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  • ActionScript 3.0: placing code on stage/MC timelines a la AS2 instead of in classes

    - by BoltClock
    I'm aware that ActionScript 3.0 is designed from the ground up to be a largely object-oriented language and using it means less or even no timeline code in Flash documents. I'm quite experienced with OOP and am comfortable writing classes. However, since I mostly use Flash for animations, I hardly ever need to write ActionScript code other than for preloaders, subtitles, quality controls, website links and so on. In fact, I still set my Flash movies to use AS2 to this day because I'm used to gotoAndPlay()/gotoAndStop(), AS2 preloaders, subtitles, quality controls and even getURL(). Of course, I really want to move on now that practically everyone's on Flash Player 9 or 10 and now that I've dabbled with other OO languages like Java, C# and Objective-C too. I'm a complete newcomer to AS3 and am not very learned with AS2 either. Considering my current use of ActionScript, are there any cases where it's still OK to use very simple AS3 code in the timeline instead of moving code to a class, especially since moving to a class might mean unnecessarily increasing the number of LOC from 4 to 40? (Heck, is the latter case ('instead of ...') even a valid concern at all?)

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  • Extracting specific nodes from XML using XML::Twig

    - by pratz
    i was trying to extract a particular set of nodes from the following XML structure using XML::Twig, but have been stuck ever since. I need to extract the 'player' nodes from the following structure and do a string match/replace on each of these node values. <pep:record> <agency> <subrecord type="scout"> <isnum>123XXX (print)</isnum> <isnum>234YYY (mag)</isnum> </subrecord> <subrecord type="group"> </subrecord> </agency </record> I tried using the following code, but I get pointed to a hash reference rather than actual string. my $parser = XML::Twig->new(twig_handlers => { isnum => sub { print $_->text."::" }, }); foreach my $rec (split(/::/, $parser->parse($my_xml))) { if ($rec =~ m/print/) { ($print = $rec) =~ s/( \(print\))//; } elsif($rec =~ m/mag/) { ($mag = $rec) =~ s/( \(mag\))//; } }

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  • Yet Another crosdomain.xml question or: "How to interpret documentation correctly"

    - by cboese
    Hi! I have read a lot about the new policy-policy of flash player and also know the master policy file. Now image the following situation: There are two servers with services (http) running at custom ports servera.com:2222/websiteA serverb.com:3333/websiteB Now I open a swf from server a (eg. servera.com:2222/websiteA/A.swf) that wants to access the service of serverb. Of course I need a crossdomain.xml at the right place and there are multiple variations possible. I dont want to use a master policy file, as I might not have control over the root of both servers. One solution I found works with the following crossdomain: <?xml version="1.0"?> <cross-domain-policy> <allow-access-from domain="*"/> </cross-domain-policy> served at serverb.com:3333/websiteB/crossdomain.xml So now for my question: Is it possible to get rid of the "*" and use a proper (not as general as *) domainname in the allow-access-from rule? All my attempts failed, and from what I understand it should be possible.

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  • delete UITableView row apple addMusic example

    - by Pavan
    Hi, i am trying to add a swipe to delete feature to the addmusic example project (downloaded free from apple) so that i am able able to delete a specific row. Ive added the following code just so that i can enable to delete feature but i dont know how to remove the song from the list which i believe to be the mediaItemCollection and actually deleting it from the userMediaItemCollection which is used to queue the songs to the player. - (void)tableView:(UITableView*)tableView willBeginEditingRowAtIndexPath:(NSIndexPath *)indexPath { } - (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath { // If row is deleted, remove it from the list. if (editingStyle == UITableViewCellEditingStyleDelete) { // delete your data item here // Animate the deletion from the table. [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath]withRowAnimation:UITableViewRowAnimationFade]; } } The swipe to delete feature works nicely, the delete button only appears when swiped, but when i click delete, a SIGBART error occurs, the whole application freezes, (although the musix does continue to play, lol). Can someone please tell me how i can delete the row at that index and how i can delete it from the mediaitemcollection please. When taking that single line of code out: [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath]withRowAnimation:UITableViewRowAnimationFade]; the swipe to delete works, except that it does not delete anything obviously since i havent added any actual delete functionality/coding that needs to be done. All ideas appreciated.

