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  • Shorter Rails routes

    - by Puru puru rin..
    Hello, I have a thing blog application, and I would like to shorten my routes. Here there are: Blog::Application.routes.draw do resources :categories do resources :articles do resources :comments end end A rake routes command build the following lines: GET /categories/:category_id/articles/:article_id/comments(.:format) {:controller=>"comments", :action=>"index"} category_article_comments POST /categories/:category_id/articles/:article_id/comments(.:format) {:controller=>"comments", :action=>"create"} new_category_article_comment GET /categories/:category_id/articles/:article_id/comments/new(.:format) {:controller=>"comments", :action=>"new"} GET /categories/:category_id/articles/:article_id/comments/:id(.:format) {:controller=>"comments", :action=>"show"} PUT /categories/:category_id/articles/:article_id/comments/:id(.:format) {:controller=>"comments", :action=>"update"} category_article_comment DELETE /categories/:category_id/articles/:article_id/comments/:id(.:format) {:controller=>"comments", :action=>"destroy"} edit_category_article_comment GET /categories/:category_id/articles/:article_id/comments/:id/edit(.:format) {:controller=>"comments", :action=>"edit"} GET /categories/:category_id/articles(.:format) {:controller=>"articles", :action=>"index"} category_articles POST /categories/:category_id/articles(.:format) {:controller=>"articles", :action=>"create"} new_category_article GET /categories/:category_id/articles/new(.:format) {:controller=>"articles", :action=>"new"} GET /categories/:category_id/articles/:id(.:format) {:controller=>"articles", :action=>"show"} PUT /categories/:category_id/articles/:id(.:format) {:controller=>"articles", :action=>"update"} category_article DELETE /categories/:category_id/articles/:id(.:format) {:controller=>"articles", :action=>"destroy"} edit_category_article GET /categories/:category_id/articles/:id/edit(.:format) {:controller=>"articles", :action=>"edit"} GET /categories(.:format) {:controller=>"categories", :action=>"index"} categories POST /categories(.:format) {:controller=>"categories", :action=>"create"} new_category GET /categories/new(.:format) {:controller=>"categories", :action=>"new"} GET /categories/:id(.:format) {:controller=>"categories", :action=>"show"} PUT /categories/:id(.:format) {:controller=>"categories", :action=>"update"} category DELETE /categories/:id(.:format) {:controller=>"categories", :action=>"destroy"} edit_category GET /categories/:id/edit(.:format) {:controller=>"categories", :action=>"edit"} As can be seen, each resource is ordered in a tree. So I believe that, it's could be interesting to simplify my routes such as for example: /categories/ => / /categories/:id => /:id /categories/:category_id/articles/ => /:category_id/articles /categories/:category_id/articles/:id => /:category_id/:id /categories/:category_id/articles/:article_id/comments/ => /:category_id/:article_id/comments /categories/:category_id/articles/:article_id/comments/:id => /:category_id/:article_id/:id It's more DRY, is't it? :) Does Rails 3 provides a easy way to do so, with an HTTP verbs mapping to controller actions automatically? Thanks anyone.

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  • Analyzing bitmaps produced by NSAffineTransform and CILineOverlay filters

    - by Adam
    I am trying to manipulate an image using a chain of CIFilters, and then examine each byte of the resulting image (bitmap). Long term, I do not need to display the resulting image (bitmap) -- I just need to "analyze" it in memory. But near-term I am displaying it on screen, to help with debugging. I have some "bitmap examination" code that works as expected when examining the NSImage (bitmap representation) I use as my input (loaded from a JPG file into an NSImage). And it SOMETIMES works as expected when I use it on the outputBitmap produced by the code below. More specifically, when I use an NSAffineTransform filter to create outputBitmap, then outputBitmap contains the data I would expect. But if I use a CILineOverlay filter to create the outputBitmap, none of the bytes in the bitmap have any data in them. I believe both of these filters are working as expected, because when I display their results on screen (via outputImageView), they look "correct." Yet when I examine the outputBitmaps, the one created from the CILineOverlay filter is "empty" while the one created from NSAffineTransfer contains data. Furthermore, if I chain the two filters together, the final resulting bitmap only seems to contain data if I run the AffineTransform last. Seems very strange, to me??? My understanding (from reading the CI programming guide) is that the CIImage should be considered an "image recipe" rather than an actual image, because the image isn't actually created until the image is "drawn." Given that, it would make sense that the CIimage bitmap doesn't have data -- but I don't understand why it has data after I run the NSAffineTransform but doesn't have data after running the CILineOverlay transform? Basically, I am trying to determine if creating the NSCIImageRep (ir in the code below) from the CIImage (myResult) is equivalent to "drawing" the CIImage -- in other words if that should force the bitmap to be populated? If someone knows the answer to this please let me know -- it will save me a few hours of trial and error experimenting! Finally, if the answer is "you must draw to a graphics context" ... then I have another question: would I need to do something along the lines of what is described in the Quartz 2D Programming Guide: Graphics Contexts, listing 2-7 and 2-8: drawing to a bitmap graphics context? That is the path down which I am about to head ... but it seems like a lot of code just to force the bitmap data to be dumped into an array where I can get at it. So if there is an easier or better way please let me know. I just want to take the data (that should be) in myResult and put it into a bitmap array where I can access it at the byte level. And since I already have code that works with an NSBitmapImageRep, unless doing it that way is a bad idea for some reason that is not readily apparent to me, then I would prefer to "convert" myResult into an NSBitmapImageRep. CIImage * myResult = [transform valueForKey:@"outputImage"]; NSImage *outputImage; NSCIImageRep *ir = [NSCIImageRep alloc]; ir = [NSCIImageRep imageRepWithCIImage:myResult]; outputImage = [[[NSImage alloc] initWithSize: NSMakeSize(inputImage.size.width, inputImage.size.height)] autorelease]; [outputImage addRepresentation:ir]; [outputImageView setImage: outputImage]; NSBitmapImageRep *outputBitmap = [[NSBitmapImageRep alloc] initWithCIImage: myResult]; Thanks, Adam

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  • using PixelBender to double the size of a bitmap

    - by jedierikb
    I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machines, I get great comparative performance out of many pixel bender demonstrations. To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds to do 3000 scalings vs .5 seconds! I expected to get at least the same performance as as3. What am I doing wrong? I got the straightforward pixel bender code here (and it is included below for easy reference). package { import aCore.aUtil.timingUtils; import flash.display.BitmapData; import flash.display.Shader; import flash.display.ShaderJob; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Matrix; public class flashFlash extends Sprite { [Embed ( source="pixelbender/bilinearresample.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class; public function flashFlash( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { removeEventListener( Event.ENTER_FRAME, efCb, false ); traceTime( "init" ); var srcBmd:BitmapData = new BitmapData( 80, 120, false, 0 ); var destBmd:BitmapData = new BitmapData( 160, 240, false, 0 ); var mx:Matrix = new Matrix( ); mx.scale( 2, 2 ); for (var i:uint = 0; i < 3000; i++) { destBmd.draw( srcBmd, mx ); } traceTime( "scaled with as3" ); // create and configure a Shader object var shader:Shader = new Shader( ); shader.byteCode = new BilinearScaling( ); shader.data.scale.value = [2]; shader.data.src.input = srcBmd; for (var j:uint = 0; j < 3000; j++) { var shaderJob:ShaderJob = new ShaderJob( ); shaderJob.shader = shader; shaderJob.target = destBmd; shaderJob.start( true ); } traceTime( "scaled with pixel bender bilinearresample.pbj" ); } private static var _lastTraceTime:Number = new Date().getTime(); public static function traceTime( note:String ):Number { var nowTime:Number = new Date().getTime(); var diff:Number = (nowTime-_lastTraceTime); trace( "[t" + diff + "] " + note ); _lastTraceTime = nowTime; return diff; } } } And the pixel bender code: <languageVersion : 1.0;> kernel BilinearResample < namespace : "com.brooksandrus.pixelbender"; vendor : "Brooks Andrus"; version : 1; description : "Resizes an image using bilinear resampling. Constrains aspect ratio - divide Math.max( input.width / output.width, input.height / output.height ) and pass in to the scale parameter"; > { parameter float scale < minValue: 0.0; maxValue: 1000.0; defaultValue: 1.0; >; input image4 src; output pixel4 dst; void evaluatePixel() { // scale should be Math.max( src.width / output.width, src.height / output.height ) dst = sampleLinear( src, outCoord() * scale ); // bilinear scaling } }

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  • Why a graphics overflow problem as a result of a for loop?

