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  • PyGTK/GIO: monitor directory for changes recursively

    - by detly
    Take the following demo code (from the GIO answer to this question), which uses a GIO FileMonitor to monitor a directory for changes: import gio def directory_changed(monitor, file1, file2, evt_type): print "Changed:", file1, file2, evt_type gfile = gio.File(".") monitor = gfile.monitor_directory(gio.FILE_MONITOR_NONE, None) monitor.connect("changed", directory_changed) import glib ml = glib.MainLoop() ml.run() After running this code, I can then create and modify child nodes and be notified of the changes. However, this only works for immediate children (I am aware that the docs don't say otherwise). The last of the following shell commands will not result in a notification: touch one mkdir two touch two/three Is there an easy way to make it recursive? I'd rather not manually code something that looks for directory creation and adds a monitor, removing them on deletion, etc. The intended use is for a VCS file browser extension, to be able to cache the statuses of files in a working copy and update them individually on changes. So there might by anywhere from tens to thousands (or more) directories to monitor. I'd like to just find the root of the working copy and add the file monitor there. I know about pyinotify, but I'm avoiding it so that this works under non-Linux kernels such as FreeBSD or... others. As far as I'm aware, the GIO FileMonitor uses inotify underneath where available, and I can understand not emphasising the implementation to maintain some degree of abstraction, but it suggested to me that it should be possible. (In case it matters, I originally posted this on the PyGTK mailing list.)

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  • How to implement Session timeout in Web Server Side?

    - by Morgan Cheng
    I beheld a web framework implementing in-memory session in this way. The session object is added to Cache with timeout. When the time is out, the session is removed from Cache automatically. To protect race condition, each request should acquire lock on given session object to proceed. Each request will "touch" the session in Cache to refresh the timeout. Everything looks fine, until this scenario is discovered. Say, one operation takes a long time, longer than timeout. Another request comes and wait on session lock which is currently hold by the long-time request. Finally, the long-time request is over, it releases the lock. But, since it already takes longer time than timeout, the session object is already removed from Cache. This is obvious because the only request holding the lock doesn't have a chance to "touch" the session object in cache. The second request gets the lock but cannot retrieve the expired Session object. Oops... To fix this issue, the second request has to re-create the Session object. But, this is just like digging a buried dead body from tomb and try to bring it back to life. It causes buggy code. I'm wondering what's the best way to implement timeout in session to handle such scenario. I know that current platform must have good session mechanism. I just want to know the under-the-hood how.

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  • wordpress conditional statements

    - by codedude
    I am using this code in wordpress to display different content when different pages are loaded. I have 5 pages on the site called Home, Bio, Work, Contact and Notes. The Notes page is being used as a blog. Here is the code I am using. <?php if (is_page('contact')) { ?> get in touch with me <?php } elseif (is_single()) { ?> a note from me <?php } elseif (is_page('notes')) { ?> the notes of me <?php } else { ?> the <?php the_title(); ?> of me <?php } ?> So if it the contact page, it displays "get in touch with me" and if it is a single blog post page it displays "a note from me". However this is where I have a problem. The next statement should display "the notes of me" when it is on the Notes page. However, this does not happen. Instead it shows the default content which is in the "else" statement. any idea on why this is happening?

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  • Array property in Phing

    - by Jahangir
    I have a phing build file that checks the permission of certain files using the <touch> task. <target description="list of files to check permission" name="files-to-test"> <property name="filesToCheck" value=""/> <php expression="file_get_contents('filesToCheck.txt')" returnProperty="filesToCheck"/> <foreach list="${filesToCheck}" param="file" target="permission-test"/> </target> <target description="Test the permission of files that needs to be written" name="permission-test"> <touch file="${file}"/> </target> It calls an extenal file(filesToCheck.txt) which is just a list of different file locations. This works fine. But it prevents me from reusing the same list in my PHP code when I want to access a particular file based on a certain key from the same external file(filesToCheck.txt). I looked through Phing's documentation but didn't find any array Task. Does anyone know of a work around or is creating a new task the only solution for handling an array property in Phing ?

