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  • JBoss AS 5: starts but can't connect (Windows, remote)

    - by Nuwan
    Hello I installed Jboss 5.0GA and Its works fine in localhost.But I want It to access through remote Machine.Then I bind my IP address to my server and started it.This is the command I used run.bat -b 10.17.62.63 Then the server Starts fine This is the console log when starting the server > =============================================================================== > > JBoss Bootstrap Environment > > JBOSS_HOME: C:\jboss-5.0.0.GA > > JAVA: C:\Program Files\Java\jdk1.6.0_34\bin\java > > JAVA_OPTS: -Dprogram.name=run.bat -server -Xms128m -Xmx512m > -XX:MaxPermSize=25 6m -Dorg.jboss.resolver.warning=true -Dsun.rmi.dgc.client.gcInterval=3600000 -Ds un.rmi.dgc.server.gcInterval=3600000 > > CLASSPATH: C:\jboss-5.0.0.GA\bin\run.jar > > =============================================================================== > > run.bat: unused non-option argument: ûb run.bat: unused non-option > argument: 0.0.0.0 13:43:38,179 INFO [ServerImpl] Starting JBoss > (Microcontainer)... 13:43:38,179 INFO [ServerImpl] Release ID: JBoss > [Morpheus] 5.0.0.GA (build: SV NTag=JBoss_5_0_0_GA date=200812041714) > 13:43:38,179 INFO [ServerImpl] Bootstrap URL: null 13:43:38,179 INFO > [ServerImpl] Home Dir: C:\jboss-5.0.0.GA 13:43:38,179 INFO > [ServerImpl] Home URL: file:/C:/jboss-5.0.0.GA/ 13:43:38,195 INFO > [ServerImpl] Library URL: file:/C:/jboss-5.0.0.GA/lib/ 13:43:38,195 > INFO [ServerImpl] Patch URL: null 13:43:38,195 INFO [ServerImpl] > Common Base URL: file:/C:/jboss-5.0.0.GA/common/ > > 13:43:38,195 INFO [ServerImpl] Common Library URL: > file:/C:/jboss-5.0.0.GA/comm on/lib/ 13:43:38,195 INFO [ServerImpl] > Server Name: default 13:43:38,195 INFO [ServerImpl] Server Base Dir: > C:\jboss-5.0.0.GA\server 13:43:38,195 INFO [ServerImpl] Server Base > URL: file:/C:/jboss-5.0.0.GA/server/ > > 13:43:38,210 INFO [ServerImpl] Server Config URL: > file:/C:/jboss-5.0.0.GA/serve r/default/conf/ 13:43:38,210 INFO > [ServerImpl] Server Home Dir: C:\jboss-5.0.0.GA\server\defaul t > 13:43:38,210 INFO [ServerImpl] Server Home URL: > file:/C:/jboss-5.0.0.GA/server/ default/ 13:43:38,210 INFO > [ServerImpl] Server Data Dir: C:\jboss-5.0.0.GA\server\defaul t\data > 13:43:38,210 INFO [ServerImpl] Server Library URL: > file:/C:/jboss-5.0.0.GA/serv er/default/lib/ 13:43:38,210 INFO > [ServerImpl] Server Log Dir: C:\jboss-5.0.0.GA\server\default \log > 13:43:38,210 INFO [ServerImpl] Server Native Dir: > C:\jboss-5.0.0.GA\server\defa ult\tmp\native 13:43:38,210 INFO > [ServerImpl] Server Temp Dir: C:\jboss-5.0.0.GA\server\defaul t\tmp > 13:43:38,210 INFO [ServerImpl] Server Temp Deploy Dir: > C:\jboss-5.0.0.GA\server \default\tmp\deploy 13:43:39,710 INFO > [ServerImpl] Starting Microcontainer, bootstrapURL=file:/C:/j > boss-5.0.0.GA/server/default/conf/bootstrap.xml 13:43:40,851 INFO > [VFSCacheFactory] Initializing VFSCache [org.jboss.virtual.pl > ugins.cache.IterableTimedVFSCache] 13:43:40,866 INFO > [VFSCacheFactory] Using VFSCache [IterableTimedVFSCache{lifet > ime=1800, resolution=60}] 13:43:41,616 INFO [CopyMechanism] VFS