->Graphics->DrawString(strDisplay2, fntString, Brushes::Black, 80,150); e->Graphics->DrawString(strDisplay3, fntString, Brushes::Black, 80,220); e->Graphics->DrawString(Results->Text, fntString,Brushes::Black, 50,400); } private: System::Void button2_Click_1(System::Object^ sender, System::EventArgs^ e) { // docPrint->Print; dlgPrintPreview->ShowDialog(); } private: System::Void dlgPrintPreview_Load(System::Object^ sender, System::EventArgs^ e) { } Sorry if the formatting is ugly here.

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  • Out of memory error

    - by Rahul Varma
    Hi, I am trying to retrieve a list of images and text from a web service. I have first coded to get the images to a list using Simple Adapter. The images are getting displayed the app is showing an error and in the Logcat the following errors occur... 04-26 10:55:39.483: ERROR/dalvikvm-heap(1047): 8850-byte external allocation too large for this process. 04-26 10:55:39.493: ERROR/(1047): VM won't let us allocate 8850 bytes 04-26 10:55:39.563: ERROR/AndroidRuntime(1047): Uncaught handler: thread Thread-96 exiting due to uncaught exception 04-26 10:55:39.573: ERROR/AndroidRuntime(1047): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 04-26 10:55:39.573: ERROR/AndroidRuntime(1047): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 04-26 10:55:39.573: ERROR/AndroidRuntime(1047): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:451) 04-26 10:55:39.573: ERROR/AndroidRuntime(1047): at com.stellent.gorinka.AsyncImageLoaderv.loadImageFromUrl(AsyncImageLoaderv.java:57) 04-26 10:55:39.573: ERROR/AndroidRuntime(1047): at com.stellent.gorinka.AsyncImageLoaderv$2.run(AsyncImageLoaderv.java:41) 04-26 10:55:40.393: ERROR/dalvikvm-heap(1047): 14600-byte external allocation too large for this process. 04-26 10:55:40.403: ERROR/(1047): VM won't let us allocate 14600 bytes 04-26 10:55:40.493: ERROR/AndroidRuntime(1047): Uncaught handler: thread Thread-93 exiting due to uncaught exception 04-26 10:55:40.493: ERROR/AndroidRuntime(1047): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 04-26 10:55:40.493: ERROR/AndroidRuntime(1047): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 04-26 10:55:40.493: ERROR/AndroidRuntime(1047): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:451) 04-26 10:55:40.493: ERROR/AndroidRuntime(1047): at com.stellent.gorinka.AsyncImageLoaderv.loadImageFromUrl(AsyncImageLoaderv.java:57) 04-26 10:55:40.493: ERROR/AndroidRuntime(1047): at com.stellent.gorinka.AsyncImageLoaderv$2.run(AsyncImageLoaderv.java:41) 04-26 10:55:40.594: INFO/Process(584): Sending signal. PID: 1047 SIG: 3 Here's the coding in the adapter... final ImageView imageView = (ImageView) rowView.findViewById(R.id.image); AsyncImageLoaderv asyncImageLoader=new AsyncImageLoaderv(); Bitmap cachedImage = asyncImageLoader.loadDrawable(imgPath, new AsyncImageLoaderv.ImageCallback() { public void imageLoaded(Bitmap imageDrawable, String imageUrl) { imageView.setImageBitmap(imageDrawable); } }); imageView.setImageBitmap(cachedImage); .......... ........... ............ //To load the image... public static Bitmap loadImageFromUrl(String url) { InputStream inputStream;Bitmap b; try { inputStream = (InputStream) new URL(url).getContent(); BitmapFactory.Options bpo= new BitmapFactory.Options(); bpo.inSampleSize=2; b=BitmapFactory.decodeStream(inputStream, null,bpo ); return b; } catch (IOException e) { throw new RuntimeException(e); } // return null; } Please tell me how to fix the error....

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  • How to add some non standard font to website?

    - by vaske
    Is there any way to add some custom font on website without using images, flash or some other graphics. For example, I was working on some wedding website, and I was found a lot of nice fonts for that subject, but I can't find the right way to add that font on the server, and how to include that font with css into the html. Is this possible to do without graphics?

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  • Initialization of components with interdependencies - possible antipattern?

    - by Rosarch
    I'm writing a game that has many components. Many of these are dependent upon one another. When creating them, I often get into catch-22 situations like "WorldState's constructor requires a PathPlanner, but PathPlanner's constructor requires WorldState." Originally, this was less of a problem, because references to everything needed were kept around in GameEngine, and GameEngine was passed around to everything. But I didn't like the feel of that, because it felt like we were giving too much access to different components, making it harder to enforce boundaries. Here is the problematic code: /// <summary> /// Constructor to create a new instance of our game. /// </summary> public GameEngine() { graphics = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); //Sets dimensions of the game window graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); IsMouseVisible = true; screenManager = new ScreenManager(this); //Adds ScreenManager as a component, making all of its calls done automatically Components.Add(screenManager); // Tell the program to load all files relative to the "Content" directory. Assets = new CachedContentLoader(this, "Content"); inputReader = new UserInputReader(Constants.DEFAULT_KEY_MAPPING); collisionRecorder = new CollisionRecorder(); WorldState = new WorldState(new ReadWriteXML(), Constants.CONFIG_URI, this, contactReporter); worldQueryUtils = new WorldQueryUtils(worldQuery, WorldState.PhysicsWorld); ContactReporter contactReporter = new ContactReporter(collisionRecorder, worldQuery, worldQueryUtils); gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; pathPlanner = new PathPlanner(this, worldQueryUtils, WorldQuery); gameObjectManager.PathPlanner = pathPlanner; combatEngine = new CombatEngine(worldQuery, new Random()); } Here is an excerpt of the above that's problematic: gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; I hope that no one ever forgets that setting of gameObjectManager.WorldQueryEngine, or else it will fail. Here is the problem: gameObjectManager needs a WorldQuery, and WorldQuery needs a property of gameObjectManager. What can I do about this? Have I found an anti-pattern?