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  • Insane Graphics.lineStyle behavior

    - by Simon
    Hi all, I'd like some help with a little project of mine. Background: i have a little hierarchy of Sprite derived classes (5 levels starting from the one, that is the root application class in Flex Builder). Width and Height properties are overriden so that my class always remembers it's requested size (not just bounding size around content) and also those properties explicitly set scaleX and scaleY to 1, so that no scaling would ever be involved. After storing those values, draw() method is called to redraw content. Drawing: Drawing is very straight forward. Only the deepest object (at 1-indexed level 5) draws something into this.graphics object like this: var gr:Graphics = this.graphics; gr.clear(); gr.lineStyle(0, this.borderColor, 1, true, LineScaleMode.NONE); gr.beginFill(0x0000CC); gr.drawRoundRectComplex(0, 0, this.width, this.height, 10, 10, 0, 0); gr.endFill(); Further on: There is also MouseEvent.MOUSE_WHEEL event attached to the parent of the object that draws. What handler does is simply resizes that drawing object. Problem: Screenshot When resizing sometimes that hairline border line with LineScaleMode.NONE set gains thickness (quite often even 10 px) + it quite often leaves a trail of itself (as seen in the picture above and below blue box (notice that box itself has one px black border)). When i set lineStile thickness to NaN or alpha to 0, that trail is no more happening. I've been coming back to this problem and dropping it for some other stuff for over a week now. Any ideas anyone? P.S. Grey background is that of Flash Player itself, not my own choise.. :D

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  • Streaming local file from PHP while it's been written to by a CURL process

    - by Fahim
    I am creating a simple Proxy server for my website. Why I am not using mod_proxy and mod_cache is a different discussion. Here's the code: shell_exec("nohup curl --create-dirs -o {$write_path} {$source_url} > /dev/null 2> /dev/null & echo $!"); sleep(1); $read_speed = 65.5; # 65.5 kb/s download rate $handle = fopen($write_path, "rb"); $content_type = select_meta_item($headers, 'Content-Type'); $file_size = select_meta_item($headers, 'Content-Length'); send_headers($content_type, $file_size); flush(); while (!feof($handle)) { echo fread($handle, round($read_speed * 1024)); flush(); sleep(1); } fclose($handle); Streaming an MP3 doesn't work using this method. Plays in Chrome, but not in Firefox. Initially I'll be using this to stream MP3 files through Long Tail's JW Player. If it all works out, I'll also be using this to send ZIP files.

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  • Web-based game in Python + Django and client browser polling

    - by ty
    I am creating a text-based game that implements a basic model in which multiple (10+) players interact with data and one moderator watches them and sets certain environmental statistics that affect gameplay. Recently I have begun to familiarize myself with Django. It seems to me that it would be an excellent tool for creating a game quickly, particularly because the nature of my game depends largely on sets of data (which lends itself quite well to a database). I am wondering how to "push" changes made by the game moderator to the players (for example, the moderator can decide to display an image to all players). The game is turn-based, not real-time, but certain messages need to be pushed out in roughly real-time. My thoughts: I could have each player's browser poll a status periodically (say, every 30 seconds) to see if there is a message from a moderator. But this forces a lag and means different players might receive it at different times. And reducing this interval to <10 seems like a bad idea for the server. Is there a better way to inform clients of changes? Would you suggest something other than using a web framework like Django? Thanks!

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  • Media recommendation engine - Single user system - How to start

    - by Microkernel
    Hi guys, I want to implement a media recommendation engine. I saw a similar posts on this, but I think my requirements are bit different from those, so posting here. Here is the deal. I want to implement a recommendation engine for media players like VLC, which would be an engine that has to care for only single user. Like, it would be embedded in a media player on a PC which is typically used by single user. And it will start learning the likes and dislikes of the user and gradually learns what a user likes. Here it will not be able to find similar users for using their data for recommendation as its a single user system. So how to go about this? Or you can consider it as a recommendation engine that has to be put in say iPods, which has to learn about a single user and recommend music/Movies from the collections it has. I thought of start collecting the genre of music/movies (maybe even artist name) that user watches and recommend movies from the most watched Genre, but it look very crude, isn't it? So is there any algorithms I can use or any resources I can refer up to? Regards, MicroKernel :)

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  • Null reference exception While Navigating to PlayListItem.

