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  • Android Actionbar Tabs + Fragments + Service

    - by Vladimir
    So, I have 3 problems with my code: 1) I want that each tab saves its state. So that a TextView shows changed text if it was changed. 2) if I go to Tab2 then to Tab1 I can't see the content of the fragments. Only if I touch on the already selected tab, it shows me the content 3) I can't correctly connect/bind and unbind service to Fragment Text must be changed from Service. Please help, I don't know how I realize my intent. MyActivity.java package com.example.tabs; import android.app.ActionBar; import android.app.ActionBar.Tab; import android.app.Activity; import android.app.ActivityManager; import android.app.ActivityManager.RunningServiceInfo; import android.app.Fragment; import android.app.FragmentTransaction; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.content.SharedPreferences; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; public class MyActivity extends Activity { private static String ACTION_BAR_INDEX = "ACTION_BAR_INDEX"; private Tab tTab1; private Tab tTab2; private static MyService.MyBinder myBinder; private static Intent myServiceIntent; private static MyService myService; private TabListener<Tab1> tab1Listener; private TabListener<Tab2> tab2Listener; private static ServiceConnection myConnection = new ServiceConnection() { public void onServiceConnected(ComponentName name, IBinder binder) { myBinder = (MyService.MyBinder) binder; myService = myBinder.getService(); myBinder.setCallbackHandler(myServiceHandler); } public void onServiceDisconnected(ComponentName name) { myService = null; myBinder = null; } }; /** Callbackhandler. */ private static Handler myServiceHandler = new Handler() { public void handleMessage(Message message) { super.handleMessage(message); Bundle bundle = message.getData(); if (bundle != null) { String text = bundle.getString("Text1", ""); if (!text.equals("")) { } } } }; protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); myServiceIntent = new Intent(this, MyService.class); bindService(myServiceIntent, myConnection, Context.BIND_AUTO_CREATE); if (!isServiceRunning()) { startService(myServiceIntent); } final ActionBar actionBar = getActionBar(); actionBar.setNavigationMode(ActionBar.NAVIGATION_MODE_TABS); actionBar.setDisplayShowTitleEnabled(false); tTab1 = actionBar.newTab(); tab1Listener = new TabListener<Tab1>(this, R.id.fl_main, Tab1.class); tTab1.setTag("Tab_1"); tTab1.setText("Tab_1"); tTab1.setTabListener(tab1Listener); tTab2 = actionBar.newTab(); tab2Listener = new TabListener<Tab2>(this, R.id.fl_main, Tab2.class); tTab2.setTag("Tab_2"); tTab2.setText("Tab_2"); tTab2.setTabListener(tab2Listener); actionBar.addTab(tTab1, 0); actionBar.addTab(tTab2, 1); } @Override public void onResume() { super.onResume(); SharedPreferences sp = getPreferences(Activity.MODE_PRIVATE); int actionBarIndex = sp.getInt(ACTION_BAR_INDEX, 0); getActionBar().setSelectedNavigationItem(actionBarIndex); } protected void onSaveInstanceState(Bundle outState) { // Save the current Action Bar tab selection int actionBarIndex = getActionBar().getSelectedTab().getPosition(); SharedPreferences.Editor editor = getPreferences(Activity.MODE_PRIVATE).edit(); editor.putInt(ACTION_BAR_INDEX, actionBarIndex); editor.apply(); // Detach each of the Fragments FragmentTransaction ft = getFragmentManager().beginTransaction(); if (tab2Listener.fragment != null) { ft.detach(tab2Listener.fragment); } if (tab1Listener.fragment != null) { ft.detach(tab1Listener.fragment); } ft.commit(); super.onSaveInstanceState(outState); } protected void onRestoreInstanceState(Bundle savedInstanceState) { // Find the recreated Fragments and assign them to their associated Tab // Listeners. tab1Listener.fragment = getFragmentManager().findFragmentByTag(Tab1.class.getName()); tab2Listener.fragment = getFragmentManager().findFragmentByTag(Tab2.class.getName()); // Restore the previous Action Bar tab selection. SharedPreferences sp = getPreferences(Activity.MODE_PRIVATE); int actionBarIndex = sp.getInt(ACTION_BAR_INDEX, 0); getActionBar().setSelectedNavigationItem(actionBarIndex); super.onRestoreInstanceState(savedInstanceState); } public boolean isServiceRunning() { ActivityManager manager = (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE); for (RunningServiceInfo service : manager.getRunningServices(Integer.MAX_VALUE)) { if (MyService.class.getName().equals(service.service.getClassName())) { return true; } } return false; } @Override protected void onDestroy() { super.onDestroy(); unbindService(myConnection); stopService(myServiceIntent); } public static class TabListener<T extends Fragment> implements ActionBar.TabListener { private Fragment fragment; private Activity activity; private Class<T> fragmentClass; private int fragmentContainer; public TabListener(Activity activity, int fragmentContainer, Class<T> fragmentClass) { this.activity = activity; this.fragmentContainer = fragmentContainer; this.fragmentClass = fragmentClass; } public void onTabReselected(Tab tab, FragmentTransaction ft) { if (fragment != null) { ft.attach(fragment); } } public void onTabSelected(Tab tab, FragmentTransaction ft) { if (fragment == null) { String fragmentName = fragmentClass.getName(); fragment = Fragment.instantiate(activity, fragmentName); ft.add(fragmentContainer, fragment, fragmentName); } else { ft.detach(fragment); } } public void onTabUnselected(Tab tab, FragmentTransaction ft) { if (fragment != null) { ft.detach(fragment); } } } } MyService.java package com.example.tabs; import android.app.Service; import android.content.Intent; import android.os.Binder; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; public class MyService extends Service { private final IBinder myBinder = new MyBinder(); private static Handler myServiceHandler; public IBinder onBind(Intent intent) { return myBinder; } public int onStartCommand(Intent intent, int flags, int startId) { super.onStartCommand(intent, flags, startId); return START_STICKY; } public void sendMessage(String sText, int id) { Bundle bundle = new Bundle(); bundle.putString("Text" + id, sText); Message bundleMessage = new Message(); bundleMessage.setData(bundle); myServiceHandler.sendMessage(bundleMessage); } public class MyBinder extends Binder { public MyService getService() { return MyService.this; } public void setCallbackHandler(Handler myActivityHandler) { myServiceHandler = myActivityHandler; } public void removeCallbackHandler() { myServiceHandler = null; } } } Tab1.java package com.example.tabs; import android.app.Activity; import android.app.Fragment; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.view.LayoutInflater; import android.view.View; import android.view.View.OnClickListener; import android.view.ViewGroup; import android.widget.Button; import android.widget.EditText; import android.widget.TextView; public class Tab1 extends Fragment { public static String TAG = Tab1.class.getClass().getSimpleName(); private static TextView tvText; private EditText editText; private static MyService.MyBinder myBinder; private static Intent myServiceIntent; private static MyService myService; private static ServiceConnection myConnection = new ServiceConnection() { public void onServiceConnected(ComponentName name, IBinder binder) { myBinder = (MyService.MyBinder) binder; myService = myBinder.getService(); myBinder.setCallbackHandler(myServiceHandler); } public void onServiceDisconnected(ComponentName name) { myService = null; myBinder = null; } }; /** Callbackhandler. */ private static Handler myServiceHandler = new Handler() { public void handleMessage(Message message) { super.handleMessage(message); Bundle bundle = message.getData(); if (bundle != null) { String text = bundle.getString("Text1", ""); if (!text.equals("")) { tvText.setText(text); } } } }; public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { View view = inflater.inflate(R.layout.tab1, container, false); tvText = (TextView) view.findViewById(R.id.tv_tab1); editText = (EditText) view.findViewById(R.id.editText1); Button btn1 = (Button) view.findViewById(R.id.btn_change_text_1); btn1.setOnClickListener(new OnClickListener() { public void onClick(View v) { myService.sendMessage(String.valueOf(editText.getText()), 1); } }); return view; } @Override public void onAttach(Activity activity) { super.onAttach(activity); myServiceIntent = new Intent(activity, MyService.class); activity.bindService(myServiceIntent, myConnection, Context.BIND_AUTO_CREATE); } @Override public void onDetach() { super.onDetach(); getActivity().unbindService(myConnection); } } Tab2.java package com.example.tabs; import android.app.Activity; import android.app.Fragment; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.util.Log; import android.view.LayoutInflater; import android.view.View; import android.view.View.OnClickListener; import android.view.ViewGroup; import android.widget.Button; import android.widget.EditText; import android.widget.TextView; public class Tab2 extends Fragment { public static String TAG = Tab2.class.getClass().getSimpleName(); private static TextView tvText; private EditText editText; private static MyService.MyBinder myBinder; private static Intent myServiceIntent; private static MyService myService; private static ServiceConnection myConnection = new ServiceConnection() { public void onServiceConnected(ComponentName name, IBinder binder) { myBinder = (MyService.MyBinder) binder; myService = myBinder.getService(); myBinder.setCallbackHandler(myServiceHandler); } public void onServiceDisconnected(ComponentName name) { myService = null; myBinder = null; } }; /** Callbackhandler. */ private static Handler myServiceHandler = new Handler() { public void handleMessage(Message message) { super.handleMessage(message); Bundle bundle = message.getData(); if (bundle != null) { String text = bundle.getString("Text1", ""); if (!text.equals("")) { tvText.setText(text); } } } }; public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { View view = inflater.inflate(R.layout.tab2, container, false); tvText = (TextView) view.findViewById(R.id.tv_tab2); editText = (EditText) view.findViewById(R.id.editText2); Button btn2 = (Button) view.findViewById(R.id.btn_change_text_2); btn2.setOnClickListener(new OnClickListener() { public void onClick(View v) { myService.sendMessage(String.valueOf(editText.getText()), 2); } }); return view; } @Override public void onAttach(Activity activity) { super.onAttach(activity); myServiceIntent = new Intent(activity, MyService.class); activity.bindService(myServiceIntent, myConnection, Context.BIND_AUTO_CREATE); } @Override public void onDetach() { super.onDetach(); getActivity().unbindService(myConnection); } } main.xml <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:id="@+id/main" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@android:color/black" android:orientation="vertical" > </LinearLayout> tab1.xml <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:layout_gravity="center" android:gravity="center" android:orientation="vertical" > <EditText android:id="@+id/editText1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:ems="10" android:inputType="text" > <requestFocus /> </EditText> <Button android:id="@+id/btn_change_text_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:text="Change text" /> <TextView android:id="@+id/tv_tab1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="TAB1\nTAB1\nTAB1" /> </LinearLayout> tab2.xml <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:layout_gravity="center" android:gravity="center" android:orientation="vertical" > <EditText android:id="@+id/editText2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:ems="10" android:inputType="text" > <requestFocus /> </EditText> <Button android:id="@+id/btn_change_text_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:text="Change text" /> <TextView android:id="@+id/tv_tab2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:text="TAB2\nTAB2\nTAB2" /> </LinearLayout> AndroidManifest.xml <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.tabs" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="15" android:targetSdkVersion="17" /> <application android:allowBackup="true" android:icon="@drawable/ic_launcher" android:label="TabsPlusService" android:theme="@android:style/Theme.Holo" > <activity android:name="com.example.tabs.MyActivity" android:configChanges="orientation|keyboardHidden|screenSize" android:label="TabsPlusService" android:theme="@android:style/Theme.Holo" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <service android:name=".MyService" android:enabled="true" > </service> </application> </manifest>

