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  • How to call stored procedure by hibernate?

    - by user367097
    Hi I have an oracle stored procedure GET_VENDOR_STATUS_COUNT(DOCUMENT_ID IN NUMBER , NOT_INVITED OUT NUMBER,INVITE_WITHDRAWN OUT NUMBER,... rest all parameters are OUT parameters. In hbm file I have written - <sql-query name="getVendorStatus" callable="true"> <return-scalar column="NOT_INVITED" type="string"/> <return-scalar column="INVITE_WITHDRAWN" type="string"/> <return-scalar column="INVITED" type="string"/> <return-scalar column="DISQUALIFIED" type="string"/> <return-scalar column="RESPONSE_AWAITED" type="string"/> <return-scalar column="RESPONSE_IN_PROGRESS" type="string"/> <return-scalar column="RESPONSE_RECEIVED" type="string"/> { call GET_VENDOR_STATUS_COUNT(:DOCUMENT_ID , :NOT_INVITED ,:INVITE_WITHDRAWN ,:INVITED ,:DISQUALIFIED ,:RESPONSE_AWAITED ,:RESPONSE_IN_PROGRESS ,:RESPONSE_RECEIVED ) } </sql-query> In java I have written - session.getNamedQuery("getVendorStatus").setParameter("DOCUMENT_ID", "DOCUMENT_ID").setParameter("NOT_INVITED", "NOT_INVITED") ... continue till all the parametes . I am getting the sql exception 18:29:33,056 WARN [JDBCExceptionReporter] SQL Error: 1006, SQLState: 72000 18:29:33,056 ERROR [JDBCExceptionReporter] ORA-01006: bind variable does not exist Please let me know what is the exact process of calling a stored procedure from hibernate. I do not want to use JDBC callable statement.

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  • Problems with binding to Window Height and Width

    - by D.H.
    I have some problems when I try to bind the height and width of a window to properties in my view model. Here is a small sample app to illustrate the problem. This is the code in app.xaml.xs public partial class App : Application { protected override void OnStartup(StartupEventArgs e) { base.OnStartup(e); MainWindow mainWindow = new MainWindow(); MainWindowViewModel mainWindowViewModel = new MainWindowViewModel(); mainWindow.DataContext = mainWindowViewModel; mainWindow.Show(); } } This is MainWindow.xaml: <Window x:Class="TestApp.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Height="{Binding WindowHeight}" Width="{Binding WindowWidth}" BorderThickness="{Binding WindowBorderThickness}"> </Window> And this is the view model: public class MainWindowViewModel { public int WindowWidth { get { return 100; } } public int WindowHeight { get { return 200; } } public int WindowBorderThickness { get { return 8; } } } When the program is started the getters of WindowHeight and WindowBorderThickness (but not WindowWidth) are called, so the height and the border of the window is set properly, but not the width. I then add button that will trigger PropertyChanged for all properties, so that the view model now looks like this: public class MainWindowViewModel : INotifyPropertyChanged { public event PropertyChangedEventHandler PropertyChanged; public void TriggerPropertyChanges() { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs("WindowWidth")); PropertyChanged(this, new PropertyChangedEventArgs("WindowHeight")); PropertyChanged(this, new PropertyChangedEventArgs("WindowBorderThickness")); } } public ICommand ButtonCommand { get { return new RelayCommand(delegate { TriggerPropertyChanges(); }); } } public int WindowWidth { get { return 100; } } public int WindowHeight { get { return 200; } } public int WindowBorderThickness { get { return 8; } } } Now, when I click the button, the getter of WindowBorderThickness is called, but not the ones for WindowWidth and WindowHeight. It all just seems very weird and inconsistent to me. What am I missing?

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  • C++ Virtual Methods for Class-Specific Attributes or External Structure

    - by acanaday
    I have a set of classes which are all derived from a common base class. I want to use these classes polymorphically. The interface defines a set of getter methods whose return values are constant across a given derived class, but vary from one derived class to another. e.g.: enum AVal { A_VAL_ONE, A_VAL_TWO, A_VAL_THREE }; enum BVal { B_VAL_ONE, B_VAL_TWO, B_VAL_THREE }; class Base { //... virtual AVal getAVal() const = 0; virtual BVal getBVal() const = 0; //... }; class One : public Base { //... AVal getAVal() const { return A_VAL_ONE }; BVal getBVal() const { return B_VAL_ONE }; //... }; class Two : public Base { //... AVal getAVal() const { return A_VAL_TWO }; BVal getBVal() const { return B_VAL_TWO }; //... }; etc. Is this a common way of doing things? If performance is an important consideration, would I be better off pulling the attributes out into an external structure, e.g.: struct Vals { AVal a_val; VBal b_val; }; storing a Vals* in each instance, and rewriting Base as follows? class Base { //... public: AVal getAVal() const { return _vals->a_val; }; BVal getBVal() const { return _vals->b_val; }; //... private: Vals* _vals; }; Is the extra dereference essentially the same as the vtable lookup? What is the established idiom for this type of situation? Are both of these solutions dumb? Any insights are greatly appreciated

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  • Serving .docx files through Php

    - by user275074
    Hi, I'm having issues when attempting to serve a .docx file using Php. When uploading the file I detect the file mime type and upload the file using the file with the correct extension based on the mime type; e.g. below: application/msword - doc application/vnd.openxmlformats-officedocument.wordprocessingml.document - docx When attempting to serve the files for download, I do the reverse in detecting the extension and serving based on the mime type e.g. public static function fileMimeType($extention) { if(!is_null($extention)) { switch($extention) { case 'txt': return 'text/plain'; break; case 'odt': return 'application/vnd.oasis.opendocument.text'; break; case 'doc': return 'application/msword'; break; case 'docx': return 'application/vnd.openxmlformats-officedocument.wordprocessingml.document'; break; case ('jpg' || 'jpeg'): return 'image/jpeg'; break; case 'png': return 'image/png'; break; case 'pdf': return 'application/pdf'; break; default: break; } } } All files appear to download correctly and open fine but when attempting to open a docx file, Word (on multiple files) throws a error stating the file is corrupt. Any ideas would be great, thanks.

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  • better way of showing File Upload Errors?

    - by coure06
    Model: public class EmailAttachment { public string FileName { get; set; } public string FileType { get; set; } public int FileSize { get; set; } public Stream FileData { get; set; } } public class ContactEmail: IDataErrorInfo { public string Name { get; set; } public string Email { get; set; } public string Message { get; set; } public EmailAttachment Attachment { get; set; } public string Error { get { return null; } } public string this[string propName] { get { if (propName == "Name" && String.IsNullOrEmpty(Name)) return "Please Enter your Name"; if (propName == "Email"){ if(String.IsNullOrEmpty(Email)) return "Please Provide an Email Address"; else if(!Regex.IsMatch(Email, ".+\\@.+\\..+")) return "Please Enter a valid email Address"; } if (propName == "Message" && String.IsNullOrEmpty(Message)) return "Please Enter your Message"; return null; } }} And my controller file [AcceptVerbs(HttpVerbs.Post)] public ActionResult Con(ContactEmail ce, HttpPostedFileBase file) { return View(); } Now the Problem From the form i am getting Name,Email, Message and uploaded file. I can get validation errors automatically for Name,Email,Message using public string this[string propName]. How can i show validation errors if Attachment.FileSize 10000? If i write its code in public string this[string propName] i alwasy getting Attachment null. How can i fill Attachment Object of ContactEmail so that i can manage all errors on same place?

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  • Error while converting function from oracle to mssql

