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  • Java program runs smoothly in Netbeans but slowly in Eclipse and as an executed jar. WTF?

    - by comp sci balla
    A java program that does frequent swing/awt painting animation (but nothing more advanced than g.fillOval(...)) runs at a consistent 60fps in Netbeans, and at about 6fps when ran in Eclipse or executed as a jar file from a unix terminal. The program was developed in Netbeans and is run-of-the-mill desktop application (not webstart or japplet or ...). This is occurring in Ubuntu 10 with java 1.6. How is this possible? The universe no longer makes sense to me.

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  • How to organize files in a gae python project, in eclipse?

    - by Totty
    Hy! I have my project with pydev and looks like this: ProjectName -src -gaesessions -geo -static_files -app is this ok? I really don't like to have the gaesessions and geo in my root, but their namespace are by root. I would like to have a structure like this: ProjectName -src -python -thirdParty -gaesessions -geo -app -static_files is this possible? or even better would be to make them as a library. this would be the best thing, but how to do this in eclipse and then when deploy my app, to deploy with those files too? thanks

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  • Why are button sizes on Eclipse vs Device not the same.

    - by Mike Droid
    O.k....this is weird. I had my buttons looking fine last week, now something has changed. My buttons on the eclipse emulator are much larger than on my device (Droid 2.1). I checked my skin settings, screen size permissions, density factors....what am I missing? My skin is set to WVGA854, but when the app goes to the phone the buttons are smaller!? Text and pictures are fine...looking the same as the emulator...just the buttons are shrunk! Hmm....I know it has to be something simple...:)

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  • are there java based auto-updating tools other than WebStart & Eclipse P2?

    - by DaddyB
    Hi, I am working on a java based application and we are looking to ease our deployment of updates. Up until now, we've always simply sent out new install packs & had the sysadmin's on our customer sites roll out the upgrades - painful for a large number of users. what I'd like to do is something similar to java webstart (or eclipse p2) - when the application starts, it checks for updates in a specified location and then downloads the updates prior to starting. But here's my problem - I want more control over what's done outside of the scope of plugins & jar files. For example: I'd like to be able to upate my JVM (we ship a modified version with additional security features). I need to install DLL's - possibly local to the jar files, sometimes to windows Occasiontally run MSI's to install windows components (e.g. printer drivers). I need to modify config files & the registry. I have found a few applications that support this (such as AppLifeUpdate at http://www.kineticjump.com/) but they tend to be .NET focused and it seems a bit perverse to introduce a .NET dependancy on a java application ;) I know I could write my own here, but if there is already a 3rd party library out there that supports this kind of facility, then it would make my life a lot easier. So, has anyone else had a similar problem & knows of some products I could look at? Thanks, Brian.

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  • How do you fix issues with the debugger for the Android plug-in for Eclipse not attaching?

    - by user279112
    I have been trying to program something for the Android mobile phone, using Eclipse and the Android plug-in for that IDE, and my debugger used to attach just fine. But then it has suddenly started having consistent issues attaching. I just get that message about how the process is waiting for the debugger attach, and then it just won't. What determines whether the attachment glitches so seems to have something to do with what the code is that I'm trying to debug, as it seems to be drastically more of an issue with some versions of my code than with others (on the same app). How do I fix this? Now before you answer, please understand that I have researched this issue already. I have found a couple of solutions that have worked with other people, but which do not work for me. One of which is setting the debuggable property in the main manifest file as true, and the other is going into Dev Tools and into some settings menu, and from there selecting the process and essentially saying to the fake phone, "Debug this process". Neither has really worked. Any other ideas? And just in case...I've run into one blasted technical issue like this after another trying to program for that stupid phone. And I'm not the only one who's having these issues; when I go online to research these issues, it is always very easy for me to find many people who have the same issues, and who are having to use the shottiest, sloppiest, most "ghetto" solutions to work around these issues. I know that many people have created good applications for that phone, but I don't see how I'm supposed to do that when the SDK and the plug-in just don't work half the time. Does anybody know how I may put all this trash behind me, once and for all? Thanks for your answers to either question!

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  • Why does Eclipse skip lines when I debug JBoss?

    - by ZeKoU
    Hi, I am trying to debug web service call which uses JMS in the background.I have JBoss running in debug mode. What happens is that when I press F6 in Eclipse (to execute current line) it skips certain lines. I have this method: @Override public void log(MsgPayload payload) { 1 Date startTime = new Date(); logger.info("Publishing with BufferedPublisher.java start time:"+startTime); 3 publisher.send(payload); Date endTime = new Date(); logger.info("Publishing with BufferedPublisher.java end time:"+endTime); long mills = endTime.getTime()-endTime.getTime(); double secs = mills/1000.0; logger.info("Publishing with BufferedPublisher.java total time (seconds):"+secs); } So what happens? I have breakpoint at line 1. When I press F6 it skips that line and goes to line 3. When I press F6 again it goes to the end of the method. Half of the code is never executed..??? My question is why. I am assuming my source is not well attached to the real code that is being executed.But how do I change this? Thanks.