    - by Subhen
    Hi, I am trying to play the selected media from PlayList,if the selected index is not zero as below: if (playList.Items.Count == 0) { setPlayList(); if (selectedIndex!= 0) { if(custMediaElement.Playlist!=null) custMediaElement.GoToPlaylistItem(selectedIndex); } } The setPlayLIst method is as below: private void setPlayList() { IEnumerable eLevelData = pMainPage.GetDataFromDictonary(pMainPage.strChildFolderID); foreach (RMSMedia folderItems in eLevelData) { string strmediaURL = folderItems.strMediaFileName; string strmediaExtension = GetExtension(strmediaURL); if (strmediaExtension == "wmv" || strmediaExtension == "mp4" || strmediaExtension == "mp3" || strmediaExtension == "mpg") { PlaylistItem playListItem = new PlaylistItem(); string thumbSource = folderItems.strAlbumcoverImage; playListItem.MediaSource = new Uri(strmediaURL, UriKind.RelativeOrAbsolute); playListItem.Title = folderItems.strAlbumName; if (!string.IsNullOrEmpty(thumbSource)) playListItem.ThumbSource = new Uri(thumbSource, UriKind.RelativeOrAbsolute); playList.Items.Add(playListItem); } } custMediaElement.Playlist = playList; } But I am getting a Null reference Exception while trying to go to PlayList Item with the help of selected index , as explained in top. This works fine if I don't use custMediaElement.GoToPlaylistItem(selectedIndex); but in that case the Media Player Always plays the 1st Item , No matter , Which ever Song I select from the List Box. Below is few details from Stack Trace: ExpressionMediaPlayer.MediaPlayer.DoOpenPlaylistItem(PlaylistItem playlistItem) at ExpressionMediaPlayer.MediaPlayer.GoToPlaylistItem(Int32 playlistItemIndex) Thanks, Subhen

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  • Debug NAudio MP3 reading difference?

    - by Conrad Albrecht
    My code using NAudio to read one particular MP3 gets different results than several other commercial apps. Specifically: My NAudio-based code finds ~1.4 sec of silence at the beginning of this MP3 before "audible audio" (a drum pickup) starts, whereas other apps (Windows Media Player, RealPlayer, WavePad) show ~2.5 sec of silence before that same drum pickup. The particular MP3 is "Like A Rolling Stone" downloaded from Amazon.com. Tested several other MP3s and none show any similar difference between my code and other apps. Most MP3s don't start with such a long silence so I suspect that's the source of the difference. Debugging problems: I can't actually find a way to even prove that the other apps are right and NAudio/me is wrong, i.e. to compare block-by-block my code's results to a "known good reference implementation"; therefore I can't even precisely define the "error" I need to debug. Since my code reads thousands of samples during those 1.4 sec with no obvious errors, I can't think how to narrow down where/when in the input stream to look for a bug. The heart of the NAudio code is a P/Invoke call to acmStreamConvert(), which is a Windows "black box" call which I can't think how to error-check. Can anyone think of any tricks/techniques to debug this?

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  • Delay before playing embedded mp3 in Actionscript / Flex 3

    - by lacker
    I am embedding an mp3 into my Flex project for use as a sound effect, but I am finding that every time I play it, there is a delay of about half a second from when I call .play() to when you can hear the sound. This makes it weird because I want the sound effects to sync to game events. My mp3 itself is only about a fifth of a second long so it isn't because of the contents of the mp3. I'm embedding with [Embed(source="assets/Tock.mp3")] [Bindable] public static var TockSound:Class; public var tock_sound:SoundAsset; and then playing with if (tock_sound == null) { tock_sound = new TockSound() as SoundAsset; } Alert.show("tock"); tock_sound.play(); I know there's a delay because the sound plays about a half second after the Alert displays. I did consider that maybe it was the initial loading time of constructing the TockSound, but the delay is there on all the subsequent calls as well. How can I avoid this delay on playing a sound? Update: It turns out this delay is only present when playing the swf on Linux. I believe it is a Linux-specific flaw in Adobe's flash player.

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  • How to run javascript on an ajax output?