    - by sss
    Hi, I am migrating a function from oracle to mssql 2008.This function raises Select statements included within a function cannot return data to a client as error.How can i solve this problem? Original PLSQL Code CREATE OR REPLACE function f_birim_cevrim_katsayi (p_ID_MAMUL in number, p_ID_BIRIMDEN in number, p_ID_BIRIME in number) return number is v_katsayi number; begin v_katsayi:=0; if p_ID_BIRIMDEN!=p_ID_BIRIME then for c in ( select * from CR_BIRIM_CEVRIM where ID_MAMUL = p_ID_MAMUL and ( (ID_BIRIM = p_ID_BIRIMDEN and ID_BIRIM2 = p_ID_BIRIME) OR ( ID_BIRIM2 = p_ID_BIRIMDEN and ID_BIRIM = p_ID_BIRIME) ) and VALID = 1) loop if c.ID_BIRIM=p_ID_BIRIMDEN then v_katsayi:=c.MT_ORAN; else v_katsayi:=1/c.MT_ORAN; end if; end loop; else v_katsayi:=1; end if; return round(v_katsayi,10); exception when others then return 0; end; TSQL CODE If Exists ( SELECT name FROM sysobjects WHERE name = 'f_birim_cevrim_katsayi' AND type = 'FN') DROP FUNCTION f_birim_cevrim_katsayi GO CREATE FUNCTION f_birim_cevrim_katsayi ( @p_ID_MAMUL FLOAT , @p_ID_BIRIMDEN FLOAT , @p_ID_BIRIME FLOAT ) RETURNS float AS BEGIN DECLARE @adv_error INT DECLARE @v_katsayi FLOAT SELECT @v_katsayi = 0 IF @p_ID_BIRIMDEN != @p_ID_BIRIME BEGIN DECLARE cursor_for_inline_select1 CURSOR LOCAL FOR SELECT * FROM CR_BIRIM_CEVRIM WHERE ID_MAMUL = @p_ID_MAMUL AND ((ID_BIRIM = @p_ID_BIRIMDEN AND ID_BIRIM2 = @p_ID_BIRIME) OR (ID_BIRIM2 = @p_ID_BIRIMDEN AND ID_BIRIM = @p_ID_BIRIME)) AND VALID = 1 OPEN cursor_for_inline_select1 FETCH NEXT FROM cursor_for_inline_select1 WHILE (@@FETCH_STATUS <> -1) BEGIN IF c.ID_BIRIM = @p_ID_BIRIMDEN BEGIN SELECT @v_katsayi = c.MT_ORAN END ELSE BEGIN SELECT @v_katsayi = 1/c.MT_ORAN END END CLOSE cursor_for_inline_select1 DEALLOCATE cursor_for_inline_select1 END ELSE BEGIN SELECT @v_katsayi = 1 END DEALLOCATE cursor_for_inline_select1 return ROUND(@v_katsayi, 10) GOTO ExitLabel1 Exception1: BEGIN DEALLOCATE cursor_for_inline_select1 return 0 END ExitLabel1: return ROUND(@v_katsayi, 10) END GO

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  • Shortest Distance From An Array

    - by notyou61
    I have an ajax function which returns the latitudes and longitudes of locations stored in a database. These are returned and placed in an array. A calculation is performed to return their distance from the users current location based on the latitude/longitude. I would like to return only the record with the shortest calculated distance. My code is as follows: Ajax Success // Success success: function (data) { // Obtain Log/Lat navigator.geolocation.getCurrentPosition(function(position) { // Obtain Current Position Lat/Lon glbVar.latitude = position.coords.latitude; glbVar.longitude = position.coords.longitude; // Console Log //console.log('Lat: ' + glbVar.latitude + ' Lon: ' + glbVar.longitude); // Obtain Location Distances for ( var i = 0; i < data.length; i++ ) { // Location Instances var varLocation = data[i]; // Location Distance varLocation.distance = calculateDistance(glbVar.longitude, glbVar.latitude, varLocation.locationLongitude, varLocation.locationLatitude); } // Sort Locations By Distance var sortedData = data.sort(function(a, b) { // Return Locations return a.distance - b.distance; }); // Output Results $.map(sortedData, function(item) { // Obtain Location Distance varLocationsDistance = calculateDistance(glbVar.longitude, glbVar.latitude, item.locationLongitude, item.locationLatitude); // Obtain Location Radius Assignment if (varLocationsDistance <= varLocationRadius) { // Function Return functionReturn = $({locationID : item.locationID + ', Distance : ' + varLocationsDistance + ' m'}); // Return // Function to get the Min value in Array Array.min = function( sortedData ){ functionReturn = Math.min.apply( Math, sortedData ); // console.log(functionReturn); }; } }); }); } The calculateDistance function returns the distance from the users current location and those from the database. The varLocationsDistance <= varLocationRadius "If" statement returns records within a certain distance radius (100 meters), within that statement I would like to return the shortest distance. I am a self taught amateur web developer and as a result may not have provide enough information for an answer, please let me know. Thanks,

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  • How to access a variable outside a function in Javascript

    - by Luke101
    Here is the code I am working with: $(document).ready(function () { var TemplateEditor = function () { var GroupClassName = 'group'; var SelectedGroup = 0; var BindClicks = function () { $('.CriteriaSelections').unbind('click').click(function (event) { event.preventDefault(); if (fnIsTheClickedBoxaGroup($(this))) { TemplateEditor.GroupClicked(); } else { TemplateEditor.CriteriaClicked($(this), SelectedGroup); } }); $('.groupselected').unbind('click').click(function (event) { event.preventDefault(); SelectedGroup = $(this).attr('group-'.length); TemplateEditor.SelectGroup(SelectedGroup); }); } var fnGetGroupID = function (Obj) { if (fnIsTheClickedBoxaGroup(Obj) == true) { return null; } else { //Get parent which is the group var ObjParent = Obj.parent(); var GID = ObjParent.attr('id').substr('group-'.length); return GID; } } var fnIsTheClickedBoxaGroup = function (Obj) { var GetClass = Obj.attr('class'); if (GetClass == GroupClassName) { return true; } else { return false; } } return { Init: function () { BindClicks(); }, CriteriaClicked: function (Obj, GroupID) { $('<div>').attr({ id: '' }).addClass('selection').text(Obj).appendTo('#group-' + GroupID); }, GroupClicked: function () { }, SelectGroupClicked: function () { }, UpdateTargetPanel: function () { } }; } (); TemplateEditor.Init(); }); I am trying to access this variable: GroupClassName This variable is inside this function var fnIsTheClickedBoxaGroup = function (Obj) { var GetClass = Obj.attr('class'); if (GetClass == GroupClassName) { return true; } else { return false; } } When I run the program it says GroupClassName is undefined. Am I missing something here?

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  • Interview question : What is the fastest way to generate prime number recursively ?

    - by hilal
    Generation of prime number is simple but what is the fastest way to find it and generate( prime numbers) it recursively ? Here is my solution. However, it is not the best way. I think it is O(N*sqrt(N)). Please correct me, if I am wrong. public static boolean isPrime(int n) { if (n < 2) { return false; } else if (n % 2 == 0 & n != 2) { return false; } else { return isPrime(n, (int) Math.sqrt(n)); } } private static boolean isPrime(int n, int i) { if (i < 2) { return true; } else if (n % i == 0) { return false; } else { return isPrime(n, --i); } } public static void generatePrimes(int n){ if(n < 2) { return ; } else if(isPrime(n)) { System.out.println(n); } generatePrimes(--n); } public static void main(String[] args) { generatePrimes(200); }

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  • Problems in Binary Search Tree