    - by sonny5
    using System; using System.Drawing; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; using System.Drawing.Imaging; using System.Drawing.Drawing2D; public class Form1 : System.Windows.Forms.Form { public static float WXmin; public static float WYmin; public static float WXmax; public static float WYmax; public static int VXmin; public static int VYmin; public static int VXmax; public static int VYmax; public static float Wx; public static float Wy; public static float Vx; public static float Vy; public Form1() { InitializeComponent(); } private void InitializeComponent() { this.ClientSize = new System.Drawing.Size(400, 300); this.Text="Pass Args"; this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); //this.Paint += new System.PaintEventHandler(this.eachCornerPix); //eachCornerPix(out Wx, out Wy, out Vx, out Vy); } static void Main() { Application.Run(new Form1()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); // draw DOWN in y, which is positive since no matrix called eachCornerPix(sender, e, out Wx, out Wy, out Vx, out Vy); p.Dispose(); } private void eachCornerPix (object sender, System.EventArgs e, out float Wx, out float Wy, out float Vx, out float Vy) { Wx = 0.0f; Wy = 0.0f; Vx = 0.0f; Vy = 0.0f; Graphics g = this.CreateGraphics(); Pen penBlu = new Pen(Color.Blue, 2); SolidBrush redBrush = new SolidBrush(Color.Red); int width = 2; // 1 pixel wide in x int height = 2; float [] Wxc = {0.100f, 5.900f, 5.900f, 0.100f}; float [] Wyc = {0.100f, 0.100f, 3.900f, 3.900f}; Console.WriteLine("Wxc[0] = {0}", Wxc[0]); Console.WriteLine("Wyc[3] = {0}", Wyc[3]); /* for (int i = 0; i<3; i++) { Wx = Wxc[i]; Wy = Wyc[i]; Vx = ((Wx - WXmin)*((VXmax-VXmin)+VXmin)/(WXmax-WXmin)); Vy = ((Wy - WYmin)*(VYmax-VYmin)/(WYmax-WYmin)+VYmin); Console.WriteLine("eachCornerPix Vx= {0}", Vx); Console.WriteLine("eachCornerPix Vy= {0}", Vy); g.FillRectangle(redBrush, Vx, Vy, width, height); } */ // What is there about this for loop that will not run? // When the comments above and after the for loop are removed, it gets an overflow? g.Dispose(); } }

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  • VMRMixerControl9 & GDI problem!

    - by freefallr
    I'm attempting to overlay a bitmap on some video. I create a bitmap in memory, then I call SelectObject to select it into a memoryDC, so I can perform a DrawText operation on it. I'm not getting any results on screen at all - can anyone suggest why? thanks HRESULT MyGraph::MixTextOverVMR9(LPCTSTR szText) { // create a bitmap object using GDI, render the text to it accordingly // then Sets the bitmap as an alpha bitmap to the VMR9, so that it can be overlayed. HRESULT hr = S_OK; CBitmap bmpMem; CFont font; LOGFONT logicfont; CRect rcText; CRect rcVideo; VMR9AlphaBitmap alphaBmp; HWND hWnd = this->GetFirstRendererWindow(); COLORREF clrText = RGB(255, 255, 0); COLORREF clrBlack = RGB(0,0,0); HDC hdcHwnd = NULL; CDC dcMem; LONG lWidth; LONG lHeight; if( ! m_spVideoRenderer.p ) return E_NOINTERFACE; if( !m_spWindowlessCtrl.p ) return E_NOINTERFACE; if( ! m_spIMixerBmp9.p ) { m_spIMixerBmp9 = m_spVideoRenderer; if( ! m_spIMixerBmp9.p ) return E_NOINTERFACE; } // create the font.. LPCTSTR sFont = _T("Times New Roman"); memset(&logicfont, 0, sizeof(LOGFONT)); logicfont.lfHeight = 42; logicfont.lfWidth = 20; logicfont.lfStrikeOut = 0; logicfont.lfUnderline = 0; logicfont.lfItalic = FALSE; logicfont.lfWeight = FW_NORMAL; logicfont.lfEscapement = 0; logicfont.lfCharSet = ANSI_CHARSET; logicfont.lfQuality = ANTIALIASED_QUALITY; logicfont.lfPitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy_s( &logicfont.lfFaceName[0], wcslen(sFont)*2, sFont ); font.CreateFontIndirectW(&logicfont); // create a compatible memDC from the video window's HDC if( hWnd == NULL ) return E_FAIL; hdcHwnd = GetDC(hWnd); dcMem = CreateCompatibleDC(hdcHwnd); // get the required bitmap metrics from the MediaBuffer if( ! SUCCEEDED(m_spWindowlessCtrl->GetNativeVideoSize(&lWidth, &lHeight, NULL, NULL)) ) return E_FAIL; // create a bitmap for the text bmpMem.CreateCompatibleBitmap(dcMem.m_hDC, lWidth, lHeight); SelectBitmap (dcMem.m_hDC, bmpMem); SetBkMode (dcMem.m_hDC, TRANSPARENT); SetTextColor (dcMem.m_hDC, clrText); SelectFont (dcMem.m_hDC, font.m_hFont); // draw the text DrawTextW(dcMem.m_hDC, szText, wcslen(szText), rcText, DT_CALCRECT | DT_NOPREFIX ); DrawTextW(dcMem.m_hDC, szText, wcslen(szText), rcText, DT_NOPREFIX ); // Set the alpha bitmap on the VMR9 renderer memset(&alphaBmp, 0, sizeof(VMR9AlphaBitmap)); alphaBmp.rDest.left = 0; alphaBmp.rDest.top = 0.5; alphaBmp.rDest.right = 0.5; alphaBmp.rDest.bottom = 1; alphaBmp.dwFlags = VMR9AlphaBitmap_hDC; alphaBmp.hdc = dcMem.m_hDC; alphaBmp.pDDS = NULL; alphaBmp.rSrc = rcText; // rect to copy from the source image alphaBmp.fAlpha = 0.5f; // transparency value (1.0 is opaque, 0.0 is transparent) alphaBmp.clrSrcKey = clrText; // alphaBmp.dwFilterMode = MixerPref9_AnisotropicFiltering; hr = m_spIMixerBmp9->SetAlphaBitmap(&alphaBmp); DeleteDC(hdcHwnd); dcMem.DeleteDC(); bmpMem.DeleteObject(); font.DeleteObject(); return hr; }

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  • Slow Jquery Animation

    - by Pyronaut
    I have this webpage : http://miloarc.pyrogenicmedia.com/ Which atm is nothing special. It has a few effects but none that break the bank. If you mouse over a tile, it should change it's opacity to give it a fade effect. This is done through the Jquery Animation, not through CSS (I do this so it can fade, instead of being a straight change). Everything looks nice when the page loads, and the fades look perfect. Infact if you drag your mouse all over the place, if gives you a "trail" almost like a snake. Anyway, My next problem is that you will see there is a box in the top left, which is going to tell you information about the tile you are hovering over. This seems to work fine. When you mouse over that information box, it switches it's position (So that you can reach the tiles that were previously hidden underneath it). From my understanding, this is all working fine, and to the letter. However, After one move of the info box (One hover). Viewing the page in Firefox turns slugish. As in, after a successful move of the info box, the fade effects become very stuttered, and it doesn't pick up events as fast meaning you can't draw a "trail" on the screen. Chrome doesn't have this issue. It seems to work fine no matter what. Safari also seems ok. Although I do notice if I move my mouse really fast, it does jump a bit but not as much as firefox. Internet explorer doesn't work at all. Seems to crash the browser... And there is an error with the rounded corner plugin im using (Not sure why...). All in all, I think whatever I'm doing inside my code must be heavily sluggish. But I don't know where it is happening. Here is the full code, but I would advise go to the link to view everything. <script type="text/javascript"> $(document).ready(function() { var WindowWidth = $(window).width(); var WindowMod = WindowWidth % 20; var WindowWidth = WindowWidth - WindowMod; var BoxDimension = WindowWidth / 20; var BoxDimensionFixed = BoxDimension - 12; var dimensions = BoxDimensionFixed + 'px'; $('.gamebutton').each(function(i) { $(this).css('width', dimensions); $(this).css('height', dimensions); }); var OuterDivHeight = BoxDimension * 10; var TopMargin = ($(window).height() - OuterDivHeight) / 2; var OuterDivWidth = BoxDimension * 20; var LeftMargin = ($(window).width() - OuterDivWidth) / 2; $('#gamePort').css('margin-top', TopMargin).css('margin-left', LeftMargin).css('margin-right', LeftMargin); $('.gamebutton img').each(function(i) { $(this).hover( function () { $(this).animate({'opacity': 0.65}); }, function () { $(this).animate({'opacity': 1}); } ); }); $('.rounded').corners(); $('.gamebutton').each(function(i) { $(this).hover(function() { $('.gameTitlePopup').html($(this).attr('title')); FadeActive(); }); }); function FadeActive() { $('.activeInfo').fadeIn('slow'); } $('#gameInfoLeft').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoRight').addClass('activeInfo'); FadeActive(); }); }); $('#gameInfoRight').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoLeft').addClass('activeInfo'); FadeActive(); }); }); }); </script> Thanks for any help :).