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  • target-action uicontrolevents

    - by Fabrizio Farinelli
    I must be missing something obvious here but ... UIControl has a method - (void)addTarget:(id)target action:(SEL)action forControlEvents: (UIControlEvents)controlEvents which lets you add an action to be called when any of the given controlEvents occur. ControlEvents are a bitmask of events which tell you if a touch went down, or up inside, or was dragged etc., there's about 16 of them, you or them together and get called when any of them occur. The selector can have one of the following signatures - (void)action - (void)action:(id)sender - (void)action:(id)sender forEvent:(UIEvent *) none of those tell you what the control event bitmask was. The UIEvent is something slightly different, it's related to the actual touch event and doesn't (I think) contain the UIControlEvent. The sender (UIControl) doesn't have a way to find the control events either. I'd like to have one method which deals with a number of control events as I have some common code regardless of which event or events happened but I still need to know what the UIControlEvents were for some specific processing. Am I missing a way to find out what UIControlEvents were used when the action was called or do I really have to separate my code into -(void)actionWithUIControlEventX; -(void)actionWithUIControlEventY;

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  • How to find the leaky faucet that loads into Malloc 32kb

    - by Rob
    I have been messing around with Leaks trying to find which function is not being deallocated (I am still new to this) and could really use some experienced insight. I have this bit of code that seems to be the culprit. Every time I press the button that calls this code, 32kb of memory is additionally allocated to memory and when the button is released that memory does not get deallocated. What I found was that everytime that AVAudioPlayer is called to play an m4a file, the final function to parse the m4a file is MP4BoxParser::Initialize() and this in turn allocates 32kb of memory through Cached_DataSource::ReadBytes My question is, how do I go about deallocating that after it is finished so that it doesn't keep allocating 32kb every time the button is pressed? Any help you could provide is greatly appreciated! - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //stop playing theAudio.stop; // cancel any pending handleSingleTap messages [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(handleSingleTap) object:nil]; UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [g_AppsList objectAtIndex: [touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource: filename ofType:@"m4a"]; theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:-1]; [theAudio setVolume: g_Volume]; [theAudio play]; }

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  • iPhone - how to track touches and allow button taps at the same time?

    - by Jonathan Cohen
    I'm wondering how to track touches anywhere on the iPhone screen and still have UIButtons respond to taps. I subclassed a UIView, made it full screen and the highest view in the hierarchy, and overrode its pointInside:withEvent method. If I return YES, I'm able to track touches anywhere on the screen but the buttons don't respond (likely because the view is instructed to handle and terminate the touch). If I return NO, the touch passes through the view and the buttons respond, but I'm not able to track touches. Do I need to subclass UIButton or is this possible through the responder chain? What am I doing wrong? - (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event{ return NO; } //only works if pointInside:withEvent: returns YES. -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ NSLog(@"began"); [self.nextResponder touchesBegan:touches withEvent:event]; } //only works if pointInside:withEvent: returns YES. -(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{ NSLog(@"end"); [self.nextResponder touchesEnded:touches withEvent:event]; }

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  • Dragging an UIView inside UIScrollView

    - by Sergey Mikhanov
    Hello community! I am trying to solve a basic problem with drag and drop on iPhone. Here's my setup: I have a UIScrollView which has one large content subview (I'm able to scroll and zoom it) Content subview has several small tiles as subviews that should be dragged around inside it. My UIScrollView subclass has this method: - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { UIView *tile = [contentView pointInsideTiles:[self convertPoint:point toView:contentView] withEvent:event]; if (tile) { return tile; } else { return [super hitTest:point withEvent:event]; } } Content subview has this method: - (UIView *)pointInsideTiles:(CGPoint)point withEvent:(UIEvent *)event { for (TileView *tile in tiles) { if ([tile pointInside:[self convertPoint:point toView:tile] withEvent:event]) return tile; } return nil; } And tile view has this method: - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:self.superview]; self.center = location; } This works, but not fully correct: the tile sometimes "falls down" during the drag process. More precisely, it stops receiving touchesMoved: invocations, and scroll view starts scrolling instead. I noticed that this depends on the drag speed: the faster I drag, the quicker the tile "falls". Any ideas on how to keep the tile glued to the dragging finger? Thanks in advance!