    - by user2782324
    This is my first ever trial at implementing the BST, and I am unable to get it done. Please help The problem is that When I delete the node if the node is in the right subtree from the root or if its a right child in the left subtree, then it works fine. But if the node is in the left subtree from root and its any left child, then it does not get deleted. Can someone show me what mistake am I doing?? the markedNode here gets allocated to the parent node of the node to be deleted. the minValueNode here gets allocated to a node whose left value child is the smallest value and it will be used to replace the value to be deleted. package DataStructures; class Node { int value; Node rightNode; Node leftNode; } class BST { Node rootOfTree = null; public void insertintoBST(int value) { Node markedNode = rootOfTree; if (rootOfTree == null) { Node newNode = new Node(); newNode.value = value; rootOfTree = newNode; newNode.rightNode = null; newNode.leftNode = null; } else { while (true) { if (value >= markedNode.value) { if (markedNode.rightNode != null) { markedNode = markedNode.rightNode; } else { Node newNode = new Node(); newNode.value = value; markedNode.rightNode = newNode; newNode.rightNode = null; newNode.leftNode = null; break; } } if (value < markedNode.value) { if (markedNode.leftNode != null) { markedNode = markedNode.leftNode; } else { Node newNode = new Node(); newNode.value = value; markedNode.leftNode = newNode; newNode.rightNode = null; newNode.leftNode = null; break; } } } } } public void searchBST(int value) { Node markedNode = rootOfTree; if (rootOfTree == null) { System.out.println("Element Not Found"); } else { while (true) { if (value > markedNode.value) { if (markedNode.rightNode != null) { markedNode = markedNode.rightNode; } else { System.out.println("Element Not Found"); break; } } if (value < markedNode.value) { if (markedNode.leftNode != null) { markedNode = markedNode.leftNode; } else { System.out.println("Element Not Found"); break; } } if (value == markedNode.value) { System.out.println("Element Found"); break; } } } } public void deleteFromBST(int value) { Node markedNode = rootOfTree; Node minValueNode = null; if (rootOfTree == null) { System.out.println("Element Not Found"); return; } if (rootOfTree.value == value) { if (rootOfTree.leftNode == null && rootOfTree.rightNode == null) { rootOfTree = null; return; } else if (rootOfTree.leftNode == null ^ rootOfTree.rightNode == null) { if (rootOfTree.rightNode != null) { rootOfTree = rootOfTree.rightNode; return; } else { rootOfTree = rootOfTree.leftNode; return; } } else { minValueNode = rootOfTree.rightNode; if (minValueNode.leftNode == null) { rootOfTree.rightNode.leftNode = rootOfTree.leftNode; rootOfTree = rootOfTree.rightNode; } else { while (true) { if (minValueNode.leftNode.leftNode != null) { minValueNode = minValueNode.leftNode; } else { break; } } // Minvalue to the left of minvalue node rootOfTree.value = minValueNode.leftNode.value; // The value has been swapped if (minValueNode.leftNode.leftNode == null && minValueNode.leftNode.rightNode == null) { minValueNode.leftNode = null; } else { if (minValueNode.leftNode.leftNode != null) { minValueNode.leftNode = minValueNode.leftNode.leftNode; } else { minValueNode.leftNode = minValueNode.leftNode.rightNode; } // Minvalue deleted } } } } else { while (true) { if (value > markedNode.value) { if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { break; } else { markedNode = markedNode.rightNode; } } else { System.out.println("Element Not Found"); return; } } if (value < markedNode.value) { if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { break; } else { markedNode = markedNode.leftNode; } } else { System.out.println("Element Not Found"); return; } } } // Parent of the required element found // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { if (markedNode.rightNode.rightNode == null && markedNode.rightNode.leftNode == null) { markedNode.rightNode = null; return; } else if (markedNode.rightNode.rightNode == null ^ markedNode.rightNode.leftNode == null) { if (markedNode.rightNode.rightNode != null) { markedNode.rightNode = markedNode.rightNode.rightNode; return; } else { markedNode.rightNode = markedNode.rightNode.leftNode; return; } } else { if (markedNode.rightNode.value == value) { minValueNode = markedNode.rightNode.rightNode; } else { minValueNode = markedNode.leftNode.rightNode; } if (minValueNode.leftNode == null) { // MinNode has no left value markedNode.rightNode = minValueNode; return; } else { while (true) { if (minValueNode.leftNode.leftNode != null) { minValueNode = minValueNode.leftNode; } else { break; } } // Minvalue to the left of minvalue node if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { markedNode.leftNode.value = minValueNode.leftNode.value; } } if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { markedNode.rightNode.value = minValueNode.leftNode.value; } } // MarkedNode exchanged if (minValueNode.leftNode.leftNode == null && minValueNode.leftNode.rightNode == null) { minValueNode.leftNode = null; } else { if (minValueNode.leftNode.leftNode != null) { minValueNode.leftNode = minValueNode.leftNode.leftNode; } else { minValueNode.leftNode = minValueNode.leftNode.rightNode; } // Minvalue deleted } } } // //////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { if (markedNode.leftNode.rightNode == null && markedNode.leftNode.leftNode == null) { markedNode.leftNode = null; return; } else if (markedNode.leftNode.rightNode == null ^ markedNode.leftNode.leftNode == null) { if (markedNode.leftNode.rightNode != null) { markedNode.leftNode = markedNode.leftNode.rightNode; return; } else { markedNode.leftNode = markedNode.leftNode.leftNode; return; } } else { if (markedNode.rightNode.value == value) { minValueNode = markedNode.rightNode.rightNode; } else { minValueNode = markedNode.leftNode.rightNode; } if (minValueNode.leftNode == null) { // MinNode has no left value markedNode.leftNode = minValueNode; return; } else { while (true) { if (minValueNode.leftNode.leftNode != null) { minValueNode = minValueNode.leftNode; } else { break; } } // Minvalue to the left of minvalue node if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { markedNode.leftNode.value = minValueNode.leftNode.value; } } if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { markedNode.rightNode.value = minValueNode.leftNode.value; } } // MarkedNode exchanged if (minValueNode.leftNode.leftNode == null && minValueNode.leftNode.rightNode == null) { minValueNode.leftNode = null; } else { if (minValueNode.leftNode.leftNode != null) { minValueNode.leftNode = minValueNode.leftNode.leftNode; } else { minValueNode.leftNode = minValueNode.leftNode.rightNode; } // Minvalue deleted } } } } // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// } } } } } } public class BSTImplementation { public static void main(String[] args) { BST newBst = new BST(); newBst.insertintoBST(19); newBst.insertintoBST(13); newBst.insertintoBST(10); newBst.insertintoBST(20); newBst.insertintoBST(5); newBst.insertintoBST(23); newBst.insertintoBST(28); newBst.insertintoBST(16); newBst.insertintoBST(27); newBst.insertintoBST(9); newBst.insertintoBST(4); newBst.insertintoBST(22); newBst.insertintoBST(17); newBst.insertintoBST(30); newBst.insertintoBST(40); newBst.deleteFromBST(5); newBst.deleteFromBST(4); newBst.deleteFromBST(9); newBst.deleteFromBST(10); newBst.deleteFromBST(13); newBst.deleteFromBST(16); newBst.deleteFromBST(17); newBst.searchBST(5); newBst.searchBST(4); newBst.searchBST(9); newBst.searchBST(10); newBst.searchBST(13); newBst.searchBST(16); newBst.searchBST(17); System.out.println(); newBst.deleteFromBST(20); newBst.deleteFromBST(23); newBst.deleteFromBST(27); newBst.deleteFromBST(28); newBst.deleteFromBST(30); newBst.deleteFromBST(40); newBst.searchBST(20); newBst.searchBST(23); newBst.searchBST(27); newBst.searchBST(28); newBst.searchBST(30); newBst.searchBST(40); } }

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  • java script is not working in mozila

    - by Piyush
    I have added some javascript in html page for input validation.same page is working correct in IE and chrome but in mozila its not working.The problem is when user inputs invalid data its supposed to show alert msg box and when user clicks OK it should return false to form...BUT mozila is not waiting for alert box it just shows alert box for 5-6 sec and then goes to next page defined in form action="nextpage.php" function validate_form(thisform) { with (thisform) { if (validate_required(oldpassword, "<b>Error: </b>Please enter the Old Password!") == false) { changeColor("oldpassword"); return false; } else if (valid_length(newpassword, "<b>Error: </b>Please enter the New Password!!") == false) {newpassword.value=""; changeColor("newpassword"); return false; } else if (valid_length(cnfpassword, "<b>Error: </b>Please enter the Confirm Password!!") == false) {cnfpassword.value=""; changeColor("cnfpassword"); return false; } else if (document.getElementById('newpassword').value != document.getElementById('cnfpassword').value) {changeColor("newpassword");cool.error("<b>Error: </b>Passwords entered are not same!"); newpassword.value="";cnfpassword.value="";return false;} } }function validate_required(field, alerttxt) { with (field) { if (value == null || value == "") { cool.error(alerttxt);return false; } else { return true; } } } cool.error is nothing but CSS nd Js for alert box.I thing there is not any problem in my code weather problem is in some browser settings.Is it so??? because it is working fine in IE and Chrome.

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  • Help me get List<Customers> like following in nhibernate?

    - by 07hc420
    I have class following. When i mapping file also following. I only get IList but i have not get List(of OrderTemp). Help me. Public Class CusTemp Private _CustomerID As String Private _CompanyName As String Private _ContactName As String Private _ContactTitle As String Private _Address As String Private _City As String Private _OrderTemp As List(Of OrderTemp) Public Sub New() End Sub Public Property CustomerID() As String Get Return _CustomerID End Get Set(ByVal value As String) _CustomerID = value End Set End Property Public Property CompanyName() As String Get Return _CompanyName End Get Set(ByVal value As String) _CompanyName = value End Set End Property Public Property ContactName() As String Get Return _ContactName End Get Set(ByVal value As String) _ContactName = value End Set End Property Public Property ContactTitle() As String Get Return _ContactTitle End Get Set(ByVal value As String) _ContactTitle = value End Set End Property Public Property Address() As String Get Return _Address End Get Set(ByVal value As String) _Address = value End Set End Property Public Property City() As String Get Return _City End Get Set(ByVal value As String) _City = value End Set End Property Public Property OrderTemp() As List(Of OrderTemp) Get Return _OrderTemp End Get Set(ByVal value As List(Of OrderTemp)) _OrderTemp = value End Set End Property End Class mappingfile: <!--One-to-many mapping: Orders--> <bag name="OrderTemp" table="Orders" lazy="true"> <key column="CustomerID" /> <one-to-many class="OrderTemp"/> </bag>

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  • Python: Determine whether list of lists contains a defined sequence

    - by duhaime
    I have a list of sublists, and I want to see if any of the integer values from the first sublist plus one are contained in the second sublist. For all such values, I want to see if that value plus one is contained in the third sublist, and so on, proceeding in this fashion across all sublists. If there is a way of proceeding in this fashion from the first sublist to the last sublist, I wish to return True; otherwise I wish to return False. In other words, for each value in sublist one, for each "step" in a "walk" across all sublists read left to right, if that value + n (where n = number of steps taken) is contained in the current sublist, the function should return True; otherwise it should return False. (Sorry for the clumsy phrasing--I'm not sure how to clean up my language without using many more words.) Here's what I wrote. a = [ [1,3],[2,4],[3,5],[6],[7] ] def find_list_traversing_walk(l): for i in l[0]: index_position = 0 first_pass = 1 walking_current_path = 1 while walking_current_path == 1: if first_pass == 1: first_pass = 0 walking_value = i if walking_value+1 in l[index_position + 1]: index_position += 1 walking_value += 1 if index_position+1 == len(l): print "There is a walk across the sublists for initial value ", walking_value - index_position return True else: walking_current_path = 0 return False print find_list_traversing_walk(a) My question is: Have I overlooked something simple here, or will this function return True for all true positives and False for all true negatives? Are there easier ways to accomplish the intended task? I would be grateful for any feedback others can offer!