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  • Writing a code example

    - by Stefano Borini
    I would like to have your feedback regarding code examples. One of the most frustrating experiences I sometimes have when learning a new technology is finding useless examples. I think an example as the most precious thing that comes with a new library, language, or technology. It must be a starting point, a wise and unadulterated explanation on how to achieve a given result. A perfect example must have the following characteristics: Self contained: it should be small enough to be compiled or executed as a single program, without dependencies or complex makefiles. An example is also a strong functional test if you correctly installed the new technology. The more issues could arise, the more likely is that something goes wrong, and the more difficult is to debug and solve the situation. Pertinent: it should demonstrate one, and only one, specific feature of your software/library, involving the minimal additional behavior from external libraries. Helpful: the code should bring you forward, step by step, using comments or self-documenting code. Extensible: the example code should be a small “framework” or blueprint for additional tinkering. A learner can start by adding features to this blueprint. Recyclable: it should be possible to extract parts of the example to use in your own code Easy: An example code is not the place to show your code-fu skillz. Keep it easy. helpful acronym: SPHERE. Prototypical examples of violations of those rules are the following: Violation of self-containedness: an example spanning multiple files without any real need for it. If your example is a python program, keep everything into a single module file. Don’t sub-modularize it. In Java, try to keep everything into a single class, unless you really must partition some entity into a meaningful object you need to pass around (and java mandates one class per file, if I remember correctly). Violation of Pertinency: When showing how many different shapes you can draw, adding radio buttons and complex controls with all the possible choices for point shapes is a bad idea. You de-focalize your example code, introducing code for event handling, controls initialization etc., and this is not part the feature you want to demonstrate, they are unnecessary noise in the understanding of the crucial mechanisms providing the feature. Violation of Helpfulness: code containing dubious naming, wrong comments, hacks, and functions longer than one page of code. Violation of Extensibility: badly factored code that have everything into a single function, with potentially swappable entities embedded within the code. Example: if an example reads data from a file and displays it, create a method getData() returning a useful entity, instead of opening the file raw and plotting the stuff. This way, if the user of the library needs to read data from a HTTP server instead, he just has to modify the getData() module and use the example almost as-is. Another violation of Extensibility comes if the example code is not under a fully liberal (e.g. MIT or BSD) license. Violation of Recyclability: when the code layout is so intermingled that is difficult to easily copy and paste parts of it and recycle them into another program. Again, licensing is also a factor. Violation of Easiness: Yes, you are a functional-programming nerd and want to show how cool you are by doing everything on a single line of map, filter and so on, but that could not be helpful to someone else, who is already under pressure to understand your library, and now has to understand your code as well. And in general, the final rule: if it takes more than 10 minutes to do the following: compile the code, run it, read the source, and understand it fully, it means that the example is not a good one. Please let me know your opinion, either positive or negative, or experience on this regard.

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  • opengl, Black lines in-between tiles

    - by MiJyn
    When its translated in an integral value (1,2,3, etc....), there are no black lines in-between the tiles, it looks fine. But when it's translated to a non-integral (1.1, 1.5, 1.67), there are small blackish lines between each tile (I'm imagining that it's due to subpixel rendering, right?) ... and it doesn't look pretty =P So... what should I do? This is my image-loading code, by the way: bool Image::load_opengl() { this->id = 0; glGenTextures(1, &this->id); this->bind(); // Parameters... TODO: Should we change this? glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 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_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, this->size.x, this->size.y, 0, GL_BGRA, GL_UNSIGNED_BYTE, (void*) FreeImage_GetBits(this->data)); this->unbind(); return true; } I've also tried using: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); and: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Here is my image drawing code: void Image::draw(Pos pos, CROP crop, SCALE scale) { if (!this->loaded || this->id == 0) { return; } // Start position & size Pos s_p; Pos s_s; // End size Pos e_s; if (crop.active) { s_p = crop.pos / this->size; s_s = crop.size / this->size; //debug("%f %f", s_s.x, s_s.y); s_s = s_s + s_p; s_s.clamp(1); //debug("%f %f", s_s.x, s_s.y); } else { s_s = 1; } if (scale.active) { e_s = scale.size; } else if (crop.active) { e_s = crop.size; } else { e_s = this->size; } // FIXME: Is this okay? s_p.y = 1 - s_p.y; s_s.y = 1 - s_s.y; // TODO: Make this use VAO/VBO's!! glPushMatrix(); glTranslate(pos.x, pos.y, 0); this->bind(); glBegin(GL_QUADS); glTexCoord2(s_p.x, s_p.y); glVertex2(0, 0); glTexCoord2(s_s.x, s_p.y); glVertex2(e_s.x, 0); glTexCoord2(s_s.x, s_s.y); glVertex2(e_s.x, e_s.y); glTexCoord2(s_p.x, s_s.y); glVertex2(0, e_s.y); glEnd(); this->unbind(); glPopMatrix(); } OpenGL Initialization code: void game__gl_init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, config.window.size.x, config.window.size.y, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } Screenshots of the issue:

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  • Mismatched coordinate systems in LWJGL with Mouse and Textures

    - by Braains
    I'm not really sure how to expand on this other than to say that it appears that my LWJGL seems to have different coordinate systems for the Mouse and for painting Textures. It seems that Textures have the usual Java2D way of putting (0, 0) in the upper-left corner, while the Mouse goes by the more sensible way of having the origin in the lower-left corner. I've checked my code a bunch but I don't see anything modifying the values between where I read them and where I use them. It's thrown me for a loop and I can't quite figure it out. I'll post all the code that involves the Mouse input and Texture painting for you guys to look at. private static void pollHelpers() { while(Mouse.next()) { InputHelper.acceptMouseInput(Mouse.getEventButton(), Mouse.getEventX(), Mouse.getEventY()); } while (Keyboard.next()) { if (Keyboard.getEventKeyState()) { InputHelper.acceptKeyboardInput(Keyboard.getEventKey(), true); } else { InputHelper.acceptKeyboardInput(Keyboard.getEventKey(), false); } } } public static void acceptMouseInput(int mouseButton, int x, int y) { for(InputHelper ie: InputHelper.instances) { if(ie.checkRectangle(x, y)) { ie.sendMouseInputToParent(mouseButton); } } } private void sendMouseInputToParent(int mouseButton) { parent.onClick(mouseButton); } public boolean checkRectangle(int x, int y) { //y = InputManager.HEIGHT - y; See below for explanation return x > parent.getX() && x < parent.getX() + parent.getWidth() && y > parent.getY() && y < parent.getY() + parent.getHeight(); } I put this line of code in because it temporarily fixed the coordinate system problem. However, I want to have my code to be as independent as possible so I want to remove as much reliance on other classes as possible. These are the only methods that touch the Mouse input, and as far as I can tell none of them change anything so all is good here. Now for the Texture methods: public void draw() { if(!clicked || deactivatedImage == null) { activatedImage.bind(); glBegin(GL_QUADS); { DrawHelper.drawGLQuad(activatedImage, x, y, width, height); } glEnd(); } else { deactivatedImage.bind(); glBegin(GL_QUADS); { DrawHelper.drawGLQuad(deactivatedImage, x, y, width, height); } glEnd(); } } public static void drawGLQuad(Texture texture, float x, float y, float width, float height) { glTexCoord2f(x, y); glVertex2f(x, y); glTexCoord2f(x, y + texture.getHeight()); glVertex2f(x, y + height); glTexCoord2f(x + texture.getWidth(), y + texture.getHeight()); glVertex2f(x + width, y +height); glTexCoord2f(x + texture.getWidth(), y); glVertex2f(x + width, y); } I'll be honest, I do not have the faintest clue as to what is really happening in this method but I was able to put it together on my own and get it to work. my guess is that this is where the problem is. Thanks for any help!