temp > dir: C:\jboss-5.0.0.GA\server\defaul t\tmp 13:43:41,648 INFO > [ZipEntryContext] VFS force nested jars copy-mode is enabled. > > 13:43:44,288 INFO [ServerInfo] Java version: 1.6.0_34,Sun > Microsystems Inc. 13:43:44,288 INFO [ServerInfo] Java VM: Java > HotSpot(TM) Server VM 20.9-b04,Sun Microsystems Inc. 13:43:44,288 > INFO [ServerInfo] OS-System: Windows XP 5.1,x86 13:43:44,569 INFO > [JMXKernel] Legacy JMX core initialized 13:43:50,148 INFO > [ProfileServiceImpl] Loading profile: default from: org.jboss > .system.server.profileservice.repository.SerializableDeploymentRepository@e72f0c > (root=C:\jboss-5.0.0.GA\server, > key=org.jboss.profileservice.spi.ProfileKey@143b > 82c3[domain=default,server=default,name=default]) 13:43:50,148 INFO > [ProfileImpl] Using repository:org.jboss.system.server.profil > eservice.repository.SerializableDeploymentRepository@e72f0c(root=C:\jboss-5.0.0. > GA\server, > key=org.jboss.profileservice.spi.ProfileKey@143b82c3[domain=default,s > erver=default,name=default]) 13:43:50,148 INFO [ProfileServiceImpl] > Loaded profile: ProfileImpl@8b3bb3{key=o > rg.jboss.profileservice.spi.ProfileKey@143b82c3[domain=default,server=default,na > me=default]} 13:43:54,804 INFO [WebService] Using RMI server > codebase: http://127.0.0.1:8083 / 13:44:12,147 INFO [CXFServerConfig] > JBoss Web Services - Stack CXF Runtime Serv er 13:44:12,147 INFO > [CXFServerConfig] 3.1.2.GA 13:44:29,788 INFO > [Ejb3DependenciesDeployer] Encountered deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:29,819 INFO [Ejb3DependenciesDeployer] Encountered > deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:29,819 INFO [Ejb3DependenciesDeployer] Encountered > deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:29,819 INFO [Ejb3DependenciesDeployer] Encountered > deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:37,116 INFO [JMXConnectorServerService] JMX Connector > server: service:jmx > :rmi://127.0.0.1/jndi/rmi://127.0.0.1:1090/jmxconnector 13:44:38,022 > INFO [MailService] Mail Service bound to java:/Mail 13:44:43,162 WARN > [JBossASSecurityMetadataStore] WARNING! POTENTIAL SECURITY RI SK. It > has been detected that the MessageSucker component which sucks > messages f rom one node to another has not had its password changed > from the installation d efault. Please see the JBoss Messaging user > guide for instructions on how to do this. 13:44:43,209 WARN > [AnnotationCreator] No ClassLoader provided, using TCCL: org. > jboss.managed.api.annotation.ManagementComponent 13:44:43,600 INFO > [TransactionManagerService] JBossTS Transaction Service (JTA version) > - JBoss Inc. 13:44:43,600 INFO [TransactionManagerService] Setting up property manager MBean and JMX layer 13:44:44,366 INFO > [TransactionManagerService] Initializing recovery manager 13:44:44,678 > INFO [TransactionManagerService] Recovery manager configured > 13:44:44,678 INFO [TransactionManagerService] Binding > TransactionManager JNDI R eference 13:44:44,787 INFO > [TransactionManagerService] Starting transaction recovery man ager > 13:44:46,428 INFO [Http11Protocol] Initializing Coyote HTTP/1.1 on > http-127.0.0 .1-8080 13:44:46,459 INFO [AjpProtocol] Initializing > Coyote AJP/1.3 on ajp-127.0.0.1-80 09 13:44:46,459 INFO > [StandardService] Starting service jboss.web 13:44:46,475 INFO > [StandardEngine] Starting Servlet Engine: JBoss Web/2.1.1.GA > 13:44:46,616 INFO [Catalina] Server startup in 350 ms 13:44:46,709 > INFO [TomcatDeployment] deploy, ctxPath=/web-console, vfsUrl=manag > ement/console-mgr.sar/web-console.war 13:44:48,553 INFO > [TomcatDeployment] deploy, ctxPath=/juddi, vfsUrl=juddi-servi > ce.sar/juddi.war 13:44:48,678 INFO [RegistryServlet] Loading jUDDI > configuration. 13:44:48,694 INFO [RegistryServlet] Resources loaded > from: /WEB-INF/juddi.prope rties 13:44:48,709 INFO [RegistryServlet] > Initializing jUDDI components. 13:44:48,991 INFO [TomcatDeployment] > deploy, ctxPath=/invoker, vfsUrl=http-invo ker.sar/invoker.war > 13:44:49,162 INFO [TomcatDeployment] deploy, ctxPath=/jbossws, > vfsUrl=jbossws.s ar/jbossws-management.war 13:44:49,475 INFO > [RARDeployment] Required license terms exist, view vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/jboss-local-jdbc.rar/META-INF/ra.xml > 13:44:49,569 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/jboss-xa-jdbc.rar/META-INF/ra.xml > 13:44:49,741 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/jms-ra.rar/META-INF/ra.xml > 13:44:49,819 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/mail-ra.rar/META-INF/ra.xml > 13:44:49,912 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/quartz-ra.rar/META-INF/ra.xml > 13:44:50,069 INFO [SimpleThreadPool] Job execution threads will use > class loade r of thread: main 13:44:50,115 INFO [QuartzScheduler] > Quartz Scheduler v.1.5.2 created. 13:44:50,131 INFO [RAMJobStore] > RAMJobStore initialized. 13:44:50,131 INFO [StdSchedulerFactory] > Quartz scheduler 'DefaultQuartzSchedule r' initialized from default > resource file in Quartz package: 'quartz.properties' > > 13:44:50,131 INFO [StdSchedulerFactory] Quartz scheduler version: > 1.5.2 13:44:50,131 INFO [QuartzScheduler] Scheduler DefaultQuartzScheduler_$_NON_CLUS TERED started. 13:44:51,194 INFO > [ConnectionFactoryBindingService] Bound ConnectionManager 'jb > oss.jca:service=DataSourceBinding,name=DefaultDS' to JNDI name > 'java:DefaultDS' 13:44:51,819 WARN [QuartzTimerServiceFactory] sql > failed: CREATE TABLE QRTZ_JOB > _DETAILS(JOB_NAME VARCHAR(80) NOT NULL, JOB_GROUP VARCHAR(80) NOT NULL, DESCRIPT ION VARCHAR(120) NULL, JOB_CLASS_NAME VARCHAR(128) NOT > NULL, IS_DURABLE VARCHAR( 1) NOT NULL, IS_VOLATILE VARCHAR(1) NOT > NULL, IS_STATEFUL VARCHAR(1) NOT NULL, R EQUESTS_RECOVERY VARCHAR(1) > NOT NULL, JOB_DATA BINARY NULL, PRIMARY KEY (JOB_NAM E,JOB_GROUP)) > 13:44:51,912 INFO [SimpleThreadPool] Job execution threads will use > class loade r of thread: main 13:44:51,928 INFO [QuartzScheduler] > Quartz Scheduler v.1.5.2 created. 13:44:51,928 INFO [JobStoreCMT] > Using db table-based data access locking (synch ronization). > 13:44:51,944 INFO [JobStoreCMT] Removed 0 Volatile Trigger(s). > 13:44:51,944 INFO [JobStoreCMT] Removed 0 Volatile Job(s). > 13:44:51,944 INFO [JobStoreCMT] JobStoreCMT initialized. 