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  • Segmentation fault when creating a Phonon MediaObject

    - by Luke Hansford
    I have music playing program made using PySide which uses Phonon to playback audio. I updated to MacOS X Mavericks a few days ago, which meant I needed to reinstall PySide. I'm not sure which of these actions has caused this, but now whenever I try to create a Phonon MediaObject I get a Segmentation Fault: 11 from Python. It's not just in my program, it happens when trying to create a MediaObject in Python without any other actions. I'm getting the following error message from my Mac whenever it crashes: Process: Python [13711] Path: /usr/local/Cellar/python/2.7.5/Frameworks/Python.framework/Versions/2.7/Resources/Python.app/Contents/MacOS/Python Identifier: org.python.python Version: 2.7.5 (2.7.5) Code Type: X86-64 (Native) Parent Process: bash [13707] Responsible: Terminal [13704] User ID: 501 Date/Time: 2013-11-01 19:47:53.164 +1000 OS Version: Mac OS X 10.9 (13A603) Report Version: 11 Anonymous UUID: C2686854-18CA-9D37-26E9-60050E3C4DA6 Sleep/Wake UUID: BB983BF6-CCE2-44D1-82A0-1C73382DFFE4 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000008 VM Regions Near 0x8: --> __TEXT 00000001082e8000-00000001082e9000 [ 4K] r-x/rwx SM=COW /usr/local/Cellar/python/2.7.5/Frameworks/Python.framework/Versions/2.7/Resources/Python.app/Contents/MacOS/Python Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 QtCore 0x000000010a1b34cb QObject::moveToThread(QThread*) + 17 1 QtDBus 0x000000010d55f98b QDBusDefaultConnection::QDBusDefaultConnection(QDBusConnection::BusType, char const*) + 171 2 QtDBus 0x000000010d55ebdf QDBusConnection::sessionBus() + 71 3 phonon 0x000000010d50228d Phonon::FactoryPrivate::FactoryPrivate() + 189 4 phonon 0x000000010d5024d5 Phonon::$_249::operator->() + 99 5 phonon 0x000000010d502991 Phonon::Factory::registerFrontendObject(Phonon::MediaNodePrivate*) + 17 6 phonon 0x000000010d50b27e Phonon::MediaNodePrivate::MediaNodePrivate(Phonon::MediaNodePrivate::CastId) + 80 7 phonon 0x000000010d50f570 Phonon::MediaObjectPrivate::MediaObjectPrivate() + 24 8 phonon 0x000000010d50be9d Phonon::MediaObject::MediaObject(QObject*) + 45 9 phonon.so 0x000000010d42f24a Sbk_Phonon_MediaObject_Init + 458 10 org.python.python 0x0000000108338707 type_call + 189 11 org.python.python 0x00000001082f74fd PyObject_Call + 101 12 org.python.python 0x00000001083714f0 PyEval_EvalFrameEx + 15525 13 org.python.python 0x0000000108373aaf fast_function + 182 14 org.python.python 0x0000000108370919 PyEval_EvalFrameEx + 12494 15 org.python.python 0x000000010836d721 PyEval_EvalCodeEx + 1638 16 org.python.python 0x000000010836d0b5 PyEval_EvalCode + 54 17 org.python.python 0x000000010838beb8 run_mod + 53 18 org.python.python 0x000000010838bf5f PyRun_FileExFlags + 137 19 org.python.python 0x000000010838baad PyRun_SimpleFileExFlags + 718 20 org.python.python 0x000000010839c58b Py_Main + 3039 21 libdyld.dylib 0x00007fff8e4fb5fd start + 1 Thread 1:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff8c938662 kevent64 + 10 1 libdispatch.dylib 0x00007fff923e743d _dispatch_mgr_invoke + 239 2 libdispatch.dylib 0x00007fff923e7152 _dispatch_mgr_thread + 52 Thread 2: 0 libsystem_kernel.dylib 0x00007fff8c937e6a __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff90bd8f08 _pthread_wqthread + 330 2 libsystem_pthread.dylib 0x00007fff90bdbfb9 start_wqthread + 13 Thread 3: 0 libsystem_kernel.dylib 0x00007fff8c937e6a __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff90bd8f08 _pthread_wqthread + 330 2 libsystem_pthread.dylib 0x00007fff90bdbfb9 start_wqthread + 13 Thread 4: 0 libsystem_kernel.dylib 0x00007fff8c937e6a __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff90bd8f08 _pthread_wqthread + 330 2 libsystem_pthread.dylib 0x00007fff90bdbfb9 start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit): rax: 0x00007feba0d19700 rbx: 0x000000010d5b7098 rcx: 0x00000000002f4180 rdx: 0x000000000012c040 rdi: 0x0000000000000000 rsi: 0x00007feba0d19700 rbp: 0x00007fff57917210 rsp: 0x00007fff579171d0 r8: 0x00007feba0fd5d10 r9: 0x00007feba0ff5310 r10: 0x0000000019c04cbe r11: 0x0000000070769b38 r12: 0x00007fff57917220 r13: 0x00007feba0c07190 r14: 0x0000000000000000 r15: 0x00007feba0fe1430 rip: 0x000000010a1b34cb rfl: 0x0000000000010202 cr2: 0x0000000000000008 Logical CPU: 0 Error Code: 0x00000004 Trap Number: 14 Anyone have any ideas about what is happening?

