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  • How to change the value of a JLabel in runtime?

    - by user365465
    I want to change the image a JLabel is viewing during runtime, but I keep getting NullPointerExceptions or nothing happens when I press the magic button that's supposed to do things. Is it even possible in Java? Here is my code in its entirety: import java.text.*; import javax.swing.text.*; import java.util.*; import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.*; public class Shell implements ActionListener, MenuKeyListener { JFrame frame; JWindow window; JButton PSubmit; JPanel pane1, pane2; JRadioButton R1, R2, R3; ButtonGroup PGroup; JTabbedPane layout; String result; String border = "Border.png"; String DF = "Frame.png"; String list []; Driver driver; public Shell() { driver = new Driver(); list = new String [6]; } public void setFrame() { frame = new JFrame("Pokemon Program 3 by Systems Ready"); frame.setSize(600, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); frame.getContentPane().setLayout(new BorderLayout()); } public void frameLayout() { layout = new JTabbedPane(); JPanel pane1 = new JPanel(); JPanel pane2 = new JPanel(); JLabel label = new JLabel("Please choose the restrictions:"); JLabel imgLabel1 = new JLabel(new ImageIcon(border)); JLabel notiLabel1 = new JLabel("The Pokemon chosen with these restrictions are: "); JLabel notiLabel2 = new JLabel("'No Restrictions': No restrictions for the kind of Pokemon chosen based on species or items."); JLabel notiLabel3 = new JLabel("'Battle Revolution': All Pokemon must have unique items."); JLabel notiLabel4 = new JLabel("'Battle Tower': All Pokemon must have unique items, Uber and Event Legendaries banned."); JLabel label2 = new JLabel("Please choose possible Pokemon:"); pane1.add(label); pearlButtons(); pane1.add(R1); pane1.add(R2); pane1.add(R3); pane1.add(PSubmit); pane1.add(notiLabel2); pane1.add(notiLabel3); pane1.add(notiLabel4); pane1.add(imgLabel1); pane1.add(notiLabel1); JLabel pokeLabel1 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel2 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel3 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel4 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel5 = new JLabel(new ImageIcon(DF)); JLabel pokeLabel6 = new JLabel(new ImageIcon(DF)); pane1.add(pokeLabel1); pane1.add(pokeLabel2); pane1.add(pokeLabel3); pane1.add(pokeLabel4); pane1.add(pokeLabel5); pane1.add(pokeLabel6); pane2.add(label2); layout.add("Pearl Version", pane1); layout.add("SoulSilver Version", pane2); frame.add(layout); } public void pearlButtons() { PGroup = new ButtonGroup(); R1 = new JRadioButton("No Restrictions", true); R1.setActionCommand("N"); R1.setVisible(true); R2 = new JRadioButton("Battle Revolution"); R2.setActionCommand("BR"); R2.setVisible(true); R3 = new JRadioButton("Battle Tower"); R3.setActionCommand("B"); R3.setVisible(true); PGroup.add(R1); PGroup.add(R2); PGroup.add(R3); PSubmit = new JButton("Submit"); PSubmit.setActionCommand("pstart"); PSubmit.setVisible(true); PSubmit.addActionListener(this); } public void pearlProcessing() { //The "list" array has a bunch of string names that get .png affixed to them (and I named the image files as such when I name them) String file1 = list[0] + ".png"; String file2 = list[1] + ".png"; String file3 = list[2] + ".png"; String file4 = list[3] + ".png"; String file5 = list[4] + ".png"; String file6 = list[5] + ".png"; /*-------------------------------------------------------------------------------// This is where the method's supposed to go to change the image... I've tried pokeLabel = new JLabel(new ImageIcon(file1));, but that yields a NullPointerException. //-----------------------------------------------------------------------------------*/ } public static void main(String[] args) { Shell test = new Shell(); test.setFrame(); test.frameLayout(); test.frame.setVisible(true); } public void actionPerformed(ActionEvent e) { if ("pstart".equals(e.getActionCommand())) { result = PGroup.getSelection().getActionCommand(); if (result.equals("N")) { list = driver.Prandom(); pearlProcessing(); } else System.out.println("Not done yet! ;)"); } } public void menuKeyPressed(MenuKeyEvent e) { System.out.println("pressed"); } public void menuKeyReleased(MenuKeyEvent e) { System.out.println("menuKeyReleased"); } public void menuKeyTyped(MenuKeyEvent e) { System.out.println("menuKeyTyped"); } }

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  • Why do I get a null pointer exception from TabWidget?

    - by rushinge
    I'm writing an android program in which I have an activity that uses tabs. The Activity public class UnitActivity extends TabActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); TabHost tabHost = getTabHost(); TabSpec spec; Resources res = getResources(); LayoutInflater.from(this).inflate(R.layout.unit_view, tabHost.getTabContentView(), true); spec = tabHost.newTabSpec("controls"); spec.setIndicator("Control", res.getDrawable(R.drawable.ic_tab_equalizer)); spec.setContent(R.id.txtview); tabHost.addTab(spec); } } The XML referenced by R.layout.unit_view <?xml version="1.0" encoding="utf-8"?> <TabHost xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/tabhost" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="5dp"> <TabWidget android:id="@android:id/tabs" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <FrameLayout android:id="@android:id/tabcontent" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="5dp"> <TextView android:id="@+id/txtview" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="bottom" android:text="nullpointer this!" /> </FrameLayout> </LinearLayout> </TabHost> As far as I can see I'm doing the same thing I see in the tabs1 api sample from the android sdk. I've tried "getLayoutInflator()" instead of "LayoutInflator.from(this)" with the same result. If I replace the LayoutInflater line with "setContentView(R.layout.unit_view)" my program doesn't crash with a null pointer exception but my content is completely blank and empty. I get the tab and that's it. I've checked to make sure R.layout.unit_view and tabHost are not null when it runs the LayoutInflater line and they seem to be fine. They're defenitely not null. I've also checked to make sure LayoutInflater.from(this) returns a valid layout inflater object and it does. The logcat indicating the error says E/AndroidRuntime( 541): java.lang.NullPointerException E/AndroidRuntime( 541): at android.widget.TabWidget.dispatchDraw(TabWidget.java:206) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.View.draw(View.java:6538) E/AndroidRuntime( 541): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.View.draw(View.java:6538) E/AndroidRuntime( 541): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime( 541): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) E/AndroidRuntime( 541): at android.view.ViewRoot.draw(ViewRoot.java:1349) E/AndroidRuntime( 541): at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) E/AndroidRuntime( 541): at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) E/AndroidRuntime( 541): at android.os.Handler.dispatchMessage(Handler.java:99) E/AndroidRuntime( 541): at android.os.Looper.loop(Looper.java:123) E/AndroidRuntime( 541): at android.app.ActivityThread.main(ActivityThread.java:4363) E/AndroidRuntime( 541): at java.lang.reflect.Method.invokeNative(Native Method) E/AndroidRuntime( 541): at java.lang.reflect.Method.invoke(Method.java:521) E/AndroidRuntime( 541): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) E/AndroidRuntime( 541): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) E/AndroidRuntime( 541): at dalvik.system.NativeStart.main(Native Method) I/Process ( 61): Sending signal. PID: 541 SIG: 3 I/dalvikvm( 541): threadid=7: reacting to signal 3 I/dalvikvm( 541): Wrote stack trace to '/data/anr/traces.txt' Anybody have any idea how I can get this content into a tab without crashing my application? My actual program is more complex and has more than one tab but I simplified it down to this in an attempt to find out why it's crashing but it still crashes and I don't know why. If I don't use LayoutInflator my program doesn't crash but I don't get any content either, just tabs.