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  • Problems Mapping a List of Serializable Objets with JDO

    - by Sergio del Amo
    I have two classes Invoice and InvoiceItem. I would like Invoice to have a List of InvoiceItem Objets. I have red that the list must be of primitive or serializable objects. I have made InvoiceItem Serializable. Invoice.java looks like import java.util.ArrayList; import java.util.Date; import java.util.List; import javax.jdo.annotations.Column; import javax.jdo.annotations.Embedded; import javax.jdo.annotations.EmbeddedOnly; import javax.jdo.annotations.IdGeneratorStrategy; import javax.jdo.annotations.IdentityType; import javax.jdo.annotations.PersistenceCapable; import javax.jdo.annotations.Persistent; import javax.jdo.annotations.Element; import javax.jdo.annotations.PrimaryKey; import com.google.appengine.api.datastore.Key; import com.softamo.pelicamo.shared.InvoiceCompanyDTO; @PersistenceCapable(identityType = IdentityType.APPLICATION) public class Invoice { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Long id; @Persistent private String number; @Persistent private Date date; @Persistent private List<InvoiceItem> items = new ArrayList<InvoiceItem>(); public Invoice() {} public Long getId() { return id; } public void setId(Long id) {this.id = id;} public String getNumber() { return number;} public void setNumber(String invoiceNumber) { this.number = invoiceNumber;} public Date getDate() { return date;} public void setDate(Date invoiceDate) { this.date = invoiceDate;} public List<InvoiceItem> getItems() { return items;} public void setItems(List<InvoiceItem> items) { this.items = items;} } and InvoiceItem.java looks like import java.io.Serializable; import java.math.BigDecimal; import javax.jdo.annotations.PersistenceCapable; import javax.jdo.annotations.Persistent; @PersistenceCapable public class InvoiceItem implements Serializable { @Persistent private BigDecimal amount; @Persistent private float quantity; public InvoiceItem() {} public BigDecimal getAmount() { return amount;} public void setAmount(BigDecimal amount) { this.amount = amount;} public float getQuantity() { return quantity;} public void setQuantity(float quantity) { this.quantity = quantity;} } I get the next error while running a JUnit test. javax.jdo.JDOUserException: Attempt to handle persistence for object using datastore-identity yet StoreManager for this datastore doesn't support that identity type at org.datanucleus.jdo.NucleusJDOHelper.getJDOExceptionForNucleusException(NucleusJDOHelper.java:375) at org.datanucleus.jdo.JDOPersistenceManager.jdoMakePersistent(JDOPersistenceManager.java:674) at org.datanucleus.jdo.JDOPersistenceManager.makePersistent(JDOPersistenceManager.java:694) at com.softamo.pelicamo.server.InvoiceStore.add(InvoiceStore.java:23) at com.softamo.pelicamo.server.PopulateStorage.storeInvoices(PopulateStorage.java:58) at com.softamo.pelicamo.server.PopulateStorage.run(PopulateStorage.java:46) at com.softamo.pelicamo.server.InvoiceStoreTest.setUp(InvoiceStoreTest.java:44) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:44) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:15) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:41) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:27) at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:31) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:76) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:193) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:52) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:191) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:42) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:184) at org.junit.runners.ParentRunner.run(ParentRunner.java:236) at org.eclipse.jdt.internal.junit4.runner.JUnit4TestReference.run(JUnit4TestReference.java:46) at org.eclipse.jdt.internal.junit.runner.TestExecution.run(TestExecution.java:38) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:467) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:683) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.run(RemoteTestRunner.java:390) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.main(RemoteTestRunner.java:197) NestedThrowablesStackTrace: Attempt to handle persistence for object using datastore-identity yet StoreManager for this datastore doesn't support that identity type org.datanucleus.exceptions.NucleusUserException: Attempt to handle persistence for object using datastore-identity yet StoreManager for this datastore doesn't support that identity type at org.datanucleus.state.AbstractStateManager.<init>(AbstractStateManager.java:128) at org.datanucleus.state.JDOStateManagerImpl.