13:44:51,944 > INFO [StdSchedulerFactory] Quartz scheduler 'JBossEJB3QuartzSchedu > ler' initialized from an externally provided properties instance. > 13:44:51,959 INFO [StdSchedulerFactory] Quartz scheduler version: > 1.5.2 13:44:51,959 INFO [JobStoreCMT] Freed 0 triggers from 'acquired' / 'blocked' st ate. 13:44:51,975 INFO [JobStoreCMT] > Recovering 0 jobs that were in-progress at the time of the last > shut-down. 13:44:51,975 INFO [JobStoreCMT] Recovery complete. > 13:44:51,975 INFO [JobStoreCMT] Removed 0 'complete' triggers. > 13:44:51,975 INFO [JobStoreCMT] Removed 0 stale fired job entries. > 13:44:51,990 INFO [QuartzScheduler] Scheduler > JBossEJB3QuartzScheduler_$_NON_CL USTERED started. 13:44:52,381 INFO > [ServerPeer] JBoss Messaging 1.4.1.GA server [0] started 13:44:52,569 > INFO [QueueService] Queue[/queue/DLQ] started, fullSize=200000, pa > geSize=2000, downCacheSize=2000 13:44:52,584 INFO [QueueService] > Queue[/queue/ExpiryQueue] started, fullSize=20 0000, pageSize=2000, > downCacheSize=2000 13:44:52,709 INFO [ConnectionFactory] Connector > bisocket://127.0.0.1:4457 has l easing enabled, lease period 10000 > milliseconds 13:44:52,709 INFO [ConnectionFactory] > org.jboss.jms.server.connectionfactory.Co nnectionFactory@1a8ac5e > started 13:44:52,725 WARN [ConnectionFactoryJNDIMapper] > supportsFailover attribute is t rue on connection factory: > jboss.messaging.connectionfactory:service=ClusteredCo nnectionFactory > but post office is non clustered. So connection factory will *no t* > support failover 13:44:52,725 WARN [ConnectionFactoryJNDIMapper] > supportsLoadBalancing attribute is true on connection factory: > jboss.messaging.connectionfactory:service=Cluste redConnectionFactory > but post office is non clustered. So connection factory wil l *not* > support load balancing 13:44:52,740 INFO [ConnectionFactory] > Connector bisocket://127.0.0.1:4457 has l easing enabled, lease period > 10000 milliseconds 13:44:52,740 INFO [ConnectionFactory] > org.jboss.jms.server.connectionfactory.Co nnectionFactory@1d43178 > started 13:44:52,740 INFO [ConnectionFactory] Connector > bisocket://127.0.0.1:4457 has l easing enabled, lease period 10000 > milliseconds 13:44:52,756 INFO [ConnectionFactory] > org.jboss.jms.server.connectionfactory.Co nnectionFactory@52728a > started 13:44:53,084 INFO [ConnectionFactoryBindingService] Bound > ConnectionManager 'jb > oss.jca:service=ConnectionFactoryBinding,name=JmsXA' to JNDI name > 'java:JmsXA' 13:44:53,225 INFO [TomcatDeployment] deploy, ctxPath=/, > vfsUrl=ROOT.war 13:44:53,553 INFO [TomcatDeployment] deploy, > ctxPath=/jmx-console, vfsUrl=jmx-c onsole.war 13:44:53,975 INFO > [TomcatDeployment] deploy, ctxPath=/TestService, vfsUrl=TestS > erviceEAR.ear/TestService.war 13:44:55,662 INFO [JBossASKernel] > Created KernelDeployment for: myE-ejb.jar 13:44:55,709 INFO > [JBossASKernel] installing bean: jboss.j2ee:jar=myE-ejb.jar,n > ame=RPSService,service=EJB3 13:44:55,725 INFO [JBossASKernel] with > dependencies: 13:44:55,725 INFO [JBossASKernel] and demands: > 13:44:55,725 INFO [JBossASKernel] > jboss.ejb:service=EJBTimerService 13:44:55,725 INFO [JBossASKernel] > and supplies: 13:44:55,725 INFO [JBossASKernel] > jndi:RPSService/remote 