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  • .NET to iOS: From WinForms to the iPad

    - by RobertChipperfield
    One of the great things about working at Red Gate is getting to play with new technology - and right now, that means mobile. A few weeks ago, we decided that a little research into the tablet computing arena was due, and purely from a numbers point of view, that suggested the iPad as a good target device. A quick trip to iPhoneDevCon in San Diego later, and Marine and I came back full of ideas, and with some concept of how iOS development was meant to work. Here's how we went from there to the release of Stacks & Heaps, our geeky take on the classic "Snakes & Ladders" game. Step 1: Buy a Mac I've played with many operating systems in my time: from the original BBC Model B, through DOS, Windows, Linux, and others, but I'd so far managed to avoid buying fruit-flavoured computer hardware! If you want to develop for the iPhone, iPad or iPod Touch, that's the first thing that needs to change. If you've not used OS X before, the first thing you'll realise is that everything is different! In the interests of avoiding a flame war in the comments section, I'll only go so far as to say that a lot of my Windows-flavoured muscle memory no longer worked. If you're in the UK, you'll also realise your keyboard is lacking a # key, and that " and @ are the other way around from normal. The wonderful Ukelele keyboard layout editor restores some sanity here, as long as you don't look at the keyboard when you're typing. I couldn't give up the PC entirely, but a handy application called Synergy comes to the rescue - it lets you share a single keyboard and mouse between multiple machines. There's a few limitations: Alt-Tab always seems to go to the Mac, and Windows 7's UAC dialogs require the local mouse for security reasons, but it gets you a long way at least. Step 2: Register as an Apple Developer You can register as an Apple Developer free of charge, and that lets you download XCode and the iOS SDK. You also get the iPhone / iPad emulator, which is handy, since you'll need to be a paid member before you can deploy your apps to a real device. You can either enroll as an individual, or as a company. They both cost the same ($99/year), but there's a few differences between them. If you register as a company, you can add multiple developers to your team (all for the same $99 - not $99 per developer), and you get to use your company name in the App Store. However, you'll need to send off significantly more documentation to Apple, and I suspect the process takes rather longer than for an individual, where they just need to verify some credit card details. Here's a tip: if you're registering as a company, do so as early as possible. The approval process can take a while to complete, so get the application in in plenty of time. Step 3: Learn to love the square brackets! Objective-C is the language of the iPad. C and C++ are also supported, and if you're doing some serious game development, you'll probably spend most of your time in C++ talking OpenGL, but for forms-based apps, you'll be interacting with a lot of the Objective-C SDK. Like shifting from Ctrl-C to Cmd-C, it feels a little odd at first, with the familiar string.format(.) turning into: NSString *myString = [NSString stringWithFormat:@"Hello world, it's %@", [NSDate date]]; Thankfully XCode's auto-complete is normally passable, if not up to Visual Studio's standards, which coupled with a huge amount of content on Stack Overflow means you'll soon get to grips with the API. You'll need to get used to some terminology changes, though; here's an incomplete approximation: Coming from a .NET background, there's some luxuries you no longer have developing Objective C in XCode: Generics! Remember back in .NET 1.1, when all collections were just objects? Yup, we're back there now. ReSharper. Or, more generally, very much refactoring support. The not-many-keystrokes to rename a class, its file, and al references to it in Visual Studio turns into a much more painful experience in XCode. Garbage collection. This is actually rather less of an issue than you might expect: if you follow the rules, the reference counting provided by Objective C gets you a long way without too much pain. Circular references are their usual problematic self, though. Decent exception handling. You do have exceptions, but they're nowhere near as widely used. Generally, if something goes wrong, you get nil (see translation table above) back. Which brings me on to. Calling a method on a nil object isn't a failure - it just returns nil itself! There's many arguments for and against this, but personally I fall into the "stuff should fail as quickly and explicitly as possible" camp. Less specifically, I found that there's more chance of code failing at runtime rather than getting caught at compile-time: using the @selector(.) syntax to pass a method signature isn't (can't be) checked at compile-time, so the first you know about a typo is a crash when you try and call it. The solution to this is of course lots of great testing, both automated and manual, but I still find comfort in provably correct type safety being enforced in addition to testing. Step 4: Submit to the App Store Assuming you want to distribute to more than a handful of devices, you're going to need to submit your app to the Apple App Store. There's a few gotchas in terms of getting builds signed with the right certificates, and you'll be bouncing around between XCode and iTunes Connect a fair bit, but eventually you get everything checked off the to-do list, and are ready to upload your first binary! With some amount of anticipation, I pressed the Upload button in XCode, ready to release our creation into the world, but was instead greeted by an error informing me my XML file was malformed. Uh. A little Googling later, and it turned out that a simple rename from "Stacks&Heaps.app" to "StacksAndHeaps.app" worked around an XML escaping bug, and we were good to go. The next step is to wait for approval (or otherwise). After a couple of weeks of intensive development, this part is agonising. Did we make it? The Apple jury is still out at the moment, but our fingers are firmly crossed! In the meantime, you can see some screenshots and leave us your email address if you'd like us to get in touch when it does go live at the MobileFoo website. Step 5: Profit! Actually, that wasn't the idea here: Stacks & Heaps is free; there's no adverts, and we're not going to sell all your data either. So why did we do it? We wanted to get an idea of what it's like to move from coding for a desktop environment, to something completely different. We don't know whether in a year's time, the iPad will still be the dominant force, or whether Android will have smoothed out some bugs, tweaked the performance, and polished the UI, but I think it's a fairly sure bet that the tablet form factor is here to stay. We want to meet people who are using it, start chatting to them, and find out about some of the pain they're feeling. What better way to do that than do it ourselves, and get to write a cool game in the process?