    - by WAC0020
    I am using jquery-ui tabs and ajax to load the content of the tabs. Here is my javascript: $(document).ready(function() { $("#tabs").tabs({ fx: { opacity: 'toggle' } }); $('.hd_item').hover(function() { //Display the caption $(this).find('span.hd_caption').stop(false,true).fadeIn(600); }, function() { //Hide the caption $(this).find('span.hd_caption').stop(false,true).fadeOut(400); }); }); When the user clicks on the tab is will load the content.php via ajax. The output of the ajax is: <li class="hd_item"> <img title="Backyard Brawl" alt="Backyard Brawl" src="games/normal_icons/1844.png" id="hd_icon"> <span class="hd_caption"> <h1>Backyard Brawl</h1> <p id="hd_description">In this game you pick a player and beat each other up with ...</p> <p id="hd_stat">Added: <br>2009-12-14</p><a href="/dirtpilegames/index.php?ground=games&amp;action=play&amp;dig=backyard-brawl">PLAY</a> </span> </li> The problem that I am having is the javascript is not working on the ajax output. How to I get it to work on it?

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  • FLV performance and garbage collection

    - by justinbach
    I'm building a large flash site (AS3) that uses huge FLVs as transition videos from section to section. The FLVs are 1280x800 and are being scaled to 1680x1050 (much of which is not displayed to users with smaller screens), and are around 5-8 seconds apiece. I'm encoding the videos using On2's hi-def codec, VP6-S, and playback is pretty good with native FLV players, Perian-equipped Quicktime, and simple proof-of-concept FLV playback apps built in AS3. The problem I'm having is that in the context of the actual site, playback isn't as smooth; the framerate isn't quite as good as it should be, and more problematically, there's occasional jerkiness and dropped frames (sometimes pausing the video for as long as a quarter of a second or so). My guess is that this is being caused by garbage collection in the Flash player, which happens nondeterministically and is therefore hard to test and control for. I'm using a single instance of FLVPlayback to play the videos; I originally was using NetStream objects and so forth directly but switched to FLVPlayback for this reason. Has anyone experienced this sort of jerkiness with FLVPlayback (or more generally, with hi-def Flash video)? Am I right about GC being the culprit here, and if so, is there any way to prevent it during playback of these system-intensive transitions?

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  • Why does only youtube embeds work on iPad?

    - by Nagaraj Hubli
    I am trying to find out as to why youtube embeds works just fine on iPad, and not the embeds of any other video site. Example of youtube embed: <object width="640" height="385"> <param name="movie" value="http://www.youtube.com/v/DlIU5TgwEFg&color1=0xb1b1b1&color2=0xcfcfcf&hl=en_US&feature=player_embedded&fs=1"></param> <param name="allowFullScreen" value="true"></param> <param name="allowScriptAccess" value="always"></param> <embed src="http://www.youtube.com/v/DlIU5TgwEFg&color1=0xb1b1b1&color2=0xcfcfcf&hl=en_US&feature=player_embedded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="385"></embed> </object> is this because iPad has got a native youtube app which has special support for youtube embeds, or is this something that is handled by the script that's get executed by the youtube embed code, which might check for the user agent, and then load the HTML5 video player with a source pointing to the h.264 encoded version of the video (is something of this sort possible)?

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  • embedded SWF isn't shown (SWFLoader)

    - by Trantec
    I embed a swf as ByteArray and load it at runtime with the SWFLoader. Here is the internal swf that I want to load: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:Label id="rLabel" text="From InternalSWF"/> </mx:Application> The embeding swf loads it with the following code: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" applicationComplete="main();"> <mx:Script> <![CDATA[ import mx.managers.SystemManager; import mx.events.FlexEvent; [Embed(source="../../InternalSWF/bin-release/InternalSWF.swf", mimeType="application/octet-stream")] mimeType="application/octet-stream")] private const internalSWF:Class; public function main(): void { var binary:ByteArray = new internalSWF() as ByteArray; // setup swfloader rSwfLoader.trustContent = true; rSwfLoader.addEventListener( Event.COMPLETE, onSWFLoaded ); rSwfLoader.load(binary); } public function onSWFLoaded( event:Event ): void { } ]]> </mx:Script> <mx:Box> <mx:SWFLoader id="rSwfLoader" height="100%" width="100%" scaleContent="true"/> <mx:Text id="rText" text="from EmbedingSWF"/> </mx:Box> The label "from EmbedingSWF" is shown on both, local and on the webserver. But the label with "From InternalSWF" isn't shown on the webserver, just on the local machine. With some tests I found out that the internal swf is loaded correctly, because it's later added applicationComplete-Function is called. Is this a bug in Adobe-Flash-Player or am I missunderstanding something ? Update: Internet Explorer is fine. Firefox and Chrome not...