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  • Slick2d/Nifty-gui input

    - by eerongal
    I'm trying to get input from slick2d into nifty gui. Ive searched online, and I've seen a few examples, but I can't seem to get it working right. i've tried the example on here but I can't seem to get everything working. I'm not entirely sure what I'm doing wrong. I've also looked at examples using the JMonkeyEngine to help point me in the right direction, but still having issues with input. I can get everything else working like i need. Here's the code for my element controller: package gui; import java.util.Properties; import de.lessvoid.nifty.Nifty; import de.lessvoid.nifty.controls.Controller; import de.lessvoid.nifty.elements.Element; import de.lessvoid.nifty.input.NiftyInputEvent; import de.lessvoid.nifty.screen.Screen; import de.lessvoid.xml.xpp3.Attributes; public class BaseElementController implements Controller { private Element element; public void bind(Nifty arg0, Screen arg1, Element arg2, Properties arg3, Attributes arg4) { this.element = element; } public void init(Properties arg0, Attributes arg1) { // TODO Auto-generated method stub } public boolean inputEvent(NiftyInputEvent arg0) { // TODO Auto-generated method stub return false; } public void onFocus(boolean arg0) { // TODO Auto-generated method stub } public void onStartScreen() { // TODO Auto-generated method stub } public void test() { System.out.println("test"); } public void bam() { System.out.println("bam"); } } Here's my XML file: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <nifty> <useStyles filename="nifty-default-styles.xml"/> <useControls filename="nifty-default-controls.xml"/> <screen id="screen2" controller="gui.BaseScreenController"> <layer backgroundColor="#fff0" childLayout="absolute" id="layer4" controller="gui.BaseElementController"> <panel childLayout="center" height="30%" id="panel1" style="nifty-panel-simple" width="50%" x="282" y="334" controller="gui.BaseElementController"> <control id="checkbox1" name="checkbox"/> <control childLayout="center" id="button2" label="button2" name="button" x="381" y="224" visibleToMouse="true" controller="gui.BaseElementController"> <interact onClick="bam()"/> </control> </panel> <text text="${CALL.getPlayerName()}" style="nifty-label" width="100%" height="100%" x="0" y="10" /> </layer> </screen> </nifty> Here's how I'm trying to bind the controller: public void init(GameContainer gc) throws SlickException { Input input = gc.getInput(); inputSystem = new PlainSlickInputSystem(); inputSystem.setInput(input); gui = new Gui(); gui.init(gc, inputSystem, "gui/tset.xml", "screen2"); input.removeListener(this); input.removeListener(inputSystem); input.addListener(inputSystem); } Essentially, all that happens right now is the screen loads up and displays, and it grabs the variable correctly in the label, but none of the input seems to be getting forwarded to Nifty from slick. I assume there's something I'm missing, but I can't seem to figure out what that is. In so far as what I have tried, I attempted to define a custom input listener to pick up events and assign that to my game in order to pick up input, which did not work, so i dropped that implementation, at current i'm trying to take the default inputs and bind then with a PlainSlickInputSystem and assigning that to the input (as shown in the first example link). On code execution, all the code is hit, and i've put several system.out.println's to get ouput of what is happening (the code above has been cleaned for presentation), and i even see the elements getting bound to the controller, yet it doesn't pick up controller events. As far as EXACTLY what's wrong, that I don't know, because I've followed all implementations i can find of this, and none of them seem to do anything it's like the input is just getting thrown out. None of the objects from niftyGui appear to be recognizing any input. Here is the binding from my objects at run time: ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: button2 (de.lessvoid.nifty.elements.Element@1e8c1be9) ******INITIALIZED ELEMENT: focusable => true, width => 100px {nifty-button#panel}, backgroundImage => button/button.png {nifty-button#panel}, label => button2, paddingLeft => 7px {nifty-button#panel}, imageMode => sprite-resize:100,23,0,2,96,2,2,2,96,2,19,2,96,2,2 {nifty-button#panel}, paddingRight => 7px {nifty-button#panel}, id => button2, visibleToMouse => true, height => 23px {nifty-button#panel}, style => nifty-button, name => button, inputMapping => de.lessvoid.nifty.input.mapping.MenuInputMapping, childLayout => center, controller => gui.BaseElementController, y => 224, x => 381 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: panel1 (de.lessvoid.nifty.elements.Element@373ec894) ******INITIALIZED ELEMENT: id => panel1, height => 30%, style => nifty-panel-simple, width => 50%, backgroundImage => panel/nifty-panel-simple.png {nifty-panel-simple}, controller => gui.BaseElementController, childLayout => center, padding => 5px {nifty-panel-simple}, imageMode => resize:9,2,9,9,9,2,9,2,9,2,9,9 {nifty-panel-simple}, y => 334, x => 282 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: layer4 (de.lessvoid.nifty.elements.Element@6427d489) ******INITIALIZED ELEMENT: id => layer4, backgroundColor => #fff0, controller => gui.BaseElementController, childLayout => absolute the button2 object is getting bound to my BaseElementController, but i can't seem to get it into the defined "onClick" call.

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Why you need to learn async in .NET

    - by PSteele
    I had an opportunity to teach a quick class yesterday about what’s new in .NET 4.0.  One of the topics was the TPL (Task Parallel Library) and how it can make async programming easier.  I also stressed that this is the direction Microsoft is going with for C# 5.0 and learning the TPL will greatly benefit their understanding of the new async stuff.  We had a little time left over and I was able to show some code that uses the Async CTP to accomplish some stuff, but it wasn’t a simple demo that you could jump in to and understand so I thought I’d thrown one together and put it in a blog post. The entire solution file with all of the sample projects is located here. A Simple Example Let’s start with a super-simple example (WindowsApplication01 in the solution). I’ve got a form that displays a label and a button.  When the user clicks the button, I want to start displaying the current time for 15 seconds and then stop. What I’d like to write is this: lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); Thread.Sleep(1000); } lblTime.ForeColor = SystemColors.ControlText; (Note that I also changed the label’s color while counting – not quite an ILM-level effect, but it adds something to the demo!) As I’m sure most of my readers are aware, you can’t write WinForms code this way.  WinForms apps, by default, only have one thread running and it’s main job is to process messages from the windows message pump (for a more thorough explanation, see my Visual Studio Magazine article on multithreading in WinForms).  If you put a Thread.Sleep in the middle of that code, your UI will be locked up and unresponsive for those 15 seconds.  Not a good UX and something that needs to be fixed.  Sure, I could throw an “Application.DoEvents()” in there, but that’s hacky. The Windows Timer Then I think, “I can solve that.  I’ll use the Windows Timer to handle the timing in the background and simply notify me when the time has changed”.  Let’s see how I could accomplish this with a Windows timer (WindowsApplication02 in the solution): public partial class Form1 : Form { private readonly Timer clockTimer; private int counter;   public Form1() { InitializeComponent(); clockTimer = new Timer {Interval = 1000}; clockTimer.Tick += UpdateLabel; }   private void UpdateLabel(object sender, EventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); counter++; if (counter == 15) { clockTimer.Enabled = false; lblTime.ForeColor = SystemColors.ControlText; } }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; counter = 0; clockTimer.Start(); } } Holy cow – things got pretty complicated here.  I use the timer to fire off a Tick event every second.  Inside there, I can update the label.  Granted, I can’t use a simple for/loop and have to maintain a global counter for the number of iterations.  And my “end” code (when the loop is finished) is now buried inside the bottom of the Tick event (inside an “if” statement).  I do, however, get a responsive application that doesn’t hang or stop repainting while the 15 seconds are ticking away. But doesn’t .NET have something that makes background processing easier? The BackgroundWorker Next I try .NET’s BackgroundWorker component – it’s specifically designed to do processing in a background thread (leaving the UI thread free to process the windows message pump) and allows updates to be performed on the main UI thread (WindowsApplication03 in the solution): public partial class Form1 : Form { private readonly BackgroundWorker worker;   public Form1() { InitializeComponent(); worker = new BackgroundWorker {WorkerReportsProgress = true}; worker.DoWork += StartUpdating; worker.ProgressChanged += UpdateLabel; worker.RunWorkerCompleted += ResetLabelColor; }   private void StartUpdating(object sender, DoWorkEventArgs e) { var workerObject = (BackgroundWorker) sender; for (int x = 0; x < 15; x++) { workerObject.ReportProgress(0); Thread.Sleep(1000); } }   private void UpdateLabel(object sender, ProgressChangedEventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); }   private void ResetLabelColor(object sender, RunWorkerCompletedEventArgs e) { lblTime.ForeColor = SystemColors.ControlText; }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; worker.RunWorkerAsync(); } } Well, this got a little better (I think).  At least I now have my simple for/next loop back.  Unfortunately, I’m still dealing with event handlers spread throughout my code to co-ordinate all of this stuff in the right order. Time to look into the future. The async way Using the Async CTP, I can go back to much simpler code (WindowsApplication04 in the solution): private async void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); await TaskEx.Delay(1000); } lblTime.ForeColor = SystemColors.ControlText; } This code will run just like the Timer or BackgroundWorker versions – fully responsive during the updates – yet is way easier to implement.  In fact, it’s almost a line-for-line copy of the original version of this code.  All of the async plumbing is handled by the compiler and the framework.  My code goes back to representing the “what” of what I want to do, not the “how”. I urge you to download the Async CTP.  All you need is .NET 4.0 and Visual Studio 2010 sp1 – no need to set up a virtual machine with the VS2011 beta (unless, of course, you want to dive right in to the C# 5.0 stuff!).  Starting playing around with this today and see how much easier it will be in the future to write async-enabled applications.