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  • Calling different layers from the same class

    - by khalid
    Hi, I am here to seek some help with my code which i am facing a dead end road with. I'm trying to pass values from screen1.java using Intent to screen2.java. Passing the values is fine and I managed to get through it; however, when I check using if statement the program crash down. Here are my files, plzzzzzzzzzzz help screen1.java package test.android; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.widget.Button; public class screen1 extends Activity { static String strKey = "Hello"; static final String strValue = "Hello"; public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.screen1); //** button A Button A = (Button) findViewById(R.id.btnClickA); A.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { Intent i = new Intent(screen1.this, screen2.class); strKey = "NAME"; i.setClassName("packageName", "packageName.IntentClass"); String term = "Hello"; i.putExtra("packageName.term", term); //i.putExtra(strKey, strValue); startActivity(i); } }); //** //** button B Button B = (Button) findViewById(R.id.btnClickB); B.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { Intent i = new Intent(screen1.this, screen3.class); startActivity(i); } }); //** } } screen2.java package test.android; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.Button; public class screen2 extends Activity { public void onCreate(Bundle icicle) { Bundle extras = getIntent().getExtras(); String term = extras.getString("packageName.term"); System.out.println("--- Name is -->"+ term); if(term.equalsIgnoreCase("Hello") || term.equalsIgnoreCase("Name")){ super.onCreate(icicle); setContentView(R.layout.screen3); Button b = (Button) findViewById(R.id.btnClick3); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } else { super.onCreate(icicle); setContentView(R.layout.screen2); Button b = (Button) findViewById(R.id.btnClick2); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } // DOES NOT WORK !!!!!!!!! System.out.println("--- Name is --"+ term); } } Layouts: screen1.xml screen2.xml screen3.xml AndroidManifest.xml <activity android:name="screen1" android:label="SCREEN 1"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name="screen2" android:label="SCREEN 2"> </activity> <activity android:name="screen3" android:label="SCREEN 3"> </activity> ===== The error is caused by these lines of code in screen2.java: if(term.equalsIgnoreCase("Hello") || term.equalsIgnoreCase("Name")){ super.onCreate(icicle); setContentView(R.layout.screen3); Button b = (Button) findViewById(R.id.btnClick3); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } else { super.onCreate(icicle); setContentView(R.layout.screen2); Button b = (Button) findViewById(R.id.btnClick2); b.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { setResult(RESULT_OK); finish(); } }); } **notice if I get rid of the entire IF statement and go with only the ELSE the program works fine.

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  • Reading data from database and binding them to custom ListView

    - by N.K.
    I try to read data from a database i have made and to show some of the data in a row at a custom ListView. I can not understand what is my mistake. This is my code: public class EsodaMainActivity extends Activity { public static final String ROW_ID = "row_id"; //Intent extra key private ListView esodaListView; // the ListActivitys ListView private SimpleCursorAdapter esodaAdapter; // adapter for ListView DatabaseConnector databaseConnector = new DatabaseConnector(EsodaMainActivity.this); // called when the activity is first created @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_esoda_main); esodaListView = (ListView)findViewById(R.id.esodaList); esodaListView.setOnItemClickListener(viewEsodaListener); databaseConnector.open(); //Cursor cursor= databaseConnector.query("esoda", new String[] // {"name", "amount"}, null,null,null); Cursor cursor=databaseConnector.getAllEsoda(); startManagingCursor(cursor); // map each esoda to a TextView in the ListView layout // The desired columns to be bound String[] from = new String[] {"name","amount"}; // built an String array named "from" //The XML defined views which the data will be bound to int[] to = new int[] { R.id.esodaTextView, R.id.amountTextView}; // built an int array named "to" // EsodaMainActivity.this = The context in which the ListView is running // R.layout.esoda_list_item = Id of the layout that is used to display each item in ListView // null = // from = String array containing the column names to display // to = Int array containing the column names to display esodaAdapter = new SimpleCursorAdapter (this, R.layout.esoda_list_item, cursor, from, to); esodaListView.setAdapter(esodaAdapter); // set esodaView's adapter } // end of onCreate method @Override protected void onResume() { super.onResume(); // call super's onResume method // create new GetEsodaTask and execute it // GetEsodaTask is an AsyncTask object new GetEsodaTask().execute((Object[]) null); } // end of onResume method // onStop method is executed when the Activity is no longer visible to the user @Override protected void onStop() { Cursor cursor= esodaAdapter.getCursor(); // gets current cursor from esodaAdapter if (cursor != null) cursor.deactivate(); // deactivate cursor esodaAdapter.changeCursor(null); // adapter now has no cursor (removes the cursor from the CursorAdapter) super.onStop(); } // end of onStop method // this class performs db query outside the GUI private class GetEsodaTask extends AsyncTask<Object, Object, Cursor> { // we create a new DatabaseConnector obj // EsodaMainActivity.this = Context DatabaseConnector databaseConnector = new DatabaseConnector(EsodaMainActivity.this); // perform the db access @Override protected Cursor doInBackground(Object... params) { databaseConnector.open(); // get a cursor containing call esoda return databaseConnector.getAllEsoda(); // the cursor returned by getAllContacts() is passed to method onPostExecute() } // end of doInBackground method // here we use the cursor returned from the doInBackground() method @Override protected void onPostExecute(Cursor result) { esodaAdapter.changeCursor(result); // set the adapter's Cursor databaseConnector.close(); } // end of onPostExecute() method } // end of GetEsodaTask class // creates the Activity's menu from a menu resource XML file @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.esoda_menu, menu); // inflates(eµf?s?) esodamainactivity_menu.xml to the Options menu return true; } // end of onCreateOptionsMenu() method //handles choice from options menu - is executed when the user touches a MenuItem @Override public boolean onOptionsItemSelected(MenuItem item) { // creates a new Intent to launch the AddEditEsoda Activity // EsodaMainActivity.this = Context from which the Activity will be launched // AddEditEsoda.class = target Activity Intent addNewEsoda = new Intent(EsodaMainActivity.this, AddEditEsoda.class); startActivity(addNewEsoda); return super.onOptionsItemSelected(item); } // end of method onPtionsItemSelected() // event listener that responds to the user touching a esoda's name in the ListView OnItemClickListener viewEsodaListener = new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> arg0, View arg1, int arg2, long arg3) { // create an intent to launch the ViewEsoda Activity Intent viewEsoda = new Intent(EsodaMainActivity.this, ViewEsoda.class); // pass the selected esoda's row ID as an extra with the Intent viewEsoda.putExtra(ROW_ID, arg3); startActivity(viewEsoda); // start viewEsoda.class Activity } // end of onItemClick() method }; // end of viewEsodaListener } // end of EsodaMainActivity class The statement: Cursor cursor=databaseConnector.getAllEsoda(); queries all data (columns) From the data I want to show at my custom ListView 2 of them: "name" and "amount". But I still get a debugger error. Please help.