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  • Beware when using .NET's named pipes in a windows forms application

    - by FransBouma
    Yesterday a user of our .net ORM Profiler tool reported that he couldn't get the snapshot recording from code feature working in a windows forms application. Snapshot recording in code means you start recording profile data from within the profiled application, and after you're done you save the snapshot as a file which you can open in the profiler UI. When using a console application it worked, but when a windows forms application was used, the snapshot was always empty: nothing was recorded. Obviously, I wondered why that was, and debugged a little. Here's an example piece of code to record the snapshot. This piece of code works OK in a console application, but results in an empty snapshot in a windows forms application: var snapshot = new Snapshot(); snapshot.Record(); using(var ctx = new ORMProfilerTestDataContext()) { var customers = ctx.Customers.Where(c => c.Country == "USA").ToList(); } InterceptorCore.Flush(); snapshot.Stop(); string error=string.Empty; if(!snapshot.IsEmpty) { snapshot.SaveToFile(@"c:\temp\generatortest\test2\blaat.opsnapshot", out error); } if(!string.IsNullOrEmpty(error)) { Console.WriteLine("Save error: {0}", error); } (the Console.WriteLine doesn't do anything in a windows forms application, but you get the idea). ORM Profiler uses named pipes: the interceptor (referenced and initialized in your application, the application to profile) sends data over the named pipe to a listener, which when receiving a piece of data begins reading it, asynchronically, and when properly read, it will signal observers that new data has arrived so they can store it in a repository. In this case, the snapshot will be the observer and will store the data in its own repository. The reason the above code doesn't work in windows forms is because windows forms is a wrapper around Win32 and its WM_* message based system. Named pipes in .NET are wrappers around Windows named pipes which also work with WM_* messages. Even though we use BeginRead() on the named pipe (which spawns a thread to read the data from the named pipe), nothing is received by the named pipe in the windows forms application, because it doesn't handle the WM_* messages in its message queue till after the method is over, as the message pump of a windows forms application is handled by the only thread of the windows forms application, so it will handle WM_* messages when the application idles. The fix is easy though: add Application.DoEvents(); right before snapshot.Stop(). Application.DoEvents() forces the windows forms application to process all WM_* messages in its message queue at that moment: all messages for the named pipe are then handled, the .NET code of the named pipe wrapper will react on that and the whole process will complete as if nothing happened. It's not that simple to just say 'why didn't you use a worker thread to create the snapshot here?', because a thread doesn't get its own message pump: the messages would still be posted to the window's message pump. A hidden form would create its own message pump, so the additional thread should also create a window to get the WM_* messages of the named pipe posted to a different message pump than the one of the main window. This WM_* messages pain is not something you want to be confronted with when using .NET and its libraries. Unfortunately, the way they're implemented, a lot of APIs are leaky abstractions, they bleed the characteristics of the OS objects they hide away through to the .NET code. Be aware of that fact when using them :)