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  • Simply if Statement for checking co-ordinate square.

    - by JonB
    I have an UIImageView and taking the raw touch input. I need to check if a touch is within a certain set of squares. At the moment... I have this if statement.... if(46 < touchedAt.x && touchedAt.x < 124 && 18 < touchedAt.y && touchedAt.y < 75) but I have tried to simplify it to this one... if(46 < touchedAt.x < 124 && 18 < touchedAt.y < 75) It didn't work. Is it possible to simplify like this or am I stuck with the slightly lengthier version at the top? Is there a reason why the types of comparisons in the bottom if don't work? Many Thanks.

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  • Problem draw line by Quartz 2D with alpha property < 1.0 on iPhone

    - by The Khanh
    Hello Everybody ! This code i use to draw in my app. So i have problem, if i draw with alpha property = 1. It is very good but if i change alpha property = 0.2 then my paint is not good. How do i make for better with alpha property = 0.2. http://www.flickr.com/photos/9601621@N05/page1/ Draw with alpha = 1: It is good Draw with alpha = 0.2: It is bad - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { if ([self.view superview] && (headerView.frame.origin.y == -30)) { mouseSwiped = YES; UITouch *touch = [touches anyObject]; CGPoint currentPoint = [touch locationInView:self.view]; currentPoint.y -= 20; UIGraphicsBeginImageContext(self.view.frame.size); CGContextRef context = UIGraphicsGetCurrentContext(); [drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)]; CGContextSetLineCap(context, kCGLineCapRound); CGContextSetLineWidth(context, currentBrushProperty.brushSize); CGContextSetRGBStrokeColor(context, [self red], [self green], [self blue], currentBrushProperty.brushTransparency); CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0); CGContextBeginPath(context); CGContextMoveToPoint(context, lastPoint.x, lastPoint.y); CGContextAddLineToPoint(context, currentPoint.x, currentPoint.y); CGContextStrokePath(context); drawImage.image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); lastPoint = currentPoint; }} Help me, please.

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  • How to add View Controller with Tab Bar interfaced View Controller

    - by TechFusion
    I have created Window based Tab Bar controller app, One Tab Bar of viewController has been interfaced with WebVIew ..I am looking to create another view once touch event happened in that WebView.. //TabBarViewController.m - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { TabMainView *mainView = [[TabMainView alloc] init]; mainView.hidesBottomBarWhenPushed = YES; [self.navigationController pushViewController: mainView animated:YES]; [mainView release]; } I have created MainView, which is UIViewController Subclass. //TabMainView.m - (void)loadView { CGRect frame = CGRectMake(0.0, 0.0, 480, 320); WebView = [[[UIWebView alloc] initWithFrame:frame] autorelease]; WebView.backgroundColor = [UIColor whiteColor]; WebView.scalesPageToFit = YES; WebView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleTopMargin); WebView.autoresizesSubviews = YES; WebView.exclusiveTouch = YES; //self.WebView.UserInteractionEnabled = NO; WebView.clearsContextBeforeDrawing = YES; self.view = WebView; [WebView release]; } - (void)viewWillAppear:(BOOL)animated { [self.WebView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:@"http://www.apple.com"]]]; } Here when touch event happened then it is not passing control to TabMainView.m 's Viewload function although I am pushing it's view? TabBarView is also UIViewController subclass not a UINavigationController.