13:44:55,725 INFO [JBossASKernel] Added > bean(jboss.j2ee:jar=myE-ejb.jar,name=RP SService,service=EJB3) to > KernelDeployment of: myE-ejb.jar 13:44:56,772 INFO > [SessionSpecContainer] Starting jboss.j2ee:jar=myE-ejb.jar,na > me=RPSService,service=EJB3 13:44:56,803 INFO [EJBContainer] STARTED > EJB: com.monz.rpz.RPSService ejbName: RPSService 13:44:56,819 INFO > [JndiSessionRegistrarBase] Binding the following Entries in G lobal > JNDI: > > > 13:44:57,381 INFO [DefaultEndpointRegistry] register: > jboss.ws:context=myE-ejb, endpoint=RPSService 13:44:57,428 INFO > [DescriptorDeploymentAspect] Add Service id=RPSService > address=http://127.0.0.1:8080/myE-ejb/RPSService > implementor=com.monz.rpz.RPSService > invoker=org.jboss.wsf.stack.cxf.InvokerEJB3 mtomEnabled=false > 13:44:57,459 INFO [DescriptorDeploymentAspect] JBossWS-CXF > configuration genera ted: > file:/C:/jboss-5.0.0.GA/server/default/tmp/jbossws/jbossws-cxf1864137209199 > 110130.xml 13:44:57,569 INFO [TomcatDeployment] deploy, ctxPath=/myE-ejb, vfsUrl=myE-ejb.j ar 13:44:57,709 WARN [config] > Unable to process deployment descriptor for context '/myE-ejb' > 13:44:59,334 INFO [Http11Protocol] Starting Coyote HTTP/1.1 on > http-127.0.0.1-8 080 13:44:59,397 INFO [AjpProtocol] Starting Coyote > AJP/1.3 on ajp-127.0.0.1-8009 13:44:59,459 INFO [ServerImpl] JBoss > (Microcontainer) [5.0.0.GA (build: SVNTag= JBoss_5_0_0_GA > date=200812041714)] Started in 1m:21s:233ms But Still I cant connect to It when I Type my IP address in my browser thanks

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  • Streamed mp3 only plays for 1 second

    - by angel6
    Hi, I'm using the plaympeg.c (modified) code of smpeg as a media player. I've got ffserver running as a streaming server. I'm a streaming an mp3 file over http. But when I run plaympeg.c, it plays the streamed file only for a second. When I run plaympeg again, it starts off from where it left and plays for 1 second. Does anyone know why this happens an how to fix it? I've tested it out on WMP and it plays the entire file in one go. So, i guess it's not a problem with the streaming or ffserver.conf include include include include /* #ifdef unix */ include include include include include include include define NET_SUPPORT /* General network support */ define HTTP_SUPPORT /* HTTP support */ ifdef NET_SUPPORT include include include include endif include "smpeg.h" ifdef NET_SUPPORT int tcp_open(char * address, int port) { struct sockaddr_in stAddr; struct hostent * host; int sock; struct linger l; memset(&stAddr,0,sizeof(stAddr)); stAddr.sin_family = AF_INET ; stAddr.sin_port = htons(port); if((host = gethostbyname(address)) == NULL) return(0); stAddr.sin_addr = *((struct in_addr *) host-h_addr_list[0]) ; if((sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP)) < 0) return(0); l.l_onoff = 1; l.l_linger = 5; if(setsockopt(sock, SOL_SOCKET, SO_LINGER, (char*) &l, sizeof(l)) < 0) return(0); if(connect(sock, (struct sockaddr *) &stAddr, sizeof(stAddr)) < 0) return(0); return(sock); } ifdef HTTP_SUPPORT int http_open(char * arg) { char * host; int port; char * request; int tcp_sock; char http_request[1024]; char c; printf("\nin http_open passed parameter = %s\n",arg); /* Check for URL syntax */ if(strncmp(arg, "http://", strlen("http://"))) return(0); /* Parse URL */ port = 80; host = arg + strlen("http://"); if((request = strchr(host, '/')) == NULL) return(0); request++ = 0; if(strchr(host, ':') != NULL) / port is specified */ { port = atoi(strchr(host, ':') + 1); *strchr(host, ':') = 0; } /* Open a TCP socket */ if(!