<init>(JDOStateManagerImpl.java:215) at org.datanucleus.jdo.JDOAdapter.newStateManager(JDOAdapter.java:119) at org.datanucleus.state.StateManagerFactory.newStateManagerForPersistentNew(StateManagerFactory.java:150) at org.datanucleus.ObjectManagerImpl.persistObjectInternal(ObjectManagerImpl.java:1297) at org.datanucleus.sco.SCOUtils.validateObjectForWriting(SCOUtils.java:1476) at org.datanucleus.store.mapped.scostore.ElementContainerStore.validateElementForWriting(ElementContainerStore.java:380) at org.datanucleus.store.mapped.scostore.FKListStore.validateElementForWriting(FKListStore.java:609) at org.datanucleus.store.mapped.scostore.FKListStore.internalAdd(FKListStore.java:344) at org.datanucleus.store.appengine.DatastoreFKListStore.internalAdd(DatastoreFKListStore.java:146) at org.datanucleus.store.mapped.scostore.AbstractListStore.addAll(AbstractListStore.java:128) at org.datanucleus.store.mapped.mapping.CollectionMapping.postInsert(CollectionMapping.java:157) at org.datanucleus.store.appengine.DatastoreRelationFieldManager.runPostInsertMappingCallbacks(DatastoreRelationFieldManager.java:216) at org.datanucleus.store.appengine.DatastoreRelationFieldManager.access$200(DatastoreRelationFieldManager.java:47) at org.datanucleus.store.appengine.DatastoreRelationFieldManager$1.apply(DatastoreRelationFieldManager.java:115) at org.datanucleus.store.appengine.DatastoreRelationFieldManager.storeRelations(DatastoreRelationFieldManager.java:80) at org.datanucleus.store.appengine.DatastoreFieldManager.storeRelations(DatastoreFieldManager.java:955) at org.datanucleus.store.appengine.DatastorePersistenceHandler.storeRelations(DatastorePersistenceHandler.java:527) at org.datanucleus.store.appengine.DatastorePersistenceHandler.insertPostProcess(DatastorePersistenceHandler.java:299) at org.datanucleus.store.appengine.DatastorePersistenceHandler.insertObjects(DatastorePersistenceHandler.java:251) at org.datanucleus.store.appengine.DatastorePersistenceHandler.insertObject(DatastorePersistenceHandler.java:235) at org.datanucleus.state.JDOStateManagerImpl.internalMakePersistent(JDOStateManagerImpl.java:3185) at org.datanucleus.state.JDOStateManagerImpl.makePersistent(JDOStateManagerImpl.java:3161) at org.datanucleus.ObjectManagerImpl.persistObjectInternal(ObjectManagerImpl.java:1298) at org.datanucleus.ObjectManagerImpl.persistObject(ObjectManagerImpl.java:1175) at org.datanucleus.jdo.JDOPersistenceManager.jdoMakePersistent(JDOPersistenceManager.java:669) at org.datanucleus.jdo.JDOPersistenceManager.makePersistent(JDOPersistenceManager.java:694) at com.softamo.pelicamo.server.InvoiceStore.add(InvoiceStore.java:23) at com.softamo.pelicamo.server.PopulateStorage.storeInvoices(PopulateStorage.java:58) at com.softamo.pelicamo.server.PopulateStorage.run(PopulateStorage.java:46) at com.softamo.pelicamo.server.InvoiceStoreTest.setUp(InvoiceStoreTest.java:44) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:44) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:15) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:41) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:27) at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:31) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:76) at org.junit.runners.BlockJUnit4ClassRunner.runChild(BlockJUnit4ClassRunner.java:50) at org.junit.runners.ParentRunner$3.run(ParentRunner.java:193) at org.junit.runners.ParentRunner$1.schedule(ParentRunner.java:52) at org.junit.runners.ParentRunner.runChildren(ParentRunner.java:191) at org.junit.runners.ParentRunner.access$000(ParentRunner.java:42) at org.junit.runners.ParentRunner$2.evaluate(ParentRunner.java:184) at org.junit.runners.ParentRunner.run(ParentRunner.java:236) at org.eclipse.jdt.internal.junit4.runner.JUnit4TestReference.run(JUnit4TestReference.java:46) at org.eclipse.jdt.internal.junit.runner.TestExecution.run(TestExecution.java:38) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:467) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:683) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.run(RemoteTestRunner.java:390) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.main(RemoteTestRunner.java:197) Moreover, when I try to store an invoice with a list of items through my app. In the development console I can see that items are not persisted to any field while the rest of the invoice class properties are stored properly. Does anyone know what I am doing wrong? Solution As pointed in the answers, the error says that the InvoiceItem class was missing a primaryKey. I tried with: @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Long id; But I was getting javax.jdo.JDOFatalUserException: Error in meta-data for InvoiceItem.id: Cannot have a java.lang.Long primary key and be a child object (owning field is Invoice.items). In persist list of objets, @aldrin pointed that For child classes the primary key has to be a com.google.appengine.api.datastore.Key value (or encoded as a string) see So, I tried with Key. It worked. @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Key id;