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  • Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark (TOTD #184)

    - by arungupta
    TOTD #183 explained how to build a WebSocket-driven application using GlassFish 4. This Tip Of The Day (TOTD) will explain how do view/debug on-the-wire messages, or frames as they are called in WebSocket parlance, over this upgraded connection. This blog will use the application built in TOTD #183. First of all, make sure you are using a browser that supports WebSocket. If you recall from TOTD #183 then WebSocket is combination of Protocol and JavaScript API. A browser supporting WebSocket, or not, means they understand your web pages with the WebSocket JavaScript. caniuse.com/websockets provide a current status of WebSocket support in different browsers. Most of the major browsers such as Chrome, Firefox, Safari already support WebSocket for the past few versions. As of this writing, IE still does not support WebSocket however its planned for a future release. Viewing WebSocket farmes require special settings because all the communication happens over an upgraded HTTP connection over a single TCP connection. If you are building your application using Java, then there are two common ways to debug WebSocket messages today. Other language libraries provide different mechanisms to log the messages. Lets get started! Chrome Developer Tools provide information about the initial handshake only. This can be viewed in the Network tab and selecting the endpoint hosting the WebSocket endpoint. You can also click on "WebSockets" on the bottom-right to show only the WebSocket endpoints. Click on "Frames" in the right panel to view the actual frames being exchanged between the client and server. The frames are not refreshed when new messages are sent or received. You need to refresh the panel by clicking on the endpoint again. To see more detailed information about the WebSocket frames, you need to type "chrome://net-internals" in a new tab. Click on "Sockets" in the left navigation bar and then on "View live sockets" to see the page. Select the box with the address to your WebSocket endpoint and see some basic information about connection and bytes exchanged between the client and the endpoint. Clicking on the blue text "source dependency ..." shows more details about the handshake. If you are interested in viewing the exact payload of WebSocket messages then you need a network sniffer. These tools are used to snoop network traffic and provide a lot more details about the raw messages exchanged over the network. However because they provide lot more information so they need to be configured in order to view the relevant information. Wireshark (nee Ethereal) is a pretty standard tool for sniffing network traffic and will be used here. For this blog purpose, we'll assume that the WebSocket endpoint is hosted on the local machine. These tools do allow to sniff traffic across the network though. Wireshark is quite a comprehensive tool and we'll capture traffic on the loopback address. Start wireshark, select "loopback" and click on "Start". By default, all traffic information on the loopback address is displayed. That includes tons of TCP protocol messages, applications running on your local machines (like GlassFish or Dropbox on mine), and many others. Specify "http" as the filter in the top-left. Invoke the application built in TOTD #183 and click on "Say Hello" button once. The output in wireshark looks like Here is a description of the messages exchanged: Message #4: Initial HTTP request of the JSP page Message #6: Response returning the JSP page Message #16: HTTP Upgrade request Message #18: Upgrade request accepted Message #20: Request favicon Message #22: Responding with favicon not found Message #24: Browser making a WebSocket request to the endpoint Message #26: WebSocket endpoint responding back You can also use Fiddler to debug your WebSocket messages. How are you viewing your WebSocket messages ? Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish Subsequent blogs will discuss the following topics (not necessary in that order) ... Binary data as payload Custom payloads using encoder/decoder Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Why does my Messaging Menu code not work when split into functions?

    - by fluteflute
    Below are two python programs. They're exactly the same, except for one is split into two functions. However only the one that's split into two functions doesn't work - the second function doesn't work. Why would this be? Note the code is taken from this useful blog post. Without functions (works): import gtk def show_window_function(x, y): print x print y # get the indicate module, which does all the work import indicate # Create a server item mm = indicate.indicate_server_ref_default() # If someone clicks your server item in the MM, fire the server-display signal mm.connect("server-display", show_window_function) # Set the type of messages that your item uses. It's not at all clear which types # you're allowed to use, here. mm.set_type("message.im") # You must specify a .desktop file: this is where the MM gets the name of your # app from. mm.set_desktop_file("/usr/share/applications/nautilus.desktop") # Show the item in the MM. mm.show() # Create a source item mm_source = indicate.Indicator() # Again, it's not clear which subtypes you are allowed to use here. mm_source.set_property("subtype", "im") # "Sender" is the text that appears in the source item in the MM mm_source.set_property("sender", "Unread") # If someone clicks this source item in the MM, fire the user-display signal mm_source.connect("user-display", show_window_function) # Light up the messaging menu so that people know something has changed mm_source.set_property("draw-attention", "true") # Set the count of messages in this source. mm_source.set_property("count", "15") # If you prefer, you can set the time of the last message from this source, # rather than the count. (You can't set both.) This means that instead of a # message count, the MM will show "2m" or similar for the time since this # message arrived. # mm_source.set_property_time("time", time.time()) mm_source.show() gtk.mainloop() With functions (second function is executed but doesn't actually work): import gtk def show_window_function(x, y): print x print y # get the indicate module, which does all the work import indicate def function1(): # Create a server item mm = indicate.indicate_server_ref_default() # If someone clicks your server item in the MM, fire the server-display signal mm.connect("server-display", show_window_function) # Set the type of messages that your item uses. It's not at all clear which types # you're allowed to use, here. mm.set_type("message.im") # You must specify a .desktop file: this is where the MM gets the name of your # app from. mm.set_desktop_file("/usr/share/applications/nautilus.desktop") # Show the item in the MM. mm.show() def function2(): # Create a source item mm_source = indicate.Indicator() # Again, it's not clear which subtypes you are allowed to use here. mm_source.set_property("subtype", "im") # "Sender" is the text that appears in the source item in the MM mm_source.set_property("sender", "Unread") # If someone clicks this source item in the MM, fire the user-display signal mm_source.connect("user-display", show_window_function) # Light up the messaging menu so that people know something has changed mm_source.set_property("draw-attention", "true") # Set the count of messages in this source. mm_source.set_property("count", "15") # If you prefer, you can set the time of the last message from this source, # rather than the count. (You can't set both.) This means that instead of a # message count, the MM will show "2m" or similar for the time since this # message arrived. # mm_source.set_property_time("time", time.time()) mm_source.show() function1() function2() gtk.mainloop()

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  • Swift Mailer email sending problem

