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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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  • Verifying the purchaser of an App Store application

    - by Keldi
    Is there a way for the developer of an App Store application to tie a sale to an individual user/device ID/Apple account? In other words, a method for the developer to double-check that a specific user has legally purchased the software? I haven't been able to find a reliable answer to this yet. I'm not looking for specific code examples, just some sort of idea as to how possible (or difficult) this is. My intent isn't to penalize piracy; it's to be able to provide additional benefits to paid customers. As such, I'm not looking for a way to identify a cracked or pirated version, which I gather has already been solved. Thanks in advance for any help you can provide!

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  • Android Release Version and "Waiting for Debugger"

    - by Tom Richards
    I know this has been asked before but I still don't have a solution. My first app: developed and debugged on my moto droid and then followed all the release steps, (exported from Eclipse, using my key to sign) including removing the debug in the manifest xml. I copied the resulting apk to the droid, disconnected the usb and installed it by double clicking on the file using Astro. I get the "Waiting for Debugger" message like when I am debugging but it never goes away. Doing something real stupid I know but I can't figure it out. Any help would be appreciated. Thanks, Tom

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  • Access data returned from server

    - by Vinodh Ramasubramanian
    I am looking to access the actual value returned from the server.getRowData returns the value after unformat applied to the value. This results in loss of information. For instance, if a double value is rounded to two decimal places and if I want to populate the form for edit with the original value returned from the server with 6 decimals, how can I get the value returned. for eg: Value returned from server : 12.345678 formatter option for column : formatter: 'number', formatoptions: {thousandsSeparator: ",", decimalPlaces: 2} Value displayed in grid : 12.35 How do I retrieve the value 12.345678 returned from the server. getRowData returns 12.35

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  • NamedParameterJdbcTemplate jconnect decimal issue

    - by user1052849
    I am using NamedParameterJdbcTemplate to insert data into a table. (Spring 2.5.3/Java 1.6) I am using jconnect driver to connect to sybase jdbc:sybase:Tds:<Server>:<Port>. For some reason the decimal values the decimal part is truncated. With the same code if I use jtds driver (jdbc:jtds:sybase://<Servername>:<Port>) its working fine. I cannot use jtds as jconn is being used by other code. In Java objects, field is defined as double. In database, field is defined as float (numeric with precision does not work). Any help is appreciated.

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  • PyGTK: Doubleclick on CellRenderer

    - by rami
    Hello! In my PyGTK application I currently use 'editable' to make cells editable. But since my cell contents sometimes are really really large I want to ask the user for changes in a new window when he doubleclicks on a cell. But I could not find out how to hook on double-clicks on specific cellrenderers - I don't want to edit the whole row and I also don't want to set this callback for the whole row, only for columns where too long content can occur. How can I do this with CellRendererText() or something similar. My currently cell-generating code is: cols[i] = gtk.TreeViewColumn(coltitle) cells[i] = gtk.CellRendererText() cols[i].pack_start(cells[i]) cols[i].add_attribute(cells[i], 'text', i) cols[i].set_sizing(gtk.TREE_VIEW_COLUMN_FIXED) cols[i].set_fixed_width(100) cells[i].set_property('editable', True) cells[i].connect('edited', self.edited, (i, ls)) cols[i].set_resizable(True) mytreeview.append_column(cols[i]) Thanks!

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  • Textbox height in a small browser window

    - by Fritz H
    Hi folks, I have here a peculiar problem. We have a RAP application intended for use on a PDA/phone, but when it is displayed in a small browser window, all the textboxes on the form(s) are too tall (around twice the height they should be). I've stepped through the code (The form is using GridLayout, number of columns=1, make columns equal=false) and have found that the TextSizeDetermination.getCharHeight() method returns an incorrect font size if the browser window is too small - 13px if the window is large, 26px (exactly double) if the window is too small. Interestingly enough, it seems that if the window is too small, probeStore.containsProbeResult(font) in that method returns true and uses probeStore.getProbeResult(...).getSize().y for the font size. Otherwise, if the window is larger, it returns false and uses TextSizeEstimation.getCharHeight(...). Does anyone have a pointer or two for getting around this? Dialog with a properly-sized window: Dialog with a small window:

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  • how to configure Postfix to send more emails per hour than the default.