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  • Aliasing a route causes rails to expect paths that don't exist

    - by DJTripleThreat
    ok here's some code: prompt>rails my_app prompt>cd my_app prompt>script/generate scaffold service_type title:string time_allotment:integer prompt>rake db:migrate then edit these files to look like this: #routes.rb: ActionController::Routing::Routes.draw do |map| map.resources :services, :controller => :service_types map.connect ':controller/:action/:id' map.connect ':controller/:action/:id.:format' end which produces these routes: prompt>rake routes services GET /services(.:format) {:controller=>"service_types", :action=>"index"} POST /services(.:format) {:controller=>"service_types", :action=>"create"} new_service GET /services/new(.:format) {:controller=>"service_types", :action=>"new"} edit_service GET /services/:id/edit(.:format) {:controller=>"service_types", :action=>"edit"} service GET /services/:id(.:format) {:controller=>"service_types", :action=>"show"} PUT /services/:id(.:format) {:controller=>"service_types", :action=>"update"} DELETE /services/:id(.:format) {:controller=>"service_types", :action=>"destroy"} /:controller/:action/:id /:controller/:action/:id(.:format) _ #my_app/app/views/service_types/index.html.erb <h1>Listing service_types</h1> <table> <tr> <th>Title</th> <th>Time allotment</th> </tr> <% @service_types.each do |service_type| %> <tr> <td><%=h service_type.title %></td> <td><%=h service_type.time_allotment %></td> <td><%= link_to 'Show', service_type %></td> <td><%= link_to 'Edit', edit_service_path(service_type) %></td> <td><%= link_to 'Destroy', service_type, :confirm => 'Are you sure?', :method => :delete %></td> </tr> <% end %> </table> <br /> <%= link_to 'New service_type', new_service_path %> - #my_app/app/views/service_types/new.html.erb <h1>New service_type</h1> <% form_for(@service_type) do |f| %> <%= f.error_messages %> <p> <%= f.label :title %><br /> <%= f.text_field :title %> </p> <p> <%= f.label :time_allotment %><br /> <%= f.text_field :time_allotment %> </p> <p> <%= f.submit 'Create' %> </p> <% end %> <%= link_to 'Back', services_path %> when you try to access http://localhost:3000/services/new you get the following error: undefined method `service_types_path' for #<ActionView::Base:0xb7199a80> Extracted source (around line #3): 1: <h1>New service_type</h1> 2: 3: <% form_for(@service_type) do |f| %> 4: <%= f.error_messages %> 5: 6: <p> Application Trace: /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/polymorphic_routes.rb:107:in `__send__' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/polymorphic_routes.rb:107:in `polymorphic_url' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/polymorphic_routes.rb:114:in `polymorphic_path' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/form_helper.rb:298:in `apply_form_for_options!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/form_helper.rb:277:in `form_for' /home/aaron/NetBeansProjects/my_app/app/views/service_types/new.html.erb:3:in `_run_erb_app47views47service_types47new46html46erb' /home/aaron/NetBeansProjects/my_app/app/controllers/service_types_controller.rb:29:in `new' Anyone have any idea why it believes that service_types_path is in my code when it's not?

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  • android get duration from maps.google.com directions

    - by urobo
    At the moment I am using this code to inquire google maps for directions from an address to another one, then I simply draw it on a mapview from its GeometryCollection. But yet this isn't enough I need also to extract the total expected duration from the kml. can someone give a little sample code to help me? thanks StringBuilder urlString = new StringBuilder(); urlString.append("http://maps.google.com/maps?f=d&hl=en"); urlString.append("&saddr=");//from urlString.append( Double.toString((double)src.getLatitudeE6()/1.0E6 )); urlString.append(","); urlString.append( Double.toString((double)src.getLongitudeE6()/1.0E6 )); urlString.append("&daddr=");//to urlString.append( Double.toString((double)dest.getLatitudeE6()/1.0E6 )); urlString.append(","); urlString.append( Double.toString((double)dest.getLongitudeE6()/1.0E6 )); urlString.append("&ie=UTF8&0&om=0&output=kml"); //Log.d("xxx","URL="+urlString.toString()); // get the kml (XML) doc. And parse it to get the coordinates(direction route). Document doc = null; HttpURLConnection urlConnection= null; URL url = null; try { url = new URL(urlString.toString()); urlConnection=(HttpURLConnection)url.openConnection(); urlConnection.setRequestMethod("GET"); urlConnection.setDoOutput(true); urlConnection.setDoInput(true); urlConnection.connect(); dbf = DocumentBuilderFactory.newInstance(); db = dbf.newDocumentBuilder(); doc = db.parse(urlConnection.getInputStream()); if(doc.getElementsByTagName("GeometryCollection").getLength()>0) { //String path = doc.getElementsByTagName("GeometryCollection").item(0).getFirstChild().getFirstChild().getNodeName(); String path = doc.getElementsByTagName("GeometryCollection").item(0).getFirstChild().getFirstChild().getFirstChild().getNodeValue() ; //Log.d("xxx","path="+ path); String[] pairs = path.split(" "); String[] lngLat = pairs[0].split(","); // lngLat[0]=longitude lngLat[1]=latitude lngLat[2]=height // src GeoPoint startGP = new GeoPoint((int)(Double.parseDouble(lngLat[1])*1E6),(int)(Double.parseDouble(lngLat[0])*1E6)); mMapView01.getOverlays().add(new MyOverLay(startGP,startGP,1)); GeoPoint gp1; GeoPoint gp2 = startGP; for(int i=1;i<pairs.length;i++) // the last one would be crash { lngLat = pairs[i].split(","); gp1 = gp2; // watch out! For GeoPoint, first:latitude, second:longitude gp2 = new GeoPoint((int)(Double.parseDouble(lngLat[1])*1E6),(int)(Double.parseDouble(lngLat[0])*1E6)); mMapView01.getOverlays().add(new MyOverLay(gp1,gp2,2,color)); //Log.d("xxx","pair:" + pairs[i]); } mMapView01.getOverlays().add(new MyOverLay(dest,dest, 3)); // use the default color } }catch (MalformedURLException e){ e.printStackTrace(); }catch (IOException e){ e.printStackTrace(); }catch (SAXException e){ e.printStackTrace(); } catch (ParserConfigurationException e) { e.printStackTrace(); } }

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  • Polymorphism problem: How to check type of derived class?

    - by malymato
    Hi, this is my first question here :) I know that I should not check for object type but instead use dynamic_cast, but that would not solve my problem. I have class called Extension and interfaces called IExtendable and IInitializable, IUpdatable, ILoadable, IDrawable (the last four are basicly the same). If Extension implements IExtendable interface, it can extend itself with different Extension objects. The problem is that I want to allow the Extension which implements IExtendable to extend only with Extension that implements the same interfaces as the original Extension. You probably don't unerstand that mess so I try to explain it with code: class IExtendable { public: IExtendable(void); void AddExtension(Extension*); void RemoveExtensionByID(unsigned int); vector<Extension*>* GetExtensionPtr(){return &extensions;}; private: vector<Extension*> extensions; }; class IUpdatable { public: IUpdatable(void); ~IUpdatable(void); virtual void Update(); }; class Extension { public: Extension(void); virtual ~Extension(void); void Enable(){enabled=true;}; void Disable(){enabled=false;}; unsigned int GetIndex(){return ID;}; private: bool enabled; unsigned int ID; static unsigned int _indexID; }; Now imagine the case that I create Extension like this: class MyExtension : public Extension, public IExtendable, public IUpdatable, public IDrawable { public: MyExtension(void); virtual ~MyExtension(void); virtual void AddExtension(Extension*); virtual void Update(); virtual void Draw(); }; And I want to allow this class to extend itself only with Extensions that implements the same interfaces (or less). For example I want it to be able to take Extension which implements IUpdatable; or both IUpdatable and IDrawable; but e.g. not Extension which implements ILoadable. I want to do this because when e.g. Update() will be called on some Extension which implements IExtendable and IUpdateable, it will be also called on these Extensions which extends this Extension. So when I'm adding some Extension to Extension which implements IExtendable and some of the IUpdatable, ILoadable... I'm forced to check if Extension that is going to be add implements these interfaces too. So In the IExtendable::AddExtension(Extension*) I would need to do something like this: void IExtendable::AddExtension(Extension* pEx) { bool ok = true; // check wheather this extension can take pEx // do this with every interface if ((*pEx is IUpdatable) && (*this is_not IUpdatable)) ok = false; if (ok) this->extensions.push_back(pEx); } But how? Any ideas what would be the best solution? I don't want to use dynamic_cast and see if it returns null... thanks

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  • Why does my Opengl es android testbed app not render anything besides a red screen?