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  • directX texture appears incorrectly

    - by numerical25
    I finally managed to get a texture onto a cube sadly, but it is appearing incorrectly. as the below picture identifies. Anyways, I am not sure what it could be. My first guess is it could be my uv mapping or my vertex positioning is off. If someone could check and make sure thats good. The first element is the vertex position, second is the color, and third is the uv texture. //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,2.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, }; My second guess could be an error that I am receiving as I run the program. But I don't know where to begin with that. The following is the description of the error . D3D10: WARNING: ID3D10Device::Draw: Vertex Buffer at the input vertex slot 0 is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior. [ EXECUTION WARNING #356: DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL ] Not sure what it could be. but where is my vertex layout description //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false;

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  • Silverlight Cream for March 24, 2010 -- #819

    - by Dave Campbell
    In this Issue: Nokola, Tim Heuer, Christian Schormann, Brad Abrams, David Kelley, Phil Middlemiss, Michael Klucher, Brandon Watson, Kunal Chowdhury, Jacek Ciereszko, and Unni. Shoutouts: Michael Klucher has a short post up For Love of the Game (Development)…, where he's looking for some input from the developer community. Shawn Hargreaves has a link post up of all the Windows Phone MIX10 presentations Chris Cavanagh has a Soft-Body Physics for Windows Phone 7 post up that goes along with one he did 1-1/2 years ago! Jeff Weber posted An Open Letter To Microsoft Regarding The Silverlight Game Development Community Pete Brown posted his MIX10 Recap ... lots of information, and discussion of what he was up to ... I liked the Trivia app Pete... glad to hear that was yours :) I've changed my mind and added a WP7 tag to SilverlightCream. I'll straighten out all the Mobile plus Silverlight links to point at the WP7 tab hopefully tonight. From SilverlightCream.com: EasyPainter Source Pack 3: Adorners, Mouse Cursors and Frames Nokola has been busy with EasyPainter adding in Custom, Extensible Mouse Cursors and Customizable Adorners with extensible adorner frames, and best of all... all with source code! Simulate Geo Location in Silverlight Windows Phone 7 emulator Among the things we don't have in our WP7 emulators is Geo Location... Tim Heuer comes to the rescue with a simulator for it... too cool, Tim! Blend 4: About Path Layout, Part II Christian Schormann is back with Part 2 of his tutorial sequence on the new Path Layout. Really good info and definitely cool presentations of the control. Silverlight 4 + RIA Services - Ready for Business: Exposing OData Services Brad Abrams continues his series with a post on exposing OData services. This looks like a great tutorial on the topic... will probably resolve some questions I've been having :) No Silverlight and Preloader Experience(ish) - in 10 seconds... David Kelley exposes the code he uses on his site, designed to be friendly to Silverlight and non-Silverlight users alike. Merged Dictionaries of Style Resources and Blend Phil Middlemiss has a nice article up on Merged Dictionaries and using multiple resource dictionaries that the app chooses, but also be compatible with Prism and Blend while not eating your system resources out of house and home. XNA Game Studio and Windows Phone Emulator Compatibility Michael Klucher has a definitive post up about getting your XNA and system up-to-speed for WP7... a must-read if you've been running any of the other XNA drops. Windows Phone 7 301 Redirect Bug Brandon Watson reports a 301 Redirect bug on WP7 ... see the code and how he got it, then follow along as he explains all the debug paths he took and what the resolution (?) really is :) Silverlight 4: How to use the new Printing API? Kunal Chowdhury has a tutorial up on printing with Silverlight 4 RC... from the project layout to printing and then printing a smaller section... all good Printing problem in Silverlight 4.0 RC - loading images in code behind Jacek Ciereszko also is writing about printing, and in his case he had problems with loading an image dynamically and printing it... plus he provides a solution to the 'blank page' problem. ToolboxExampleAttribute - a new extension point in Blend 4 (and a few other extensibility related changes) Unni has an article up about Expression Blend 4's new ToolboxExampleAttribute which allow you to have multiple examples of the same type resulting in different XAML produced. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone    MIX10

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  • WEB203 &ndash; Jump into Silverlight!&hellip; and Become Effective Immediately with Tim Huckaby, Fou

    - by Robert Burger
    Getting ready for the good stuff. Definitely wish there were more Silverlight and WCF RIA sessions, but this is a start.  Was lucky to get a coveted power-enabled seat.  Luckily, due to my trustily slow Verizon data card, I can get these notes out amidst a total Internet outage here.  This is the second breakout session of the day, and is by far standing-room only.  I stepped out before the session started to get a cool Diet COKE and wouldn’t have gotten back in if I didn’t already have a seat. Tim says this is an intro session and that he’s been begging for intro sessions at TechEd for years and that by looking at this audience, he thinks the demand is there.  Admittedly, I didn’t know this was an intro session, or I might have gone elsewhere.  But, it was the very first Silverlight session, so I had to be here. Tim says he will be providing a very good comprehensive reference application at the end of the presentation.  He has just demoed it, and it is a full CRUD-based Sales Manager application based on…  AdventureWorks! Session Agenda What it is / How to get started Declarative Programming Layout and Controls, Events and Commands Working with Data Adding Style to Your Application   Silverlight…  “WPF Light” Why is the download 4.2MB?  Because the direct competitor is a 4.2MB download.  There is no technical reason it is not the entire framework.  It is purely to “be competitive”.   Getting Started Get all of the following downloads from www.silverlight.net/getstarted Install VS2010 or Visual Web Developer Express 2010 Install Silverlight 4 Tools for VS2010 Install Expression Blend 4 Install the Silverlight 4 Toolkit   Reference Application Features Uses MVVM pattern – a way to move data access code that would normally be inline within the UI and placing it in nice data access libraries Images loaded dynamically from the database, converting GIF to PNG because Silverlight does not support GIF. LINQ to SQL is the data access model WCF is the data provider and is using binary message encoding   Declarative Programming XAML replaces code for UI representation Attributes control Layout and Style Event handlers wired-up in XAML Declarative Data Binding   Layout Overview Content rendering flows inside of parent Fixed positioning (Canvas) is seldom used Panels are used to house content Margins and Padding over fixed size   Panels StackPanel – Arranges child elements into a single line oriented horizontally or vertically Grid – A flexible grid are that consists of rows and columns Canvas – An are where positions are specifically fixed WrapPanel (in Toolkit) – Positions child elements in sequential position left to right and top to bottom. DockPanel (in Toolkit) – Positions child controls within a dockable area   Positioning Horizontal and Vertical Alignment Margin – Separates an element from neighboring elements Padding – Enlarges the effective size of an element by a thickness   Controls Overview Not all controls created equal Silverlight, as a subset of WPF, so many WPF controls do not exist in the core Siverlight release Silverlight Toolkit continues to add controls, but are released in different quality bands Plenty of good 3rd party controls to fill the gaps Windows Phone 7 is to have 95% of controls available in Silverlight Core and Toolkit.   Events and Commands Standard .NET Events Routed Events Commands – based on the ICommand interface – logical action that can be invoked in several ways   Adding Style to Your Application Resource Dictionaries – Contains a hash table of key/value pairs.  Silverlight can only use Static Resources whereas WPF can also use Dynamic Resources Visual State Manager Silverlight 4 supports Implicit styles ResourceDictionary.MergedDictionaries combines many different file-based resources   Downloads

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  • Tips to Make Your Website Cell Phone Friendly