    - by dina-ak
    Hello; My postfix only let me send only 3600 email in an hour ( from which i conclude that there is 1s delay between each email ) while I want to send double that number .. I looked in the postfix configuration .Is there any parameters that i can change to send more than 3600 email in an hour ? this is the output of postconf -n alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases bounce_queue_lifetime = 1d command_directory = /usr/sbin config_directory = /etc/postfix daemon_directory = /usr/libexec/postfix data_directory = /var/lib/postfix debug_peer_level = 2 default_destination_concurrency_limit = 5 default_destination_rate_delay = 0s html_directory = no inet_interfaces = all inet_protocols = ipv4 initial_destination_concurrency = 2 lmtp_destination_rate_delay = 0s local_destination_rate_delay = 0s mail_owner = postfix mailq_path = /usr/bin/mailq.postfix manpage_directory = /usr/share/man maximal_queue_lifetime = 1d mydestination = $myhostname, localhost.$mydomain, localhost, $mydomain mydomain = example.com myhostname = server01.example.com myorigin = $mydomain newaliases_path = /usr/bin/newaliases.postfix qmgr_message_recipient_limit = 10000 queue_directory = /var/spool/postfix readme_directory = /usr/share/doc/postfix-2.5.6/README_FILES relay_destination_rate_delay = 0s sample_directory = /usr/share/doc/postfix-2.5.6/samples sendmail_path = /usr/sbin/sendmail.postfix setgid_group = postdrop smtp_bind_address = xxx.xxx.xxx.xxx smtp_destination_rate_delay = 0s smtp_generic_maps = hash:/etc/postfix/generic smtpd_banner = $myhostname ESMTP $mail_name smtpd_client_restrictions = check_client_access hash:/etc/postfix/access unknown_local_recipient_reject_code = 550 virtual_alias_maps = hash:/etc/postfix/virtual virtual_destination_rate_delay = 0s

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  • Video Synthesis - Making waves, pattern, gradients...

    - by Nathan
    I'm writing a program to generate some trippy visuals. My code paints each pixel with a random blue value which loops at 0.04 second intervals. for (y = 0; y < 5.5; y += 0.2) { for (x = 0; x < 7.5; x += 0.2) { b = rand() / ((double) RAND_MAX); setPixelColor(x,y,r,g,b); } } I'd like to do more than just make blue noise... but my maths is a bit rusty, and Google isn't helping me much today, so it would be great if you could share anything you know about making waves, patterns, gradient animations, etc or links to such material.

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  • C# - Process.Start - Pass html code to exe as argument

    - by dkirk
    Hello, I am using the code below to start a executable file from a windows service and I need to pass html code (stored in a variable) as an argument. I am escaping with double quotes but this is not working. What do I need to do in order to pass this correctly? Thanks in advance for any guidance that is offered. Inside the service: Process.Start(@"E:\Program Files\MyApp.exe", dr["rec"].ToString() + " \"" + subject + "\" \"" + htmlVar); and then within MyApp.exe: static void Main(string[] args) { Program MyProg = new Program(); MyProg.MyMeth(args[0].ToString(), args[1].ToString(), args[2].ToString()); }

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  • How To Test if Type is Primitive

    - by DaveDev
    Hi Guys I have a block of code that serializes a type into a Html tag. Type t = typeof(T); // I pass <T> in as a paramter, where myObj is of type T tagBuilder.Attributes.Add("class", t.Name); foreach (PropertyInfo prop in t.GetProperties()) { object propValue = prop.GetValue(myObj, null); string stringValue = propValue != null ? propValue.ToString() : String.Empty; tagBuilder.Attributes.Add(prop.Name, stringValue); } This works great, except I want it to only do this for primitive types, like string, int, double, bool etc. I want it to ignore everything else. Can anyone suggest how I do this? Or do I need to specify the types I want to allow somewhere and switch on the property's type to see if it's allowed? That's a little messy, so it'd be nice if I there was a tidier way.