    - by nathan
    For some reason my code here (this is the entire thing) doesnt actually render anything besides a red screen.. can anyone tell me why? package com.ntu.way2fungames.earth.testbed; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.content.Context; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; public class projectiles extends Activity { GLSurfaceView lGLView; Renderer lGLRenderer; float projectilesX[]= new float[5001]; float projectilesY[]= new float[5001]; float projectilesXa[]= new float[5001]; float projectilesYa[]= new float[5001]; float projectilesTheta[]= new float[5001]; float projectilesSpeed[]= new float[5001]; private static FloatBuffer drawBuffer; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); SetupProjectiles(); Context mContext = this.getWindow().getContext(); lGLView= new MyView(mContext); lGLRenderer= new MyRenderer(); lGLView.setRenderer(lGLRenderer); setContentView(lGLView); } private void SetupProjectiles() { int i=0; for (i=5000;i>0;i=i-1){ projectilesX[i] = 240; projectilesY[i] = 427; float theta = (float) ((i/5000)*Math.PI*2); projectilesXa[i] = (float) Math.cos(theta); projectilesYa[i] = (float) Math.sin(theta); projectilesTheta[i]= theta; projectilesSpeed[i]= (float) (Math.random()+1); } } public class MyView extends GLSurfaceView{ public MyView(Context context) { super(context); // TODO Auto-generated constructor stub } } public class MyRenderer implements Renderer{ private float[] projectilecords = new float[] { .0f, .5f, 0, -.5f, 0f, 0, .5f, 0f, 0, 0, -5f, 0, }; @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); //gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); for (int i=5000;i>4500;i=i-1){ //drawing section gl.glLoadIdentity(); gl.glColor4f(.9f, .9f,.9f,.9f); gl.glTranslatef(projectilesY[i], projectilesX[i],1); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, drawBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 12); //physics section projectilesX[i]=projectilesX[i]+projectilesXa[i]; projectilesY[i]=projectilesY[i]+projectilesYa[i]; } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { if (height == 0) height = 1; // draw on the entire screen gl.glViewport(0, 0, width, height); // setup projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0,width,height,0, -100, 100); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig arg1) { gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(1f, .01f, .01f, 1f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); drawBuffer = FloatBuffer.wrap(projectilecords); } } }

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  • Problem when trying to use simple Shaders + VBOs

    - by Mr.Gando
    Hello I'm trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I'm using OpenGL ES 2.0 with shaders on the iPhone (should be almost the same than regular OpenGL in this case), this is what I got working: //Works! - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat vertices[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; glBindTexture(GL_TEXTURE_2D, _name); //Attrib position and attrib_tex coord are handles for the shader attributes glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } I tried to do this to convert to a VBO however I don't see anything displaying on-screen with this version: //Doesn't display anything - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat position[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; //Texture on-screen position ( each vertex is x,y in on-screen coords ) GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; // Texture coords from 0 to 1 glBindVertexArrayOES(vao); glGenVertexArraysOES(1, &vao); glGenBuffers(2, vbo); //Buffer 1 glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), position, GL_STATIC_DRAW); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, position); //Buffer 2 glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), coordinates, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); //Draw glBindVertexArrayOES(vao); glBindTexture(GL_TEXTURE_2D, _name); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } In both cases I'm using this simple Vertex Shader //Vertex Shader attribute vec2 position;//Bound to ATTRIB_POSITION attribute vec4 color; attribute vec2 texcoord;//Bound to ATTRIB_TEXCOORD varying vec2 texcoordVarying; uniform mat4 mvp; void main() { //You CAN'T use transpose before in glUniformMatrix4fv so... here it goes. gl_Position = mvp * vec4(position.x, position.y, 0.0, 1.0); texcoordVarying = texcoord; } The gl_Position is equal to product of mvp * vec4 because I'm simulating glOrthof in 2D with that mvp And this Fragment Shader //Fragment Shader uniform sampler2D sampler; varying mediump vec2 texcoordVarying; void main() { gl_FragColor = texture2D(sampler, texcoordVarying); } I really need help with this, maybe my shaders are wrong for the second case ? thanks in advance.

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  • Issue getting camera emulation to work with Tom G's HttpCamera

    - by user591524
    I am trying to use the android emulator to preview video from webcam. I have used the tom gibara sample code, minus the webbroadcaster (i am instead using VLC streaming via http). So, I have modified the SDK's "CameraPreview" app to use the HttpCamera, but the stream never appears. Debugging through doesn't give me any clues either. I wonder if anything obvious is clear to others? The preview app launches and remains black. Notes: 1) I have updated the original CameraPreview class as described here: http://www.inter-fuser.com/2009/09/live-camera-preview-in-android-emulator.html, but referencing httpCamera instead of socketcamera. 2) I updated Tom's original example to reference "Camera" type instead of deprecated "CameraDevice" type. 3) Below is my CameraPreview.java. 4) THANK YOU package com.example.android.apis.graphics; import android.app.Activity; import android.content.Context; import android.hardware.Camera; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.Window; import java.io.IOException; import android.graphics.Canvas; // ---------------------------------------------------------------------- public class CameraPreview extends Activity { private Preview mPreview; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Hide the window title. requestWindowFeature(Window.FEATURE_NO_TITLE); // Create our Preview view and set it as the content of our activity. mPreview = new Preview(this); setContentView(mPreview); } } // ---------------------------------------------------------------------- class Preview extends SurfaceView implements SurfaceHolder.Callback { SurfaceHolder mHolder; //Camera mCamera; HttpCamera mCamera;//changed Preview(Context context) { super(context); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = getHolder(); mHolder.addCallback(this); //mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); mHolder.setType(SurfaceHolder.SURFACE_TYPE_NORMAL);//changed } public void surfaceCreated(SurfaceHolder holder) { // The Surface has been created, acquire the camera and tell it where // to draw. //mCamera = Camera.open(); this.StartCameraPreview(holder); } public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return, so stop the preview. // Because the CameraDevice object is not a shared resource, it's very // important to release it when the activity is paused. //mCamera.stopPreview();//changed mCamera = null; } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // Now that the size is known, set up the camera parameters and begin // the preview. //Camera.Parameters parameters = mCamera.getParameters(); //parameters.setPreviewSize(w, h); //mCamera.setParameters(parameters); //mCamera.startPreview(); this.StartCameraPreview(holder); } private void StartCameraPreview(SurfaceHolder sh) { mCamera = new HttpCamera("10.213.74.247:443", 640, 480, true);//changed try { //mCamera.setPreviewDisplay(holder); Canvas c = sh.lockCanvas(null); mCamera.capture(c); sh.unlockCanvasAndPost(c); } catch (Exception exception) { //mCamera.release(); mCamera = null; // TODO: add more exception handling logic here } } }

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  • segmented controls mangled during initial transition animation

    - by dLux
    greetings and salutations folks, i'm relatively new to objective c & iphone programming, so bare with me if i've overlooked something obvious.. i created a simple app to play with the different transition animations, setting up a couple segmented controls and a slider.. (Flip/Curl), (left/right) | (up/down), (EaseInOut/EaseIn/EaseOut/Linear) i created a view controller class, and the super view controller switches between 2 instances of the sub class. as you can see from the following image, the first time switching to the 2nd instance, while the animation is occurring the segmented controls are mangled; i'd guess they haven't had enuff time to draw themselves completely.. http://img689.imageshack.us/img689/2320/mangledbuttonsduringtra.png they're fine once the animation is done, and any subsequent times.. if i specify cache:NO in the setAnimationTransition it helps, but there still seems to be some sort of progressive reveal for the text in the segmented controls; they still don't seem to be pre-rendered or initialized properly.. (and surely there's a way to do this while caching the view being transitioned to, since in this case the view isn't changing and should be cacheable.) i'm building my code based on a couple tutorials from a book, so i updated the didReceiveMemoryWarning to set the instanced view controllers to nil; when i invoke a memory warning in the simulator, i assume it's purging the other view, and it acts like a first transition after loading, the view being transitioned to appears just like the image above.. i guess it can't hurt to include the code (sorry if it's considered spamming), this is basically half of it, with a similar chunk following this in an else statement, for the case of the 2nd side being present, switching back to the 1st..: - (IBAction)switchViews:(id)sender { [UIView beginAnimations:@"Transition Animation" context:nil]; if (self.sideBViewController.view.superview == nil) // sideA is active, sideB is coming { if (self.sideBViewController == nil) { SideAViewController *sBController = [[SideAViewController alloc] initWithNibName:@"SideAViewController" bundle:nil]; self.sideBViewController = sBController; [sBController release]; } [UIView setAnimationDuration:sideAViewController.transitionDurationSlider.value]; if ([sideAViewController.transitionAnimation selectedSegmentIndex] == 0) { // flip: 0 == left, 1 == right if ([sideAViewController.flipDirection selectedSegmentIndex] == 0) [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.view cache:YES]; else [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.view cache:YES]; } else { // curl: 0 == up, 1 == down if ([sideAViewController.curlDirection selectedSegmentIndex] == 0) [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; else [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; } if ([sideAViewController.animationCurve selectedSegmentIndex] == 0) [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; else if ([sideAViewController.animationCurve selectedSegmentIndex] == 1) [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; else if ([sideAViewController.animationCurve selectedSegmentIndex] == 2) [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; else if ([sideAViewController.animationCurve selectedSegmentIndex] == 3) [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [sideBViewController viewWillAppear:YES]; [sideAViewController viewWillDisappear:YES]; [sideAViewController.view removeFromSuperview]; [self.view insertSubview:sideBViewController.view atIndex:0]; [sideBViewController viewDidAppear:YES]; [sideAViewController viewDidDisappear:YES]; } any other tips or pointers about writing good clean code is also appreciated, i realize i still have a lot to learn.. thank u for ur time, -- d