(tcp_sock = tcp_open(host, port))) { perror("http_open"); return(0); } /* Send HTTP GET request */ sprintf(http_request, "GET /%s HTTP/1.0\r\n" "User-Agent: Mozilla/2.0 (Win95; I)\r\n" "Pragma: no-cache\r\n" "Host: %s\r\n" "Accept: /\r\n" "\r\n", request, host); send(tcp_sock, http_request, strlen(http_request), 0); /* Parse server reply */ do read(tcp_sock, &c, sizeof(char)); while(c != ' '); read(tcp_sock, http_request, 4*sizeof(char)); http_request[4] = 0; if(strcmp(http_request, "200 ")) { fprintf(stderr, "http_open: "); do { read(tcp_sock, &c, sizeof(char)); fprintf(stderr, "%c", c); } while(c != '\r'); fprintf(stderr, "\n"); return(0); } return(tcp_sock); } endif endif void update(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h) { if ( screen-flags & SDL_DOUBLEBUF ) { SDL_Flip(screen); } } /* Flag telling the UI that the movie or song should be skipped */ int done; void next_movie(int sig) { done = 1; } int main(int argc, char *argv[]) { int use_audio, use_video; int fullscreen; int scalesize; int scale_width, scale_height; int loop_play; int i, pause; int volume; Uint32 seek; float skip; int bilinear_filtering; SDL_Surface *screen; SMPEG *mpeg; SMPEG_Info info; char *basefile; SDL_version sdlver; SMPEG_version smpegver; int fd; char buf[32]; int status; printf("\nchecking command line options "); /* Get the command line options */ use_audio = 1; use_video = 1; fullscreen = 0; scalesize = 1; scale_width = 0; scale_height = 0; loop_play = 0; volume = 100; seek = 0; skip = 0; bilinear_filtering = 0; fd = 0; for ( i=1; argv[i] && (argv[i][0] == '-') && (argv[i][1] != 0); ++i ) { if ( strcmp(argv[i], "--fullscreen") == 0 ) { fullscreen = 1; } else if ((strcmp(argv[i], "--seek") == 0)||(strcmp(argv[i], "-S") == 0)) { ++i; if ( argv[i] ) { seek = atol(argv[i]); } } else if ((strcmp(argv[i], "--volume") == 0)||(strcmp(argv[i], "-v") == 0)) { ++i; if (i >= argc) { fprintf(stderr, "Please specify volume when using --volume or -v\n"); return(1); } if ( argv[i] ) { volume = atoi(argv[i]); } if ( ( volume < 0 ) || ( volume 100 ) ) { fprintf(stderr, "Volume must be between 0 and 100\n"); volume = 100; } } else { fprintf(stderr, "Warning: Unknown option: %s\n", argv[i]); } } printf("\nuse video = %d, use audio = %d\n",use_video, use_audio); printf("\ngoing to check input parameters\n"); if defined(linux) || defined(FreeBSD) /* Plaympeg doesn't need a mouse */ putenv("SDL_NOMOUSE=1"); endif /* Play the mpeg files! */ status = 0; for ( ; argv[i]; ++i ) { /* Initialize SDL */ if ( use_video ) { if ((SDL_Init(SDL_INIT_VIDEO) < 0) || !SDL_VideoDriverName(buf, 1)) { fprintf(stderr, "Warning: Couldn't init SDL video: %s\n", SDL_GetError()); fprintf(stderr, "Will ignore video stream\n"); use_video = 0; } printf("\ninitialised