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  • Sample Flex with Pojo on Server

    - by Maksim
    I just started a new project and my boss wants us to change IDE from NetBeans to Eclipse, RichFaces to Flex. I have never worked with Eclipse and Flex before. Today I tried to make hello word with it on Eclipse but had no luck. Can some one post or give me link to Flex-BlazeDS-Pojo on Eclipse for Beginner (Dummy) :D Thanks Update: Forgot to mention that I'm using glassfish but I don't think it will make any problems

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  • Bash completion for Maven escapes colon

    - by armandino
    I added bash completion for Maven following the docs: http://maven.apache.org/guides/mini/guide-bash-m2-completion.html Everything works well except for goals that use a colon. For instance, instead of mvn eclipse:eclipse completion escapes the colon mvn eclipse\:eclipse Any suggestions how this can be fixed? I'm using Ubuntu 8.10 (2.6.27-17-generic) and $ bash -version GNU bash, version 3.2.39(1)-release (i486-pc-linux-gnu)

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  • Websphere federated repository for Active Directory

    - by Drakiula
    Hi, What I am trying to achieve is to have Websphere 6.1 use Active Directory users authentication. Websphere is running on Windows 2008 R2. What I've done already: Succesfully setup a federated repository for Windows Active Directory (LDAP); Create a realm definition for the federated repository previously defined; Set the realm definition as the current real definition. Stop the Websphere service. When I attempt to start the Websphere service again, it crashes with the following stacktrace: ------Start of DE processing------ = [9/3/10 2:36:14:133 PDT] , key = com.ibm.websphere.security.EntryNotFoundException com.ibm.ws.security.registry.UserRegistryImpl.createCredential 824 Exception = com.ibm.websphere.security.EntryNotFoundException Source = com.ibm.ws.security.registry.UserRegistryImpl.createCredential probeid = 824 Stack Dump = com.ibm.websphere.wim.exception.EntityNotFoundException: CWWIM4001E The 'null' entity was not found. at com.ibm.ws.wim.registry.util.UniqueIdBridge.getUniqueUserId(UniqueIdBridge.java:233) at com.ibm.ws.wim.registry.WIMUserRegistry$6.run(WIMUserRegistry.java:351) at com.ibm.ws.wim.security.authz.jacc.JACCSecurityManager.runAsSuperUser(JACCSecurityManager.java:500) at com.ibm.ws.wim.security.authz.ProfileSecurityManager.runAsSuperUser(ProfileSecurityManager.java:964) at com.ibm.ws.wim.registry.WIMUserRegistry.getUniqueUserId(WIMUserRegistry.java:340) at com.ibm.ws.security.registry.UserRegistryImpl.createCredential(UserRegistryImpl.java:750) at com.ibm.ws.security.ltpa.LTPAServerObject.authenticate(LTPAServerObject.java:776) at com.ibm.ws.security.server.lm.ltpaLoginModule.login(ltpaLoginModule.java:453) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:79) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:618) at javax.security.auth.login.LoginContext.invoke(LoginContext.java:795) at javax.security.auth.login.LoginContext.access$000(LoginContext.java:209) at javax.security.auth.login.LoginContext$4.run(LoginContext.java:709) at java.security.AccessController.doPrivileged(AccessController.java:246) at javax.security.auth.login.LoginContext.invokePriv(LoginContext.java:706) at javax.security.auth.login.LoginContext.login(LoginContext.java:603) at com.ibm.ws.security.auth.JaasLoginHelper.jaas_login(JaasLoginHelper.java:376) at com.ibm.ws.security.auth.ContextManagerImpl.login(ContextManagerImpl.java:3513) at com.ibm.ws.security.auth.ContextManagerImpl.login(ContextManagerImpl.java:3306) at com.ibm.ws.security.auth.ContextManagerImpl.login(ContextManagerImpl.java:3086) at com.ibm.ws.security.auth.ContextManagerImpl.getServerSubjectInternal(ContextManagerImpl.java:2180) at com.ibm.ws.security.auth.ContextManagerImpl.getServerSubjectInternal(ContextManagerImpl.java:1972) at com.ibm.ws.security.auth.ContextManagerImpl.initialize(ContextManagerImpl.java:2530) at com.ibm.ws.security.auth.ContextManagerImpl.initialize(ContextManagerImpl.java:2560) at com.ibm.ws.security.core.SecurityContext.enable(SecurityContext.java:83) at com.ibm.ws.security.core.distSecurityComponentImpl.initialize(distSecurityComponentImpl.java:379) at com.ibm.ws.security.core.distSecurityComponentImpl.startSecurity(distSecurityComponentImpl.java:336) at com.ibm.ws.security.core.SecurityComponentImpl.startSecurity(SecurityComponentImpl.java:105) at com.ibm.ws.security.core.ServerSecurityComponentImpl.start(ServerSecurityComponentImpl.java:283) at com.ibm.ws.runtime.component.ContainerImpl.startComponents(ContainerImpl.java:977) at com.ibm.ws.runtime.component.ContainerImpl.start(ContainerImpl.java:673) at com.ibm.ws.runtime.component.ApplicationServerImpl.start(ApplicationServerImpl.java:197) at com.ibm.ws.runtime.component.ContainerImpl.startComponents(ContainerImpl.java:977) at com.ibm.ws.runtime.component.ContainerImpl.start(ContainerImpl.java:673) at com.ibm.ws.runtime.component.ServerImpl.start(ServerImpl.java:526) at com.ibm.ws.runtime.WsServerImpl.bootServerContainer(WsServerImpl.java:192) at com.ibm.ws.runtime.WsServerImpl.start(WsServerImpl.java:140) at com.ibm.ws.runtime.WsServerImpl.main(WsServerImpl.java:461) at com.ibm.ws.runtime.WsServer.main(WsServer.java:59) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:79) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:618) at com.ibm.wsspi.bootstrap.WSLauncher.launchMain(WSLauncher.java:183) at com.ibm.wsspi.bootstrap.WSLauncher.main(WSLauncher.java:90) at com.ibm.wsspi.bootstrap.WSLauncher.run(WSLauncher.java:72) at org.eclipse.core.internal.runtime.PlatformActivator$1.run(PlatformActivator.java:78) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:92) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:68) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:400) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:177) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:79) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:618) at org.eclipse.core.launcher.Main.invokeFramework(Main.java:336) at org.eclipse.core.launcher.Main.basicRun(Main.java:280) at org.eclipse.core.launcher.Main.run(Main.java:977) at com.ibm.wsspi.bootstrap.WSPreLauncher.launchEclipse(WSPreLauncher.java:329) at com.ibm.wsspi.bootstrap.WSPreLauncher.main(WSPreLauncher.java:92) Dump of callerThis = Object type = com.ibm.ws.security.registry.UserRegistryImpl com.ibm.ws.security.registry.UserRegistryImpl@68a068a0 Anybody maybe has a hint on this? I followed the exact steps described in the IBM Infocenter for setting this up. Thanks in advance for the help.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Java ME SDK 3.2 is now live