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  • Get the current location of the Gps? Showing the default one

    - by Gagandeep
    Need help Urgent!!!!! Did changes with help but still unsuccessful... I have to request location updates, but I am unsuccessful in implementing that... i modified the code but need help so that i can see the current location. PLEASE look through my code and help please.. I am learning this and new to this concept and android.. any help would be appreciated here is my code: package com.GoogleMaps; import java.util.List; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapActivity; import com.google.android.maps.MapController; import com.google.android.maps.MapView; import com.google.android.maps.Overlay; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Point; import android.graphics.drawable.Drawable; import android.location.Location; import android.location.LocationListener; import android.location.LocationManager; import android.os.Bundle; import android.widget.Toast; public class MapsActivity extends MapActivity { /** Called when the activity is first created. */ private MapView mapView; private LocationManager lm; private LocationListener ll; private MapController mc; GeoPoint p = null; Drawable defaultMarker = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mapView = (MapView)findViewById(R.id.mapview); //show zoom in/out buttons mapView.setBuiltInZoomControls(true); //Standard view of the map(map/sat) mapView.setSatellite(false); // get zoom tool mapView.setBuiltInZoomControls(true); //get controller of the map for zooming in/out mc = mapView.getController(); // Zoom Level mc.setZoom(18); lm = (LocationManager)getSystemService(Context.LOCATION_SERVICE); ll = new MyLocationListener(); lm.requestLocationUpdates( LocationManager.GPS_PROVIDER, 0, 0, ll); //Get the current location in start-up lm = (LocationManager)getSystemService(Context.LOCATION_SERVICE); ll = new MyLocationListener(); lm.requestLocationUpdates( LocationManager.GPS_PROVIDER, 0, 0, ll); //Get the current location in start-up if (lm.getLastKnownLocation(LocationManager.GPS_PROVIDER) != null){ GeoPoint p = new GeoPoint( (int)(lm.getLastKnownLocation(LocationManager.GPS_PROVIDER).getLatitude()*1000000), (int)(lm.getLastKnownLocation(LocationManager.GPS_PROVIDER).getLongitude()*1000000)); mc.animateTo(p); } MyLocationOverlay myLocationOverlay = new MyLocationOverlay(); List<Overlay> list = mapView.getOverlays(); list.add(myLocationOverlay); } protected class MyLocationOverlay extends com.google.android.maps.Overlay { @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Paint paint = new Paint(); super.draw(canvas, mapView, shadow); GeoPoint p = null; // Converts lat/lng-Point to OUR coordinates on the screen. Point myScreenCoords = new Point(); mapView.getProjection().toPixels(p, myScreenCoords); paint.setStrokeWidth(1); paint.setARGB(255, 255, 255, 255); paint.setStyle(Paint.Style.STROKE); Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.ic_launcher); canvas.drawBitmap(bmp, myScreenCoords.x, myScreenCoords.y, paint); canvas.drawText("I am here...", myScreenCoords.x, myScreenCoords.y, paint); return true; } } private class MyLocationListener implements LocationListener{ public void onLocationChanged(Location argLocation) { // TODO Auto-generated method stub p = new GeoPoint((int)(argLocation.getLatitude()*1000000), (int)(argLocation.getLongitude()*1000000)); Toast.makeText(getBaseContext(), "New location latitude [" +argLocation.getLatitude() + "] longitude [" + argLocation.getLongitude()+"]", Toast.LENGTH_SHORT).show(); mc.animateTo(p); mapView.invalidate(); // call this so UI of map was updated } public void onProviderDisabled(String provider) { // TODO Auto-generated method stub } public void onProviderEnabled(String provider) { // TODO Auto-generated method stub } public void onStatusChanged(String provider, int status, Bundle extras) { // TODO Auto-generated method stub } } protected boolean isRouteDisplayed() { return false; } } catlog: 11-29 17:40:42.699: D/dalvikvm(371): GC_FOR_MALLOC freed 6074 objects / 369952 bytes in 74ms 11-29 17:40:42.970: I/MapActivity(371): Handling network change notification:CONNECTED 11-29 17:40:42.980: E/MapActivity(371): Couldn't get connection factory client 11-29 17:40:43.190: D/AndroidRuntime(371): Shutting down VM 11-29 17:40:43.190: W/dalvikvm(371): threadid=1: thread exiting with uncaught exception (group=0x4001d800) 11-29 17:40:43.280: E/AndroidRuntime(371): FATAL EXCEPTION: main 11-29 17:40:43.280: E/AndroidRuntime(371): java.lang.NullPointerException 11-29 17:40:43.280: E/AndroidRuntime(371): at com.google.android.maps.PixelConverter.toPixels(PixelConverter.java:71) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.google.android.maps.PixelConverter.toPixels(PixelConverter.java:61) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.GoogleMaps.MapsActivity$MyLocationOverlay.draw(MapsActivity.java:106) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.google.android.maps.OverlayBundle.draw(OverlayBundle.java:42) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.google.android.maps.MapView.onDraw(MapView.java:494) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.View.draw(View.java:6740) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.drawChild(ViewGroup.java:1640) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.drawChild(ViewGroup.java:1638) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.View.draw(View.java:6743) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.widget.FrameLayout.draw(FrameLayout.java:352) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.drawChild(ViewGroup.java:1640) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.drawChild(ViewGroup.java:1638) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1367) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.View.draw(View.java:6743) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.widget.FrameLayout.draw(FrameLayout.java:352) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1842) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewRoot.draw(ViewRoot.java:1407) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewRoot.performTraversals(ViewRoot.java:1163) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.view.ViewRoot.handleMessage(ViewRoot.java:1727) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.os.Handler.dispatchMessage(Handler.java:99) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.os.Looper.loop(Looper.java:123) 11-29 17:40:43.280: E/AndroidRuntime(371): at android.app.ActivityThread.main(ActivityThread.java:4627) 11-29 17:40:43.280: E/AndroidRuntime(371): at java.lang.reflect.Method.invokeNative(Native Method) 11-29 17:40:43.280: E/AndroidRuntime(371): at java.lang.reflect.Method.invoke(Method.java:521) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:868) 11-29 17:40:43.280: E/AndroidRuntime(371): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:626) 11-29 17:40:43.280: E/AndroidRuntime(371): at dalvik.system.NativeStart.main(Native Method) 11-29 17:40:45.779: D/dalvikvm(371): GC_FOR_MALLOC freed 5970 objects / 506624 bytes in 1179ms 11-29 17:40:45.779: I/dalvikvm-heap(371): Grow heap (frag case) to 3.147MB for 17858-byte allocation 11-29 17:40:45.870: D/dalvikvm(371): GC_FOR_MALLOC freed 56 objects / 2304 bytes in 92ms 11-29 17:40:45.960: D/dalvikvm(371): GC_EXPLICIT freed 3459 objects / 196432 bytes in 74ms 11-29 17:40:48.310: D/dalvikvm(371): GC_EXPLICIT freed 116 objects / 41448 bytes in 68ms 11-29 17:40:49.540: I/Process(371): Sending signal. PID: 371 SIG: 9

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  • java double buffering problem