video\n"); } if ( use_audio ) { if ((SDL_Init(SDL_INIT_AUDIO) < 0) || !SDL_AudioDriverName(buf, 1)) { fprintf(stderr, "Warning: Couldn't init SDL audio: %s\n", SDL_GetError()); fprintf(stderr, "Will ignore audio stream\n"); use_audio = 0; } } /* Allow Ctrl-C when there's no video output */ signal(SIGINT, next_movie); printf("\nchecking defined supports\n"); /* Create the MPEG stream */ ifdef NET_SUPPORT printf("\ndefined NET_SUPPORT\n"); ifdef HTTP_SUPPORT printf("\ndefined HTTP_SUPPORT\n"); /* Check if source is an http URL */ printf("\nabout to call http_open\n"); printf("\nhere we go\n"); if((fd = http_open(argv[i])) != 0) mpeg = SMPEG_new_descr(fd, &info, use_audio); else endif endif { if(strcmp(argv[i], "-") == 0) /* Use stdin for input */ mpeg = SMPEG_new_descr(0, &info, use_audio); else mpeg = SMPEG_new(argv[i], &info, use_audio); } if ( SMPEG_error(mpeg) ) { fprintf(stderr, "%s: %s\n", argv[i], SMPEG_error(mpeg)); SMPEG_delete(mpeg); status = -1; continue; } SMPEG_enableaudio(mpeg, use_audio); SMPEG_enablevideo(mpeg, use_video); SMPEG_setvolume(mpeg, volume); /* Print information about the video */ basefile = strrchr(argv[i], '/'); if ( basefile ) { ++basefile; } else { basefile = argv[i]; } if ( info.has_audio && info.has_video ) { printf("%s: MPEG system stream (audio/video)\n", basefile); } else if ( info.has_audio ) { printf("%s: MPEG audio stream\n", basefile); } else if ( info.has_video ) { printf("%s: MPEG video stream\n", basefile); } if ( info.has_video ) { printf("\tVideo %dx%d resolution\n", info.width, info.height); } if ( info.has_audio ) { printf("\tAudio %s\n", info.audio_string); } if ( info.total_size ) { printf("\tSize: %d\n", info.total_size); } if ( info.total_time ) { printf("\tTotal time: %f\n", info.total_time); } /* Set up video display if needed */ if ( info.has_video && use_video ) { const SDL_VideoInfo *video_info; Uint32 video_flags; int video_bpp; int width, height; /* Get the "native" video mode */ video_info = SDL_GetVideoInfo(); switch (video_info->vfmt->BitsPerPixel) { case 16: case 24: case 32: video_bpp = video_info->vfmt->BitsPerPixel; break; default: video_bpp = 16; break; } if ( scale_width ) { width = scale_width; } else { width = info.width; } width *= scalesize; if ( scale_height ) { height = scale_height; } else { height = info.height; } height *= scalesize; video_flags = SDL_SWSURFACE; if ( fullscreen ) { video_flags = SDL_FULLSCREEN|SDL_DOUBLEBUF|SDL_HWSURFACE; } video_flags |= SDL_ASYNCBLIT; video_flags |= SDL_RESIZABLE; screen = SDL_SetVideoMode(width, height, video_bpp, video_flags); if ( screen == NULL ) { fprintf(stderr, "Unable to set %dx%d video mode: %s\n", width, height, SDL_GetError()); continue; } SDL_WM_SetCaption(argv[i], "plaympeg"); if ( screen->flags & SDL_FULLSCREEN ) { SDL_ShowCursor(0); } SMPEG_setdisplay(mpeg, screen, NULL, update); SMPEG_scaleXY(mpeg, screen->w, screen->h); } else { SDL_QuitSubSystem(SDL_INIT_VIDEO); } /* Set any special playback parameters */ if ( loop_play ) { SMPEG_loop(mpeg, 1); } /* Seek starting position */ if(seek) SMPEG_seek(mpeg, seek); /* Skip seconds to starting position */ if(skip) SMPEG_skip(mpeg, skip); /* Play