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  • Memory usage in Flash / Flex / AS3

    - by ggambett
    I'm having some trouble with memory management in a flash app. Memory usage grows quite a bit, and I've tracked it down to the way I load assets. I embed several raster images in a class Embedded, like this [Embed(source="/home/gabriel/text_hard.jpg")] public static var ASSET_text_hard_DOT_jpg : Class; I then instance the assets this way var pClass : Class = Embedded[sResource] as Class; return new pClass() as Bitmap; At this point, memory usage goes up, which is perfectly normal. However, nulling all the references to the object doesn't free the memory. Based on this behavior, looks like the flash player is creating an instance of the class the first time I request it, but never ever releases it - not without references, calling System.gc(), doing the double LocalConnection trick, or calling dispose() on the BitmapData objects. Of course, this is very undesirable - memory usage would grow until everything in the SWFs is instanced, regardless of whether I stopped using some asset long ago. Is my analysis correct? Can anything be done to fix this?

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  • navigateToURL with GET parameters in local SWF

    - by Michael Brewer-Davis
    I'm running a Flex application locally (local-with-filesystem or local-trusted), and I'm trying to call navigateToURL to a local page using GET parameters. Flash Player seems to be ignoring the parameters when opening the local page, though. I've been scouring the Flash security pages to find a documented prohibition for this, but haven't found anything. Pointers? How would you work around this issue? My Flex app: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:Script> <![CDATA[ private function onClick(event:MouseEvent):void { var request:URLRequest = new URLRequest("target.html"); request.data = new URLVariables(); request.data.text = "stackoverflow.com"; navigateToURL(request); } ]]> </mx:Script> <mx:Button label="Go" click="onClick(event)" /> </mx:Application> And my target.html: <html> <head> <script language="JavaScript"> <!-- function showURL() { alert(window.location.href); } //--> </script> </head> <body onload="showURL()" /> </html>

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  • Detect NetStream events with AS3 Video Object (not component)

    - by JFOX
    I have created a FLV video player using the AS3 flash.media.Video object (not the FLV playback component) and I am trying to listen for meta events and Cue Points embedded in the FLV video but I am not receiving any when I trace the movie. The cue points are not being created dynamically, they are in the FLV video. Video embed code: // Initialize net stream nc = new NetConnection(); nc.connect (null); // Not using a media server. ns = new NetStream(nc); // Add video to stage vid = new Video(456,675); addChild (vid); // Add callback method for listening on // NetStream meta data client = new Object(); ns.client = client; client.onMetaData = this.nsMetaDataCallback; client.onCuePoint = this.onCuePoint; // Play video vid.attachNetStream ( ns ); ns.play ("flv/00_010.flv"); callback handlers in the same class as the above code: public function onCuePoint(info:Object):void { trace("cuePoint: time = " + info.time + " name = " + info.name + " type = " + info.type); if (ns) ns.pause(); } public function nsMetaDataCallback (mdata:Object):void { trace (mdata.duration); } Is there anything I am missing have wrong to capture events from my net stream?

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  • How do you rotate a sprite around its center by caclulating a new x and y position?

    - by Sam152
    I'm using Dark GDK and C++ to create a simple 2d game. I'm rotating an object but it rotates from the top left corner of the sprite. I have the following variables available: PlayerX PlayerY PlayerWidth PlayerHeight RotateAngle (360 x 0) Is there an algorithm that will modify the pivot point of the sprite, preferable to the center? Here is a small code sample: void Player::Move( void ) { if ( checkLeft() ) { PlayerX -= PlayerSpeed; if ( PlayerX < 0 ) PlayerX = 0; } if ( checkRight() ) { PlayerX += PlayerSpeed ; if ( PlayerX > 800 - PlayerWidth ) PlayerX = 800 - PlayerWidth; } if ( checkUp()) { PlayerY -= PlayerSpeed; if ( PlayerY < 0 ) PlayerY = 0; } if ( checkDown()) { PlayerY += PlayerSpeed; if ( PlayerY > 600 - PlayerHeight) PlayerY = 600 - PlayerHeight; } RotateAngle += 5; if(RotateAngle > 360) RotateAngle -=360; dbRotateSprite(Handle,RotateAngle); dbSprite ( 1 , PlayerX , PlayerY , Handle ); } Edit I'm considering opening up some reputation for this question, I have yet to be provided with an answer that works for me. If someone can provide an actual code sample that does the job, I'd be very happy. The problem with Blindy's answer is that no matter how much I simply translate it back or forth, the spirte still rotates around the top left hand corner and moving it somewhere rotating around the top left corner, then moving it back to the same position accomplishes nothing. Here is what I believe to be going on: Just so there is no confusion I have created a an image of what is going on. The left shows what is actually happening and the right shows what I need to happen.