    - by russell
    Whats wrong with my applet code which does not render double buffering correctly.I am trying and trying.But failed to get a solution.Plz Plz someone tell me whats wrong with my code. import java.applet.* ; import java.awt.* ; import java.awt.event.* ; public class Ball extends Applet implements Runnable { // Initialisierung der Variablen int x_pos = 10; // x - Position des Balles int y_pos = 100; // y - Position des Balles int radius = 20; // Radius des Balles Image buffer=null; //Graphics graphic=null; int w,h; public void init() { Dimension d=getSize(); w=d.width; h=d.height; buffer=createImage(w,h); //graphic=buffer.getGraphics(); setBackground (Color.black); } public void start () { // Schaffen eines neuen Threads, in dem das Spiel l?uft Thread th = new Thread (this); // Starten des Threads th.start (); } public void stop() { } public void destroy() { } public void run () { // Erniedrigen der ThreadPriority um zeichnen zu erleichtern Thread.currentThread().setPriority(Thread.MIN_PRIORITY); // Solange true ist l?uft der Thread weiter while (true) { // Ver?ndern der x- Koordinate repaint(); x_pos++; y_pos++; //x2--; //y2--; // Neuzeichnen des Applets if(x_pos>410) x_pos=20; if(y_pos>410) y_pos=20; try { Thread.sleep (30); } catch (InterruptedException ex) { // do nothing } Thread.currentThread().setPriority(Thread.MAX_PRIORITY); } } public void paint (Graphics g) { Graphics screen=null; screen=g; g=buffer.getGraphics(); g.setColor(Color.red); g.fillOval(x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); g.setColor(Color.green); screen.drawImage(buffer,0,0,this); } public void update(Graphics g) { paint(g); } } what change should i make.When offscreen image is drawn the previous image also remain in screen.How to erase the previous image from the screen??

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  • Modern Game Programming

    - by Alon
    Hey. I'm a software and web developer for ~3 years, and I want to start learning 3D network game programming. What is the most modern & fastest way to write 3D PC games? What language? For graphics, should I use a graphics API like Direct3D/OpenGL or is there something less painful? What math/physics skills should I know before starting? Thank you.

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  • Application error when drawing to SurfaceView

    - by DKDiveDude
    I'm am doing a simple coding attempt trying to draw on a SurfaceView created on my main.xml layout. I can change background color and display an icon fine, but when I try to draw I get an error. I am a newbie so obvious I am missing something, please lent a helping hint, thanks! main.xml <?xml version="1.0" encoding="utf-8"?> <SurfaceView android:id="@+id/Paper" android:layout_height="fill_parent" android:layout_width="fill_parent"> </SurfaceView> and code here; package com.example.SurfaceViewTest; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; public class SurfaceViewTest extends Activity implements SurfaceHolder.Callback { private SurfaceView mSurfaceView; private SurfaceHolder mSurfaceHolder; private Paint paint; private Canvas canvas; Bitmap mDrawing; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mSurfaceView = (SurfaceView) this.findViewById(R.id.Paper); mSurfaceHolder = mSurfaceView.getHolder(); mSurfaceHolder.addCallback(this); mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // TODO Auto-generated method stub } @Override public void surfaceCreated(SurfaceHolder holder) { mSurfaceView.setBackgroundColor(Color.rgb(0, 255, 0)); //mSurfaceView.setBackgroundResource(R.drawable.icon); canvas = holder.lockCanvas(null); mDrawing = Bitmap.createBitmap(100, 100, Bitmap.Config.RGB_565); canvas.setBitmap(mDrawing); paint = new Paint(); paint.setColor(Color.rgb(255, 255,255)); canvas.drawLine(1,1,200,300, paint); holder.unlockCanvasAndPost(canvas); } @Override public void surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stub } }

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  • Level Creator for iPhone Game

    - by atomical
    I'm making an iPhone game that has several maps with graphics attached. The graphics may allow the player to pass through them or block them. Is there an application for OS X that will allow me to pass some of this work off to a designer without having to reinvent the wheel and develop a map creator.

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  • C# drawing and invalidating 2 lines to meet

    - by BlueMonster
    If i have 2 lines on a page as such: e.Graphics.DrawLine(blackPen, w, h, h, w); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); how would i animate the first line to reach the second line's position? I have the following method which calculates the distance between two points (i'm assuming i would use this?) public int Distance2D(int x1, int y1, int x2, int y2) { // ______________________ //d = &#8730; (x2-x1)^2 + (y2-y1)^2 // //Our end result int result = 0; //Take x2-x1, then square it double part1 = Math.Pow((x2 - x1), 2); //Take y2-y1, then sqaure it double part2 = Math.Pow((y2 - y1), 2); //Add both of the parts together double underRadical = part1 + part2; //Get the square root of the parts result = (int)Math.Sqrt(underRadical); //Return our result return result; } How would i re-draw the line (on a timer) to reach the second line's position? I've looked a lot into XAML (story-boarding) and such - but i want to know how to do this on my own. Any ideas? I know i would need a method which runs in a loop re-drawing the line after moving the position a tid bit. I would have to call Invalidate() in order to make the line appear as though it's moving... but how would i do this? how would i move that line slowly over to the other line? I'm pretty sure i'd have to use double buffering if i'm doing this as well... as such: SetStyle(ControlStyles.DoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true); This doesn't quiet work, i'm not quiet sure how to fix it. Any ideas? protected override void OnPaint(PaintEventArgs e) { Distance2D(w, h, w2, h2); if (w2 != w && h2 != h) { e.Graphics.DrawLine(blackPen, (w * (int)frame), (h * (int)frame), (h * (int)frame), (w * (int)frame)); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); } else { t.Abort(); } base.OnPaint(e); } public void MoveLine() { for (int i = 0; i < 126; i++) { frame += .02; Invalidate(); Thread.Sleep(30); } } private void button1_Click(object sender, EventArgs e) { t = new Thread(new ThreadStart(MoveLine)); t.Start(); }

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  • Does Java not support multiple inheritance?