    - by SungmoonCho
    Hi everyone, It has been a while since we released the last version. We have been very busy integrating new features and making lots of usability improvements into this new version. Datasheet is available here. Please visit Java ME SDK 3.2 download page to get the latest and best version yet! Some of the new features in this version are described below. Embedded Application SupportOracle Java ME SDK 3.2 now supports the new Oracle® Java ME Embedded. This includes support for JSR 228, the Information Module Profile-Next Generation API (IMP-NG). You can test and debug applications either on the built-in device emulators or on your device. Memory MonitorThe Memory Monitor shows memory use as an application runs. It displays a dynamic detailed listing of the memory usage per object in table form, and a graphical representation of the memory use over time. Eclipse IDE supportOracle Java ME SDK 3.2 now officially supports Eclipse IDE. Once you install the Java ME SDK plugins on Eclipse, you can start developing, debugging, and profiling your mobile or embedded application. Skin CreatorWith the Custom Device Skin Creator, you can create your own skins. The appearance of the custom skins is generic, but the functionality can be tailored to your own specifications.  Here are the release highlights. Implementation and support for the new Oracle® Java Wireless Client 3.2 runtime and the Oracle® Java ME Embedded runtime. The AMS in the CLDC emulators has a new look and new functionality (Install Application, Manage Certificate Authorities and Output Console). Support for JSR 228, the Information Module Profile-Next Generation API (IMP-NG). The IMP-NG platform is implemented as a subset of CLDC. Support includes: A new emulator for headless devices. Javadocs for the following Oracle APIs: Device Access API, Logging API, AMS API, and AccessPoint API. New demos for IMP-NG features can be run on the emulator or on a real device running the Oracle® Java ME Embedded runtime. New Custom Device Skin Creator. This tool provides a way to create and manage custom emulator skins. The skin appearance is generic, but the functionality, such as the JSRs supported or the device properties, are up to you. This utility only supported in NetBeans. Eclipse plugin for CLDC/MIDP. For the first time Oracle Java ME SDK is available as an Eclipse plugin. The Eclipse version does not support CDC, the Memory Monitor, and the Custom Device Skin Creator in this release. All Java ME tools are implemented as NetBeans plugins. As of the plugin integrates Java ME utilities into the standard NetBeans menus. Tools > Java ME menu is the place to launch Java ME utilities, including the new Skin Creator. Profile > Java ME is the place to work with the Network Monitor and the Memory Monitor. Use the standard NetBeans tools for debugging. Profiling, Network monitoring, and Memory monitoring are integrated with the NetBeans profiling tools. New network monitoring protocols are supported in this release: WMA, SIP, Bluetooth and OBEX, SATSA APDU and JCRMI, and server sockets. Java ME SDK Update Center. Oracle Java ME SDK can be updated or extended by new components. The Update Center can download, install, and uninstall plugins specific to the Java ME SDK. A plugin consists of runtime components and skins. Bug fixes and enhancements. This version comes with a few known problems. All of them have workarounds, so I hope you don't get stuck in these issues when you are using the product. It you cannot watch static variables during an Eclipse debugging session, and sometimes the Variable view cannot show data. In the source code, move the mouse over the required variable to inspect the variable value. A real device shown in the Device Selector is deleted from the Device Manager, yet it still appears. Kill the device manager in the system tray, and relaunch it. Then you will see the device removed from the list. On-device profiling does not work on a device. CPU profiling, networking monitoring, and memory monitoring do not work on the device, since the device runtime does not yet support it. Please do the profiling with your emulator first, and then test your application on the device. In the Device Selector, using Clean Database on real external device causes a null pointer exception. External devices do not have a database recognized by the SDK, so you can disregard this exception message. Suspending the Emulator during a Memory Monitor session hangs the emulator. Do not use the Suspend option (F5) while the Memory Monitor is running. If the emulator is hung, open the Windows task manager and stop the emulator process (javaw). To switch to another application while the Memory Monitor is running, choose Application > AMS Home (F4), and select a different application. Please let us know how we can improve it even better, by sending us your feedback. -Java ME SDK Team