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  • Why I do not see a static variable in a loop?

    - by Roman
    I have a static method which sets a variable: static String[] playersNames; public static void setParameters(String[] players) { playersNames = players; } Then I have a static block: static { JRadioButton option; ButtonGroup group = new ButtonGroup(); // Wright a short explanation of what the user should do. partnerSelectionPanel.add(new JLabel("Pleas select a partner:")); // Generate radio-buttons corresponding to the options available to the player. // Bellow is the problematic line causing the null pointer exception: for (String playerName: playersNames) { final String pn = playerName; option = new JRadioButton(playerName, false); option.addActionListener(new ActionListener(){ @Override public void actionPerformed(ActionEvent evt) { partner = pn; } }); partnerSelectionPanel.add(option); group.add(option); } partnerSelectionPanel.add(label); // Add the "Submit" button to the end of the "form". JButton submitButton = new JButton("Submit"); submitButton.addActionListener(new ActionListener(){ @Override public void actionPerformed(ActionEvent evt) { partnerSelected(); } }); partnerSelectionPanel.add(submitButton); } Compiler does not complain about anything but when I try to execute the code I get problems. In this place SelectPartnerGUI.setParameters(players); I have: Exception in thread "main" java.lang.ExceptionInitializerError. and it is cause by java.lang.NullpointerException at this place for (String playerName: playersNames). Does my program do not see the palyersNames?

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  • How do I update blackberry UI items from a thread?

    - by Andrei T. Ursan
    public class PlayText extends Thread { private int duration; private String text; private PlayerScreen playerscrn; public PlayText(String text, int duration) { this.duration = duration; this.text = text; this.playerscrn = (PlayerScreen)UiApplication.getUiApplication().getActiveScreen(); } public void run() { synchronized(UiApplication.getEventLock()) { try{ RichTextField text1player = new RichTextField(this.text, Field.NON_FOCUSABLE); playerscrn.add(text1player); playerscrn.invalidate(); Thread.sleep(this.duration); RichTextField text2player = new RichTextField("hahhaha", Field.NON_FOCUSABLE); playerscrn.add(text2player); playerscrn.invalidate(); Thread.sleep(1000); RichTextField text3player = new RichTextField("Done", Field.NON_FOCUSABLE); playerscrn.add(text3player); playerscrn.invalidate(); }catch(Exception e){ System.out.println("I HAVE AN ERROR"); } } } } With the above code I'm trying to create a small text player. Instead to get all the text labels one by one, something like display text1player wait this.duration milliseconds display text2player wait 1000 milliseconds display text3player thread done. The screens waits this.duration + 1000 milliseconds and displays all the labels at once. I tried with a runnable and calling .invokeLater or .invokeAndWait but I still get the same behavior, and even if I get dirty like above using synchronized it still doesn't work. Does anyone know how I can display each label at a time? Thank you!

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  • AVAudioPlayer not unloading cached memory after each new allocation