    - by air
    i have downloaded Swift Mailer from their website and try to send simple email with following code <?php require_once 'lib/swift_required.php'; $transport = Swift_SmtpTransport::newInstance('smtp.example.org', 25) ->setUsername('your username') ->setPassword('your password') ; $mailer = Swift_Mailer::newInstance($transport); //Create a message $message = Swift_Message::newInstance('Wonderful Subject') ->setFrom(array('[email protected]' => 'John Doe')) ->setTo(array('[email protected]', '[email protected]' => 'A name')) ->setBody('Here is the message itself') ; //Send the message $result = $mailer->send($message); ? once i run the page it gives error Warning: fsockopen() [function.fsockopen]: php_network_getaddresses: getaddrinfo failed: No such host is known. in E:\web_sites\swift_mail\lib\classes\Swift\Transport\StreamBuffer.php on line 233 Warning: fsockopen() [function.fsockopen]: unable to connect to smtp.fiveocean.net:25 (php_network_getaddresses: getaddrinfo failed: No such host is known. ) in E:\web_sites\swift_mail\lib\classes\Swift\Transport\StreamBuffer.php on line 233 Fatal error: Uncaught exception 'Swift_TransportException' with message 'Connection could not be established with host smtp.fiveocean.net [php_network_getaddresses: getaddrinfo failed: No such host is known. #0]' in E:\web_sites\swift_mail\lib\classes\Swift\Transport\StreamBuffer.php:235 Stack trace: #0 E:\web_sites\swift_mail\lib\classes\Swift\Transport\StreamBuffer.php(70): Swift_Transport_StreamBuffer->_establishSocketConnection() #1 E:\web_sites\swift_mail\lib\classes\Swift\Transport\AbstractSmtpTransport.php(101): Swift_Transport_StreamBuffer->initialize(Array) #2 E:\web_sites\swift_mail\lib\classes\Swift\Mailer.php(74): Swift_Transport_AbstractSmtpTransport->start() #3 E:\web_sites\swift_mail\test.php(33): Swift_Mailer->send(Object(Swift_Message)) #4 {main} thrown in E:\web_sites\swift_mail\lib\classes\Swift\Transport\StreamBuffer.php on line 235 if i remove the line $result = $mailer->send($message); then page execute and no error message display, as soon as i add above line to send email, i got error. my outgoing server, port and user id & passwords are correct in my file. Thanks

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  • AccessViolationException from a combo: Attempted to read or write protected memory

    - by Sparky
    Users are occassionally getting the above error when using our application (VB.Net, Winforms, using v2 of the framework). I'm not able to reproduce it. The callstack is as follows: : System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at System.Windows.Forms.UnsafeNativeMethods.CallWindowProc(IntPtr wndProc, IntPtr hWnd, Int32 msg, IntPtr wParam, IntPtr lParam) at System.Windows.Forms.NativeWindow.DefWndProc(Message& m) at System.Windows.Forms.Control.DefWndProc(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at ControlEx.AutoCompleteCombo.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) The code for ControlEx.AutoCompleteCombo.WndProc is as follows: Protected Overrides Sub WndProc(ByRef m As System.Windows.Forms.Message) Try If Not m_fReadOnly Then MyBase.WndProc(m) Else Select Case m.Msg Case WM_LBUTTONDOWN, WM_LBUTTONDBLCLK ' do nothing Case Else MyBase.WndProc(m) End Select End If Catch ex As OutOfMemoryException Throw New OutOfMemoryException("Exception during WndProc for combo " & Me.Name, ex) End Try End Sub The error handling was added so we can determine which combo causes the problem when we get an OutOfMemoryException. Any clues as to what causes this would be muchly appreciated! :-)

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  • Is there any open source tool that automatically 'detects' email threading like Gmail?

    - by Chris W.
    For instance, if the original message (message 1) is... Hey Jon, Want to go get some pizza? -Bill And the reply (message 2) is... Bill, Sorry, I can't make lunch today. Jonathon Parks, CTO Acme Systems On Wed, Feb 24, 2010 at 4:43 PM, Bill Waters wrote: Hey John, Want to go get some pizza? -Bill In Gmail, the system (a) detects that message 2 is a reply to message 1 and turns this into a 'thread' of sorts and (b) detects where the replied portion of the message actually is and hides it from the user. (In this case the hidden portion would start at "On Wed, Feb..." and continue to the end of the message.) Obviously, in this simple example it would be easy to detect the "On <Date, <Name wrote:" or the "" character prefixes. But many email systems have many different style of marking replies (not to mention HTML emails). I get the feeling that you would have to have some damn smart string parsing algorithms to get anywhere near how good GMail's is. Does this technology already exist in an open source project somewhere? Either in some library devoted to this exclusively or perhaps in some open source email client that does similar message threading? Thanks.

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  • How can I return json from my WCF rest service (.NET 4), using Json.Net, without it being a string,

    - by Samuel Meacham
    The DataContractJsonSerializer is unable to handle many scenarios that Json.Net handles just fine when properly configured (specifically, cycles). A service method can either return a specific object type (in this case a DTO), in which case the DataContractJsonSerializer will be used, or I can have the method return a string, and do the serialization myself with Json.Net. The problem is that when I return a json string as opposed to an object, the json that is sent to the client is wrapped in quotes. Using DataContractJsonSerializer, returning a specific object type, the response is: {"Message":"Hello World"} Using Json.Net to return a json string, the response is: "{\"Message\":\"Hello World\"}" I do not want to have to eval() or JSON.parse() the result on the client, which is what I would have to do if the json comes back as a string, wrapped in quotes. I realize that the behavior is correct; it's just not what I want/need. I need the raw json; the behavior when the service method's return type is an object, not a string. So, how can I have my method return an object type, but not use the DataContractJsonSerializer? How can I tell it to use the Json.Net serializer instead? Or, is there someway to directly write to the response stream? So I can just return the raw json myself? Without the wrapping quotes? Here is my contrived example, for reference: [DataContract] public class SimpleMessage { [DataMember] public string Message { get; set; } } [ServiceContract] [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] [ServiceBehavior(InstanceContextMode = InstanceContextMode.Single)] public class PersonService { // uses DataContractJsonSerializer // returns {"Message":"Hello World"} [WebGet(UriTemplate = "helloObject")] public SimpleMessage SayHelloObject() { return new SimpleMessage("Hello World"); } // uses Json.Net serialization, to return a json string // returns "{\"Message\":\"Hello World\"}" [WebGet(UriTemplate = "helloString")] public string SayHelloString() { SimpleMessage message = new SimpleMessage() { Message = "Hello World" }; string json = JsonConvert.Serialize(message); return json; } // I need a mix of the two. Return an object type, but use the Json.Net serializer. }

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  • Google App Engine - "Invalid sender format" when sending e-mail

    - by Taylor Leese
    I'm trying to send an e-mail using Google App Engine. I'm getting the exception below and I'm not sure why at the moment. Any ideas? javax.mail.SendFailedException: Send failure (javax.mail.MessagingException: Illegal Arguments (java.lang.IllegalArgumentException: Bad Request: Invalid sender format)) at javax.mail.Transport.send(Transport.java:163) at javax.mail.Transport.send(Transport.java:48) at com.mystuff.service.mail.MailService.sendActivationEmail(MailService.java:145) Below is the code related to sending the e-mail. public final void sendActivationEmail(final UserAccount user) { final Properties props = new Properties(); final Session session = Session.getDefaultInstance(props, null); final Message message = new MimeMessage(session); final Multipart multipart = new MimeMultipart(); final MimeBodyPart htmlPart = new MimeBodyPart(); final MimeBodyPart textPart = new MimeBodyPart(); final Locale locale = LocaleContextHolder.getLocale(); try { message.setFrom(new InternetAddress(getFromAddress(), "Qoogeo")); message.addRecipient(Message.RecipientType.TO, new InternetAddress(user.getUsername(), user.getFirstName() + " " + user.getLastName())); message.setSubject(messageSource.getMessage("mail.subject", null, locale)); textPart.setContent(messageSource.getMessage("mail.body.txt", new Object[] {getHostname(), user.getActivationKey()}, locale), "text/plain"); htmlPart.setContent(messageSource.getMessage("mail.body.html", new Object[] {getHostname(), user.getActivationKey()}, locale), "text/html"); multipart.addBodyPart(textPart); multipart.addBodyPart(htmlPart); message.setContent(multipart); Transport.send(message); } catch (MessagingException e) { LOGGER.warn(ERROR_MSG, e); } catch (UnsupportedEncodingException e) { LOGGER.warn(ERROR_MSG, e); } } Also, getFromAddress() returns "[email protected]".