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  • Is there a good charting library for iPhone?

    - by Mike Akers
    I have a need to render and display charts (bar charts for now, but more types may be needed later) in an iPhone app I'm working on. I've done some looking around and it doesn't look like there are any really good, mature charting libraries for iPhone yet. I've also looked for something written for Cocoa on the Mac that can be adapted, but haven't found anything great yet. Anybody dealt with this before? Any recommendations? I did find Core Plot, but it seems to be in the early stages of development. Edit to add some details of requirements (as they currently stand ;) ) Bar Charts Horizontal bar charts Double stacked bar charts Axis labels (including rotated 90 degrees on the y axis) Labels above each bar on the chart Shaded or custom backgrounds

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  • unable to start .bat file from JSP

    - by Stardust
    I have a batch file runthis.bat If I double click on this a text file is being created with name dir.txt Now I have to run this batch file using JSP. <% Runtime run =Runtime.getRuntime(); run.exec("C:/Program Files/Apache Software Foundation/Tomcat 5.5/webapps/try/runthis.bat"); out.println("SUCCESS"); %> I'm getting the output SUCCESS on a webpage but this batch file is not running. Whats might be the problem?

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  • How to occupy all the space in a div when working with min-height header / footer

    - by javacoder
    I believe this is a beginner's CSS question. I am utilizing the method described in http://www.xs4all.nl/~peterned/examples/csslayout1.html to fix a header to the top and a footer to the bottom. What I'd like to achieve now is two columns inside the content div. A left one of 200px and a right one that takes up the rest of the width. Unfortunately, I can't get the left and right divs to display correctly: they just don't grow vertically, and if I make the right div "width: 100%" it positions itself underneath the left one. What is the trick to make the left and right div take up all the space within the content div? The layout1.css is the original one. I just added two entries: #left and #right layout1.css: /** * 100% height layout with header and footer * ---------------------------------------------- * Feel free to copy/use/change/improve */ html,body { margin: 0; padding: 0; height: 100%; /* needed for container min-height */ background: gray; font-family: arial, sans-serif; font-size: small; color: #666; } h1 { font: 1.5em georgia, serif; margin: 0.5em 0; } h2 { font: 1.25em georgia, serif; margin: 0 0 0.5em; } h1,h2,a { color: orange; } p { line-height: 1.5; margin: 0 0 1em; } div#container { position: relative; /* needed for footer positioning*/ margin: 0 auto; /* center, not in IE5 */ width: 750px; background: #f0f0f0; height: auto !important; /* real browsers */ height: 100%; /* IE6: treaded as min-height*/ min-height: 100%; /* real browsers */ } div#header { padding: 1em; background: #ddd url("../csslayout.gif") 98% 10px no-repeat; border-bottom: 6px double gray; } div#header p { font-style: italic; font-size: 1.1em; margin: 0; } div#content { padding: 1em 1em 5em; /* bottom padding for footer */ } div#content p { text-align: justify; padding: 0 1em; } div#footer { position: absolute; width: 100%; bottom: 0; /* stick to bottom */ background: #ddd; border-top: 6px double gray; } div#footer p { padding: 1em; margin: 0; } // added the following: div#left { border: 1px solid red; width: 200px; float: left; min-height: 100%; height: 100%; padding-left: 10px; margin-right: 10px; } div#right { border: 1px solid blue; float: left; min-height: 100%; height: 100%; padding-left: 10px; margin-right: 10px; } layout.html: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>CSS Layout - 100% height</title> <link rel="stylesheet" type="text/css" href="layout1.css" /> </head> <body> <div id="container"> <div id="header"> <h1>header</h1> </div> <div id="content"> <div id="left"> left column </div> <div id="right"> right column </div> </div> <div id="footer"> <p> footer </p> </div> </div> </body>

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  • wpf c# media player questions