    - by Rob
    I am seeing in Instruments that when I play a sound via the standard "AddMusic" example method that Apple provides, it allocates 32kb of memory via the prepareToPlay call (which references the AudioToolBox framework's Cache_DataSource::ReadBytes function) each time a new player is allocated (i.e. each time a different sound is played). However, that cached data never gets released. This obviously poses a huge problem if it doesn't get released and you have a lot of sound files to play, since it tends to keep allocating memory and eventually crashes if you have enough unique sound files (which I unfortunately do). Have any of you run across this or what am I doing wrong in my code? I've had this issue for a while now and it's really bugging me since my code is verbatim of what Apple's is (I think). How I call the function: - (void)playOnce:(NSString *)aSound { // Gets the file system path to the sound to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:aSound ofType:@"caf"]; // Converts the sound's file path to an NSURL object NSURL *soundURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = soundURL; [soundURL release]; AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error:nil]; self.theAudio = newAudio; // automatically retain audio and dealloc old file if new m4a file is loaded [newAudio release]; // release the audio safely // this is where the prior cached data never gets released [theAudio prepareToPlay]; // set it up and play [theAudio setNumberOfLoops:0]; [theAudio setVolume: volumeLevel]; [theAudio setDelegate: self]; [theAudio play]; } and then theAudio gets released in the dealloc method of course.

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  • NSTimer to smooth out playback position

    - by Michael
    I have an audio player and I want to show the current time of the the playback. I'm using a custom play class. The app downloads the mp3 to a file then plays from the file when 5% has been downloaded. I have a progress view update as the file plays and update a label on each call to the progress view. However, this is jerky... sometimes even going backward a digit or two. I was considering using an NSTimer to smooth things out. I would be fired every second to a method and pass the percentage played figure to the method then update the label. First, does this seem reasonable? Second, how do I pass the percentage (a float) over to the target of the timer. Right now I am putting the percent played into a dictionary but this seems less than optimal. This is what is called update the progress bar: -(void)updateAudioProgress:(Percentage)percent { audio = percent; if (!seekChanging) slider.value = percent; NSMutableDictionary *myDictionary = [[NSMutableDictionary alloc] init]; [myDictionary setValue:[NSNumber numberWithFloat:percent] forKey:@"myPercent"]; [NSTimer scheduledTimerWithTimeInterval:5 target:self selector:@selector(myTimerMethod:) userInfo:myDictionary repeats:YES]; [myDictionary release]; } This is called first after 5 seconds but then updates each time the method is called. As always, comments and pointers appreciated.

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  • C# wrapper for array of three pointers

    - by fergs
    I'm currently working on a C# wrapper to work with Dallmeier Common API light. See previous posting: http://stackoverflow.com/questions/2430089/c-wrapper-and-callbacks I've got pretty much everything 'wrapped' but I'm stuck on wrapping a callback which contains an array of three pointers & an array integers: dlm_setYUVDataCllback int(int SessionHandle, void (*callback) (long IPlayerID, unsigned char** yuvData, int* pitch, int width, int height, int64_t ts, char* extData)) Function Set callback, to receive current YUV image. Arguments SessionHandle: handle to current session. Return PlayerID (see callback). Callback - IPlayerId: id to the Player object - yuvData: array of three pointers to Y, U and V part of image The YUV format used is YUV420 planar (not packed). char *y = yuvData[0]; char *u = yuvData[1]; char *v = yuvData[2]; - pitch: array of integers for pitches for Y, U and V part of image - width: intrinsic width of image. - height - ts : timestamp of current frame - extData: additional data to frame How do I go about wrapping this in c#? Any help is much appreciated.

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  • What do you use to play sound in iPhone games?

    - by zoul
    Hello! I have a performance-intensive iPhone game I would like to add sounds to. There seem to be about three main choices: (1) AVAudioPlayer, (2) Audio Queues and (3) OpenAL. I’d hate to write pages of low-level code just to play a sample, so that I would like to use AVAudioPlayer. The problem is that it seems to kill the performace – I’ve done a simple measuring using CFAbsoluteTimeGetCurrent and the play message seems to take somewhere from 9 to 30 ms to finish. That’s quite miserable, considering that 25 ms == 40 fps. Of course there is the prepareToPlay method that should speed things up. That’s why I wrote a simple class that keeps several AVAudioPlayers at its disposal, prepares them beforehand and then plays the sample using the prepared player. No cigar, still it takes the ~20 ms I mentioned above. Such performance is unusable for games, so what do you use to play sounds with a decent performance on iPhone? Am I doing something wrong with the AVAudioPlayer? Do you play sounds with Audio Queues? (I’ve written something akin to AVAudioPlayer before 2.2 came out and I would love to spare that experience.) Do you use OpenAL? If yes, is there a simple way to play sounds with OpenAL, or do you have to write pages of code? Update: Yes, playing sounds with OpenAL is fairly simple.

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