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • java.lang.ClassCastException: java.lang.Integer cannot be cast to java.util.HashMap

    - by kongkea
    I've got this Error When I click listview to show full image size. how can i solve it? Error 11-20 10:27:47.039: D/AndroidRuntime(5078): Shutting down VM 11-20 10:27:47.039: W/dalvikvm(5078): threadid=1: thread exiting with uncaught exception (group=0x40c061f8) 11-20 10:27:47.047: E/AndroidRuntime(5078): FATAL EXCEPTION: main 11-20 10:27:47.047: E/AndroidRuntime(5078): java.lang.ClassCastException: java.lang.Integer cannot be cast to java.util.HashMap 11-20 10:27:47.047: E/AndroidRuntime(5078): at com.example.mylistview.MainActivity$1.onItemClick(MainActivity.java:103) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AdapterView.performItemClick(AdapterView.java:292) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AbsListView.performItemClick(AbsListView.java:1173) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AbsListView$PerformClick.run(AbsListView.java:2701) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AbsListView$1.run(AbsListView.java:3453) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.os.Handler.handleCallback(Handler.java:605) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.os.Handler.dispatchMessage(Handler.java:92) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.os.Looper.loop(Looper.java:137) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.app.ActivityThread.main(ActivityThread.java:4514) 11-20 10:27:47.047: E/AndroidRuntime(5078): at java.lang.reflect.Method.invokeNative(Native Method) 11-20 10:27:47.047: E/AndroidRuntime(5078): at java.lang.reflect.Method.invoke(Method.java:511) 11-20 10:27:47.047: E/AndroidRuntime(5078): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:790) 11-20 10:27:47.047: E/AndroidRuntime(5078): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:557) 11-20 10:27:47.047: E/AndroidRuntime(5078): at dalvik.system.NativeStart.main(Native Method) MainActivity public class MainActivity extends Activity { public static final int DIALOG_DOWNLOAD_JSON_PROGRESS = 0; private ProgressDialog mProgressDialog; ArrayList<HashMap<String, Object>> MyArrList; @SuppressLint("NewApi") @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); // Permission StrictMode if (android.os.Build.VERSION.SDK_INT > 9) { StrictMode.ThreadPolicy policy = new StrictMode.ThreadPolicy.Builder().permitAll().build(); StrictMode.setThreadPolicy(policy); } // Download JSON File new DownloadJSONFileAsync().execute(); } @Override protected Dialog onCreateDialog(int id) { switch (id) { case DIALOG_DOWNLOAD_JSON_PROGRESS: mProgressDialog = new ProgressDialog(this); mProgressDialog.setMessage("Downloading....."); mProgressDialog.setProgressStyle(ProgressDialog.STYLE_SPINNER); mProgressDialog.setCancelable(true); mProgressDialog.show(); return mProgressDialog; default: return null; } } // Show All Content public void ShowAllContent() { // listView1 final ListView lstView1 = (ListView)findViewById(R.id.listView1); lstView1.setAdapter(new ImageAdapter(MainActivity.this,MyArrList)); lstView1.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { HashMap<String, Object> hm = (HashMap<String, Object>) lstView1.getAdapter().getItem(position); String imagePath = (String) hm.get("photo"); Intent i = new Intent(MainActivity.this,FullImageActivity.class); i.putExtra("fullImage", imagePath); startActivity(i); } }); } public class ImageAdapter extends BaseAdapter { private Context context; private ArrayList<HashMap<String, Object>> MyArr = new ArrayList<HashMap<String, Object>>(); public ImageAdapter(Context c, ArrayList<HashMap<String, Object>> myArrList) { // TODO Auto-generated method stub context = c; MyArr = myArrList; } public int getCount() { // TODO Auto-generated method stub return MyArr.size(); } public Object getItem(int position) { // TODO Auto-generated method stub return position; } public long getItemId(int position) { // TODO Auto-generated method stub return position; } public View getView(int position, View convertView, ViewGroup parent) { // TODO Auto-generated method stub LayoutInflater inflater = (LayoutInflater) context .getSystemService(Context.LAYOUT_INFLATER_SERVICE); if (convertView == null) { convertView = inflater.inflate(R.layout.activity_column, null); } // ColImage ImageView imageView = (ImageView) convertView.findViewById(R.id.ColImgPath); imageView.getLayoutParams().height = 80; imageView.getLayoutParams().width = 80; imageView.setPadding(5, 5, 5, 5); imageView.setScaleType(ImageView.ScaleType.CENTER_CROP); try { imageView.setImageBitmap((Bitmap)MyArr.get(position).get("ImageThumBitmap")); } catch (Exception e) { // When Error imageView.setImageResource(android.R.drawable.ic_menu_report_image); } // ColImgID TextView txtImgID = (TextView) convertView.findViewById(R.id.ColImgID); txtImgID.setPadding(10, 0, 0, 0); txtImgID.setText("ID : " + MyArr.get(position).get("id").toString()); // ColImgName TextView txtPicName = (TextView) convertView.findViewById(R.id.ColImgName); txtPicName.setPadding(50, 0, 0, 0); txtPicName.setText("Name : " + MyArr.get(position).get("first_name").toString()); return convertView; } } // Download JSON in Background public class DownloadJSONFileAsync extends AsyncTask<String, Void, Void> { protected void onPreExecute() { super.onPreExecute(); showDialog(DIALOG_DOWNLOAD_JSON_PROGRESS); } @Override protected Void doInBackground(String... params) { // TODO Auto-generated method stub String url = "http://192.168.10.104/adchara1/"; JSONArray data; try { data = new JSONArray(getJSONUrl(url)); MyArrList = new ArrayList<HashMap<String, Object>>(); HashMap<String, Object> map; for(int i = 0; i < data.length(); i++){ JSONObject c = data.getJSONObject(i); map = new HashMap<String, Object>(); map.put("id", (String)c.getString("id")); map.put("first_name", (String)c.getString("first_name")); // Thumbnail Get ImageBitmap To Object map.put("photo", (String)c.getString("photo")); map.put("ImageThumBitmap", (Bitmap)loadBitmap(c.getString("photo"))); // Full (for View Popup) map.put("frame", (String)c.getString("frame")); MyArrList.add(map); } } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } return null; } protected void onPostExecute(Void unused) { ShowAllContent(); // When Finish Show Content dismissDialog(DIALOG_DOWNLOAD_JSON_PROGRESS); removeDialog(DIALOG_DOWNLOAD_JSON_PROGRESS); } } /*** Get JSON Code from URL ***/ public String getJSONUrl(String url) { StringBuilder str = new StringBuilder(); HttpClient client = new DefaultHttpClient(); HttpGet httpGet = new HttpGet(url); try { HttpResponse response = client.execute(httpGet); StatusLine statusLine = response.getStatusLine(); int statusCode = statusLine.getStatusCode(); if (statusCode == 200) { // Download OK HttpEntity entity = response.getEntity(); InputStream content = entity.getContent(); BufferedReader reader = new BufferedReader(new InputStreamReader(content)); String line; while ((line = reader.readLine()) != null) { str.append(line); } } else { Log.e("Log", "Failed to download file.."); } } catch (ClientProtocolException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } return str.toString(); } /***** Get Image Resource from URL (Start) *****/ private static final String TAG = "Image"; private static final int IO_BUFFER_SIZE = 4 * 1024; public static Bitmap loadBitmap(String url) { Bitmap bitmap = null; InputStream in = null; BufferedOutputStream out = null; try { in = new BufferedInputStream(new URL(url).openStream(), IO_BUFFER_SIZE); final ByteArrayOutputStream dataStream = new ByteArrayOutputStream(); out = new BufferedOutputStream(dataStream, IO_BUFFER_SIZE); copy(in, out); out.flush(); final byte[] data = dataStream.toByteArray(); BitmapFactory.Options options = new BitmapFactory.Options(); //options.inSampleSize = 1; bitmap = BitmapFactory.decodeByteArray(data, 0, data.length,options); } catch (IOException e) { Log.e(TAG, "Could not load Bitmap from: " + url); } finally { closeStream(in); closeStream(out); } return bitmap; } private static void closeStream(Closeable stream) { if (stream != null) { try { stream.close(); } catch (IOException e) { android.util.Log.e(TAG, "Could not close stream", e); } } } private static void copy(InputStream in, OutputStream out) throws IOException { byte[] b = new byte[IO_BUFFER_SIZE]; int read; while ((read = in.read(b)) != -1) { out.write(b, 0, read); } } /***** Get Image Resource from URL (End) *****/ @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } } FullImageActivity String imagePath = getIntent().getStringExtra("fullImage"); if(imagePath != null && !imagePath.isEmpty()){ File imageFile = new File(imagePath); if(imageFile.exists()){ Bitmap myBitmap = BitmapFactory.decodeFile(imageFile.getAbsolutePath()); ImageView iv = (ImageView) findViewById(R.id.fullimage); iv.setImageBitmap(myBitmap); } }