it, and wait for playback to complete */ SMPEG_play(mpeg); done = 0; pause = 0; while ( ! done && ( pause || (SMPEG_status(mpeg) == SMPEG_PLAYING) ) ) { SDL_Event event; while ( use_video && SDL_PollEvent(&event) ) { switch (event.type) { case SDL_VIDEORESIZE: { SDL_Surface *old_screen = screen; SMPEG_pause(mpeg); screen = SDL_SetVideoMode(event.resize.w, event.resize.h, screen->format->BitsPerPixel, screen->flags); if ( old_screen != screen ) { SMPEG_setdisplay(mpeg, screen, NULL, update); } SMPEG_scaleXY(mpeg, screen-w, screen-h); SMPEG_pause(mpeg); } break; case SDL_KEYDOWN: if ( (event.key.keysym.sym == SDLK_ESCAPE) || (event.key.keysym.sym == SDLK_q) ) { // Quit done = 1; } else if ( event.key.keysym.sym == SDLK_RETURN ) { // toggle fullscreen if ( event.key.keysym.mod & KMOD_ALT ) { SDL_WM_ToggleFullScreen(screen); fullscreen = (screen-flags & SDL_FULLSCREEN); SDL_ShowCursor(!fullscreen); } } else if ( event.key.keysym.sym == SDLK_UP ) { // Volume up if ( volume < 100 ) { if ( event.key.keysym.mod & KMOD_SHIFT ) { // 10+ volume += 10; } else if ( event.key.keysym.mod & KMOD_CTRL ) { // 100+ volume = 100; } else { // 1+ volume++; } if ( volume 100 ) volume = 100; SMPEG_setvolume(mpeg, volume); } } else if ( event.key.keysym.sym == SDLK_DOWN ) { // Volume down if ( volume 0 ) { if ( event.key.keysym.mod & KMOD_SHIFT ) { volume -= 10; } else if ( event.key.keysym.mod & KMOD_CTRL ) { volume = 0; } else { volume--; } if ( volume < 0 ) volume = 0; SMPEG_setvolume(mpeg, volume); } } else if ( event.key.keysym.sym == SDLK_PAGEUP ) { // Full volume volume = 100; SMPEG_setvolume(mpeg, volume); } else if ( event.key.keysym.sym == SDLK_PAGEDOWN ) { // Volume off volume = 0; SMPEG_setvolume(mpeg, volume); } else if ( event.key.keysym.sym == SDLK_SPACE ) { // Toggle play / pause if ( SMPEG_status(mpeg) == SMPEG_PLAYING ) { SMPEG_pause(mpeg); pause = 1; } else { SMPEG_play(mpeg); pause = 0; } } else if ( event.key.keysym.sym == SDLK_RIGHT ) { // Forward if ( event.key.keysym.mod & KMOD_SHIFT ) { SMPEG_skip(mpeg, 100); } else if ( event.key.keysym.mod & KMOD_CTRL ) { SMPEG_skip(mpeg, 50); } else { SMPEG_skip(mpeg, 5); } } else if ( event.key.keysym.sym == SDLK_LEFT ) { // Reverse if ( event.key.keysym.mod & KMOD_SHIFT ) { } else if ( event.key.keysym.mod & KMOD_CTRL ) { } else { } } else if ( event.key.keysym.sym == SDLK_KP_MINUS ) { // Scale minus if ( scalesize > 1 ) { scalesize--; } } else if ( event.key.keysym.sym == SDLK_KP_PLUS ) { // Scale plus scalesize++; } else if ( event.key.keysym.sym == SDLK_f ) { // Toggle filtering on/off if ( bilinear_filtering ) { SMPEG_Filter *filter = SMPEGfilter_null(); filter = SMPEG_filter( mpeg, filter ); filter-destroy(filter); bilinear_filtering = 0; } else { SMPEG_Filter *filter = SMPEGfilter_bilinear(); filter = SMPEG_filter( mpeg, filter ); filter-destroy(filter); bilinear_filtering = 1; } } break; case SDL_QUIT: done = 1; break; default: break; } } SDL_Delay(1000/2); } SMPEG_delete(mpeg); } SDL_Quit(); if defined(HTTP_SUPPORT) if(fd) close(fd); endif return(status); }

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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