    - by Sankar
    I'm making a media player in wpf using c#. I had 3 questions. 1) I tried making a seeker XAML: <Slider Name="timelineSlider" Margin="40,91,26,0" ValueChanged="SeekToMediaPosition" Height="32" VerticalAlignment="Top" /> Code: private void Element_MediaOpened(object sender, EventArgs e) { timelineSlider.Maximum = ply.NaturalDuration.TimeSpan.TotalMilliseconds; } private void SeekToMediaPosition(object sender, RoutedPropertyChangedEventArgs<double> e) { int SliderValue = (int)timelineSlider.Value; TimeSpan ts = new TimeSpan(SliderValue, SliderValue, SliderValue, SliderValue, SliderValue); ply.Position = ts; } When I run the program, I open the mp3 and play it but the seeker won't move. When I click on the seeker to move it to a certain position, the song stops playing but the seeker moves. What's the problem and how do I fix it? How do I create a volume increase/decrease bar? How can I open several mp3s and queue them up like a playlist? Thank you

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  • Inherited properties aren't bound during databinding

    - by Josh
    I have two interfaces, IAuditable and ITransaction. public interface IAuditable{ DateTime CreatedOn { get; } string CreatedBy { get; } } public interface ITransaction : IAuditable { double Amount{ get; } } And a class that implements ITransaction, call Transaction. public class Transaction : ITransaction{ public DateTime CreatedOn { get { return DateTime.Now; } } public string CreatedBy { get { return "aspnet"; } } public doubl Amount { get { return 0; } } } When I bind a list of ITransactions to a datagrid and use auto create columns, only the Amount gets bound. The CreatedBy and CreatedOn are not seen. Is there a way I can get these values visible during databinding?

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  • PInvoke or using /clr:pure to compile

    - by Yin Zhu
    I have a set of numerical libraries in C++ and I want to call them interactively in a interpretive language like F# or IronPython. So I have two choices now: Compile the library in native DLL and use PInvoke to call functions in it. Compile the C++ library to .Net dll using visual c++ (/clr:pure compile option). The advantage of 1 is that it is very fast, however there are more work in it, e.g. I cannot PInvoke double pointer (e.g. float **), I must write another wrapper in the C++ library to make the interface friendly to .Net. The advantage of 2 is that I don't need to do know Mashaling strings, arrays, etc. However, the .net dll is slower compared to the native one. What others factors should be considered when choosing between the two?

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  • Problem executing bash file

    - by sandelius
    HI there! I've run into some problem while learning to combine .sh files and PHP. I've create a file test.sh and in that file I call a PHP file called test.php. If I double click on the .sh file then it runs perfectly but when I try to run it from the terminal I get "command not found". I'm in the exact folder as my .sh file but it wont work. Here's my test.sh: #!/bin/bash LIB=${0/%cli/} exec php -q ${LIB}test.php one two three exit; When I doubleclick on the test.sh file then it returns the argv array like it suppost to. But why can't I run it from terminal?

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  • Process.Start - Pass html code to exe as argument

    - by dkirk
    Hello, I am using the code below to start a executable file from a windows service and I need to pass html code (stored in a variable) as an argument. I am escaping with double quotes but this is not working. What do I need to do in order to pass this correctly? Thanks in advance for any guidance that is offered. Inside the service: Process.Start(@"E:\Program Files\MyApp.exe", dr["rec"].ToString() + " \"" + subject + "\" \"" + htmlVar); and then within MyApp.exe: static void Main(string[] args) { Program MyProg = new Program(); MyProg.MyMeth(args[0].ToString(), args[1].ToString(), args[2].ToString()); }

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  • Inserting Large volume of data in SQL Server 2005

    - by Manjoor
    We have a application (written in c#) to store live stock market price in the database (SQL Server 2005). It insert about 1 Million record in a single day. Now we are adding some more segment of market into it and the no of records would be double (2 Millions/day). Currently the average record insertion per second is about 50, maximum is 450 and minimum is 0. To check certain conditions i have used service broker (asynchronous trigger) on my price table. It is running fine at this time(about 35% CPU utilization). Now i am planning to create a in memory dataset of current stock price. we would like to do some simple calculations. I want to know different views of members on this. Please provide your way of dealing with such situation.