    - by user1720616
    Lets us take instances of two classes public abstract class Shapes { public abstract void draw(Graphics g); } public class Rectangle extends Shapes { public void draw(Graphics g) { //implementation of the method } } here the class Rectangle has extended class Shapes and implicitly it extends class Object.I know no other extension is possible but cant we call inheriting classes Shapes and Object multiple inheritance?(Since inheriting two classes is multiple inheritance from one perspective)

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  • Windows 7 sometimes boots in VGA mode

    - by TuxRug
    I have an Asus G50VT-x5 laptop with nVidia GeForce9800M-GS graphics. Normally, Windows boots normally, but about 20% of the time (rough estimate), it will boot with the fallback VGA driver, maxing out at 800x600 with no Aero. I've checked the system logs and there is nothing indicating an error loading the nVidia driver. It even specifies in the logs that the Nvidia Display Driver service started successfully, even though it has booted in safe graphics mode. This has been happening for a while, but it's happening a little more often now than it was before. Since the first time my system exhibited this behavior, I have updated my graphics driver a handful of times. I used System Information for Windows to check for problems there, but the only thing that stood out was the following: Core Temperature 4486449 °C (8075639 °F) Shaders Temperature 1171513530 °C (2108724330 °F) I know this reading is incorrect, because my laptop is nowhere near the surface of the sun and my desk has not burst into flames. When it's opererating normally, I get a sane reading like [Core Temperature 58 °C (136 °F)] with no Shaders Temperature listed. All I have to do to resolve the issue is reboot. I have seen no stability issues with the graphics or anything else. A long time ago, I had an issue with this computer where my framerate would suddenly drop during a 3D game from 40fps to <1fps, but after looking at the temperature readout immediately after quitting a game, I removed the bottom panel and blew the dust out of the vent and heatsink. Since then I have no drops in framerate under any situation. I have uploaded a zip containing the SIW reports for when the problem is occurring and when the computer is operating normally. I don't have a paid account so it can only be downloaded 10 times, so please only download the reports if you think you can use them. If you try to download the reports and they are no longer available, please comment and I will re-upload them. If you want to look at the files, they are on Rapidshare. EDIT It happened again, and I looked a little deeper into the System logs. When this happens, there are a lot of errors about other device drivers unable to start. All of these errors are for PnP drivers. Also, my USB keyboard and mouse take a few moments before they actually start working, although this happens sometimes the first normal boot as well. I am quite sure this is related, so I am adding the pnp tag. Also, CHKDSK will not run on boot. Even if a check is scheduled or a volume is manually set as dirty, CHKDSK will be skipped entirely, not even leaving an entry in the System logs. I tried running CHKNTFS /D, which did not work. I then manually changed my HKLM\System\CurrentControlSet\Control\Session Manager BootExecute value to the default listed on Microsoft's website. That did not work either. I ended up booting to repair mode and running CHKDSK there, which found a number of minor inconsistencies on my system drive, but none on my data drive. I have no idea if this is related. Some more information for those who don't download my SIW report file: Antivirus and Firewall are ESET Smart Security I have three different virutalization programs installed: VMware Player, Windows Virtual PC, and VirtualBox. The network adapters for these show up in the log of failed device starts. EDIT 2 I tried running sfc /scannow, which reported that it found corrupted files that could not be fixed. The CBS log is extremely cryptic. I tried booting to my install disk, launching repair mode, and doing an offline sfc from there, which produced the same result.

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  • AMD Catalyst 13.9 installation failure

    - by Simon Verbeke
    Earlier today I installed Windows 8.1, and when I wanted to go into Catalyst Control Center, I noticed some odd error of CCC not being able to display options. I then figured I needed a driver update, so I downloaded the latest drivers, version 13.9, and tried to install them. While it was trying to install the display drivers, I got a blue screen. Tried again and got the same. Then I used an uninstall tool from AMD to remove all traces of my old drivers and tried to install the new drivers. Again, a blue screen. This is all I could think of to try. Would anyone know some other things I can try? EDIT: thought I might want to include the log entry for the crash: - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Microsoft-Windows-WER-SystemErrorReporting" Guid="{ABCE23E7-DE45-4366-8631-84FA6C525952}" EventSourceName="BugCheck" /> <EventID Qualifiers="16384">1001</EventID> <Version>0</Version> <Level>2</Level> <Task>0</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2013-10-19T20:59:25.000000000Z" /> <EventRecordID>26587</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>System</Channel> <Computer>Simon-PC</Computer> <Security /> </System> - <EventData> <Data Name="param1">0x0000007e (0xffffffffc0000005, 0xfffff80002a86dca, 0xffffd00025f250e8, 0xffffd00025f248f0)</Data> <Data Name="param2">C:\WINDOWS\MEMORY.DMP</Data> <Data Name="param3">101913-8953-01</Data> </EventData> </Event> Another edit: As it turns out, the graphics card isn't showing up any more in the device manager. But as far as I can tell, it is still working (the fans are spinning and my screen is plugged into that graphics card). This is solved. it appears that my graphics card is now running with a default windows driver. I also tried the forced method mentioned here: AMD Graphics Drivers won't install properly . But I still get a BSOD. Third edit: Slight succes! Managed to install version 13.4. Everything appears to be working fine now. I think I'm just going to skip version 13.9.

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  • Solaris 11.1: Changes to included FOSS packages