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  • timeIntervalSinceDate Accuracy

    - by mmccomb
    I've been working on a game with an engine that updates 20 times per seconds. I've got to point now where I want to start getting some performance figures and tweak the rendering and logic updates. In order to do so I started to add some timing code to my game loop, implemented as follows... NSDate* startTime = [NSDate date]; // Game update logic here.... // Also timing of smaller internal events NSDate* endTime = [NSDate date]; [endTime timeIntervalSinceDate:startTime]; I noticed however that when I timed blocks within the outer timing logic that the time they took to execute did not sum up to match the overall time taken. So I wrote a small unit test to demonstrate the problem in which I time the overall time taken to complete the test and then 10 smaller events, here it is... - (void)testThatSumOfTimingsMatchesOverallTiming { NSDate* startOfOverallTime = [NSDate date]; // Variable to hold summation of smaller timing events in the upcoming loop... float sumOfIndividualTimes = 0.0; NSTimeInterval times[10] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; for (int i = 0; i < 10; i++) { NSDate* startOfIndividualTime = [NSDate date]; // Kill some time... sleep(1); NSDate* endOfIndividualTime = [NSDate date]; times[i] = [endOfIndividualTime timeIntervalSinceDate:startOfIndividualTime]; sumOfIndividualTimes += times[i]; } NSDate* endOfOverallTime = [NSDate date]; NSTimeInterval overallTimeTaken = [endOfOverallTime timeIntervalSinceDate:startOfOverallTime]; NSLog(@"Sum of individual times: %fms", sumOfIndividualTimes); NSLog(@"Overall time: %fms", overallTimeTaken); STAssertFalse(TRUE, @""); } And here's the output... Sum of individual times: 10.001377ms Overall time: 10.016834ms Which illustrates my problem quite clearly. The overall time was 0.000012ms but the smaller events took only 0.000001ms. So what happened to the other 0.000011ms? Is there anything that looks particularly wrong with my code? Or is there an alternative timing mechanism I should use?

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  • Adb shell commands to change settings or perform tasks on a phone