    - by Aditi
    Working on a new website design? or Redesigning your website? There is a lot more to consider now a days not just user experience, clean code, CSS etc. one of the important attribute one must not miss, which is making them mobile friendly! With the growing use of handhelds & unlimited data plans, people browse on their cellphones! and All come in different sizes! it is tough to make a website that would look great not just on a high resolution widescreen monitor/LCD, but also should look equally impressive on the low resolutions of cellphones. We are today going to discuss about such factors that can help you make a website Cellphone Friendly. Fluid Width Layouts As we start discussing about this, Most people speak of the Fluid Width Layouts as vital step in moving your website to be mobile friendly. Fluid width allows the width of your website stretch or shrink depending on the browser size. However, having a layout which flows with the width of the screen’s resolution is certainly convenient, more often than not the website was originally laid out for a desktop in mind. Compressing a fluid layout to 320 pixels can do some serious damage to layout, Thus some people strongly believe it is far better to have a mobile style sheet and lay out the content specifically for that screen and have more control on the display. The best thing to do is to detect the type of platform that is connected to your website and disabling or changing some tools and effects to make it look better if not perfect. Keep Your Web Pages Short length One must avoid long pages on their website, a lot of scroll makes it very non user friendly for people, especially on mobile devices this is a huge draw back because of the longer load time it takes to download the webpage. Everyone likes crisp & concise content such pages are easier to load & browse. This makes your website accessible across all platforms. Also try to keep shorter urls, if they have to type..save them from that much work especially if someone is using a cellphone with no QWERTY keyboard it can be tough. Usable Navigation & Search Unlike Desktops, your website’s Navigation won’t super work on a cellphone. Keep in mind the user experience for cellphone users as you design your Navigation. Try to keep your content centered as they do have difficulty in reading the webpage. I always look upto Google and their pages as available on mobile as a great example. Keeping a functional & very visible search bar helps mobile users navigate by searching. Understanding Clean Website Code : Evolved for Mobile Clean code is important when you consider the diversity out there for handheld devices. Some cell phones may only understand WAP. More capable phones may understand WAP2, which allows rendering websites with XHTML and CSS. Most mobiles won’t display tables, floats, frames, JavaScript, and dynamic menus. Most cellphone will not support cookies. Devices at the high end of the mobile market such as BlackBerry, Palm, or the upcoming iPhone are highly capable and support nearly as much as a standard computer..but masses still do not have such phones. You can use specific emulators to test your website on mobile devices. Make sure your color combinations provide good contrast between foreground and background colors, particularly for devices with fewer color options.

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  • Enable Multi-Column Google Searches with a User Script

    - by Asian Angel
    Are you wanting to improve the search results view at Google and make better use of the webpage space? With a little user script magic you can make those search results look and fit better in your favorite browser. Note: This user script may conflict with the AutoPager extension if you have it installed in your favorite browser. Before Here is the standard single column view of search results at Google. Not too bad but the available space could certainly be better utilized. Note: For the purposes of our example we are using Google Chrome but this user script can be easily added to other browsers. After If you have never installed a user script in Chrome before it is just as simple as the regular extensions at the official Google website. Here you can see the details for the user script we are installing. Notice that you can view the source code if desired. To add the user script to Chrome click on “Install”. Once you start the install process you will see an intermediary message asking if you wish to continue in the lower left corner of your browser. Click “Continue” to move to the next step in the install process. From this point on the install process is practically identical to the official extensions. You can see the final confirmation window here…click “Install” to finish adding the user script to Chrome. As with regular extensions you will see a post-install message in the upper right corner. So, what does a user script look like in the “Extensions Page”? You can see the user script entry here…outside of an icon it looks rather identical to a normal extension. After refreshing the search page shown above we now have two columns of search results (default setting). This looks much much better than a single column view and there is little to no page scrolling required now. To switch to a three column view simply use the keyboard shortcut “Alt + 3”. To return to a single column view use “Alt + 1” and for the default two column view use “Alt + 2”. Three keyboard shortcuts for three different views…definitely a good thing. Note: On our test system we needed to use the number keys at the top of our keyboard to switch views…this is most likely the result of unique settings on our test system. Conclusion If you are wanting a better viewing experience when conducting searches at Google then this user script will make a very nice addition to your favorite browser. For those using Firefox you can add user scripts with the Greasemonkey & Stylish extensions. Using Opera Browser? See our how-to for adding user scripts to Opera here. Links Install the Multi-Column View of Google Search Results User Script Similar Articles Productive Geek Tips Hide Flash Animations in Google ChromeEnable Google Search From Shortcut Key in KDE on (k)UbuntuSet Gmail as Default Mail Client in UbuntuSet Up User Scripts in Opera BrowserHow To Enable Favicons for Google Reader Subscriptions TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7 Need Help with Your Home Network? Awesome Lyrics Finder for Winamp & Windows Media Player Download Videos from Hulu

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  • Android - passing data between Activities

    - by Bill Osuch
    (To follow along with this, you should understand the basics of starting new activities: Link ) The easiest way to pass data from one activity to another is to create your own custom bundle and pass it to your new class. First, create two new activities called Search and SearchResults (make sure you add the second one you create to the AndroidManifest.xml file!), and create xml layout files for each. Search's file should look like this: <?xml version="1.0" encoding="utf-8"?> <LinearLayout     xmlns:android="http://schemas.android.com/apk/res/android"     android:layout_width="fill_parent"     android:layout_height="fill_parent"     android:orientation="vertical">     <TextView          android:layout_width="fill_parent"      android:layout_height="wrap_content"      android:text="Name:"/>     <EditText                android:id="@+id/edittext"         android:layout_width="fill_parent"         android:layout_height="wrap_content"/>     <TextView          android:layout_width="fill_parent"         android:layout_height="wrap_content"         android:text="ID Number:"/>     <EditText                android:id="@+id/edittext2"                android:layout_width="fill_parent"                android:layout_height="wrap_content"/>     <Button           android:id="@+id/btnSearch"          android:layout_width="fill_parent"         android:layout_height="wrap_content"         android:text="Search" /> </LinearLayout> and SearchResult's should look like this: <?xml version="1.0" encoding="utf-8"?> <LinearLayout     xmlns:android="http://schemas.android.com/apk/res/android"     android:layout_width="fill_parent"     android:layout_height="fill_parent"     android:orientation="vertical">     <TextView          android:id="@+id/txtName"         android:layout_width="fill_parent"         android:layout_height="wrap_content"/>     <TextView          android:id="@+id/txtState"         android:layout_width="fill_parent"         android:layout_height="wrap_content"         android:text="No data"/> </LinearLayout> Next, we'll override the OnCreate method of Search: @Override public void onCreate(Bundle savedInstanceState) {     super.onCreate(savedInstanceState);     setContentView(R.layout.search);     Button search = (Button) findViewById(R.id.btnSearch);     search.setOnClickListener(new View.OnClickListener() {         public void onClick(View view) {                           Intent intent = new Intent(Search.this, SearchResults.class);              Bundle b = new Bundle();                           EditText txt1 = (EditText) findViewById(R.id.edittext);             EditText txt2 = (EditText) findViewById(R.id.edittext2);                                      b.putString("name", txt1.getText().toString());             b.putInt("state", Integer.parseInt(txt2.getText().toString()));                              //Add the set of extended data to the intent and start it             intent.putExtras(b);             startActivity(intent);          }     }); } This is very similar to the previous example, except here we're creating our own bundle, adding some key/value pairs to it, and adding it to the intent. Now, to retrieve the data, we just need to grab the Bundle that was passed to the new Activity and extract our values from it: @Override public void onCreate(Bundle savedInstanceState) {     super.onCreate(savedInstanceState);     setContentView(R.layout.search_results);     Bundle b = getIntent().getExtras();     int value = b.getInt("state", 0);     String name = b.getString("name");             TextView vw1 = (TextView) findViewById(R.id.txtName);     TextView vw2 = (TextView) findViewById(R.id.txtState);             vw1.setText("Name: " + name);     vw2.setText("State: " + String.valueOf(value)); }