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  • PHP Session data not being saved

    - by Crackerjack
    I have one of those "I swear I didn't touch the server" situations. I honestly didn't touch any of the php scripts. The problem I am having is that php data is not being saved across different pages or page refreshes. I know a new session is being created correctly because I can set a session variable (e.g. $_SESSION['foo'] = "foo" and print it back out on the same page just fine. But when I try to use that same variable on another page it is not set! Is there any php functions or information I can use on my hosts server to see what is going on? Here is an example script that does not work on my hosts' server as of right now: <?php session_start(); if(isset($_SESSION['views'])) $_SESSION['views'] = $_SESSION['views']+ 1; else $_SESSION['views'] = 1; echo "views = ". $_SESSION['views']; echo '<p><a href="page1.php">Refresh</a></p>'; ?> The 'views' variable never gets incremented after doing a page refresh. I'm thinking this is a problem on their side, but I wanted to make sure I'm not a complete idiot first. Here is the phpinfo() for my hosts' server (PHP Version 4.4.7):

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  • UIWebView: webViewDidStartLoad/webViewDidFinishLoad delegate methods not called when loading certain URLs

    - by Dia
    I have basic web browser implemented using a UIWebView. I've noticed that for some pages, none of the UIWebViewDelegate methods are called. An example page in which this happens is: http://www.youtube.com/user/google. Here are the steps to reproduce the issue (make sure you insert NSLog calls in your controller's UIWebViewDelegate methods): Load the above youtube URL into the UIWebView [notice that here, the UIWebViewDelegate methods do get called when the page loads] Touch the "Uploads" category on the page Touch any video in that category [issue: notice that a new page is loaded, but none of the UIWebView delegates are called] I know that this is not an issue of UIWebView's delegate not being set properly, since the delegate methods do get invoked when loading other links (e.g. if you try clicking on a link that takes you outside of youtube, you'll notice the delegate methods getting called). My gut feeling initially was that it might be because the page is loaded using AJAX, which may not invoke the delegate method. But then when I checked Safari, it did not exhibit this problem, so it must be something on my side. I've also noticed that Three20's TTWebController has the exact same issue as I'm having. But the problem that arises from this issue is that without the delegate methods called, I'm unable to update the UI to enable/disable the back and forward browsing buttons when new requests are loaded. And idea why this is happening or how can I work around it to update the UI when a new request is made?

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  • Blackberry Keyboard Lock timeout

    - by Vernon
    I want this blackberry 9700 to "fully lock" as soon as I click the icon for the "Keyboard Lock" application. Currently I have to wait 5 to 7 seconds for the screen to go dark after each time I click the "Keyboard Lock" icon. During that time if something touches the touch pad, then the 5-7 second timer resets and you have to wait another 5 to 7 seconds for the screen to go dark and "fully lock" After it finally goes dark, touching the touch pad does not reset the timer. At that point it is "fully locked" and requires a key to be pressed. How can I get it to "fully lock" as soon as the lock icon is clicked? I want the screen to go dark immediately, and for it to require a key press to request an unlock. I have tried Options - Screen/Keyboard - Backlight Timeout ... etc ... none of that reduces the timeout for the "Keyboard Lock" application. And there does not seem to be an option screen for the "Keyboard Lock" application, that I can find. NOTE: This is occurring with BlackBerry 9700 v5.0.0.330 (Platform 5.1.0.91)

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  • IBM Worklight v6.1.0.1 : Error when using Ionic Framework with Worklight and run on IOS environment

    - by NickNguyen
    I have created demo app using Ionic with Worklight and it worked on Android but got error on IOS, when i used mobile browser simulator and debugged on IOS environment, i got the folowing error message: Uncaught InvalidCharacterError: Failed to execute 'add' on 'DOMTokenList': The token provided ('platform-ios - iphone') contains HTML space characters, which are not valid in tokens. I just add Ionic files in index.html: <!DOCTYPE HTML> <html> <head> <meta charset="UTF-8"> <title>index</title> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=0"> <link rel="shortcut icon" href="images/favicon.png"> <link rel="apple-touch-icon" href="images/apple-touch-icon.png"> <link rel="stylesheet" href="css/main.css"> <link rel="stylesheet" href="ionic/css/ionic.css"> <script src="ionic/js/ionic.bundle.js"></script> </head> <body style="display: none;"> <!--application UI goes here--> <div class="bar bar-header bar-positive"> <h1 class="title">bar-positive</h1> </div> <script src="js/initOptions.js"></script> <script src="js/main.js"></script> <script src="js/messages.js"></script> </body> </html> I also tested on mobile device on both Android and IOS and only got error on IOS device. I don't know how to fix this. Can anyone help? Thanks.