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Problem with onRetainNonConfigurationInstance

    - by David
    I am writing a small app using the Android SDK, 1.6 target, and the Eclipse plug-in. I have layouts for both portrait and landscape mode, and most everything is working well. I say most because I am having issues with the orientation change. One part of the app has a ListView "on top of" another section. That section consists of 4 checkboxes, a button, and some TextViews. That is the portrait version. The landscape version replaces the ListView with a Spinner and rearranges some of the other components (but leaves the ALL resource ids the same). While in either orientation things work like they should. It's when the app switches orientation that things go off. Only 1 of the checkboxes maintains it's state throughout both layout changes. The other three CBs only maintain their state when going from landscape-portrait. I am also having problem getting the ListView/Spinner to correctly set themselves on changing. I am using onRetainNonConfigurationInstance() and creating a custom object that is returned. When I step through the code during a orientation change, the custom object is successfully pulled back out the the ether, and the widgets are being set to the correct values (inspecting them). But for some reason, once the onCreate is done, the checkboxes are not set to true. public class SkillSelectionActivity extends Activity { private Button rollDiceButton; private ListView skillListView; private CheckBox makeCommonCB; private CheckBox useEdgeCB; private CheckBox useSpecializationCB; private CheckBox isExtendedCB; private TextView skillNameView; private TextView skillRanksView; private TextView rollResultView; private TextView rollSuccessesView; private TextView rollFailuresView; private TextView extendedTestTotalView; private TextView extendedTestTimeView; private TextView skillSpecNameView; private int extendedTestTotal = 0; private int extendedTestTime = 0; private Skill currentSkill; private int currentPosition = 0; private SRCharacter character; private int skillSelectionType; private Spinner skillSpinnerView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.skill_selection2); Intent intent = getIntent(); Bundle extras = intent.getExtras(); skillSelectionType = extras.getInt("SKILL_SELECTION"); skillListView = (ListView) findViewById(R.id.skillList); skillSpinnerView = (Spinner) findViewById(R.id.skillSpinner); rollDiceButton = (Button) findViewById(R.id.rollDiceButton); makeCommonCB = (CheckBox) findViewById(R.id.makeCommonCB); useEdgeCB = (CheckBox) findViewById(R.id.useEdgeCB); useSpecializationCB = (CheckBox) findViewById(R.id.useSpecializationCB); isExtendedCB = (CheckBox) findViewById(R.id.extendedTestCB); skillNameView = (TextView) findViewById(R.id.skillName); skillRanksView = (TextView) findViewById(R.id.skillRanks); rollResultView = (TextView) findViewById(R.id.rollResult); rollSuccessesView = (TextView) findViewById(R.id.rollSuccesses); rollFailuresView = (TextView) findViewById(R.id.rollFailures); extendedTestTotalView = (TextView) findViewById(R.id.extendedTestTotal); extendedTestTimeView = (TextView) findViewById(R.id.extendedTestTime); skillSpecNameView = (TextView) findViewById(R.id.skillSpecName); character = ((SR4DR) getApplication()).getCharacter(); ConfigSaver data = (ConfigSaver) getLastNonConfigurationInstance(); if (data == null) { makeCommonCB.setChecked(false); useEdgeCB.setChecked(false); useSpecializationCB.setChecked(false); isExtendedCB.setChecked(false); currentSkill = null; } else { currentSkill = data.getSkill(); currentPosition = data.getPosition(); useEdgeCB.setChecked(data.isEdge()); useSpecializationCB.setChecked(data.isSpec()); isExtendedCB.setChecked(data.isExtended()); makeCommonCB.setChecked(data.isCommon()); if (skillSpinnerView != null) { skillSpinnerView.setSelection(currentPosition); } if (skillListView != null) { skillListView.setSelection(currentPosition); } } // Register handler for UI elements rollDiceButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { // guts removed for clarity } }); makeCommonCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); isExtendedCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); useEdgeCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); useSpecializationCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); if (skillListView != null) { skillListView.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { // guts removed for clarity } }); } if (skillSpinnerView != null) { skillSpinnerView.setOnItemSelectedListener(new MyOnItemSelectedListener()); } populateSkillList(); } private void populateSkillList() { String[] list = character.getSkillNames(skillSelectionType); if (list == null) { list = new String[0]; } if (skillListView != null) { ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, R.layout.list_item, list); skillListView.setAdapter(adapter); } if (skillSpinnerView != null) { ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.simple_spinner_item, list); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); skillSpinnerView.setAdapter(adapter); } } public class MyOnItemSelectedListener implements OnItemSelectedListener { public void onItemSelected(AdapterView<?> parent, View view, int position, long id) { // guts removed for clarity } public void onNothingSelected(AdapterView<?> parent) { // Do nothing. } } @Override public Object onRetainNonConfigurationInstance() { ConfigSaver cs = new ConfigSaver(currentSkill, currentPosition, useEdgeCB.isChecked(), useSpecializationCB.isChecked(), makeCommonCB.isChecked(), isExtendedCB.isChecked()); return cs; } class ConfigSaver { private Skill skill = null; private int position = 0; private boolean edge; private boolean spec; private boolean common; private boolean extended; public ConfigSaver(Skill skill, int position, boolean useEdge, boolean useSpec, boolean isCommon, boolean isExt) { this.setSkill(skill); this.position = position; this.edge = useEdge; this.spec = useSpec; this.common = isCommon; this.extended = isExt; } // public getters and setters removed for clarity } }

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  • display data from json file in datagrid