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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • The gestures of Windows 8 (Consumer preview): part 2, More about Search

    - by Laurent Bugnion
    This is part 2 of a multipart blog post about the gestures and shortcuts in Windows 8 consumer preview. Part 1 can be found here! More about the Search charm In the first installment of this series, we talked about the charms and mentioned a few gestures to display the Search charm. Search is a very central and powerful feature in Windows 8, and allows you to search in Apps, Settings, Files and within Metro applications that support the Search contract. There are a few cool features around the Search, and especially the applications associated to it. I already mentioned the keyboard shortcuts you can use: Win-C shows the Charms bar (same as swiping from the right bevel towards the center of the screen). Win-Q open the Search fly out with Apps preselected. Win-W open the Search fly out with Settings preselected. Win-F open the Search fly out with Files preselected. Searching in Metro apps In addition to these three search domains, you can also search a Metro app, as long as it supports the Search contract (check this Build video to learn more about the Search contract). These apps show up in the Search flyout as shown here: Notice the list of apps below the Files button? That’s what we are talking about. First of all, the list order changes when you search in some applications. For instance, in the image above, I had used the Store with the Search charm. This is why the store shows up as the first app. I am not 100% what algorithm is used here (sorting according to number of searches is my guess), but try it out and try to figure it out Applications that have never been searched are sorted alphabetically. Does it mean we will see cool app names like ___AAA_MyCoolApp? I certainly hope not!! Pinning You can also pin often used apps to the Search flyout. To pin an app with the mouse, right click on it in the Search flyout and select Pin from the context menu. With the keyboard, use the arrow keys to go down to the selected app, and then open the context menu. With the finger, simply tap and hold until you see a semi transparent rectangle indicating that the context menu will be shown, then release. The context menu opens up and you can select Pin. Pin context menu Pinned apps Unpinning, Hiding Using the same technique as for pinning here above, you can also unpin a pinned application. Finally, you can also choose to hide an app from the Search flyout altogether. This is a convenient way to clean up and make it easy to find stuff. Note: At this point, I am not sure how to re-add a hidden app to the Search flyout. If anyone knows, please mention it in the comments, thanks! Reordering You can also reorder pinned apps. To do this, with the finger, tap, hold and pull the app to the side, then pull it vertically to reorder it. You can also reorder with the mouse, simply by clicking on an app and pulling it vertically to the place you want to put it. I don’t think there is a way to do that with the keyboard though. That’s it for now More gestures will follow in a next installment! Have fun with Windows 8   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Snap App Windows to Pre-Defined Screen Sections with Acer GridVista

    - by Asian Angel
    The window snapping feature in Windows 7 and the ability to organize monitor(s) into specific gridded sections have both become popular lately. If you love the idea of having both combined in a single software then join us as we look at Acer GridVista. Note: Acer GridVista works with Windows XP, Vista, & 7. It will also work with dual monitors. Setup Acer GridVista comes in a zip file format and at first you might assume that it is portable in nature but it is not. Once you unzip the enclosed folder you will need to double click on “Setup.exe” to install the program. Acer GridVista in Action Once you have installed the program and started it up all that you will notice at first is the new “System Tray Icon”. Here you can see the “Context Menu”… The only menu command that you will likely use most of the time is the “Grid Configuration Command”. Notice that for our single monitor setup that it lists “Display 1”. The “Single Setting” is enabled by default and you can easily choose the layout that best suits your needs. The enabled layout style will always be highlighted in yellow for easy reference. For our example we chose the “Triple (primary at right)” layout style. Each section will be specifically numbered as shown here. Do not worry…the grid and numbers only appear for a moment and then become invisible again until you move an app window into that section/area of your screen. On every regular app window that you open you will notice three new buttons in the upper right corner. Here is what each of these new buttons do: Acer GridVista Extensions (Transparent, Send To Window Grid, About Acer GridVista): Viewable in a drop-down menu Lock To Grid (Enable/Disable): Enabled by default –> Note: Set to disable on a particular window to keep it free of the “grid locking function” Always On Top (Enable/Disable): Disabled by default A good look at the “Extensions Drop-Down Menu” where you can set an app window to be transparent or send it to a specific screen section on your monitor(s). If you open an app it will not automatically lock into a specific section. To lock the window into a specific section drag-and-drop the app window into the desired section. Notice the red outline and highlighted number on “Section 2” below. The red outline and highlighted number serves as an indicator that if you release the app window at that moment it will lock into the outlined/highlighted section. Now that Notepad is locked into “Section 2” you can see that it is maximized within that section. Continue to drag-and-drop your app windows into the appropriate sections as desired…apps can still be reduced to the “Taskbar” the same as before. Options These are the options available for Acer GridVista… Conclusion If you have been wanting the ability to “snap” windows and organize them into specific screen areas then Acer GridVista is definitely a program that you should try out. Links Download Acer GridVista at Softpedia View detailed information at the Acer GridVista Homepage Similar Articles Productive Geek Tips Multitask Like a Pro with AquaSnapHelp Troubleshoot the Blue Screen of Death by Preventing Automatic RebootAdd Windows 7’s AeroSnap Feature to Vista and XPResize Windows to Specific Dimensions Easily With SizerKeyboard Ninja: Assign a Hotkey to any Window TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Playing Games In Chrome Made Easier Stop In The Name Of Love (Firefox addon) Chitika iPad Labs Gives Live iPad Sale Stats Heaven & Hell Finder Icon Using TrueCrypt to Secure Your Data Quickly Schedule Meetings With NeedtoMeet

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  • Android AlertDialog with rounded corners: rectangle seen below corners

    - by user1455909
    I want a Dialog with rounded corners, but when the Dialog is seen there's a rectangle below it that's seen below the corners, like this: I build the dialog using a custom DialogFragment: public class MyDialogFragment extends DialogFragment{ @Override public Dialog onCreateDialog(Bundle savedInstanceState) { AlertDialog.Builder builder = new AlertDialog.Builder(getActivity()); LayoutInflater inflater = getActivity().getLayoutInflater(); builder.setView(inflater.inflate(R.layout.playdialog, null)); return builder.create(); } } The dialog layout (playdialog) has the following drawable as background: <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle" > <solid android:color="#AAAAAAAA" /> <stroke android:width="2dp" android:color="#FF000000" /> <corners android:radius="20dp" /> </shape> As I said, I set this drawable as background: android:background="@drawable/dialog_background" I don't want that rectangle to be seen. How can I do it?? In this post the user had the same problem. I tried to use the solution that worked for him but it didn't work for me. I modified my DialogFragment like this: public Dialog onCreateDialog(Bundle savedInstanceState) { AlertDialog.Builder builder = new AlertDialog.Builder(getActivity()); LayoutInflater inflater = getActivity().getLayoutInflater(); builder.setView(inflater.inflate(R.layout.playdialog, null)); Dialog d = builder.create(); d.getWindow().setBackgroundDrawable(new ColorDrawable(android.graphics.Color.TRANSPARENT)); return d; } The result is exactly the same. How can I remove that rectangle? Thanks!