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  • Need help regarding lwuit

    - by rajiv
    Hi, I have project, already developed using canvas and lib used is LCDUI. It's for nokia keyboard supported devices. Now I want to incorporate same application for touch devices. I have used touch methods like pointerpressed, etc. For normal functionality that worked pretty well. But it creates problem in commands. My application is in fullscreen mode. Commands I have created using user defined menu list. Probles is that I can not directly identify that which command has been clicked. Setting coordinates for every command is not thr feasible solution for me. I come across the new lib LWUIT, but i found out that it supports only forms(Can't we use on canvas?). and integrating LCDUI and LWUIT is also not possible(please give suggestion that can we use both in same application?). Is it possible to create form under canvas itself? Any other lib support available? thank you.

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  • git changes modification time of files

    - by tanascius
    In the GitFaq I can read, that Git sets the current time as the timestamp on every file it modifies, but only those. However, I tried this command sequence (EDIT: added complete command sequence) $ git init test && cd test Initialized empty Git repository in d:/test/.git/ exxxxxxx@wxxxxxxx /d/test (master) $ touch filea fileb exxxxxxx@wxxxxxxx /d/test (master) $ git add . exxxxxxx@wxxxxxxx /d/test (master) $ git commit -m "first commit" [master (root-commit) fcaf171] first commit 0 files changed, 0 insertions(+), 0 deletions(-) create mode 100644 filea create mode 100644 fileb exxxxxxx@wxxxxxxx /d/test (master) $ ls -l > filea exxxxxxx@wxxxxxxx /d/test (master) $ touch fileb -t 200912301000 exxxxxxx@wxxxxxxx /d/test (master) $ ls -l total 1 -rw-r--r-- 1 exxxxxxx Administ 132 Feb 12 18:36 filea -rw-r--r-- 1 exxxxxxx Administ 0 Dec 30 10:00 fileb exxxxxxx@wxxxxxxx /d/test (master) $ git status -a warning: LF will be replaced by CRLF in filea # On branch master warning: LF will be replaced by CRLF in filea # Changes to be committed: # (use "git reset HEAD <file>..." to unstage) # # modified: filea # exxxxxxx@wxxxxxxx /d/test (master) $ git checkout . exxxxxxx@wxxxxxxx /d/test (master) $ ls -l total 0 -rw-r--r-- 1 exxxxxxx Administ 0 Feb 12 18:36 filea -rw-r--r-- 1 exxxxxxx Administ 0 Feb 12 18:36 fileb Now my question: Why did git change the timestamp of file fileb? I'd expect the timestamp to be unchanged. Are my commands causing a problem? Maybe it is possible to do something like a git checkout . --modified instead? I am using git version 1.6.5.1.1367.gcd48 under mingw32/windows xp.

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  • Having trouble hiding keyboard using invisible button which sits on top of uiscrollview