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  • can't get texture to work

    - by user583713
    It been a while since I use android opengl but for what ever reason I get a white squre box and not the texture I what on the screen. Oh I do not think this would matter but just in case I put a linerlayout view first then the surfaceview on but anyway Here my code: public class GameEngine { private float vertices[]; private float textureUV[]; private int[] textureId = new int[1]; private FloatBuffer vertextBuffer; private FloatBuffer textureBuffer; private short indices[] = {0,1,2,2,1,3}; private ShortBuffer indexBuffer; private float x, y, z; private float rot, rotX, rotY, rotZ; public GameEngine() { } public void setEngine(float x, float y, float vertices[]){ this.x = x; this.y = y; this.vertices = vertices; ByteBuffer vbb = ByteBuffer.allocateDirect(this.vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertextBuffer = vbb.asFloatBuffer(); vertextBuffer.put(this.vertices); vertextBuffer.position(0); vertextBuffer.clear(); ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); indexBuffer.clear(); } public void draw(GL10 gl){ gl.glLoadIdentity(); gl.glTranslatef(x, y, z); gl.glRotatef(rot, rotX, rotY, rotZ); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId[0]); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertextBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void LoadTexture(float textureUV[], GL10 gl, InputStream is) throws IOException{ this.textureUV = textureUV; ByteBuffer tbb = ByteBuffer.allocateDirect(this.textureUV.length * 4); tbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(this.textureUV); textureBuffer.position(0); textureBuffer.clear(); Bitmap bitmap = null; try{ bitmap = BitmapFactory.decodeStream(is); }finally{ try{ is.close(); is = null; gl.glGenTextures(1, textureId,0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //Clean up gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId[0]); bitmap.recycle(); }catch(IOException e){ } } } public void setVector(float x, float y, float z){ this.x = x; this.y = y; this.z = z; } public void setRot(float rot, float x, float y, float z){ this.rot = rot; this.rotX = x; this.rotY = y; this.rotZ = z; } public float getZ(){ return z; } }

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  • Multiple data series in real time plot

    - by Gr3n
    Hi, I'm kind of new to Python and trying to create a plotting app for values read via RS232 from a sensor. I've managed (after some reading and copying examples online) to get a plot working that updates on a timer which is great. My only trouble is that I can't manage to get multiple data series into the same plot. Does anyone have a solution to this? This is the code that I've worked out this far: import os import pprint import random import sys import wx # The recommended way to use wx with mpl is with the WXAgg backend import matplotlib matplotlib.use('WXAgg') from matplotlib.figure import Figure from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigCanvas, NavigationToolbar2WxAgg as NavigationToolbar import numpy as np import pylab DATA_LENGTH = 100 REDRAW_TIMER_MS = 20 def getData(): return int(random.uniform(1000, 1020)) class GraphFrame(wx.Frame): # the main frame of the application def __init__(self): wx.Frame.__init__(self, None, -1, "Usart plotter", size=(800,600)) self.Centre() self.data = [] self.paused = False self.create_menu() self.create_status_bar() self.create_main_panel() self.redraw_timer = wx.Timer(self) self.Bind(wx.EVT_TIMER, self.on_redraw_timer, self.redraw_timer) self.redraw_timer.Start(REDRAW_TIMER_MS) def create_menu(self): self.menubar = wx.MenuBar() menu_file = wx.Menu() m_expt = menu_file.Append(-1, "&Save plot\tCtrl-S", "Save plot to file") self.Bind(wx.EVT_MENU, self.on_save_plot, m_expt) menu_file.AppendSeparator() m_exit = menu_file.Append(-1, "E&xit\tCtrl-X", "Exit") self.Bind(wx.EVT_MENU, self.on_exit, m_exit) self.menubar.Append(menu_file, "&File") self.SetMenuBar(self.menubar) def create_main_panel(self): self.panel = wx.Panel(self) self.init_plot() self.canvas = FigCanvas(self.panel, -1, self.fig) # pause button self.pause_button = wx.Button(self.panel, -1, "Pause") self.Bind(wx.EVT_BUTTON, self.on_pause_button, self.pause_button) self.Bind(wx.EVT_UPDATE_UI, self.on_update_pause_button, self.pause_button) self.hbox1 = wx.BoxSizer(wx.HORIZONTAL) self.hbox1.Add(self.pause_button, border=5, flag=wx.ALL | wx.ALIGN_CENTER_VERTICAL) self.vbox = wx.BoxSizer(wx.VERTICAL) self.vbox.Add(self.canvas, 1, flag=wx.LEFT | wx.TOP | wx.GROW) self.vbox.Add(self.hbox1, 0, flag=wx.ALIGN_LEFT | wx.TOP) self.panel.SetSizer(self.vbox) #self.vbox.Fit(self) def create_status_bar(self): self.statusbar = self.CreateStatusBar() def init_plot(self): self.dpi = 100 self.fig = Figure((3.0, 3.0), dpi=self.dpi) self.axes = self.fig.add_subplot(111) self.axes.set_axis_bgcolor('white') self.axes.set_title('Usart data', size=12) pylab.setp(self.axes.get_xticklabels(), fontsize=8) pylab.setp(self.axes.get_yticklabels(), fontsize=8) # plot the data as a line series, and save the reference # to the plotted line series # self.plot_data = self.axes.plot( self.data, linewidth=1, color="blue", )[0] def draw_plot(self): # redraws the plot xmax = len(self.data) if len(self.data) > DATA_LENGTH else DATA_LENGTH xmin = xmax - DATA_LENGTH ymin = 0 ymax = 4096 self.axes.set_xbound(lower=xmin, upper=xmax) self.axes.set_ybound(lower=ymin, upper=ymax) # enable grid #self.axes.grid(True, color='gray') # Using setp here is convenient, because get_xticklabels # returns a list over which one needs to explicitly # iterate, and setp already handles this. # pylab.setp(self.axes.get_xticklabels(), visible=True) self.plot_data.set_xdata(np.arange(len(self.data))) self.plot_data.set_ydata(np.array(self.data)) self.canvas.draw() def on_pause_button(self, event): self.paused = not self.paused def on_update_pause_button(self, event): label = "Resume" if self.paused else "Pause" self.pause_button.SetLabel(label) def on_save_plot(self, event): file_choices = "PNG (*.png)|*.png" dlg = wx.FileDialog( self, message="Save plot as...", defaultDir=os.getcwd(), defaultFile="plot.png", wildcard=file_choices, style=wx.SAVE) if dlg.ShowModal() == wx.ID_OK: path = dlg.GetPath() self.canvas.print_figure(path, dpi=self.dpi) self.flash_status_message("Saved to %s" % path) def on_redraw_timer(self, event): if not self.paused: newData = getData() self.data.append(newData) self.draw_plot() def on_exit(self, event): self.Destroy() def flash_status_message(self, msg, flash_len_ms=1500): self.statusbar.SetStatusText(msg) self.timeroff = wx.Timer(self) self.Bind( wx.EVT_TIMER, self.on_flash_status_off, self.timeroff) self.timeroff.Start(flash_len_ms, oneShot=True) def on_flash_status_off(self, event): self.statusbar.SetStatusText('') if __name__ == '__main__': app = wx.PySimpleApp() app.frame = GraphFrame() app.frame.Show() app.MainLoop()

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  • SurfaceView drawn on top of other elements after coming back from specific activity