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  • Could not open Selected VM debug port (8700)

    - by John Gaby
    I am trying to debug the android source using Eclipse by following the instructions found at: http://source.android.com/using-eclipse I have downloaded the source, and gotten it to build. I follow the directions in the link above and everything is fine until I run the ddms command. At this point, if Eclipse is running I get the error 'Could not open Selected VM debug port (8700)'. If I close Eclipse, then ddms runs with no problem, and I can the the processes on the emulator. However, if I now open Eclipse, I get the same error. In any case, no matter what I do, if I attempt to remote debug, it always fails with 'Failed to connect to remote VM'. Any ideas? Thanks

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  • Error: Can't find common super class of ...

    - by PatlaDJ
    I am trying to process with Proguard a MS Windows desktop application (Java 6 SE using the SWT lib provided by Eclipse). And I get the following critical error: Unexpected error while performing partial evaluation: Class = [org/eclipse/swt/widgets/DateTime] Method = [<init>(Lorg/eclipse/swt/widgets/Composite;I)V] Exception = [java.lang.IllegalArgumentException] (Can't find common super class of [java/lang/StringBuffer] and [org/eclipse/swt/internal/win32/TCHAR]) Error: Can't find common super class of [java/lang/StringBuffer] and [org/eclipse/swt/internal/win32/TCHAR] ---------------------------- When I tried to Google the error, it came out only on two spots on the entire web, that astonished me greatly. I am newbie using Proguard and Java code optimization tools at all. Any thoughts and suggestions how to fix this, will be appreciated. Thanks in advance.

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  • Rendering different materials in a voxel terrain

    - by MaelmDev
    Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value between 0 and 1). My current idea for rendering these different materials on the terrain mesh is to store eleven extra attributes in each vertex: six material values corresponding to the materials of the voxels that the vertices lie between, three decimal values that correspond to the interpolation each vertex has between each voxel, and two decimal values that are used to determine where the fragment lies on the triangle. The material and interpolation attributes are the exact same for each vertex in the triangle. The fragment shader samples each texture that corresponds to each material and then uses the aforementioned couple of decimal values to interpolate between these samples and obtain the final textured color of the fragment. It should work fine, but it seems like a big memory hog. I won't be able to reuse vertices in the mesh with indexing, and each vertex will have a lot of data associated with it. It also seems pretty slow. What are some ways to improve or replace this technique for drawing materials on a voxel terrain mesh?

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  • Alternative to NV Occlusion Query - getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provide a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? ... ?

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • Google indexed the same page under two URLs (despite rel-canonical)

    - by unor
    The Super User question "Playing mp3 in quodlibet displays “GStreamer output pipeline could not be initialized” error" is indexed under two URLs in Google: http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia/652058 The first one is the canonical one; the corresponding rel-canonical is included in both pages: <link rel="canonical" href="http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia" /> Google also indexed http://superuser.com/a/652058, which redirects to the answer: http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia/652058#652058 Now, the second URL from above is the same as this one minus the fragment #652058. So Google seems to strip the fragment, which results in exactly the same page under another URL (= containing the answer ID /652058 as suffix), and indexes it, too -- despite rel-canonical and duplicate content. Shouldn’t Google recognize this and only index the canonical variant? And what could be the reason why Stack Exchange includes the answer ID in the URL path, and not only in the fragment (resulting in various URL variants for the same page)?

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

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  • Why using Fragments?

    - by ahmed_khan_89
    I have read the documentation and some other questions' threads about this topic and I don't really feel convinced; I don't see clearly the limits of use of this technique. Fragments are now seen as a Best Practice; every Activity should be basically a support for one or more Fragments and not call a layout directly. Fragments are created in order to: allow the Activity to use many fragments, to change between them, to reuse these units... == the Fragment is totally dependent to the Context of an activity , so if I need something generic that I can reuse and handle in many Activities, I can create my own custom layouts or Views ... I will not care about this additional Complexity Developing Layer that fragments would add. a better handling to different resolution == OK for tablets/phones in case of long process that we can show two (or more) fragments in the same Activity in Tablets, and one by one in phones. But why would I use fragments always ? handling callbacks to navigate between Fragments (i.e: if the user is Logged-in I show a fragment else I show another fragment). === Just try to see how many bugs facebook SDK Log-in have because of this, to understand that it is really (?) ... considering that an Android Application is based on Activities... Adding another life cycles in the Activity would be better to design an Application... I mean the modules, the scenarios, the data management and the connectivity would be better designed, in that way. === This is an answer of someone who's used to see the Android SDK and Android Framework with a Fragments vision. I don't think it's wrong, but I am not sure it will give good results... And it is really abstract... ==== Why would I complicate my life, coding more, in using them always? else, why is it a best practice if it's just a tool for some cases? what are these cases?