    - by kayn
    I want to display data from a json files in a data grid using dojo ver 1.0.0. I am able to diplay the data when i declare it on my code but when i store the same data in a json format so i can reference it in my script,i get an empty grid. This is my json file; { data: [ ['10''myfile','Css', 'CS Degree','Dr. Bottoman','This is mine'], ['10'myfile2','CS716', 'CS Degree','Prof Frank', 'This is course'], ['10'myfile3 ','CS714', 'CS Degree', 'Dr. Ree', 'Welcome'], ['14', 'myfile4','CS772', 'CS Degree', 'Mr. Boss', 'This will display content' ], ['18', 'myfile5','CS774', 'CS Degree','Ms. Kirk', 'This is networks.' ] ] } and below is my code; @import "../../../dojo/resources/dojo.css"; @import "../_grid/Grid.css"; body { font-size: 1.0em; } #grid { height: 400px; border: 1px solid silver; } .text-oneline { white-space: nowrap; overflow: hidden; text-overflow: ellipsis; } .text-scrolling { height: 4em; overflow: auto; } .text-scrolling { width: 21.5em; } dojo.require("dojox.grid.Grid"); dojo.require("dojox.grid._data.model"); dojo.require("dojo.parser"); <script type="text/javascript"> /*<span dojoType="dojo.data.ItemFileWriteStore" jsId="myStore" url="course.json"> </span>*/ data = [ ['10''myfile','Css', 'CS Degree','Dr. Bottoman','This is mine'], ['10'myfile2','CS716', 'CS Degree','Prof Frank', 'This is course'], ['10'myfile3 ','CS714', 'CS Degree', 'Dr. Ree', 'Welcome'], ['14', 'myfile4','CS772', 'CS Degree', 'Mr. Boss', 'This will display content' ], ['18', 'myfile5','CS774', 'CS Degree','Ms. Kirk', 'This is networks.' ] ]; getDetailData = function(inRowIndex) { var row = data[this.grid.dataRow % data.length ]; switch (this.index) { case 0: return row[5]; case 1: return row[2]; case 2: return row[0]; case 3: return row[1]; case 4: return row[3]; case 5: return row[4]; default: return row[this.index]; } } getName = function(inRowIndex) { var row = data[inRowIndex % data.length]; return row[1]; } // Main grid structure var gridCells = [ { type: 'dojox.GridRowView', width: '20px' }, { onBeforeRow: function(inDataIndex, inSubRows) { inSubRows[1].hidden = !detailRows[inDataIndex]; }, cells: [[ { name: 'Master', width: 3, get: getCheck, styles: 'text-align: center;' }, { name: 'Detail', get: getName, width: 60 }, ], [ { name: '', get: getDetail, colSpan: 2, styles: 'padding: 0; margin: 0;'} ]] } ]; // html for the +/- cell function getCheck(inRowIndex) { var image = (detailRows[inRowIndex] ? 'open.gif' : 'closed.gif'); var show = (detailRows[inRowIndex] ? 'false' : 'true') return ''; } // provide html for the Detail cell in the master grid function getDetail(inRowIndex) { var cell = this; // we can affect styles and content here, but we have to wait to access actual nodes setTimeout(function() { buildDetailgrid(inRowIndex, cell); }, 1); // look for a Detailgrid var Detailgrid = dijit.byId(makeDetailgridId(inRowIndex)); var h = (Detailgrid ? Detailgrid.cacheHeight : "120") + "px"; // insert a placeholder return ''; } // the Detail cell contains a Detailgrid which we set up below var DetailgridCells = [{ noscroll: true, cells: [ [ {name: "Brief Course Description",width: "auto"}, {name: "Course Code" }, {name: "Credits" }, {name: "Subject" }, {name: "Prerequisite" }, {name: "Lecturer"}], [] ]}]; var DetailgridProps = { structure: DetailgridCells, rowCount: 1, autoHeight: true, autoRender: false, "get": getDetailData }; // identify Detailgrids by their row indices function makeDetailgridId(inRowIndex) { return grid.widgetId + "Detailgrid"/+ inRowIndex/; } // if a Detailgrid exists at inRowIndex, detach it from the DOM function detachDetailgrid(inRowIndex) { var Detailgrid = dijit.byId(makeDetailgridId(inRowIndex)); if (Detailgrid) dojox.grid.removeNode(Detailgrid.domNode); } // render a Detailgrid into inCell at inRowIndex function buildDetailgrid(inRowIndex, inCell) { var n = inCell.getNode(inRowIndex).firstChild; var id = makeDetailgridId(inRowIndex); var Detailgrid = dijit.byId(id); if (Detailgrid) { n.appendChild(Detailgrid.domNode); } else { DetailgridProps.dataRow = inRowIndex; DetailgridProps.widgetId = id; Detailgrid = new dojox.VirtualGrid(DetailgridProps, n); } if (Detailgrid) { Detailgrid.render(); Detailgrid.cacheHeight = Detailgrid.domNode.offsetHeight; inCell.grid.rowHeightChanged(inRowIndex); } } // destroy Detailgrid at inRowIndex function destroyDetailgrid(inRowIndex) { var Detailgrid = dijit.byId(makeDetailgridId(inRowIndex)); if (Detailgrid) Detailgrid.destroy(); } // when user clicks the +/- detailRows = []; function toggleDetail(inIndex, inShow) { if (!inShow) detachDetailgrid(inIndex); detailRows[inIndex] = inShow; grid.updateRow(inIndex); } dojo.addOnLoad(function() { window["grid"] = dijit.byId("grid"); dojo.connect(grid, 'rowRemoved', destroyDetailgrid); }); Test grid

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  • Co-Authors Wordpress Plugin: coauthors_wp_list_authors function not working correctly

    - by rayne
    The Co-Authors Plus Plugin for Wordpress has a very annoying bug. The custom function coauthors_wp_list_authors lists authors the same way the wordpress function wp_list_authors does, but it does not include authors in the list who don't have a post of their own - if they have only entries in which they are listed as co-author but not as author, they will not be included in the list. That is of course missing a very important point. I've looked at the faulty SQL statement, but unfortunately my knowledge of advanced SQL, especially when it comes to JOINs, as well as my knowledge of the wp database structure is too limited and I remain clueless. There is a topic in the WP support forum, but unfortunately the information there is very outdated and the fix is not applicable anymore. I couldn't find any other, more current solutions on the internet. I'd be glad if somewhere here could help fix the SQL statement so it also lists co-authors who don't have posts where they're the sole author, as well as display the correct post count for all authors. Here's the entire function for reference purposes with a comment marking the SQL statement: function coauthors_wp_list_authors($args = '') { global $wpdb, $coauthors_plus; $defaults = array( 'optioncount' => false, 'exclude_admin' => true, 'show_fullname' => false, 'hide_empty' => true, 'feed' => '', 'feed_image' => '', 'feed_type' => '', 'echo' => true, 'style' => 'list', 'html' => true ); $r = wp_parse_args( $args, $defaults ); extract($r, EXTR_SKIP); $return = ''; $authors = $wpdb->get_results("SELECT ID, user_nicename from $wpdb->users " . ($exclude_admin ? "WHERE user_login <> 'admin' " : '') . "ORDER BY display_name"); $author_count = array(); # this is the SQL statement which doesn't work correctly: $query = "SELECT DISTINCT $wpdb->users.ID AS post_author, $wpdb->terms.name AS user_name, $wpdb->term_taxonomy.count AS count"; $query .= " FROM $wpdb->posts"; $query .= " INNER JOIN $wpdb->term_relationships ON ($wpdb->posts.ID = $wpdb->term_relationships.object_id)"; $query .= " INNER JOIN $wpdb->term_taxonomy ON ($wpdb->term_relationships.term_taxonomy_id = $wpdb->term_taxonomy.term_taxonomy_id)"; $query .= " INNER JOIN $wpdb->terms ON ($wpdb->term_taxonomy.term_id = $wpdb->terms.term_id)"; $query .= " INNER JOIN $wpdb->users ON ($wpdb->terms.name = $wpdb->users.user_login)"; $query .= " WHERE post_type = 'post' AND " . get_private_posts_cap_sql( 'post' ); $query .= " AND $wpdb->term_taxonomy.taxonomy = '$coauthors_plus->coauthor_taxonomy'"; $query .= " GROUP BY post_author"; foreach ((array) $wpdb->get_results($query) as $row) { $author_count[$row->post_author] = $row->count; } foreach ( (array) $authors as $author ) { $link = ''; $author = get_userdata( $author->ID ); $posts = (isset($author_count[$author->ID])) ? $author_count[$author->ID] : 0; $name = $author->display_name; if ( $show_fullname && ($author->first_name != '' && $author->last_name != '') ) $name = "$author->first_name $author->last_name"; if( !$html ) { if ( $posts == 0 ) { if ( ! $hide_empty ) $return .= $name . ', '; } else $return .= $name . ', '; continue; } if ( !($posts == 0 && $hide_empty) && 'list' == $style ) $return .= '<li>'; if ( $posts == 0 ) { if ( ! $hide_empty ) $link = $name; } else { $link = '<a href="' . get_author_posts_url($author->ID, $author->user_nicename) . '" title="' . esc_attr( sprintf(__("Posts by %s", 'co-authors-plus'), $author->display_name) ) . '">' . $name . '</a>'; if ( (! empty($feed_image)) || (! empty($feed)) ) { $link .= ' '; if (empty($feed_image)) $link .= '('; $link .= '<a href="' . get_author_feed_link($author->ID) . '"'; if ( !empty($feed) ) { $title = ' title="' . esc_attr($feed) . '"'; $alt = ' alt="' . esc_attr($feed) . '"'; $name = $feed; $link .= $title; } $link .= '>'; if ( !empty($feed_image) ) $link .= "<img src=\"" . esc_url($feed_image) . "\" style=\"border: none;\"$alt$title" . ' />'; else $link .= $name; $link .= '</a>'; if ( empty($feed_image) ) $link .= ')'; } if ( $optioncount ) $link .= ' ('. $posts . ')'; } if ( !($posts == 0 && $hide_empty) && 'list' == $style ) $return .= $link . '</li>'; else if ( ! $hide_empty ) $return .= $link . ', '; } $return = trim($return, ', '); if ( ! $echo ) return $return; echo $return; }