    - by spirytus
    I have an activity with video preview displayed via SurfaceView and other views positioned over it. The problem is when user navigates to Settings activity (code below) and comes back then the surfaceview is drawn on top of everything else. This does not happen when user goes to another activity I have, neither when user navigates outside of app eg. to task manager. Now, you see in code below that I have setContentVIew() call wrapped in conditionals so it is not called every time when onStart() is executed. If its not wrapped in if statements then all works fine, but its causing loosing lots of memory (5MB+) each time onStart() is called. I tried various combinations and nothing seems to work so any help would be much appreciated. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Toast.makeText(this,"Create ", 2000).show(); // set 32 bit window (draw correctly transparent images) getWindow().getAttributes().format = android.graphics.PixelFormat.RGBA_8888; // set the layout of the screen based on preferences of the user sharedPref = PreferenceManager.getDefaultSharedPreferences(this); } public void onStart() { super.onStart(); String syncConnPref = null; syncConnPref = sharedPref.getString("screensLayouts", "default"); if(syncConnPref.contentEquals("default") && currentlLayout!="default") { setContentView(R.layout.fight_recorder_default); } else if(syncConnPref.contentEquals("simple") && currentlLayout!="simple") { setContentView(R.layout.fight_recorder_simple); } // I I uncomment line below so it will be called every time without conditionals above, it works fine but every time onStart() is called I'm losing 5+ MB memory (memory leak?). The preview however shows under the other elements exactly as I need memory leak makes it unusable after few times though // setContentView(R.layout.fight_recorder_default); if(getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available and fight recording will not be permanently stored",2000).show(); // TODO also in here put some code replacing the background with something nice return; } // now we have camera ready and we need surface to display picture from camera on so // we instantiate CameraPreviw object which is simply surfaceView containing holder object. // holder object is the surface where the image will be drawn onto // this is where camera live cameraPreview will be displayed cameraPreviewLayout = (FrameLayout) findViewById(id.camera_preview); cameraPreview = new CameraPreview(this); // now we add surface view to layout cameraPreviewLayout.removeAllViews(); cameraPreviewLayout.addView(cameraPreview); // get layouts prepared for different elements (views) // this is whole recording screen, as big as screen available recordingScreenLayout=(FrameLayout) findViewById(R.id.recording_screen); // this is used to display sores as they are added, it displays like a path // each score added is a new text view simply and as user undos these are removed one by one allScoresLayout=(LinearLayout) findViewById(R.id.all_scores); // layout prepared for controls like record/stop buttons etc startStopLayout=(RelativeLayout) findViewById(R.id.start_stop_layout); // set up timer so it can be turned on when needed //fightTimer=new FightTimer(this); fightTimer = (FightTimer) findViewById(id.fight_timer); // get views for displaying scores score1=(TextView) findViewById(id.score1); score2=(TextView) findViewById(id.score2); advantages1=(TextView) findViewById(id.advantages1); advantages2=(TextView) findViewById(id.advantages2); penalties1=(TextView) findViewById(id.penalties1); penalties2=(TextView) findViewById(id.penalties2); RelativeLayout welcomeScreen=(RelativeLayout) findViewById(id.welcome_screen); Animation fadeIn = AnimationUtils.loadAnimation(this, R.anim.fade_in); welcomeScreen.startAnimation(fadeIn); Toast.makeText(this,"Start ", 2000).show(); animateViews(); } Settings activity is below, after coming back from this activity surfaceview is drawn on top of other elements. public class SettingsActivity extends PreferenceActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if(MyFirstAppActivity.getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available",2000).show(); return; } addPreferencesFromResource(R.xml.preferences); } }

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  • Android refresh StateListDrawable problem

    - by Max
    Hi all, I have a strange problem with StateListDrawable or maybe (probably) I'm missing something. I created a test application for it and the same problem occurs. So, this is my StateListDrawable resourse in file test_selection.xml <?xml version="1.0" encoding="utf-8"?> <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_selected="true"> <shape android:shape="rectangle" android:background="#ff0000"> <corners android:radius="10dp" /> <gradient android:startColor="#ff5555" android:endColor="#ff5555" android:angle="0" /> </shape> </item> <item android:state_selected="false"> <shape android:shape="rectangle" android:background="#eeeeee"> <corners android:radius="10dp" /> <gradient android:startColor="#eeeeee" android:endColor="#eeeeee" android:angle="0" /> </shape> </item> </selector> It's a very simple selector that draw a red color for selected state and a white rect for the unselected one. My main.xml template is very simple. I simply use a TextView that uses the selection as background. <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" android:textSize="30dp" android:id="@+id/test_view_example" android:background="@drawable/test_selection"/> <Button android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/refresh" android:onClick="updateView" android:text="refresh"></Button> </LinearLayout> My Activity code is also very simple. public class TestDrawableStateActivity extends Activity { private final static int[] SELECTED_STATE = { android.R.attr.state_selected }; private final static int[] UNSELECTED_STATE = {}; private TextView textView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); textView = (TextView) findViewById(R.id.test_view_example); } @Override protected void onResume() { super.onResume(); // Carichiamo la Drawable if(textView.getBackground().setState(SELECTED_STATE)){ textView.invalidate(); } } public void updateView(View view) { if(textView.getBackground().setState(SELECTED_STATE)){ textView.invalidate(); }; } } When Activity starts I try to set the state of my Drawable (the StateListDrawable) with the value SELECTED. It seems all very simple.... but the problem is that the state is not shown. If, later, I click a button and execute the method updateView() the state changes. Where is my problem? Where am I wrong? Thankx a lot Max

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  • OpenGL alpha blending issue with back face visible.

    - by Max
    I'm trying to display "transparent" surfaces (not closed volumes) with both the front face and back face are visible (not culled). For example displaying a cone or cylinder where the transparency is applied on both sides. There are some visible artifacts where some part of the surface does not seems to be handling the alpha values correctly. The issue it seems is when I (opengl) is trying to apply the alpha from the front side of the surface to the backside of the surface. (when both the inside/outside of the surface is visible). void init() { glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in positive Y direction */ glTranslatef(0.0, 0.6, -1.0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glFrontFace( GL_CW ); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void draw () { static GLfloat amb[] = {0.4f, 0.4f, 0.4f, 0.0f}; static GLfloat dif[] = {1.0f, 1.0f, 1.0f, 0.0f}; static GLfloat back_amb[] = {0.4f, 0.4f, 0.4f, 1.0f}; static GLfloat back_dif[] = {1.0f, 1.0f, 1.0f, 1.0f}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_LIGHT1); glDisable(GL_LIGHT2); amb[3] = dif[3] = 0.5f;// cos(s) / 2.0f + 0.5f; glMaterialfv(GL_FRONT, GL_AMBIENT, amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, dif); glMaterialfv(GL_BACK, GL_AMBIENT, back_amb); glMaterialfv(GL_BACK, GL_DIFFUSE, back_dif); glPushMatrix(); glTranslatef(-0.3f, -0.3f, 0.0f); glRotatef(angle1, 1.0f, 5.0f, 0.0f); glutSolidCone(1.0, 1.0, 50, 2 ); glPopMatrix(); ///... SwapBuffers(wglGetCurrentDC()); // glutSwapBuffers(); } The code is based on : http://www.sgi.com/products/software/opengl/examples/glut/examples/source/blender.c tinyurled links to 2 images on flickr showing the issue (but from out production code, not the above code, but both have the same kind of problems): http://flic.kr/p/99soxy and http://flic.kr/p/99pg18 Thanks. Max.

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  • algorithm q: Fuzzy matching of structured data

    - by user86432
    I have a fairly small corpus of structured records sitting in a database. Given a tiny fraction of the information contained in a single record, submitted via a web form (so structured in the same way as the table schema), (let us call it the test record) I need to quickly draw up a list of the records that are the most likely matches for the test record, as well as provide a confidence estimate of how closely the search terms match a record. The primary purpose of this search is to discover whether someone is attempting to input a record that is duplicate to one in the corpus. There is a reasonable chance that the test record will be a dupe, and a reasonable chance the test record will not be a dupe. The records are about 12000 bytes wide and the total count of records is about 150,000. There are 110 columns in the table schema and 95% of searches will be on the top 5% most commonly searched columns. The data is stuff like names, addresses, telephone numbers, and other industry specific numbers. In both the corpus and the test record it is entered by hand and is semistructured within an individual field. You might at first blush say "weight the columns by hand and match word tokens within them", but it's not so easy. I thought so too: if I get a telephone number I thought that would indicate a perfect match. The problem is that there isn't a single field in the form whose token frequency does not vary by orders of magnitude. A telephone number might appear 100 times in the corpus or 1 time in the corpus. The same goes for any other field. This makes weighting at the field level impractical. I need a more fine-grained approach to get decent matching. My initial plan was to create a hash of hashes, top level being the fieldname. Then I would select all of the information from the corpus for a given field, attempt to clean up the data contained in it, and tokenize the sanitized data, hashing the tokens at the second level, with the tokens as keys and frequency as value. I would use the frequency count as a weight: the higher the frequency of a token in the reference corpus, the less weight I attach to that token if it is found in the test record. My first question is for the statisticians in the room: how would I use the frequency as a weight? Is there a precise mathematical relationship between n, the number of records, f(t), the frequency with which a token t appeared in the corpus, the probability o that a record is an original and not a duplicate, and the probability p that the test record is really a record x given the test and x contain the same t in the same field? How about the relationship for multiple token matches across multiple fields? Since I sincerely doubt that there is, is there anything that gets me close but is better than a completely arbitrary hack full of magic factors? Barring that, has anyone got a way to do this? I'm especially keen on other suggestions that do not involve maintaining another table in the database, such as a token frequency lookup table :). This is my first post on StackOverflow, thanks in advance for any replies you may see fit to give.