    - by phil
    I have 3 items in play... 1) UIView sits at the base of the hierarchy and contains the UIScrollview. 2) UIScrollview that is presenting a lengthy user form. 3) An invisible button on the UIScrollview that I'm using to provide "hide the keyboard" features. Notice in the code below that I'm registering to be notified when the keyboard is going to appear and again when it's going to disappear. These are working great. My problem is seemingly one of "layers". See below where I insert the button into the view atIndex:0. This causes the button to be activated and "stuffed" behind the scrollview so that when you click on it, the scrollview grabs the touch and the button is unaware. There is no way to "reach" the button and suppress the keyboard. However, if I insert atIndex:1, the button gets super imposed on top of the text entry fields and so any touch at all is acted upon by the button, which immediately suppresses the keyboard and then disappears. How do I insert the button on top of the UIScrollview but behind the UITextfields that sit there? other logistics: I have a -(void) hidekeyboard function that I have setup with the UIButtion as an IBAction(). And I have the UIButton connected to "files owner" via a ctrl-drag/drop. (Do I need both of those conventions?) This code in ViewDidLoad()... [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillShowNotification object:nil queue:nil usingBlock:^(NSNotification *notification){ [self.view insertSubview:self.keyboardDismissalButton atIndex:0]; }];

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  • Weird stuttering issues not related to GC.

    - by Smills
    I am getting some odd stuttering issues with my game even though my FPS never seems to drop below 30. About every 5 seconds my game stutters. I was originally getting stuttering every 1-2 seconds due to my garbage collection issues, but I have sorted those and will often go 15-20 seconds without a garbage collection. Despite this, my game still stutters periodically even when there is no GC listed in logcat anywhere near the stutter. Even when I take out most of my code and simply make my "physics" code the below code I get this weird slowdown issue. I feel that I am missing something or overlooking something. Shouldn't that "elapsed" code that I put in stop any variance in the speed of the main character related to changes in FPS? Any input/theories would be awesome. Physics: private void updatePhysics() { //get current time long now = System.currentTimeMillis(); //added this to see if I could speed it up, it made no difference Thread myThread = Thread.currentThread(); myThread.setPriority(Thread.MAX_PRIORITY); //work out elapsed time since last frame in seconds double elapsed = (now - mLastTime2) / 1000.0; mLastTime2 = now; //measures FPS and displays in logcat once every 30 frames fps+=1/elapsed; fpscount+=1; if (fpscount==30) { fps=fps/fpscount; Log.i("myActivity","FPS: "+fps+" Touch: "+touch); fpscount=0; } //this should make the main character (theoretically) move upwards at a steady pace mY-=100*elapsed; //increase amount I translate the draw to = main characters Y //location if the main character goes upwards if (mY<=viewY) { viewY=mY; } }

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  • HTML5 audio with PHP script does not work on iPad/Iphone

    - by saulob
    Ok, I'm trying to play an HTML audio code on iPad but does not work. I created one PHP script to send to the MP3 request to the HTML5 audio code mp3_file_player.php?n=mp3file.mp3 The player is here: http://www.avault.com/news/podcast-news/john-romero-podcast-episode-80/ You will see that works on every HTML5 supported browser even on my iPod Touch. But does not work on iPad/iPhone, even on Safari on Mac OSX (I tried on Safari/Windows, worked fine) This is my PHP code: header("X-Powered-By: "); header("Accept-Ranges: bytes"); header("Content-Length: ". (string)(filesize($episode_filename)) .""); header("Content-type: audio/mpeg"); readfile($episode_filename); exit(); Everything works fine, the MP3 has the same headers like reading the mp3 directly. HTTP Headers from direct file access: (Status-Line) HTTP/1.1 200 OK Date Mon, 31 May 2010 20:27:31 GMT Server Apache/2.2.9 Last-Modified Wed, 26 May 2010 13:39:19 GMT Etag "dac0039-41d91f8-4877f669cefc0" Accept-Ranges bytes Content-Length 50656162 Content-Range bytes 18390614-69046775/69046776 Keep-Alive timeout=15, max=100 Connection Keep-Alive Content-Type audio/mpeg HTTP Header from my PHP script: (Status-Line) HTTP/1.1 200 OK Date Mon, 31 May 2010 20:27:08 GMT Server Apache/2.2.9 Accept-Ranges bytes Content-Length 69046776 Keep-Alive timeout=15, max=100 Connection Keep-Alive Content-Type audio/mpeg The only thing different it's the Content-Range, I even tried to add it, but if I use it the player will not work on my Ipod Touch. So I removed. Thank you very much.