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  • java - register problem

    - by Jake
    Hi! When i try to register a person with the name Eric for example, and then again registrating Eric it works. This should not happen with the code i have. Eric should not be registrated if theres already an Eric in the list. Here is my full code: import java.util.*; import se.lth.cs.pt.io.*; class Person { private String name; private String nbr; public Person (String name, String nbr) { this.name = name; this.nbr = nbr; } public String getName() { return name; } public String getNumber() { return nbr; } public String toString() { return name + " : " + nbr; } } class Register { private List<Person> personer; public Register() { personer = new ArrayList<Person>(); } // boolean remove(String name) { // } private Person findName(String name) { for (Person person : personer) { if (person.getName() == name) { return person; } } return null; } private boolean containsName(String name) { return findName(name) != null; } public boolean insert(String name, String nbr) { if (containsName(name)) { return false; } Person person = new Person(name, nbr); personer.add(person); Collections.sort(personer, new A()); return true; } //List<Person> findByPartOfName(String partOfName) { //} //List<Person> findByNumber(String nbr) { //} public List<Person> findAll() { List<Person> copy = new ArrayList<Person>(); for (Person person : personer) { copy.add(person); } return copy; } public void printList(List<Person> personer) { for (Person person : personer) { System.out.println(person.toString()); } } } class A implements Comparator < Person > { @Override public int compare(Person o1, Person o2) { if(o1.getName() != null && o2.getName() != null){ return o1.getName().compareTo(o2.getName()); } return 0; } } class TestScript { public static void main(String[] args) { new TestScript().run(); } void test(String msg, boolean status) { if (status) { System.out.println(msg + " -- ok"); } else { System.out.printf("==== FEL: %s ====\n", msg); } } void run() { Register register = new Register(); System.out.println("Vad vill du göra:"); System.out.println("1. Lägg in ny person."); System.out.println("2. Tag bort person."); System.out.println("3. Sök på del av namn."); System.out.println("4. Se vem som har givet nummer."); System.out.println("5. Skriv ut alla personer."); System.out.println("0. Avsluta."); int cmd = Keyboard.nextInt("Ange kommando (0-5): "); if (cmd == 0 ) { } else if (cmd == 1) { String name = Keyboard.nextLine("Namn: "); String nbr = Keyboard.nextLine("Nummer: "); System.out.println("\n"); String inlagd = "OK - " + name + " är nu inlagd."; String ejinlagd = name + " är redan inlagd."; test("Skapar nytt konto", register.insert(name, nbr) == true); System.out.println("\n"); } else if (cmd == 2) { } else if (cmd == 3) { } else if (cmd == 4) { } else if (cmd == 5) { System.out.println("\n"); register.printList(register.findAll()); System.out.println("\n"); } else { System.out.println("Inget giltigt kommando!"); System.out.println("\n"); } } }

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  • Communicating between C# application and Android app via bluetooth

    - by Akki
    The android application acts as a server in this case. I have a main activity which creates a Thread to handle serverSocket and a different thread to handle the socket connection. I am using a uuid common to C# and android. I am using 32feet bluetooth library for C#. The errors i am facing are 1) My logcat shows this debug log Error while doing socket.connect()1 java.io.IOException: File descriptor in bad state Message: File descriptor in bad state Localized Message: File descriptor in bad state Received : Testing Connection Count of Thread is : 1 2) When i try to send something via C# app the second time, this exception is thrown: A first chance exception of type 'System.InvalidOperationException' occurred in System.dll System.InvalidOperationException: BeginConnect cannot be called while another asynchronous operation is in progress on the same Socket. at System.Net.Sockets.Socket.DoBeginConnect(EndPoint endPointSnapshot, SocketAddress socketAddress, LazyAsyncResult asyncResult) at System.Net.Sockets.Socket.BeginConnect(EndPoint remoteEP, AsyncCallback callback, Object state) at InTheHand.Net.Bluetooth.Msft.SocketBluetoothClient.BeginConnect(BluetoothEndPoint remoteEP, AsyncCallback requestCallback, Object state) at InTheHand.Net.Sockets.BluetoothClient.BeginConnect(BluetoothEndPoint remoteEP, AsyncCallback requestCallback, Object state) at InTheHand.Net.Sockets.BluetoothClient.BeginConnect(BluetoothAddress address, Guid service, AsyncCallback requestCallback, Object state) at BTSyncClient.Form1.connect() in c:\users\----\documents\visual studio 2010\Projects\TestClient\TestClient\Form1.cs:line 154 I only know android application programming and i designed the C# by learning bit and pieces. FYI, My android phone is galaxy s with ICS running on it.Please point out my mistakes.. Source codes : C# Code using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; using System.Net.Sockets; using InTheHand.Net.Bluetooth; using InTheHand.Windows.Forms; using InTheHand.Net.Sockets; using InTheHand.Net; namespace BTSyncClient { public partial class Form1 : Form { BluetoothClient myself; BluetoothDeviceInfo bTServerDevice; private Guid uuid = Guid.Parse("00001101-0000-1000-8000-00805F9B34FB"); bool isConnected; public Form1() { InitializeComponent(); if (BluetoothRadio.IsSupported) { myself = new BluetoothClient(); } } private void Form1_Load(object sender, EventArgs e) { } private void button1_Click(object sender, EventArgs e) { connect(); } private void Form1_FormClosing(object sender, FormClosingEventArgs e) { try { myself.GetStream().Close(); myself.Dispose(); } catch (Exception ex) { Console.Out.WriteLine(ex); } } private void button2_Click(object sender, EventArgs e) { SelectBluetoothDeviceDialog dialog = new SelectBluetoothDeviceDialog(); DialogResult result = dialog.ShowDialog(this); if(result.Equals(DialogResult.OK)){ bTServerDevice = dialog.SelectedDevice; } } private void callback(IAsyncResult ar) { String msg = (String)ar.AsyncState; if (ar.IsCompleted) { isConnected = myself.Connected; if (myself.Connected) { UTF8Encoding encoder = new UTF8Encoding(); NetworkStream stream = myself.GetStream(); if (!stream.CanWrite) { MessageBox.Show("Stream is not Writable"); } System.IO.StreamWriter mywriter = new System.IO.StreamWriter(stream, Encoding.UTF8); mywriter.WriteLine(msg); mywriter.Flush(); } else MessageBox.Show("Damn thing isnt connected"); } } private void connect() { try { if (bTServerDevice != null) { myself.BeginConnect(bTServerDevice.DeviceAddress, uuid, new AsyncCallback(callback) , message.Text); } } catch (Exception e) { Console.Out.WriteLine(e); } } } } Server Thread import java.io.IOException; import java.util.UUID; import android.bluetooth.BluetoothAdapter; import android.bluetooth.BluetoothServerSocket; import android.bluetooth.BluetoothSocket; import android.util.Log; public class ServerSocketThread extends Thread { private static final String TAG = "TestApp"; private BluetoothAdapter btAdapter; private BluetoothServerSocket serverSocket; private boolean stopMe; private static final UUID uuid = UUID.fromString("00001101-0000-1000-8000-00805F9B34FB"); //private static final UUID uuid = UUID.fromString("6e58c9d5-b0b6-4009-ad9b-fd9481aef9b3"); private static final String SERVICE_NAME = "TestService"; public ServerSocketThread() { stopMe = false; btAdapter = BluetoothAdapter.getDefaultAdapter(); try { serverSocket = btAdapter.listenUsingRfcommWithServiceRecord(SERVICE_NAME, uuid); } catch (IOException e) { Log.d(TAG,e.toString()); } } public void signalStop(){ stopMe = true; } public void run(){ Log.d(TAG,"In ServerThread"); BluetoothSocket socket = null; while(!stopMe){ try { socket = serverSocket.accept(); } catch (IOException e) { break; } if(socket != null){ AcceptThread newClientConnection = new AcceptThread(socket); newClientConnection.start(); } } Log.d(TAG,"Server Thread now dead"); } // Will cancel the listening socket and cause the thread to finish public void cancel(){ try { serverSocket.close(); } catch (IOException e) { } } } Accept Thread import java.io.IOException; import java.io.InputStream; import java.util.Scanner; import android.bluetooth.BluetoothSocket; import android.util.Log; public class AcceptThread extends Thread { private BluetoothSocket socket; private String TAG = "TestApp"; static int count = 0; public AcceptThread(BluetoothSocket Socket) { socket = Socket; } volatile boolean isError; String output; String error; public void run() { Log.d(TAG, "AcceptThread Started"); isError = false; try { socket.connect(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.connect()"+ ++count); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } InputStream in = null; try { in = socket.getInputStream(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.getInputStream()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } Scanner istream = new Scanner(in); if (istream.hasNextLine()) { Log.d(TAG, "Received : "+istream.nextLine()); Log.d(TAG,"Count of Thread is : " + count); } istream.close(); try { in.close(); } catch (IOException e) { Log.d(TAG,"Error while doing in.close()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } try { socket.close(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.close()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } } }

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