    - by alanc
    Besides the documentation changes I mentioned last time, another place you can see Solaris 11.1 changes before upgrading is in the online package repository, now that the 11.1 packages have been published to http://pkg.oracle.com/solaris/release/, as the “0.175.1.0.0.24.2” branch. (Oracle Solaris Package Versioning explains what each field in that version string means.) When you’re ready to upgrade to the packages from either this repo, or the support repository, you’ll want to first read How to Update to Oracle Solaris 11.1 Using the Image Packaging System by Pete Dennis, as there are a couple issues you will need to be aware of to do that upgrade, several of which are due to changes in the Free and Open Source Software (FOSS) packages included with Solaris, as I’ll explain in a bit. Solaris 11 can update more readily than Solaris 10 In the Solaris 10 and older update models, the way the updates were built constrained what changes we could make in those releases. To change an existing SVR4 package in those releases, we created a Solaris Patch, which applied to a given version of the SVR4 package and replaced, added or deleted files in it. These patches were released via the support websites (originally SunSolve, now My Oracle Support) for applying to existing Solaris 10 installations, and were also merged into the install images for the next Solaris 10 update release. (This Solaris Patches blog post from Gerry Haskins dives deeper into that subject.) Some of the restrictions of this model were that package refactoring, changes to package dependencies, and even just changing the package version number, were difficult to do in this hybrid patch/OS update model. For instance, when Solaris 10 first shipped, it had the Xorg server from X11R6.8. Over the first couple years of update releases we were able to keep it up to date by replacing, adding, & removing files as necessary, taking it all the way up to Xorg server release 1.3 (new version numbering begun after the X11R7 split of the X11 tree into separate modules gave each module its own version). But if you run pkginfo on the SUNWxorg-server package, you’ll see it still displayed a version number of 6.8, confusing users as to which version was actually included. We stopped upgrading the Xorg server releases in Solaris 10 after 1.3, as later versions added new dependencies, such as HAL, D-Bus, and libpciaccess, which were very difficult to manage in this patching model. (We later got libpciaccess to work, but HAL & D-Bus would have been much harder due to the greater dependency tree underneath those.) Similarly, every time the GNOME team looked into upgrading Solaris 10 past GNOME 2.6, they found these constraints made it so difficult it wasn’t worthwhile, and eventually GNOME’s dependencies had changed enough it was completely infeasible. Fortunately, this worked out for both the X11 & GNOME teams, with our management making the business decision to concentrate on the “Nevada” branch for desktop users - first as Solaris Express Desktop Edition, and later as OpenSolaris, so we didn’t have to fight to try to make the package updates fit into these tight constraints. Meanwhile, the team designing the new packaging system for Solaris 11 was seeing us struggle with these problems, and making this much easier to manage for both the development teams and our users was one of their big goals for the IPS design they were working on. Now that we’ve reached the first update release to Solaris 11, we can start to see the fruits of their labors, with more FOSS updates in 11.1 than we had in many Solaris 10 update releases, keeping software more up to date with the upstream communities. Of course, just because we can more easily update now, doesn’t always mean we should or will do so, it just removes the package system limitations from forcing the decision for us. So while we’ve upgraded the X Window System in the 11.1 release from X11R7.6 to 7.7, the Solaris GNOME team decided it was not the right time to try to make the jump from GNOME 2 to GNOME 3, though they did update some individual components of the desktop, especially those with security fixes like Firefox. In other parts of the system, decisions as to what to update were prioritized based on how they affected other projects, or what customer requests we’d gotten for them. So with all that background in place, what packages did we actually update or add between Solaris 11.0 and 11.1? Core OS Functionality One of the FOSS changes with the biggest impact in this release is the upgrade from Grub Legacy (0.97) to Grub 2 (1.99) for the x64 platform boot loader. This is the cause of one of the upgrade quirks, since to go from Solaris 11.0 to 11.1 on x64 systems, you first need to update the Boot Environment tools (such as beadm) to a new version that can handle boot environments that use the Grub2 boot loader. System administrators can find the details they need to know about the new Grub in the Administering the GRand Unified Bootloader chapter of the Booting and Shutting Down Oracle Solaris 11.1 Systems guide. This change was necessary to be able to support new hardware coming into the x64 marketplace, including systems using UEFI firmware or booting off disk drives larger than 2 terabytes. For both platforms, Solaris 11.1 adds rsyslog as an optional alternative to the traditional syslogd, and OpenSCAP for checking security configuration settings are compliant with site policies. Note that the support repo actually has newer versions of BIND & fetchmail than the 11.1 release, as some late breaking critical fixes came through from the community upstream releases after the Solaris 11.1 release was frozen, and made their way to the support repository. These are responsible for the other big upgrade quirk in this release, in which to upgrade a system which already installed those versions from the support repo, you need to either wait for those packages to make their way to the 11.1 branch of the support repo, or follow the steps in the aforementioned upgrade walkthrough to let the package system know it's okay to temporarily downgrade those. Developer Stack While Solaris 11.0 included Python 2.7, many of the bundled python modules weren’t packaged for it yet, limiting its usability. For 11.1, many more of the python modules include 2.7 versions (enough that I filtered them out of the below table, but you can always search on the package repository server for them. For other language runtimes and development tools, 11.1 expands the use of IPS mediated links to choose which version of a package is the default when the packages are designed to allow multiple versions to install side by side. For instance, in Solaris 11.0, GNU automake 1.9 and 1.10 were provided, and developers had to run them as either automake-1.9 or automake-1.10. In Solaris 11.1, when automake 1.11 was added, also added was a /usr/bin/automake mediated link, which points to the automake-1.11 program by default, but can be changed to another version by running the pkg set-mediator command. Mediated links were also used for the Java runtime & development kits in 11.1, changing the default versions to the Java 7 releases (the 1.7.0.x package versions), while allowing admins to switch links such as /usr/bin/javac back to Java 6 if they need to for their site, to deal with Java 7 compatibility or other issues, without having to update each usage to use the full versioned /usr/jdk/jdk1.6.0_35/bin/javac paths for every invocation. Desktop Stack As I mentioned before, we upgraded from X11R7.6 to X11R7.7, since a pleasant coincidence made the X.Org release dates line up nicely with our feature & code freeze dates for this release. (Or perhaps it wasn’t so coincidental, after all, one of the benefits of being the person making the release is being able to decide what schedule is most convenient for you, and this one worked well for me.) For the table below, I’ve skipped listing the packages in which we use the X11 “katamari” version for the Solaris package version (mainly packages combining elements of multiple upstream modules with independent version numbers), since they just all changed from 7.6 to 7.7. In the graphics drivers, we worked with Intel to update the Intel Integrated Graphics Processor support to support 3D graphics and kernel mode setting on the Ivy Bridge chipsets, and updated Nvidia’s non-FOSS graphics driver from 280.13 to 295.20. Higher up in the desktop stack, PulseAudio