    - by Noah
    How do I use adb to perform some automated tasks on my android phone? I need to find commands that I can issue from the command line (ideally, using a .bat file) that will be capable of more than simply opening an application or sending an input keyevent (button press). For instance, I want to toggle Airplane Mode on or off from the command line. Currently, the best I can do is launch the Wireless & network settings menu and then use input keyevents to click Airplane mode: adb shell am start -a android.settings.AIRPLANE_MODE_SETTINGS adb shell input keyevent 19 & adb shell input keyevent 23 There are quite a few drawbacks to this method, primarily that the screen has to be on and unlocked. Also, the tasks I want to do are much broader than this simple example. Other things I'd like to do if possible: 1.Play an mp3 and set it on repeat. Current solution: adb shell am start -n com.android.music/.MusicBrowserActivity adb shell input keyevent 84 adb shell input keyevent 56 & adb shell input keyevent 66 & adb shell input keyevent 67 & adb shell input keyevent 19 adb shell input keyevent 23 & adb shell input keyevent 21 adb shell input keyevent 19 & adb shell input keyevent 19 & adb shell input keyevent 19 & adb shell input keyevent 22 & adb shell input keyevent 22 & adb shell input keyevent 23 & adb shell input keyevent 23 2.Play a video. (current solution: open MediaGallery, send keyevents, similar to above) 3.Change the volume (current solution: send volume-up button keyevents) 4.Change the display timeout (current solution: open sound & display settings, send keyevents) As before, these all require the screen to be on and unlocked. The other major drawback to using keyevents is if the UI of the application is changed, the keyevents will no longer perform the correct function. If there is no easier way to do these sort of things, is there at least a way to turn the screen on (using adb) when it is off? Or to have keyevents still work when the screen is off? I'm not very familiar with java. That said, I've seen code like the following (source: http://yenliangl.blogspot.com/2009/12/toggle-airplane-mode.html) to change a setting on the phone: Settings.System.putInt(Settings.System.AIRPLANE_MODE_ON, 1 /* 1 or 0 */); How do I translate something like the above into an adb shell command? Is this possible, or the wrong way to think about it? I can provide more details if needed. Thanks!

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  • Singleton: How should it be used

    - by Loki Astari
    Edit: From another question I provided an answer that has links to a lot of questions/answers about singeltons: More info about singletons here: So I have read the thread Singletons: good design or a crutch? And the argument still rages. I see Singletons as a Design Pattern (good and bad). The problem with Singleton is not the Pattern but rather the users (sorry everybody). Everybody and their father thinks they can implement one correctly (and from the many interviews I have done, most people can't). Also because everybody thinks they can implement a correct Singleton they abuse the Pattern and use it in situations that are not appropriate (replacing global variables with Singletons!). So the main questions that need to be answered are: When should you use a Singleton How do you implement a Singleton correctly My hope for this article is that we can collect together in a single place (rather than having to google and search multiple sites) an authoritative source of when (and then how) to use a Singleton correctly. Also appropriate would be a list of Anti-Usages and common bad implementations explaining why they fail to work and for good implementations their weaknesses. So get the ball rolling: I will hold my hand up and say this is what I use but probably has problems. I like "Scott Myers" handling of the subject in his books "Effective C++" Good Situations to use Singletons (not many): Logging frameworks Thread recycling pools /* * C++ Singleton * Limitation: Single Threaded Design * See: http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf * For problems associated with locking in multi threaded applications * * Limitation: * If you use this Singleton (A) within a destructor of another Singleton (B) * This Singleton (A) must be fully constructed before the constructor of (B) * is called. */ class MySingleton { private: // Private Constructor MySingleton(); // Stop the compiler generating methods of copy the object MySingleton(MySingleton const& copy); // Not Implemented MySingleton& operator=(MySingleton const& copy); // Not Implemented public: static MySingleton& getInstance() { // The only instance // Guaranteed to be lazy initialized // Guaranteed that it will be destroyed correctly static MySingleton instance; return instance; } }; OK. Lets get some criticism and other implementations together. :-)

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  • Properly setting up willSelectRowAtIndexPath and didSelectRowAtIndexPath to send cell selections