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  • How to code a time delay between plotting points in JFreeCharts?

    - by Javajava
    Is there a way to animate the plotting process of an xy-line chart using JFreeCharts? I want to be able to watch the program draw each line segment and connect them. For example, if I paste this into the TextArea, "gtgtaaacaatatatggcg," I want to watch it graph each line segment one by one. Thanks in advance! :) My code is below: import java.util.Scanner; import java.applet.Applet; import java.awt.; import java.awt.event.ActionListener; import java.awt.event.ActionEvent; import org.jfree.chart.; import org.jfree.chart.plot.PlotOrientation; import org.jfree.data.xy.*; public class RandomWalkComplete extends Applet implements ActionListener { Panel panel; TextArea textarea, outputArea; Button move,exit; String thetext; Scanner reader = new Scanner(System.in); String thetext2; Label instructions; int x,y; public void init() { setSize(500,250); //set size of applet instructions=new Label("Paste the gene sequences in the " + "text field and press the graph button."); add(instructions); panel = new Panel(); add(panel); setVisible(true); textarea= new TextArea(10,20); add(textarea); move=new Button("Graph"); move.addActionListener(this); add(move); exit=new Button("Exit"); exit.addActionListener(this); add(exit); } public void actionPerformed(ActionEvent e) { XYSeries series = new XYSeries("DNA Walk",false,true); x= 0; y = 0; series.add(x,y); if(e.getSource() == move) { thetext=textarea.getText(); //the text is the DNA bases pasted thetext=thetext.replaceAll(" ",""); //removes spaces thetext2 = ""; for(int i=0; i<thetext.length(); i++) { char a = thetext.charAt(i); switch (a) { case 'A': case 'a'://moves right x+=1; y+=0; series.add(x,y); break; case 'C': case 'c': //moves up x+=0; y+=1; series.add(x,y); break; case 'G': case 'g': //move left x-=1; y+=0; series.add(x,y); break; case 'T': case 't'://move down x+=0; y-=1; series.add(x,y); break; default: // series.add(0,0); break; } } XYDataset xyDataset = new XYSeriesCollection(series); JFreeChart chart = ChartFactory.createXYLineChart ("DNA Random Walk", "", "", xyDataset, PlotOrientation.VERTICAL, true, true, false); ChartFrame frame1=new ChartFrame("DNA Random Walk",chart); frame1.setVisible(true); frame1.setSize(300,300); } if(e.getSource()==exit) {System.exit(0);} } public void stop(){} }

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  • null pointer exception comparing two strings in java.

    - by David
    I got this error message and I'm not quite sure whats wrong: Exception in thread "main" java.lang.NullPointerException at Risk.runTeams(Risk.java:384) at Risk.blobRunner(Risk.java:220) at Risk.genRunner(Risk.java:207) at Risk.main(Risk.java:176) Here is the relevant bits of code (i will draw attention to the line numbers within the error message via comments in the code as well as inputs i put into the program while its running where relevant) public class Risk { ... public static void main (String[]arg) { String CPUcolor = CPUcolor () ; genRunner (CPUcolor) ; //line 176 ... } ... public static void genRunner (String CPUcolor) // when this method runs i select 0 and run blob since its my only option. Theres nothing wrong with this method so long as i know, this is only significant because it takes me to blob runner and because another one of our relelvent line numbers apears. { String[] strats = new String[1] ; strats[0] = "0 - Blob" ; int s = chooseStrat (strats) ; if (s == 0) blobRunner (CPUcolor) ; // this is line 207 } ... public static void blobRunner (String CPUcolor) { System.out.println ("blob Runner") ; int turn = 0 ; boolean gameOver = false ; Dice other = new Dice ("other") ; Dice a1 = new Dice ("a1") ; Dice a2 = new Dice ("a2") ; Dice a3 = new Dice ("a3") ; Dice d1 = new Dice ("d1") ; Dice d2 = new Dice ("d2") ; space (5) ; Territory[] board = makeBoard() ; IdiceRoll (other) ; String[] colors = runTeams(CPUcolor) ; //this is line 220 Card[] deck = Card.createDeck () ; System.out.println (StratUtil.canTurnIn (deck)) ; while (gameOver == false) { idler (deck) ; board = assignTerri (board, colors) ; checkBoard (board, colors) ; } } ... public static String[] runTeams (String CPUcolor) { boolean z = false ; String[] a = new String[6] ; while (z == false) { a = assignTeams () ; printOrder (a) ; boolean CPU = false ; for (int i = 0; i<a.length; i++) { if (a[i].equals(CPUcolor)) CPU = true ; //this is line 384 } if (CPU==false) { System.out.println ("ERROR YOU NEED TO INCLUDE THE COLOR OF THE CPU IN THE TURN ORDER") ; runTeams (CPUcolor) ; } System.out.println ("is this turn order correct? (Y/N)") ; String s = getIns () ; while (!((s.equals ("y")) || (s.equals ("Y")) || (s.equals ("n")) || (s.equals ("N")))) { System.out.println ("try again") ; s = getIns () ; } if (s.equals ("y") || s.equals ("Y") ) z = true ; } return a ; } ... } // This } closes the class The reason i don't think i should be getting a Null:pointerException is because in this line: a[i].equals(CPUcolor) a at index i holds a string and CPUcolor is a string. Both at this point definatly have a value neither is null. Can anyone please tell me whats going wrong?

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  • ActionScript Gradient Banding Problem

    - by TheDarkIn1978
    i'm having a strange issue with banding between certain colors of a gradient. to create the gradient, i'm drawing evenly spaced circle wedges from the center to the border, and filling each circle wedge from a bitmap line gradient pixel in a loop. public class ColorWheel extends Sprite { private static const DEFAULT_RADIUS:Number = 100; private static const DEFAULT_BANDING_QUALITY:int = 3600; public function ColorWheel(nRadius:Number = DEFAULT_RADIUS) { init(nRadius); } public function init(nRadius:Number = DEFAULT_RADIUS):void { var nRadians : Number; var nColor : Number; var objMatrix : Matrix = new Matrix(); var nX : Number; var nY : Number; var previousX : Number = nRadius; var previousY : Number = 0; var leftToRightColors:Array = new Array(0xFF0000, 0xFFFF00, 0x00FF00, 0x00FFFF, 0x0000FF, 0xFF00FF); leftToRightColors.push(leftToRightColors[0]); var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); //Push arrays for (var j:int = 0; j < leftToRightColors.length; j++) { leftToRightAlphas.push(1); leftToRightRatios.push(j * leftToRightPartition); } var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(DEFAULT_BANDING_QUALITY, 1); //Produce a horizontal leftToRightLine sprite var leftToRightLine:Sprite = new Sprite(); leftToRightLine.graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); leftToRightLine.graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); leftToRightLine.graphics.moveTo(0, 0); leftToRightLine.graphics.lineTo(DEFAULT_BANDING_QUALITY, 0); //Assign bitmapData to the leftToRightLine var leftToRightLineBitmapData:BitmapData = new BitmapData(leftToRightLine.width, leftToRightLine.height); leftToRightLineBitmapData.draw(leftToRightLine); for(var i:int = 1; i < (DEFAULT_BANDING_QUALITY + 1); i++) { // Convert the degree to radians. nRadians = i * (Math.PI / (DEFAULT_BANDING_QUALITY / 2)); // OR the individual color channels together. nColor = leftToRightLineBitmapData.getPixel(i-1, 0); // Calculate the coordinate in which the line should be drawn to. nX = nRadius * Math.cos(nRadians); nY = nRadius * Math.sin(nRadians); // Create a matrix for the wedges gradient color. objMatrix.createGradientBox(nRadius * 2, nRadius * 2, nRadians, -nRadius, -nRadius); graphics.beginGradientFill(GradientType.LINEAR, [nColor, nColor], [1, 1], [127, 255], objMatrix); graphics.moveTo( 0, 0 ); graphics.lineTo( previousX, previousY ); graphics.lineTo( nX, nY ); graphics.lineTo( 0, 0 ); graphics.endFill(); previousX = nX; previousY = nY; } } } i'm creating a circle with 3600 wedges, although it doesn't look like it based on the screen shot within the orange color that is produced from gradating from red to yellow numbers. adding a orange number between red and yellow doesn't help. but if i create the circle with only 360 wedges, the gradient banding is much more obvious. 3600 is probably overkill, and doesn't really add more detail over, say, making the circle of 1440 wedges, but i don't know any other way to slightly elevate this banding issue. any ideas how i can fix this, or what i'm doing wrong? could it be caused by the circleMatrix rotation?

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