was added for audio support, and liblouis for Braille support, and the GNOME applications were built to use them. The Mozilla applications, Firefox & Thunderbird moved to the current Extended Support Release (ESR) versions, 10.x for each, to bring up-to-date security fixes without having to be on Mozilla’s agressive 6 week feature cycle release train. Detailed list of changes This table shows most of the changes to the FOSS packages between Solaris 11.0 and 11.1. As noted above, some were excluded for clarity, or to reduce noise and duplication. All the FOSS packages which didn't change the version number in their packaging info are not included, even if they had updates to fix bugs, security holes, or add support for new hardware or new features of Solaris. Package11.011.1 archiver/unrar 3.8.5 4.1.4 audio/sox 14.3.0 14.3.2 backup/rdiff-backup 1.2.1 1.3.3 communication/im/pidgin 2.10.0 2.10.5 compress/gzip 1.3.5 1.4 compress/xz not included 5.0.1 database/sqlite-3 3.7.6.3 3.7.11 desktop/remote-desktop/tigervnc 1.0.90 1.1.0 desktop/window-manager/xcompmgr 1.1.5 1.1.6 desktop/xscreensaver 5.12 5.15 developer/build/autoconf 2.63 2.68 developer/build/autoconf/xorg-macros 1.15.0 1.17 developer/build/automake-111 not included 1.11.2 developer/build/cmake 2.6.2 2.8.6 developer/build/gnu-make 3.81 3.82 developer/build/imake 1.0.4 1.0.5 developer/build/libtool 1.5.22 2.4.2 developer/build/makedepend 1.0.3 1.0.4 developer/documentation-tool/doxygen 1.5.7.1 1.7.6.1 developer/gnu-binutils 2.19 2.21.1 developer/java/jdepend not included 2.9 developer/java/jdk-6 1.6.0.26 1.6.0.35 developer/java/jdk-7 1.7.0.0 1.7.0.7 developer/java/jpackage-utils not included 1.7.5 developer/java/junit 4.5 4.10 developer/lexer/jflex not included 1.4.1 developer/parser/byaccj not included 1.14 developer/parser/java_cup not included 0.10 developer/quilt 0.47 0.60 developer/versioning/git 1.7.3.2 1.7.9.2 developer/versioning/mercurial 1.8.4 2.2.1 developer/versioning/subversion 1.6.16 1.7.5 diagnostic/constype 1.0.3 1.0.4 diagnostic/nmap 5.21 5.51 diagnostic/scanpci 0.12.1 0.13.1 diagnostic/wireshark 1.4.8 1.8.2 diagnostic/xload 1.1.0 1.1.1 editor/gnu-emacs 23.1 23.4 editor/vim 7.3.254 7.3.600 file/lndir 1.0.2 1.0.3 image/editor/bitmap 1.0.5 1.0.6 image/gnuplot 4.4.0 4.6.0 image/library/libexif 0.6.19 0.6.21 image/library/libpng 1.4.8 1.4.11 image/library/librsvg 2.26.3 2.34.1 image/xcursorgen 1.0.4 1.0.5 library/audio/pulseaudio not included 1.1 library/cacao 2.3.0.0 2.3.1.0 library/expat 2.0.1 2.1.0 library/gc 7.1 7.2 library/graphics/pixman 0.22.0 0.24.4 library/guile 1.8.4 1.8.6 library/java/javadb 10.5.3.0 10.6.2.1 library/java/subversion 1.6.16 1.7.5 library/json-c not included 0.9 library/libedit not included 3.0 library/libee not included 0.3.2 library/libestr not included 0.1.2 library/libevent 1.3.5 1.4.14.2 library/liblouis not included 2.1.1 library/liblouisxml not included 2.1.0 library/libtecla 1.6.0 1.6.1 library/libtool/libltdl 1.5.22 2.4.2 library/nspr 4.8.8 4.8.9 library/openldap 2.4.25 2.4.30 library/pcre 7.8 8.21 library/perl-5/subversion 1.6.16 1.7.5 library/python-2/jsonrpclib not included 0.1.3 library/python-2/lxml 2.1.2 2.3.3 library/python-2/nose not included 1.1.2 library/python-2/pyopenssl not included 0.11 library/python-2/subversion 1.6.16 1.7.5 library/python-2/tkinter-26 2.6.4 2.6.8 library/python-2/tkinter-27 2.7.1 2.7.3 library/security/nss 4.12.10 4.13.1 library/security/openssl 1.0.0.5 (1.0.0e) 1.0.0.10 (1.0.0j) mail/thunderbird 6.0 10.0.6 network/dns/bind 9.6.3.4.3 9.6.3.7.2 package/pkgbuild not included 1.3.104 print/filter/enscript not included 1.6.4 print/filter/gutenprint 5.2.4 5.2.7 print/lp/filter/foomatic-rip 3.0.2 4.0.15 runtime/java/jre-6 1.6.0.26 1.6.0.35 runtime/java/jre-7 1.7.0.0 1.7.0.7 runtime/perl-512 5.12.3 5.12.4 runtime/python-26 2.6.4 2.6.8 runtime/python-27 2.7.1 2.7.3 runtime/ruby-18 1.8.7.334 1.8.7.357 runtime/tcl-8/tcl-sqlite-3 3.7.6.3 3.7.11 security/compliance/openscap not included 0.8.1 security/nss-utilities 4.12.10 4.13.1 security/sudo 1.8.1.2 1.8.4.5 service/network/dhcp/isc-dhcp 4.1 4.1.0.6 service/network/dns/bind 9.6.3.4.3 9.6.3.7.2 service/network/ftp (ProFTPD) 1.3.3.0.5 1.3.3.0.7 service/network/samba 3.5.10 3.6.6 shell/conflict 0.2004.9.1 0.2010.6.27 shell/pipe-viewer 1.1.4 1.2.0 shell/zsh 4.3.12 4.3.17 system/boot/grub 0.97 1.99 system/font/truetype/liberation 1.4 1.7.2 system/library/freetype-2 2.4.6 2.4.9 system/library/libnet 1.1.2.1 1.1.5 system/management/cim/pegasus 2.9.1 2.11.0 system/management/ipmitool 1.8.10 1.8.11 system/management/wbem/wbemcli 1.3.7 1.3.9.1 system/network/routing/quagga 0.99.8 0.99.19 system/rsyslog not included 6.2.0 terminal/luit 1.1.0 1.1.1 text/convmv 1.14 1.15 text/gawk 3.1.5 3.1.8 text/gnu-grep 2.5.4 2.10 web/browser/firefox 6.0.2 10.0.6 web/browser/links 1.0 1.0.3 web/java-servlet/tomcat 6.0.33 6.0.35 web/php-53 not included 5.3.14 web/php-53/extension/php-apc not included 3.1.9 web/php-53/extension/php-idn not included 0.2.0 web/php-53/extension/php-memcache not included 3.0.6 web/php-53/extension/php-mysql not included 5.3.14 web/php-53/extension/php-pear not included 5.3.14 web/php-53/extension/php-suhosin not included 0.9.33 web/php-53/extension/php-tcpwrap not included 1.1.3 web/php-53/extension/php-xdebug not included 2.2.0 web/php-common not included 11.1 web/proxy/squid 3.1.8 3.1.18 web/server/apache-22 2.2.20 2.2.22 web/server/apache-22/module/apache-sed 2.2.20 2.2.22 web/server/apache-22/module/apache-wsgi not included 3.3 x11/diagnostic/xev 1.1.0 1.2.0 x11/diagnostic/xscope 1.3 1.3.1 x11/documentation/xorg-docs 1.6 1.7 x11/keyboard/xkbcomp 1.2.3 1.2.4 x11/library/libdmx 1.1.1 1.1.2 x11/library/libdrm 2.4.25 2.4.32 x11/library/libfontenc 1.1.0 1.1.1 x11/library/libfs 1.0.3 1.0.4 x11/library/libice 1.0.7 1.0.8 x11/library/libsm 1.2.0 1.2.1 x11/library/libx11 1.4.4 1.5.0 x11/library/libxau 1.0.6 1.0.7 x11/library/libxcb 1.7 1.8.1 x11/library/libxcursor 1.1.12 1.1.13 x11/library/libxdmcp 1.1.0 1.1.1 x11/library/libxext 1.3.0 1.3.1 x11/library/libxfixes 4.0.5 5.0 x11/library/libxfont 1.4.4 1.4.5 x11/library/libxft 2.2.0 2.3.1 x11/library/libxi 1.4.3 1.6.1 x11/library/libxinerama 1.1.1 1.1.2 x11/library/libxkbfile 1.0.7 1.0.8 x11/library/libxmu 1.1.0 1.1.1 x11/library/libxmuu 1.1.0 1.1.1 x11/library/libxpm 3.5.9 3.5.10 x11/library/libxrender 0.9.6 0.9.7 x11/library/libxres 1.0.5 1.0.6 x11/library/libxscrnsaver 1.2.1 1.2.2 x11/library/libxtst 1.2.0 1.2.1 x11/library/libxv 1.0.6 1.0.7 x11/library/libxvmc 1.0.6 1.0.7 x11/library/libxxf86vm 1.1.1 1.1.2 x11/library/mesa 7.10.2 7.11.2 x11/library/toolkit/libxaw7 1.0.9 1.0.11 x11/library/toolkit/libxt 1.0.9 1.1.3 x11/library/xtrans 1.2.6 1.2.7 x11/oclock 1.0.2 1.0.3 x11/server/xdmx 1.10.3 1.12.2 x11/server/xephyr 1.10.3 1.12.2 x11/server/xorg 1.10.3 1.12.2 x11/server/xorg/driver/xorg-input-keyboard 1.6.0 1.6.1 x11/server/xorg/driver/xorg-input-mouse 1.7.1 1.7.2 x11/server/xorg/driver/xorg-input-synaptics 1.4.1 1.6.2 x11/server/xorg/driver/xorg-input-vmmouse 12.7.0 12.8.0 x11/server/xorg/driver/xorg-video-ast 0.91.10 0.93.10 x11/server/xorg/driver/xorg-video-ati 6.14.1 6.14.4 x11/server/xorg/driver/xorg-video-cirrus 1.3.2 1.4.0 x11/server/xorg/driver/xorg-video-dummy 0.3.4 0.3.5 x11/server/xorg/driver/xorg-video-intel 2.10.0 2.18.0 x11/server/xorg/driver/xorg-video-mach64 6.9.0 6.9.1 x11/server/xorg/driver/xorg-video-mga 1.4.13 1.5.0 x11/server/xorg/driver/xorg-video-openchrome 0.2.904 0.2.905 x11/server/xorg/driver/xorg-video-r128 6.8.1 6.8.2 x11/server/xorg/driver/xorg-video-trident 1.3.4 1.3.5 x11/server/xorg/driver/xorg-video-vesa 2.3.0 2.3.1 x11/server/xorg/driver/xorg-video-vmware 11.0.3 12.0.2 x11/server/xserver-common 1.10.3 1.12.2 x11/server/xvfb 1.10.3 1.12.2 x11/server/xvnc 1.0.90 1.1.0 x11/session/sessreg 1.0.6 1.0.7 x11/session/xauth 1.0.6 1.0.7 x11/session/xinit 1.3.1 1.3.2 x11/transset 0.9.1 1.0.0 x11/trusted/trusted-xorg 1.10.3 1.12.2 x11/x11-window-dump 1.0.4 1.0.5 x11/xclipboard 1.1.1 1.1.2 x11/xclock 1.0.5 1.0.6 x11/xfd 1.1.0 1.1.1 x11/xfontsel 1.0.3 1.0.4 x11/xfs 1.1.1 1.1.2 P.S. To get the version numbers for this table, I ran a quick perl script over the output from: % pkg contents -H -r -t depend -a type=incorporate -o fmri \ `pkg contents -H -r -t depend -a type=incorporate -o fmri [email protected],5.11-0.175.1.0.0.24` \ | sort /tmp/11.1 % pkg contents -H -r -t depend -a type=incorporate -o fmri \ `pkg contents -H -r -t depend -a type=incorporate -o fmri [email protected],5.11-0.175.0.0.0.2` \ | sort /tmp/11.0