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  • Sending email with attachments from C#, attachments arrive as Part 1.2 in Thunderbird

    - by Jon
    I have a C# application which emails out Excel spreadsheet reports via an Exchange 2007 server using SMTP. These arrive fine for Outlook users, but for Thunderbird and Blackberry users the attachments have been renamed as "Part 1.2". I found this article which describes the problem, but doesn't seem to give me a workaround. I don't have control of the Exchange server so can't make changes there. Is there anything I can do on the C# end? I have tried using short filenames and HTML encoding for the body but neither made a difference. My mail sending code is simply this: public static void SendMail(string recipient, string subject, string body, string attachmentFilename) { SmtpClient smtpClient = new SmtpClient(); NetworkCredential basicCredential = new NetworkCredential(MailConst.Username, MailConst.Password); MailMessage message = new MailMessage(); MailAddress fromAddress = new MailAddress(MailConst.Username); // setup up the host, increase the timeout to 5 minutes smtpClient.Host = MailConst.SmtpServer; smtpClient.UseDefaultCredentials = false; smtpClient.Credentials = basicCredential; smtpClient.Timeout = (60 * 5 * 1000); message.From = fromAddress; message.Subject = subject; message.IsBodyHtml = false; message.Body = body; message.To.Add(recipient); if (attachmentFilename != null) message.Attachments.Add(new Attachment(attachmentFilename)); smtpClient.Send(message); } Thanks for any help.

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  • django customizing form labels

    - by Henri
    I have a problem in customizing labels in a Django form This is the form code in file contact_form.py: from django import forms class ContactForm(forms.Form): def __init__(self, subject_label="Subject", message_label="Message", email_label="Your email", cc_myself_label="Cc myself", *args, **kwargs): super(ContactForm, self).__init__(*args, **kwargs) self.fields['subject'].label = subject_label self.fields['message'].label = message_label self.fields['email'].label = email_label self.fields['cc_myself'].label = cc_myself_label subject = forms.CharField(widget=forms.TextInput(attrs={'size':'60'})) message = forms.CharField(widget=forms.Textarea(attrs={'rows':15, 'cols':80})) email = forms.EmailField(widget=forms.TextInput(attrs={'size':'60'})) cc_myself = forms.BooleanField(required=False) The view I am using this in looks like: def contact(request, product_id=None): . . . if request.method == 'POST': form = contact_form.ContactForm(request.POST) if form.is_valid(): . . else: form = contact_form.ContactForm( subject_label = "Subject", message_label = "Your Message", email_label = "Your email", cc_myself_label = "Cc myself") The strings used for initializing the labels will eventually be strings dependent on the language, i.e. English, Dutch, French etc. When I test the form the email is not sent and instead of the redirect-page the form returns with: <QueryDict: {u'cc_myself': [u'on'], u'message': [u'message body'], u'email':[u'[email protected]'], u'subject': [u'test message']}>: where the subject label was before. This is obviously a dictionary representing the form fields and their contents. When I change the file contact_form.py into: from django import forms class ContactForm(forms.Form): """ def __init__(self, subject_label="Subject", message_label="Message", email_label="Your email", cc_myself_label="Cc myself", *args, **kwargs): super(ContactForm, self).__init__(*args, **kwargs) self.fields['subject'].label = subject_label self.fields['message'].label = message_label self.fields['email'].label = email_label self.fields['cc_myself'].label = cc_myself_label """ subject = forms.CharField(widget=forms.TextInput(attrs={'size':'60'})) message = forms.CharField(widget=forms.Textarea(attrs={'rows':15, 'cols':80})) email = forms.EmailField(widget=forms.TextInput(attrs={'size':'60'})) cc_myself = forms.BooleanField(required=False) i.e. disabling the initialization then everything works. The form data is sent by email and the redirect page shows up. So obviously something the the init code isn't right. But what? I would really appreciate some help.

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  • When running PowerShell script as a scheduled task some Exchange 2010 database properties are null

    - by barophobia
    Hello, I've written a script that intends to retrieve the DatabaseSize of a database from Exchange 2010. I created a new AD user for this script to run under as a scheduled task. I gave this user admin rights to the Exchange Organization (as a last resort during my testing) and local admin rights on the Exchange machine. When I run this script manually by starting powershell (with runas /noprofile /user:domain\user powershell) everything works fine. All the database properties are available. When I run the script as a scheduled task a lot of the properties are null including the one I want: DatabaseSize. I've also tried running the script as the domain admin account with the same results. There must be something different in the two contexts but I can't figure out what it is. My script: Add-PSSnapin Microsoft.Exchange.Management.PowerShell.E2010 Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "Starting script" $databases = get-mailboxdatabase -status if($databases -ne $null) { Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "Object created" $databasesize_text = $databases.databasesize.tomb().tostring() if($databasesize_text -ne $null) { $output = "echo "+$databasesize_text+":ok" Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "Path check" if(test-path "\\mon-01\prtgsensors\EXE\") { Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "Path valid" Set-Content \\mon-01\prtgsensors\EXE\ex-05_db_size.bat -value $output } Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "Exiting program" } else { Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "databasesize_text is empty. nothing to do" } } else { Write-EventLog 'Windows PowerShell' -source PowerShell -eventid 100 -message "object not created. nothing to do" } exit 0

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  • How to avoid using this in a contructor

    - by Paralife
    I have this situation: interface MessageListener { void onMessageReceipt(Message message); } class MessageReceiver { MessageListener listener; public MessageReceiver(MessageListener listener, other arguments...) { this.listener = listener; } loop() { Message message = nextMessage(); listener.onMessageReceipt(message); } } and I want to avoid the following pattern: (Using the this in the Client constructor) class Client implements MessageListener { MessageReceiver receiver; MessageSender sender; public Client(...) { receiver = new MessageReceiver(this, other arguments...); sender = new Sender(...); } . . . @Override public void onMessageReceipt(Message message) { if(Message.isGood()) sender.send("Congrtulations"); else sender.send("Boooooooo"); } } The reason why i need the above functionality is because i want to call the sender inside the onMessageReceipt() function, for example to send a reply. But I dont want to pass the sender into a listener, so the only way I can think of is containing the sender in a class that implements the listener, hence the above resulting Client implementation. Is there a way to achive this without the use of 'this' in the constructor? It feels bizare and i dont like it, since i am passing myself to an object(MessageReceiver) before I am fully constructed. On the other hand, the MessageReceiver is not passed from outside, it is constructed inside, but does this 'purifies' the bizarre pattern? I am seeking for an alternative or an assurance of some kind that this is safe, or situations on which it might backfire on me.