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  • Add an array of buttons to a GridView in an Android application

    - by Tai Squared
    I have an application that will have 5-15 buttons depending on what is available from a backend. How do I define the proper GridView layout files to include an array of buttons that will each have different text and other attributes? Each button will essentially add an item to a cart, so the onClick code will be the same except for the item it adds to the cart. How can I define an array so I can add a variable number of buttons, but still reference each of them by a unique ID? I've seen examples of the arrays.xml, but they have created an array of strings that are pre-set. I need a way to create an object and not have the text defined in the layout or arrays xml file. Update - Added info about adding to a GridView I want to add this to a GridView, so calling the addView method results in an UnsupportedOperationException. I can do the following: ImageButton b2 = new ImageButton(getApplicationContext()); b2.setBackgroundResource(R.drawable.img_3); android.widget.LinearLayout container = (android.widget.LinearLayout) findViewById(R.id.lay); container.addView(b2); but that doesn't layout the buttons in a grid like I would like. Can this be done in a GridView?

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  • Resource not found using library project in Android

    - by hgpc
    I'm converting an existing project into a library project. I configured the original project as a library project and added an application project which references the original project as a library. The library project has an activity (MainActivity) and its layout (main.xml). The application project declares this activity as the main activity in the manifest like this: <activity android:name="com.example.MainActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> When I run the application project I get the following error... android.content.res.Resources$NotFoundException: Resource ID #0x7f030002 ...on the following line of the onCreate method of the main activity: setContentView(R.layout.main); 0x7f030002 is the ID of R.layout.main in the library project. The application project has no main resource. If I run the original project I don't get this error. Both projects neither have compilation errors nor warnings and are built with Android 2.2 with min SDK version 3. What might be the problem?

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  • how to read user input from custom dialog in android?

    - by urobo
    I'd like to use a custom dialog built over an AlterDialog to obtain login info from the user. In this manner I first use the layoutinflater to get the layout and then put it in the AlertDialog.Builder.setView() method. LayoutInflater inflater = (LayoutInflater) Home.this.getSystemService(LAYOUT_INFLATER_SERVICE); layoutLogin = inflater.inflate(R.layout.login,(ViewGroup) findViewById(R.id.rl)); My layout consists of two textview and two editext for username and password respectively. Then I override the onCreateDialog method, checking the dialog id and putting all together, during the building phase I use the setButton(...) method to add a confirmation Button, neutral though: /* (non-Javadoc) * @see android.app.Activity#onCreateDialog(int) */ @Override protected Dialog onCreateDialog(int id) { AlertDialog d = null; AlertDialog.Builder builder = new AlertDialog.Builder(this); switch(id){ ... case Home.DIALOG_LOGIN: builder.setView(layoutLogin); builder.setMessage("Sign in to your DyCaPo Account").setCancelable(false); d=builder.create(); d.setTitle("Login"); Message msg = new Message(); msg.setTarget(Home.this.handleLogin); d.setButton(Dialog.BUTTON_NEUTRAL,"Sign in",msg); break; ... } return d; } Then I setup the Handler handleLogin: private Handler handleLogin= new Handler(){ /* (non-Javadoc) * @see android.os.Handler#handleMessage(android.os.Message) */ @Override public void handleMessage(Message msg) { String input = usernameInput.getText().toString(); //this should hold the EditText field for the username } }; which is just a stub up to now. what I don't get is when and where I have to access the two fields since I tried to save a reference to them but unfortunately I always get a null pointer exception. Can anyone tell me what I do wrong and give some guidelines to work with custom dialogs. Thanks in advance! :)

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  • Android: How to keep onItemSelected from firing off on a newly instantiated Spinner

    - by Drennen
    I've thought of some less than elegant ways to solve this, but I know I must be missing something. My onItemSelected fires off immediately without any interaction with the user, and this is undesired behavior. I wish for the UI to wait until the user selects something before it does anything. I even tried setting up the listener in the onResume, hoping that would help, but it doesn't. How can I stop this from firing off before the user can touch the control? THANKS public class CMSHome extends Activity { private Spinner spinner; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); // Heres my spinner /////////////////////////////////////////// spinner = (Spinner) findViewById(R.id.spinner); ArrayAdapter<CharSequence> adapter = ArrayAdapter.createFromResource( this, R.array.pm_list, android.R.layout.simple_spinner_item); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); spinner.setAdapter(adapter); }; public void onResume() { super.onResume(); spinner.setOnItemSelectedListener(new MyOnItemSelectedListener()); } public class MyOnItemSelectedListener implements OnItemSelectedListener { public void onItemSelected(AdapterView<?> parent, View view, int pos, long id) { Intent i = new Intent(CMSHome.this, ListProjects.class); i.putExtra("bEmpID", parent.getItemAtPosition(pos).toString()); startActivity(i); Toast.makeText(parent.getContext(), "The pm is " + parent.getItemAtPosition(pos).toString(), Toast.LENGTH_LONG).show(); } public void onNothingSelected(AdapterView parent) { // Do nothing. } } }

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  • OAuthWebSecurity.VerifyAuthentication IsSuccessful returns false how do I to determine the reason?

    - by Eonasdan
    I'm using DotNetOpenAuth with a MVC 4 application. All the sudden Google auth is failing (MS is working). The stock code does this: [AllowAnonymous] public ActionResult ExternalLoginCallback(string returnUrl) { var result = OAuthWebSecurity.VerifyAuthentication(Url.Action("ExternalLoginCallback", new { ReturnUrl = returnUrl })); if (!result.IsSuccessful) { return RedirectToAction("ExternalLoginFailure"); } I know that result.IsSuccessful is false, but how do I get the reason? result.Error is null. I also looked at this page to use log4net. I do get a log on the local dev box but not when I deploy it to a remote server. log4net webconfig: <log4net> <appender name="RollingFileAppender" type="log4net.Appender.RollingFileAppender"> <file value="RelyingParty.log" /> <appendToFile value="true" /> <rollingStyle value="Size" /> <maxSizeRollBackups value="10" /> <maximumFileSize value="100KB" /> <staticLogFileName value="true" /> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%date (GMT%date{%z}) [%thread] %-5level %logger - %message%newline" /> </layout> </appender> <!-- Setup the root category, add the appenders and set the default level --> <root> <level value="INFO" /> <appender-ref ref="RollingFileAppender" /> </root> <!-- Specify the level for some specific categories --> <logger name="DotNetOpenAuth"> <level value="ALL" /> </logger> </log4net> Edit I also tried log4net to a sql db but it still didn't log anything

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  • how to add item to Spinner's ArrayAdapter?