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  • How stop mp3 playing started with audioplayer

    - by bucche
    Hi, My application consists of a table view. row1, row2, row3.... When a cell is touched a different mp3 starts to play (row1.mp3, row2.mp3, row3.mp3....). it works! but i have a problem: i am not able to stop previous mp3, so if i touch a second cell i have 2 mp3s playing... if i touch a third cell i have 3 mp3s and so on... i want to stop mp3 that started before and play mp3 that is related to touched cell... during my tries, i created a variable to show some alerts if the player plays or not and when i am "inside the if" i used [myAudioPlayer stop].. i see the correct alert but mp3 doesn't stop. here is my code - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSArray *elementi = [[array objectAtIndex:indexPath.row] componentsSeparatedByString:@"|"]; NSURL *url = [NSURL fileURLWithPath:[NSString stringWithFormat:@"%@/%@.mp3", [[NSBundle mainBundle] resourcePath],[elementi objectAtIndex:1]]]; NSError *error; myAudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; myAudioPlayer.numberOfLoops = -1; if (inEsecuzione == 0) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"1" message:@"1" delegate:nil cancelButtonTitle:@"OK"otherButtonTitles:nil]; [alert show]; [alert release]; [myAudioPlayer play]; inEsecuzione = 1; } else { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"2" message:@"2" delegate:nil cancelButtonTitle:@"OK"otherButtonTitles:nil]; [alert show]; [alert release]; [myAudioPlayer stop]; inEsecuzione = 0; } } as i wrote before, i am not able to stop previous mp3

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  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

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  • How to stop moving the image in objective c?

    - by user1589452
    I have done a coding to check whether the image crossed particular area or not, -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint loc=[touch locationInView:self.view]; if (touch.view==img2Obj) { NSLog(@"image2"); img2Obj.center=loc; currentx1=img2Obj.frame.origin.x; currenty1=img2Obj.frame.origin.y; //NSLog(@"top left corner x and y is %.1f and %.1f",img2Obj.frame.origin.x,img2Obj.frame.origin.y); [self isImg1InPos]; }} -(void)isImg1InPos { int dx,dy; dx=currentx1-x1; dy=currenty1-y1; if (abs(dx)<5 && abs(dx)<5) { NSLog(@"Image must stop moving after this!!!"); [img2Obj setUserInteractionEnabled:FALSE]; } //NSLog(@"unsigned int is %d",abs(dx)); } I want the image to stop moving when when it passes the condition. [img2Obj setUserInteractionEnabled:FALSE]; But its not working, can anyone tell me how to solve this problem Many thanks in advance

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  • Javascript Namespace Help

    - by Jason
    Hi, I have a pretty big Javascript script with loads of global variables & functions in it. Then a piece of code that calls one function from this js file: myfunc(); Ok, now I have cloned this script and modified some functionality, all function prototypes and variables are named the same in both scripts. So now I have two scripts loaded and one call to myfunc(), now we have a clash because there are loads of global variables with the same names and two myfunc()s. What I want to do is wrap this cloned script in a namespace, so that I can modify the original call to: clone.myfunc() which will call the new function, but I also want myfunc() to just refer to the original script. In other words I can't touch the original script (no permissions) and I want to be able to use both the clone and the original at runtime. This is the script im cloning: http://pastebin.com/6KR5T3Ah Javascript namespaces seem quite tricky this seems a nice namespace method: var namespace = { foo: function() { } bar: function() { } } ... namespace.foo(); } However that requires using an object, and the script (as posted above) is humongous at nearly 4000 lines, too much to objectize I think? Anyone know a better solution to avoid namespace pollution, with one script I cant touch and one being a clone of that script. Just so I can call myfunc() and clone.myfunc() and all global variables will behave in their respected scope. It's either that, or I go through and modify everything to have unique names, which may take a lifetime This is a Mozilla addon if it helps context wise. Thanks.

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  • Which way to go in Linux 3D programming?

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