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  • Thread not behaving correctly

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

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  • How to avoid using this in a constructor

    - by Paralife
    I have this situation: interface MessageListener { void onMessageReceipt(Message message); } class MessageReceiver { MessageListener listener; public MessageReceiver(MessageListener listener, other arguments...) { this.listener = listener; } loop() { Message message = nextMessage(); listener.onMessageReceipt(message); } } and I want to avoid the following pattern: (Using the this in the Client constructor) class Client implements MessageListener { MessageReceiver receiver; MessageSender sender; public Client(...) { receiver = new MessageReceiver(this, other arguments...); sender = new Sender(...); } . . . @Override public void onMessageReceipt(Message message) { if(Message.isGood()) sender.send("Congrtulations"); else sender.send("Boooooooo"); } } The reason why i need the above functionality is because i want to call the sender inside the onMessageReceipt() function, for example to send a reply. But I dont want to pass the sender into a listener, so the only way I can think of is containing the sender in a class that implements the listener, hence the above resulting Client implementation. Is there a way to achive this without the use of 'this' in the constructor? It feels bizare and i dont like it, since i am passing myself to an object(MessageReceiver) before I am fully constructed. On the other hand, the MessageReceiver is not passed from outside, it is constructed inside, but does this 'purifies' the bizarre pattern? I am seeking for an alternative or an assurance of some kind that this is safe, or situations on which it might backfire on me.

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  • Sending multi-part email from Google App Engine using Spring's JavaMailSender fails

    - by hleinone
    It works without the multi-part (modified from the example in Spring documentation): final MimeMessagePreparator preparator = new MimeMessagePreparator() { public void prepare(final MimeMessage mimeMessage) throws Exception { final MimeMessageHelper message = new MimeMessageHelper( mimeMessage); message.setTo(toAddress); message.setFrom(fromAddress); message.setSubject(subject); final String htmlText = FreeMarkerTemplateUtils .processTemplateIntoString(configuration .getTemplate(htmlTemplate), model); message.setText(htmlText, true); } }; mailSender.send(preparator); But once I change it to: final MimeMessagePreparator preparator = new MimeMessagePreparator() { public void prepare(final MimeMessage mimeMessage) throws Exception { final MimeMessageHelper message = new MimeMessageHelper( mimeMessage, true); ... message.setText(plainText, htmlText); } }; mailSender.send(preparator); I get: Failed message 1: javax.mail.MessagingException: Converting attachment data failed at com.google.appengine.api.mail.stdimpl.GMTransport.sendMessage(GMTransport.java:231) at org.springframework.mail.javamail.JavaMailSenderImpl.doSend(JavaMailSenderImpl.java:402) ... This is especially difficult since the GMTransport is proprietary Google class and no sources are available, which would make it a bit easier to debug. Anyone have any ideas what to try next? My bean config, for helping you to help me: <bean id="mailSender" class="org.springframework.mail.javamail.JavaMailSenderImpl" p:username="${mail.username}" p:password="${mail.password}" p:protocol="gm" />

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  • WCF Callback Contract InvalidOperationException: Collection has been modified

    - by mrlane
    We are using a WCF service with a Callback contract. Communication is Asynchronous. The service contract is defined as: [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(ISessionClient),SessionMode = SessionMode.Allowed)] public interface ISessionService With a method: [OperationContract(IsOneWay = true)] void Send(Message message); The callback contract is defined as [ServiceContract] public interface ISessionClient With methods: [OperationContract(IsOneWay = true, AsyncPattern = true)] IAsyncResult BeginSend(Message message, AsyncCallback callback, object state); void EndSend(IAsyncResult result); The implementation of BeginSend and EndSend in the callback channel are as follows: public void Send(ActionMessage actionMessage) { Message message = Message.CreateMessage(_messageVersion, CommsSettings.SOAPActionReceive, actionMessage, _messageSerializer); lock (LO_backChannel) { try { _backChannel.BeginSend(message, OnSendComplete, null); } catch (Exception ex) { _hasFaulted = true; } } } private void OnSendComplete(IAsyncResult asyncResult) { lock (LO_backChannel) { try { _backChannel.EndSend(asyncResult); } catch (Exception ex) { _hasFaulted = true; } } } We are getting an InvalidOperationException: "Collection has been modified" on _backChannel.EndSend(asyncResult) seemingly randomly, and we are really out of ideas about what is causing this. I understand what the exception means, and that concurrency issues are a common cause of such exceptions (hence the locks), but it really doesn't make any sense to me in this situation. The clients of our service are Silverlight 3.0 clients using PollingDuplexHttpBinding which is the only binding available for Silverlight. We have been running fine for ages, but recently have been doing a lot of data binding, and this is when the issues started. Any help with this is appreciated as I am personally stumped at this time.

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  • .net c# cannot find img resources when open with exe

    - by okuryazar
    Hello, My exe processes text documents and I want to be able to right click on documents, select open with and point to my exe file. I can double click on my exe and choose a file to process with OpenFileDialog and it works fine. However, when I do open with, I get FileNotFound error. Here is the error log: System.IO.FileNotFoundException: attention.jpg at System.Drawing.Image.FromFile(String filename, Boolean useEmbeddedColorManagement) at System.Drawing.Image.FromFile(String filename) at ImzaDogrulamaUygulamasi.frmCertificate.FillTreeView() in D:\VSS\SOURCE\VS2008\EGA\ImzaDogrulamaUygulamasi\ImzaDogrulamaUygulamasi\frmCertificate.cs:line 76 at ImzaDogrulamaUygulamasi.frmCertificate.Form2_Load(Object sender, EventArgs e) in D:\VSS\SOURCE\VS2008\EGA\ImzaDogrulamaUygulamasi\ImzaDogrulamaUygulamasi\frmCertificate.cs:line 244 at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) and this is how I add my images in my code, all resources are in the same directory with the exe file: ImageList myImageList = new ImageList(); myImageList.Images.Add(Image.FromFile("attention.jpg")); myImageList.Images.Add(Image.FromFile("sandglass.jpg")); myImageList.Images.Add(Image.FromFile("11.JPG")); myImageList.Images.Add(Image.FromFile("checkGif.jpg")); treeView1.ImageList = myImageList; Any help is much appreciated. Thanks

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  • How to find specific/local files via CMake