    - by allen-c
    i had a EditText , a button and a spinner . When click the button , the spinner will add a new item with name you entered in the EditText. But here is the question, my adapter.add() method seems doesn't work...here is my code: public class Spr extends Activity { Button bt1; EditText et; ArrayAdapter<CharSequence> adapter; Spinner spinner; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); bt1 = (Button)this.findViewById(R.id.bt1); et = (EditText)this.findViewById(R.id.et); spinner = (Spinner)this.findViewById(R.id.spr); adapter = ArrayAdapter.createFromResource( this, R.array.planets_array, android.R.layout.simple_spinner_item); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); spinner.setAdapter(adapter); bt1.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { String temp = et.getText().toString(); adapter.add(temp); adapter.notifyDataSetChanged(); spinner.setAdapter(adapter); } }); spinner.setOnItemSelectedListener(new Spinner.OnItemSelectedListener(){ @Override public void onItemSelected(AdapterView<?> parent, View view, int pos, long id) { Toast.makeText(parent.getContext(), "The planet is " + parent.getItemAtPosition(pos).toString(), Toast.LENGTH_LONG).show(); } @Override public void onNothingSelected(AdapterView<?> arg0) { }}); } }

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  • Why does Graphviz fail on gvLayout?

    - by David Brown
    Once again, here I am writing C without really knowing what I'm doing... I've slapped together a simple function that I can call from a C# program that takes a DOT string, an output format, and a file name and renders a graph using Graphviz. #include "types.h" #include "graph.h" #include "gvc.h" #define FUNC_EXPORT __declspec(dllexport) // Return codes #define GVUTIL_SUCCESS 0 #define GVUTIL_ERROR_GVC 1 #define GVUTIL_ERROR_DOT 2 #define GVUTIL_ERROR_LAYOUT 3 #define GVUTIL_ERROR_RENDER 4 FUNC_EXPORT int RenderDot(char * dotData, const char * format, const char * fileName) { Agraph_t * g; // The graph GVC_t * gvc; // The Graphviz context int result; // Result of layout and render operations // Create a new graphviz context gvc = gvContext(); if (!gvc) return GVUTIL_ERROR_GVC; // Read the DOT data into the graph g = agmemread(dotData); if (!g) return GVUTIL_ERROR_DOT; // Layout the graph result = gvLayout(gvc, g, "dot"); if (result) return GVUTIL_ERROR_LAYOUT; // Render the graph result = gvRenderFilename(gvc, g, format, fileName); if (result) return GVUTIL_ERROR_RENDER; // Free the layout gvFreeLayout(gvc, g); // Close the graph agclose(g); // Free the graphviz context gvFreeContext(gvc); return GVUTIL_SUCCESS; } It compiles fine, but when I call it, I get GVUTIL_ERROR_LAYOUT. At first, I thought it might have been how I was declaring my P/Invoke signature, so I tested it from a C program instead, but it still failed in the same way. RenderDot("digraph graphname { a -> b -> c; }", "png", "C:\testgraph.png"); Did I miss something? EDIT If there's a chance it has to do with how I'm compiling the code, here's the command I'm using: cl gvutil.c /I "C:\Program Files (x86)\Graphviz2.26\include\graphviz" /LD /link /LIBPATH:"C:\Program Files (x86)\Graphviz2.26\lib\release" gvc.lib graph.lib cdt.lib pathplan.lib I've been following this tutorial that explains how to use Graphviz as a library, so I linked to the .lib files that it listed.

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  • log4Net EventlogAppender does not work for Asp.Net 2.0 WebSite?

    - by Amitabh
    I have configured log4Net EventLogAppender for Asp.Net 2.0. However it does not log anything. I have following in my Web.Config. <log4net> <appender name="EventLogAppender" type="log4net.Appender.EventLogAppender"> <param name="LogName" value="Test Log" /> <param name="ApplicationName" value="Test-Web" /> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%date [%thread] %-5level %logger [%property{NDC}] - %message%newline" /> </layout> </appender> <root> <priority value="ERROR"/> <appender-ref ref="EventLogAppender"/> </root> <logger name="NHibernate"> <level value="ERROR" /> <appender-ref ref="EventLogAppender" /> </logger> </log4net> I already have Test-Log Event Log created and AspNet user has permission on the Event Log registry entry. I also have log4Net configured in Global.asax Application_Start. log4net.Config.XmlConfigurator.Configure();

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  • How to programmatically add view in ViewFlipper

    - by barmaleikin
    Hi, I have following main layout: <LinearLayout android:id="@+id/LinearLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical"> <ViewFlipper android:id="@+id/viewstack" android:layout_width="fill_parent" android:layout_height="fill_parent"> <!-- Here I want to add my views which are located in separated xml files. --> </ViewFlipper> </LinearLayout> Here is example of my view: view_url.xml view_text.xml <EditText android:text="@+id/EditText01" android:id="@+id/EditText01" android:layout_height="wrap_content" android:contentDescription="Enter your text here" android:layout_width="fill_parent" android:height="200dp"/> I am trying to add views: viewstack = (ViewFlipper) findViewById(R.id.viewstack);)); View viewText = (View) findViewById(R.layout.view_text); viewstack.addView(viewText); < -- Emulator is crashing at this line View viewUrl = (View) findViewById(R.layout.view_url); viewstack.addView(viewUrl); I dont have any idea what is wrong with my code. I decided to put all my views in one file, but I still want to know how to fix my initial code.

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  • Multilingual spellcheck on WPF richtextbox

    - by sub-jp
    I need to turn spellcheck on for a richtextbox, and set the language to one the user has picked from a drop down. For now, I'm just testing it by building the richtextbox in xaml and providing a language to the xaml language attribute. I've read two different resources and one says I need to set the language attribute, and the other says I need to set the xml:lang attribute. Neither seems to work. I've tried setting either one to "es" for Spanish, and I've also tried setting both to "es". I've also tried french by setting them to "fr-FR", without success. The only thing that happens is that english words aren't marked, but the other language words are marked as misspelled. I also read that I need to change the keyboard language. This would be a problem for my application as the language within the application needs to be switched on the fly, so having the end user go to their keyboard settings just so spellcheck will work is a problem. However, I've changed my keyboard settings, and spell check still does not work properly. This time it doesn't mark anything as misspelled, even misspelled english words. What am I missing? Edit: some links to my references above http://msdn.microsoft.com/en-us/library/system.windows.controls.spellcheck(v=VS.100).aspx http://www.dev102.com/2008/03/25/customize-spellcheck-on-wpf-text-controls/ http://books.google.com/books?id=clLc5BBHqRMC&pg=PA121&lpg=PA121&dq=C%23+wpf+enable+spellcheck&source=bl&ots=_r59pZRDjP&sig=yHMBc39EHKK5gaRMzxlBaEsY890&hl=en&ei=oXnIS8zWH4G88gaq48yGBw&sa=X&oi=book_result&ct=result&resnum=6&ved=0CBMQ6AEwBQ#v=onepage&q&f=false

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