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  • Android: Strange out of memory issue

    - by Chrispix
    I am not sure where to start to explain this one. I have a list view with a couple image buttons on each row. When you click the list row, it launches a new activity. If you review some of my other posts, I have had to build my own tabs because of an issue w/ the camera layout. The activity that gets launched for result is a map. If I click on my button to launch the image preview (load an image off the sd card) the application returns from the activity back to the listview activity to the result handler to relaunch my new activity which is nothing more than an image widget. So here is the issue, the image preview on the list view is being done w/ the cursor & listadapter. This makes it pretty simple, but I am not sure how I can put a resized (i.e. smaller bit size not pixel) image as the src for the imgbutton on the fly. So I just resized the image that came off the phone camera. The issue is that I get an out of memory error when it tries to go back and re-launch the 2nd activity. ** My question : is there a way I can build the list adapter easily row by row, where I can resize on the fly (bit wise)? - this would be preferable as I also need to make some changes to the properties of the widgets/elements in each row as I am unable to select a row w/ touch screen b/c of focus issue. (I can use roller ball). ** I know I can do an out of band resize and save of my image, but that is not really what I want to do, but some sample code for that would be nice if that is your suggestion. As soon as I disabled the image on the listview it worked fine again. FYI : This is how I was doing it : String[] from = new String[] { DBHelper.KEY_BUSINESSNAME, DBHelper.KEY_ADDRESS, DBHelper.KEY_CITY, DBHelper.KEY_GPSLONG, DBHelper.KEY_GPSLAT, DBHelper.KEY_IMAGEFILENAME + ""}; to = new int[] { R.id.businessname, R.id.address, R.id.city, R.id.gpslong, R.id.gpslat, R.id.imagefilename }; notes = new SimpleCursorAdapter(this, R.layout.notes_row, c, from, to); setListAdapter(notes); Where R.id.imagefilename is a ButtonImage Here is my LogCat 01-25 05:05:49.877: ERROR/dalvikvm-heap(3896): 6291456-byte external allocation too large for this process. 01-25 05:05:49.877: ERROR/(3896): VM won't let us allocate 6291456 bytes 01-25 05:05:49.877: ERROR/AndroidRuntime(3896): Uncaught handler: thread main exiting due to uncaught exception 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:304) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:149) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:174) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:729) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.resolveUri(ImageView.java:484) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.setImageURI(ImageView.java:281) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.setViewImage(SimpleCursorAdapter.java:183) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.bindView(SimpleCursorAdapter.java:129) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.CursorAdapter.getView(CursorAdapter.java:150) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.obtainView(AbsListView.java:1057) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.makeAndAddView(ListView.java:1616) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.fillSpecific(ListView.java:1177) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.layoutChildren(ListView.java:1454) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.onLayout(AbsListView.java:937) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1108) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:922) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:999) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:920) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.performTraversals(ViewRoot.java:771) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.handleMessage(ViewRoot.java:1103) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Handler.dispatchMessage(Handler.java:88) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Looper.loop(Looper.java:123) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.app.ActivityThread.main(ActivityThread.java:3742) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invokeNative(Native Method) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invoke(Method.java:515) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:739) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at dalvik.system.NativeStart.main(Native Method) 01-25 05:10:01.127: ERROR/AndroidRuntime(3943): ERROR: thread attach failed I also have a new error when displaying an image : 01-25 22:13:18.594: DEBUG/skia(4204): xxxxxxxxxxx jpeg error 20 Improper call to JPEG library in state %d 01-25 22:13:18.604: INFO/System.out(4204): resolveUri failed on bad bitmap uri: 01-25 22:13:18.694: ERROR/dalvikvm-heap(4204): 6291456-byte external allocation too large for this process. 01-25 22:13:18.694: ERROR/(4204): VM won't let us allocate 6291456 bytes 01-25 22:13:18.694: DEBUG/skia(4204): xxxxxxxxxxxxxxxxxxxx allocPixelRef failed