    - by Andreas Romeyke
    Hello, I have a problem with a locally installed library. In my project there is the xmlrpc++0.7-library: myproject/ +-- xmlrpc++0.7/ +-- src/ I want that CMake fallbacks using the local xmlrpc++0.7 directory if not found otherwise. Two problems, the first one, find_path() or find_library() does not work with local dir. I used a workaround testing if variables processed by find_xxx() are empty or not. If empty I set them manually. The cmake generates the Makefile without errors now. But if I want to compile the project via make, the c++ compiler returns "error: XmlRpc.h: file not found". The file XmlRpc.h lies in myproject/xmlrpc++0.7/src and if I compile all them manually it works fine. Here is my CMakeLists.txt. I am very happy if anyone could me point to the right solution to use cmake under conditions described above. --- CMakeLists.txt --- project(webservice_tesseract) cmake_minimum_required(VERSION 2.6) set(CMAKE_INCLUDE_CURRENT_DIR ON) # find tesseract find_path(TESSERACT_INCLUDE_DIR tesseract/tesseractmain.h /opt/local/include /usr/local/include /usr/include ) find_library(TESSERACT_LIBRARY_DIR NAMES tesseract_main PATHS /opt/local/lib/ /usr/local/lib/ /usr/lib ) message(STATUS "looked for tesseract library.") message(STATUS "Include file detected: [${TESSERACT_INCLUDE_DIR}].") message(STATUS "Lib file detected: [${TESSERACT_LIBRARY_DIR}].") add_library(tesseract STATIC IMPORTED) set_property(TARGET tesseract PROPERTY IMPORTED_LOCATION ${TESSERACT_LIBRARY_DIR}/libtesseractmain.a ) #find xmlrpc++ message(STATUS "cmake home dir: [${CMAKE_HOME_DIRECTORY}].") set(LOCAL_XMLRPCPLUSPLUS ${CMAKE_HOME_DIRECTORY}/xmlrpc0.7++/) message(STATUS "xmlrpc++ local dir: [${LOCAL_XMLRPCPLUSPLUS}].") find_path(XMLRPCPLUSPLUS_INCLUDE_DIR XmlRpcServer.h ${LOCAL_XMLRPCPLUSPLUS}src /opt/local/include /usr/local/include /usr/include ) find_library(XMLRPCPLUSPLUS_LIBRARY_DIR NAMES XmlRpc PATHS ${LOCAL_XMLRPCPLUSPLUS} /opt/local/lib/ /usr/local/lib/ /usr/lib/ ) # next lines are an ugly workaround because cmake find_xxx() does not find local stuff if (XMLRPCPLUSPLUS_INCLUDE_DIR) else (XMLRPCPLUSPLUS_INCLUDE_DIR) set(XMLRPCPLUSPLUS_INCLUDE_DIR ${LOCAL_XMLRPCPLUSPLUS}src) endif (XMLRPCPLUSPLUS_INCLUDE_DIR) if (XMLRPCPLUSPLUS_LIBRARY_DIR) else (XMLRPCPLUSPLUS_LIBRARY_DIR) set(XMLRPCPLUSPLUS_LIBRARY_DIR ${LOCAL_XMLRPCPLUSPLUS}) endif (XMLRPCPLUSPLUS_LIBRARY_DIR) message(STATUS "looked for xmlrpc++ library.") message(STATUS "Include file detected: [${XMLRPCPLUSPLUS_INCLUDE_DIR}].") message(STATUS "Lib file detected: [${XMLRPCPLUSPLUS_LIBRARY_DIR}].") add_library(xmlrpc STATIC IMPORTED) set_property(TARGET xmlrpc PROPERTY IMPORTED_LOCATION ${XMLRPCPLUSPLUS_LIBRARY_DIR}/libXmlRpc.a ) #### link together include_directories(${XMLRPCPLUSPLUS_INCLUDE_DIR} ${TESSERACT_INCLUDE_DIR}) link_directories(${XMLRPCPLUSPLUS_LIBRARY_DIR} ${TESSERACT_LIBRARY_DIR}) add_library(simpleocr STATIC simple_ocr.cpp) add_executable(webservice_tesseract webservice.cpp) target_link_libraries(webservice_tesseract xmlrpc tesseract simpleocr)

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  • Handling Errors in PHP

    - by Mike
    I have a custom class that, when called, will redirect to a page and send a 'message_type' and 'message' variable via GET. When the page opens it checks for these variables and displays a 'success', 'warning', or 'error' message depending on the 'message_type' variable. I made it so the user thinks they stay on the same page. It also allows for other variables to be passed along with the message. Is this good practice, or should I just start using exceptions? Example: //Call a static function that will redirect to a page, with an error message RedirectWithMessage::go('somepage.php', MessageType::ERROR, 'Error message here.'); The following checkMessage() function is an include file: function checkMessage() { if((isset($_GET['message_type']) && strlen($_GET['message_type'])) && (isset($_GET['message']) && strlen($_GET['message_type']))) { DisplayMessage::display($_GET['message_type'], $_GET['message']); return true; } return false; } On the page that is redirected to, call checkMessage(); //If a message is received, display it. If not, do nothing checkMessage(); I know this might be vague, and I can supply more code if necessary. I guess the issue is that I don't have much experience using exceptions, but I think they seem cumbersome (writing try-catch blocks everywhere). Please let me know if I am making this more difficult for myself or if there is a better solution. Thanks! Mike

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  • MySQL: Request to select the last 10 send/received messages to/by different users

    - by Yako malin
    I want to select the 10 last messages you received OR you sent TO different users. For example the results must be shown like that: 1. John1 - last message received 04/17/10 3:12 2. Thomy - last message sent 04/16/10 1:26 3. Pamela - last message received 04/12/10 3:51 4. Freddy - last message received 03/28/10 9:00 5. Jack - last message sent 03/20/10 4:53 6. Tom - last message received 02/01/10 7:41 ..... Table looks like: CREATE TABLE `messages` ( `id` int(11) NOT NULL AUTO_INCREMENT, `time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP, `sender` int(11) DEFAULT NULL, `receiver` int(11) DEFAULT NULL, `content` text ) I think Facebook (and the iPhone) use this solution. When you go to your mail box, you have the last messages received/sent grouped by Users (friends). So I will take an example. If I have theses messages (THEY ARE ORDERED YET): **Mike** **Tom** **Pam** Mike Mike **John** John Pam **Steve** **Bobby** Steve Steve Bobby Only Message with ** should be returned because they are the LAST messages I sent/received By User. In fact I want the last message of EACH discussion. What is the solution?

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  • How do I find the object with the oldest updated_at column in RJS?

    - by user284194
    Hello, I'm trying to remove the object with the oldest updated_at value when the rjs is executed. page.insert_html :top, :messages, :partial => @message page[@message].visual_effect :grow page[:message_form].reset Message.old_messages.each do |m| page.remove(m.id) end page.delay(1) do page.select('.message').last.visual_effect :fade end I'm using .last in there right now, but I have a periodically_call_remote in the view that continually updates and runs the rjs above. The line: page.select('.message').last.visual_effect :fade seems to only execute the first time because after the message that is "last" fades away there's nothing recognized as "last" anymore so I figure instead of calling .last I could find the object that has the oldest updated_at time stamp and just remove that instead. I'm thinking that I probably cannot do this using page.select since it only calls on css elements. And therefore I probably don't have access to the updated_at values in the Message model. Does anyone have a suggestion on how to accomplish removing the oldest message with rjs? The messages are already automatically removed in the model as new messages are created. But I want them to fade automatically when the RJS refreshes the element.