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  • Cannot create Desktop shortcut

    - by Pantelis
    I have a WiX project and I want to automatically create a ProgramMenu and Desktop shortcut. I've tried the following but the Desktop shortcut is not created. The ProgramMenu shortcut works great. <Product Id="*" Name="Application Name" Language="1033" Version="1.0.0.0" Manufacturer="Company Name"> <Package InstallerVersion="200" Compressed="yes" InstallScope="perMachine" Description="A description" Comments="Some Comments" /> <MajorUpgrade DowngradeErrorMessage="A newer version of [ProductName] is already installed." /> <MediaTemplate EmbedCab="yes"/> <!-- Minimal UI --> <UIRef Id="WixUI_Minimal"/> <!-- Adding the referenced components --> <Feature Id="Complete" Title="inStorHDRadio Complete" Level="1"> <ComponentGroupRef Id="InstallationComponents" /> <ComponentRef Id="ApplicationProgramsMenuShortcut"/> <ComponentRef Id="ApplicationDesktopShortcut"/> </Feature> </Product> <Fragment> <Directory Id="TARGETDIR" Name="SourceDir"> <!-- Installation Folder --> <Directory Id="ProgramFilesFolder"> <Directory Id="CompanyFolder" Name="CompanyName"> <Directory Id="InstallationFolder" Name="ApplicationName"/> </Directory> </Directory> <!-- Programs Menu Shortcut Folder --> <Directory Id="ProgramMenuFolder" Name="ProgramsMenu"> <Directory Id="ProgramsMenuCompanyFolder" Name="CompanyName"> <Directory Id="ProgramsMenuShortcutFolder" Name="ApplicationName"/> </Directory> </Directory> <!-- Desktop Shortcut Folder --> <Directory Id="DesktopShortcutFolder" Name="Desktop"/> </Directory> </Fragment> <!-- Compoments --> <Fragment> <ComponentGroup Id="inStorHDRadioComponents" Directory="InstallationFolder"> <!-- All application components in Program Files --> </ComponentGroup> <!-- SHORTCUTS --> <!--ProgramsMenu--> <DirectoryRef Id='ProgramsMenuShortcutFolder'> <Component Id='ApplicationProgramsMenuShortcut'> <RemoveFolder Id='RemoveProgramsMenuShortcutFolder' Directory='ProgramsMenuShortcutFolder' On='uninstall' /> <RemoveFolder Id='RemoveProgramsMenuCompanyFolder' Directory='ProgramsMenuCompanyFolder' On='uninstall' /> <Shortcut Id='ApplicationProgramsMenuShortcut' Name='Company Name' Target='[#Application.exe]' WorkingDirectory='InstallationFolder' Icon='application.ico' /> <RegistryValue Name='RegistryValueProgramMenuShortcut' Root='HKCU' Key='Software\Microsoft\[Manufacturer]\[ProductName]' Type='integer' Value='1' /> </Component> </DirectoryRef> <!--Desktop--> <DirectoryRef Id='DesktopShortcutFolder'> <Component Id='ApplicationDesktopShortcut'> <RemoveFolder Id='RemoveDesktopShortcutFolder' Directory='DesktopShortcutFolder' On='uninstall'/> <Shortcut Id='ApplicationDesktopShortcut' Name='Application Name' Target='[#Bootstrapper.exe]' WorkingDirectory='InstallationFolder' Directory='DesktopShortcutFolder' Advertise='no' Icon='application.ico'/> <RegistryValue Name='RegistryValDesktopShortcut' Root='HKCU' Key='Software\[Manufacturer]\[ProductName]' KeyPath='yes' Type='integer' Value='1' /> </Component> </DirectoryRef> </Fragment> <Fragment> <Icon Id="application.ico" SourceFile="Files\application.ico" /> <Icon Id="programs.ico" SourceFile="Files\programs.ico"/> <Property Id="ARPPRODUCTICON" Value="programs.ico" /> <Property Id="ARPHELPLINK" Value="http://www.company.com" /> </Fragment> Whats wrong with the code? The ProgramMenu shortcut is working perfectly fine, but the desktop one is not getting created.

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  • 3 matchers expected, 4 recorded.