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  • Howto allow "Illegal characters in path" ?

    - by hbruce
    I have a MVC.NET application with one route as follows: routes.MapRoute("member", "member/{id}/{*name}", new { controller = "member", action = "Details", id = "" }, new { id = @"\d+" }); Thus, a link could be something like this: http://domain/member/123/any_kind_of_username This works fine in general but if the path contains illegal characters (e.g. a double qoute: http://domain/member/123/my_"user"_name) I get a "System.ArgumentException: Illegal characters in path." After much googling the best suggestions seems to be to make sure that the url doesn't contain any such characters. Unfortunately, that is out of my control in this case. Is there a way to work around this?

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  • Design Question on when to save

    - by Ben
    Hi, I was just after peoples opinion on when the best time to save an object (or collection of objects) is. I appreciate that it can be completely dependent on the situation that you are in but here is my situation. I have a collection of objects "MyCollection" in a grid. You can open each object "MyObject" in an editor dialogue by double clicking on the grid. Selecting "Cancel" on the dialogue will back out any changes you have made, but should selecting "ok" commit those changes back to the database, or should they commit the changes on that object back to the collection and have a save method that iterates through the collection and saves all changed objects? If i have an object "MyParentObject", that contains a collection of childen "MyChildObjectCollection", none of the changes made to each "MyChildObject" would be commited to the database until the "MyParentObject" was saved - this makes sense. However in my current situation, none of the objects in the collection are linked, therefore should the "Ok" on the dialogue commit the changes to the database? Appreciate any opinions on this. Thanks

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  • IWebBrowser: How to specify the encoding when loading html from a stream?

    - by Ian Boyd
    Using the concepts from the sample code provided by Microsoft for loading HTML content into an IWebBrowser from an IStream using the web browser's IPersistStreamInit interface: HRESULT LoadWebBrowserFromStream(IWebBrowser* pWebBrowser, IStream* pStream) { [snip] } How can one specify the encoding of the html inside the IStream? The IStream will contain a series of bytes, but the problem is what do those bytes represent? They could, for example, contain bytes where: each byte represents a character from the current Windows code-page (e.g. 1252) each byte could represent a character from the ISO-8859-1 character set the bytes could represent UTF-8 encoded characters every 2 bytes could represent a character, using UTF-16 encoding In my particular case, i am providing the IWebBrowser an IStream that contains a series of double-bytes characters (UTF-16), but the browser (incorrectly) believes that UTF-8 encoding is in effect. This results in garbled characters.

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  • Static Class Variables in Dynamic Library and Main Program

    - by Paul
    I am working on a project that has a class 'A' that contains a static stl container class. This class is included in both my main program and a .so file. The class uses the default(implicit, not declared) constructor/destructor. The main program loads the .so file using dlopen() and in its destructor, calls dlclose(). The program crashes after main exits when glibc calls the destructor for the static class member variable. The problem appears to be that when dlclose() is called, the destructor for the static variable is called, then when main exits() glibc also calls the destructor, resulting in a double free. I have 2 questions, namely: 1) In this particular case, why are there not two copies of the static variable(yes i know that sounds somewhat ridiculous, but since both the main program and .so file have a separately compiled 'A', shouldn't they each have one?) 2) Is there any way to resolve this issue without re-writing class 'A' to not contain static member variables?

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  • Is there any simple way to test two PNGs for equality?

    - by Mason Wheeler
    I've got a bunch of PNG images, and I'm looking for a way to identify duplicates. By duplicates I mean, specifically, two PNG files whose uncompressed image data are identical, not necessarily whose files are identical. This means I can't do something simple like compare CRC hash values. I figure this can actually be done reliably since PNGs use lossless compression, but I'm worried about speed. I know I can winnow things down a little by testing for equal dimensions first, but when it comes time to actually compare the images against each other, is there any way to do it reasonably efficiently? (ie. faster than the "double-for-loop checking pixel values against each other" brute-force method?)

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