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  • Append to a webpage in javascript

    - by Lily
    What I want to do is that: a webpage with continuously updating content. (In my case is updating every 2s) New content is appended to the old one instead of overwriting the old one. Here is the code I have: var msg_list = new Array( "<message>Hello, Clare</message>", "<message>Hello,Lily</message>", "<message>Hello, Kevin</message>", "<message>Hello, Bill</message>" ); var number = 0; function send_msg() { document.write(number + " " + msg_list[number%4]+'<br/>'); number = number + 1; } var my_interval = setInterval('send_msg()', 2000); However, in both IE and Firefox, only one line is printed out, and the page will not be updated anymore. Interestingly in Chrome, the lines being printed out continuously, which is what I am looking for. I know that document.write() is called when the page is loaded according to this. So it's definitely not the way to update the webpage continuously. What will be the best way to achieve what I want to do? Totally newbie in Javascript. Thank you. Lily

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  • parallelizing code using openmp

    - by anubhav
    Hi, The function below contains nested for loops. There are 3 of them. I have given the whole function below for easy understanding. I want to parallelize the code in the innermost for loop as it takes maximum CPU time. Then i can think about outer 2 for loops. I can see dependencies and internal inline functions in the innermost for loop . Can the innermost for loop be rewritten to enable parallelization using openmp pragmas. Please tell how. I am writing just the loop which i am interested in first and then the full function where this loop exists for referance. Interested in parallelizing the loop mentioned below. //* LOOP WHICH I WANT TO PARALLELIZE *// for (y = 0; y < 4; y++) { refptr = PelYline_11 (ref_pic, abs_y++, abs_x, img_height, img_width); LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; } The full function where this loop exists is below for referance. /*! *********************************************************************** * \brief * Setup the fast search for an macroblock *********************************************************************** */ void SetupFastFullPelSearch (short ref, int list) // <-- reference frame parameter, list0 or 1 { short pmv[2]; pel_t orig_blocks[256], *orgptr=orig_blocks, *refptr, *tem; // created pointer tem int offset_x, offset_y, x, y, range_partly_outside, ref_x, ref_y, pos, abs_x, abs_y, bindex, blky; int LineSadBlk0, LineSadBlk1, LineSadBlk2, LineSadBlk3; int max_width, max_height; int img_width, img_height; StorablePicture *ref_picture; pel_t *ref_pic; int** block_sad = BlockSAD[list][ref][7]; int search_range = max_search_range[list][ref]; int max_pos = (2*search_range+1) * (2*search_range+1); int list_offset = ((img->MbaffFrameFlag)&&(img->mb_data[img->current_mb_nr].mb_field))? img->current_mb_nr%2 ? 4 : 2 : 0; int apply_weights = ( (active_pps->weighted_pred_flag && (img->type == P_SLICE || img->type == SP_SLICE)) || (active_pps->weighted_bipred_idc && (img->type == B_SLICE))); ref_picture = listX[list+list_offset][ref]; //===== Use weighted Reference for ME ==== if (apply_weights && input->UseWeightedReferenceME) ref_pic = ref_picture->imgY_11_w; else ref_pic = ref_picture->imgY_11; max_width = ref_picture->size_x - 17; max_height = ref_picture->size_y - 17; img_width = ref_picture->size_x; img_height = ref_picture->size_y; //===== get search center: predictor of 16x16 block ===== SetMotionVectorPredictor (pmv, enc_picture->ref_idx, enc_picture->mv, ref, list, 0, 0, 16, 16); search_center_x[list][ref] = pmv[0] / 4; search_center_y[list][ref] = pmv[1] / 4; if (!input->rdopt) { //--- correct center so that (0,0) vector is inside --- search_center_x[list][ref] = max(-search_range, min(search_range, search_center_x[list][ref])); search_center_y[list][ref] = max(-search_range, min(search_range, search_center_y[list][ref])); } search_center_x[list][ref] += img->opix_x; search_center_y[list][ref] += img->opix_y; offset_x = search_center_x[list][ref]; offset_y = search_center_y[list][ref]; //===== copy original block for fast access ===== for (y = img->opix_y; y < img->opix_y+16; y++) for (x = img->opix_x; x < img->opix_x+16; x++) *orgptr++ = imgY_org [y][x]; //===== check if whole search range is inside image ===== if (offset_x >= search_range && offset_x <= max_width - search_range && offset_y >= search_range && offset_y <= max_height - search_range ) { range_partly_outside = 0; PelYline_11 = FastLine16Y_11; } else { range_partly_outside = 1; } //===== determine position of (0,0)-vector ===== if (!input->rdopt) { ref_x = img->opix_x - offset_x; ref_y = img->opix_y - offset_y; for (pos = 0; pos < max_pos; pos++) { if (ref_x == spiral_search_x[pos] && ref_y == spiral_search_y[pos]) { pos_00[list][ref] = pos; break; } } } //===== loop over search range (spiral search): get blockwise SAD ===== **// =====THIS IS THE PART WHERE NESTED FOR STARTS=====** for (pos = 0; pos < max_pos; pos++) // OUTERMOST FOR LOOP { abs_y = offset_y + spiral_search_y[pos]; abs_x = offset_x + spiral_search_x[pos]; if (range_partly_outside) { if (abs_y >= 0 && abs_y <= max_height && abs_x >= 0 && abs_x <= max_width ) { PelYline_11 = FastLine16Y_11; } else { PelYline_11 = UMVLine16Y_11; } } orgptr = orig_blocks; bindex = 0; for (blky = 0; blky < 4; blky++) // SECOND FOR LOOP { LineSadBlk0 = LineSadBlk1 = LineSadBlk2 = LineSadBlk3 = 0; for (y = 0; y < 4; y++) //INNERMOST FOR LOOP WHICH I WANT TO PARALLELIZE { refptr = PelYline_11 (ref_pic, abs_y++, abs_x, img_height, img_width); LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk0 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk1 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk2 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; LineSadBlk3 += byte_abs [*refptr++ - *orgptr++]; } block_sad[bindex++][pos] = LineSadBlk0; block_sad[bindex++][pos] = LineSadBlk1; block_sad[bindex++][pos] = LineSadBlk2; block_sad[bindex++][pos] = LineSadBlk3; } } //===== combine SAD's for larger block types ===== SetupLargerBlocks (list, ref, max_pos); //===== set flag marking that search setup have been done ===== search_setup_done[list][ref] = 1; } #endif // _FAST_FULL_ME_

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  • What is the difference between connection and read timeout for sockets?

    - by corgrath
    3 questions: 1) What is the difference between connection and read timeout for sockets? 2) What does connection timeout set to "infinity" mean? In what situation can it remain in an infinitive loop? and what can trigger that the infinity-loop dies? 3) What does read timeout set to "infinity" mean? In what situation can it remain in an infinitive loop? and what can trigger that the infinity-loop dies?

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