    - by user564159
    I get this exception during the mock recording time. Searched for a solution in this forum. Made sure that i did not mess up any another parameter. The below mock expection is giving the error. EasyMock.expect(slotManager.addSlotPageletBinding(EasyMock.isA(String.class), EasyMock.isA(String.class), EasyMock.isA(helloWorld.class))).andReturn(true); before this statement i have another mock expection on the same method with TWO parameter(overloaded method).Below is that mock. EasyMock.expect(slotManager.addSlotPageletBinding(EasyMock.isA(String.class),EasyMock.isA(String.class))).andReturn(true).anyTimes(); Could any one guide me on this. Thanks. java.lang.IllegalStateException: 3 matchers expected, 4 recorded. at org.easymock.internal.ExpectedInvocation.createMissingMatchers(ExpectedInvocation.java:56) at org.easymock.internal.ExpectedInvocation.(ExpectedInvocation.java:48) at org.easymock.internal.ExpectedInvocation.(ExpectedInvocation.java:40) at org.easymock.internal.RecordState.invoke(RecordState.java:76) at org.easymock.internal.MockInvocationHandler.invoke(MockInvocationHandler.java:38) at org.easymock.internal.ObjectMethodsFilter.invoke(ObjectMethodsFilter.java:72) at org.easymock.classextension.internal.ClassProxyFactory$1.intercept(ClassProxyFactory.java:79) at com.amazon.inca.application.SlotManager$$EnhancerByCGLIB$$3bf5ac02.addSlotPageletBinding() at com.amazon.iris3.apps.Iris3YourAccountApplicationTest.testBuildIncaViewConfiguration(Iris3YourAccountApplicationTest.java:107) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at junit.framework.TestCase.runTest(TestCase.java:168) at junit.framework.TestCase.runBare(TestCase.java:134) at junit.framework.TestResult$1.protect(TestResult.java:110) at junit.framework.TestResult.runProtected(TestResult.java:128) at junit.framework.TestResult.run(TestResult.java:113) at junit.framework.TestCase.run(TestCase.java:124) at junit.framework.TestSuite.runTest(TestSuite.java:232) at junit.framework.TestSuite.run(TestSuite.java:227) at org.junit.internal.runners.JUnit38ClassRunner.run(JUnit38ClassRunner.java:83) at org.eclipse.jdt.internal.junit4.runner.JUnit4TestReference.run(JUnit4TestReference.java:46) at org.eclipse.jdt.internal.junit.runner.TestExecution.run(TestExecution.java:38) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:467) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:683) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.run(RemoteTestRunner.java:390) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.main(RemoteTestRunner.java:197)

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  • Using a MockContext inside a Java package not an Android Package.

    - by jax
    I have moved most of my Android code into a separate Java package. I want to run some JUnit4 tests however I can't seem to get a MockContext working. I have extended MockContext() but have not done anything with it yet as I don't know what need to be done. At: private static MyMockContext context = new MyMockContext(); I get java.lang.ExceptionInInitializerError at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.junit.runners.model.FrameworkMethod$1.runReflectiveCall(FrameworkMethod.java:44) at org.junit.internal.runners.model.ReflectiveCallable.run(ReflectiveCallable.java:15) at org.junit.runners.model.FrameworkMethod.invokeExplosively(FrameworkMethod.java:41) at org.junit.internal.runners.statements.RunBefores.evaluate(RunBefores.java:27) at org.junit.internal.runners.statements.RunAfters.evaluate(RunAfters.java:31) at org.junit.runners.ParentRunner.run(ParentRunner.java:220) at org.eclipse.jdt.internal.junit4.runner.JUnit4TestReference.run(JUnit4TestReference.java:46) at org.eclipse.jdt.internal.junit.runner.TestExecution.run(TestExecution.java:38) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:467) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:683) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.run(RemoteTestRunner.java:390) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.main(RemoteTestRunner.java:197) Caused by: java.lang.RuntimeException: Stub! at android.content.Context.<init>(Context.java:4) at android.test.mock.MockContext.<init>(MockContext.java:5) at com.example.zulu.MyMockContext.<init>(MyMockContext.java:34) at com.example.zulu.RoomCoreImplTest.<clinit>(RoomCoreImplTest.java:15) ... 16 more

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  • Glassfish 3: How do I get and use a developers build so I can navigate a stack trace including Glas

    - by Thorbjørn Ravn Andersen
    I am migrating a JSF 1.1 application to JEE 6 Web profile, and doing it in steps. I am in the process of moving from JSP with JSF 1.1 to Facelets under JSF 1.2 using the jsf-facelets.jar for JSF 1.2, and received an "interesting" stack trace when trying to lookup a key in a Map using a "{Bean.foo.map.key}" where the stacktrace complained about "key" not being a valid integer. (After code introspection I am workarounding it using a number as the key). That bug is not what this question is about. In such a situation it is essential to be able to navigate the source of every line in the stack trace. In Eclipse I normally attach a source jar to every jar on the build path, but in this particular case the Glassfish server adapter creates a library automatically containing the jars. Also there is to my knowledge no debug build of Glassfish where sources are included in the bundle. Glassfish is a non-trivial Maven project, and a bit picky too. I am not very familiar with maven, but have managed to checkout the code from Subversion and build it for the 3.0 tag according to http://wiki.glassfish.java.net/Wiki.jsp?page=V3FullBuildInstructions#section-V3FullBuildInstructions-CheckoutTheWorkspace - it appears to be the code corresponding to the official released 3.0 version. After finishing the "mvn -U install" part, I have then tried to create Eclipse projects by first using "mvn -DdownloadSources=true eclipse:eclipse" and then import them in Eclipse JEE 3.5.2 and specifying the M2_REPO variable but many of the projects still have compilation errors, and I cannot locate any instructions from Oracle about how to do this. I'd appreciate some help in just getting a functional IDE workspace reflecting the 3.0 version of Glassfish. I have Eclipse 3.5.2, Netbeans 6.8 and 6.9 beta, and IntelliJ IDEA 9, and Linux/Windows/OS X do do it on.

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