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Android draw using SurfaceView and Thread

    - by Morten Høgseth
    I am trying to draw a ball to my screen using 3 classes. I have read a little about this and I found a code snippet that works using the 3 classes on one page, Playing with graphics in Android I altered the code so that I have a ball that is moving and shifts direction when hitting the wall like the picture below (this is using the code in the link). Now I like to separate the classes into 3 different pages for not making everything so crowded, everything is set up the same way. Here are the 3 classes I have. BallActivity.java Ball.java BallThread.java package com.brick.breaker; import android.app.Activity; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class BallActivity extends Activity { private Ball ball; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN); ball = new Ball(this); setContentView(ball); } @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); setContentView(null); ball = null; finish(); } } package com.brick.breaker; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.view.SurfaceHolder; import android.view.SurfaceView; public class Ball extends SurfaceView implements SurfaceHolder.Callback { private BallThread ballThread = null; private Bitmap bitmap; private float x, y; private float vx, vy; public Ball(Context context) { super(context); // TODO Auto-generated constructor stub bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ball); x = 50.0f; y = 50.0f; vx = 10.0f; vy = 10.0f; getHolder().addCallback(this); ballThread = new BallThread(getHolder(), this); } protected void onDraw(Canvas canvas) { update(canvas); canvas.drawBitmap(bitmap, x, y, null); } public void update(Canvas canvas) { checkCollisions(canvas); x += vx; y += vy; } public void checkCollisions(Canvas canvas) { if(x - vx < 0) { vx = Math.abs(vx); } else if(x + vx > canvas.getWidth() - getBitmapWidth()) { vx = -Math.abs(vx); } if(y - vy < 0) { vy = Math.abs(vy); } else if(y + vy > canvas.getHeight() - getBitmapHeight()) { vy = -Math.abs(vy); } } public int getBitmapWidth() { if(bitmap != null) { return bitmap.getWidth(); } else { return 0; } } public int getBitmapHeight() { if(bitmap != null) { return bitmap.getHeight(); } else { return 0; } } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { // TODO Auto-generated method stub ballThread.setRunnable(true); ballThread.start(); } public void surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stub boolean retry = true; ballThread.setRunnable(false); while(retry) { try { ballThread.join(); retry = false; } catch(InterruptedException ie) { //Try again and again and again } break; } ballThread = null; } } package com.brick.breaker; import android.graphics.Canvas; import android.view.SurfaceHolder; public class BallThread extends Thread { private SurfaceHolder sh; private Ball ball; private Canvas canvas; private boolean run = false; public BallThread(SurfaceHolder _holder,Ball _ball) { sh = _holder; ball = _ball; } public void setRunnable(boolean _run) { run = _run; } public void run() { while(run) { canvas = null; try { canvas = sh.lockCanvas(null); synchronized(sh) { ball.onDraw(canvas); } } finally { if(canvas != null) { sh.unlockCanvasAndPost(canvas); } } } } public Canvas getCanvas() { if(canvas != null) { return canvas; } else { return null; } } } Here is a picture that shows the outcome of these classes. I've tried to figure this out but since I am pretty new to Android development I thought I could ask for help. Does any one know what is causing the ball to be draw like that? The code is pretty much the same as the one in the link and I have tried to experiment to find a solution but no luck. Thx in advance for any help=)

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  • SpriteFont Exception, no such character?

    - by Michal Bozydar Pawlowski
    I have such spriteFont: <?xml version="1.0" encoding="utf-8"?> <!-- This file contains an xml description of a font, and will be read by the XNA Framework Content Pipeline. Follow the comments to customize the appearance of the font in your game, and to change the characters which are available to draw with. --> <XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics"> <Asset Type="Graphics:FontDescription"> <!-- Modify this string to change the font that will be imported. --> <FontName>Segoe UI</FontName> <!-- Size is a float value, measured in points. Modify this value to change the size of the font. --> <Size>20</Size> <!-- Spacing is a float value, measured in pixels. Modify this value to change the amount of spacing in between characters. --> <Spacing>0</Spacing> <!-- UseKerning controls the layout of the font. If this value is true, kerning information will be used when placing characters. --> <UseKerning>true</UseKerning> <!-- Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic", and "Bold, Italic", and are case sensitive. --> <Style>Regular</Style> <!-- If you uncomment this line, the default character will be substituted if you draw or measure text that contains characters which were not included in the font. --> <!-- <DefaultCharacter>*</DefaultCharacter> --> <!-- CharacterRegions control what letters are available in the font. Every character from Start to End will be built and made available for drawing. The default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin character set. The characters are ordered according to the Unicode standard. See the documentation for more information. --> <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#32;</Start> <End>&#1200;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> It has the character regions (32-1200) And I get this exception: A first chance exception of type 'System.ArgumentException' occurred in Microsoft.Xna.Framework.Graphics.ni.dll The character '?' (0x0441) is not available in this SpriteFont. If applicable, adjust the font's start and end CharacterRegions to include this character. Parameter name: character Why? I'm drawing the string like this: spriteBatch.DrawString(font24, zasadyText, zasadyTextPos, kolorCzcionki1, -0.05f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f) I even changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception -- EDIT -- Ok, I got the solution. It was a letter mistake in language. I had this: if (jezyk == "ru_RU") { font14 = Content.Load<SpriteFont>("ru_font14"); font24 = Content.Load<SpriteFont>("ru_font24"); font12 = Content.Load<SpriteFont>("ru_czcionkaFloty"); font10 = Content.Load<SpriteFont>("ru_font10"); font28 = Content.Load<SpriteFont>("ru_font28"); font20 = Content.Load<SpriteFont>("ru_font20"); } else { font14 = Content.Load<SpriteFont>("font14"); font24 = Content.Load<SpriteFont>("font24"); font12 = Content.Load<SpriteFont>("czcionkaFloty"); font10 = Content.Load<SpriteFont>("font10"); font28 = Content.Load<SpriteFont>("font28"); font20 = Content.Load<SpriteFont>("font20"); } and there should be not "ru_RU" but "ru-RU" I have no idea. I changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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