    - by Gordon Fontenot
    Feel like I'm going a bit nutty here. I have a detail view with a few stand-alone UITextFields, a few UITextFields in UITAbleViewCells, and one single UITableViewCell that will be used to hold notes, if there are any. I only want this cell selectable when I am in edit mode. When I am not in edit mode, I do not want to be able to select it. Selecting the cell (while in edit mode) will fire a method that will init a new view. I know this is very easy, but I am missing something somewhere. Here are the current selection methods I am using: -(NSIndexPath *)tableView:(UITableView *)tableView willSelectRowAtIndexPath:(NSIndexPath *)indexPath { if (!self.editing) { NSLog(@"Returning nil, not in edit mode"); return nil; } NSLog(@"Cell will be selected, not in edit mode"); if (indexPath.section == 0) { NSLog(@"Comments cell will be selected"); return indexPath; } return nil; } -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { if (!self.editing) { NSLog(@"Not in edit mode. Should not have made it this far."); return; } if (indexPath.section == 0) [self pushCommentsView]; else return; } My problem is really 2 fold; 1) Even when I'm not in edit mode, and I know I am returning nil (due to the NSLog message), I can still select the row (it flashes blue). From my understanding of the willSelectRowAtIndexPath method, this shouldn't be happening. Maybe I am wrong about this? 2) When I enter edit mode, I can't select anything at all. the willSelectRowAtIndexPath method never fires, and neither does the didSelectRowAtIndexPath. The only thing I am doing in the setEditing method, is hiding the back button while editing, and assigning firstResponder to the top textField to get the keyboard to pop up. I thought maybe the first responder was getting in the way of the click (which would be dumb), but even with that commented out, I cannot perform the cell selection during editing.

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  • SSH login with expect(1). How to exit expect and remain in SSH?

    - by Koroviev
    So I wanted to automate my SSH logins. The host I'm with doesn't allow key authentication on this server, so I had to be more inventive. I don't know much about shell scripting, but some research showed me the command 'expect' and some scripts using it for exactly this purpose. I set up a script and ran it, it worked perfectly to login. #!/usr/bin/env expect -f set password "my_password" match_max 1000 spawn ssh -p 2222 "my_username"@11.22.11.22 expect "*?assword:*" send -- "$password\r" send -- "\r" expect eof Initially, it runs as it should. Last login: Wed May 12 21:07:52 on ttys002 esther:~ user$ expect expect-test.exp spawn ssh -p 2222 [email protected] [email protected]'s password: Last login: Wed May 12 15:44:43 2010 from 20.10.20.10 -jailshell-3.2$ But that's where the success ends. Commands do not work, but hitting enter just makes a new line. Arrow keys and other non-alphanumeric keys produce symbols like '^[[C', '^[[A', '^[OQ' etc.[1] No other prompt appears except the two initially created by the expect script. Any ignored commands will be executed by my local shell once expect times out. An example: -jailshell-3.2$ whoami ls pwd hostname (...time passes, expect times out...) esther:~ user$ whoami user esther:~ ciaran$ ls Books Documents Movies Public Code Downloads Music Sites Desktop Library Pictures expect-test.exp esther:~ ciaran$ pwd /Users/ciaran esther:~ ciaran$ hostname esther.local As I said, I have no shell scripting experience, but I think it's being caused because I'm still "inside of" expect, but not "inside of" SSH. Is there any way to terminate expect once I've logged in, and have it hand over the SSH session to me? I've tried commands like 'close' and 'exit', after " send -- "\r" ". Yeah, they do what I want and expect dies, but it vindictively takes the SSH session down with it, leaving me back where I started. What I really need is for expect to do its job and terminate, leaving the SSH session back in my hands as if I did it manually. All help is appreciated, thanks. [1] I know there's a name for this, but I don't know what it is. And this is one of those frightening things which can't be googled, because the punctuation characters are ignored. As a side question, what's the story here?

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  • List all possible combinations of k integers between 1...n (n choose k)

    - by Asaf R
    Hi, Out of no particular reason I decided to look for an algorithm that produces all possible choices of k integers between 1...n, where the order amongst the k integer doesn't matter (the n choose k thingy). From the exact same reason, which is no reason at all, I also implemented it in C#. My question is: Do you see any mistake in my algorithm or code? And, more importantly, can you suggest a better algorithm? Please pay more attention to the algorithm than the code itself. It's not the prettiest code I've ever written, although do tell if you see an error. EDIT: Alogirthm explained - We hold k indices. This creates k nested for loops, where loop i's index is indices[i]. It simulates k for loops where indices[i+1] belongs to a loop nested within the loop of indices[i]. indices[i] runs from indices[i - 1] + 1 to n - k + i + 1. CODE: public class AllPossibleCombination { int n, k; int[] indices; List<int[]> combinations = null; public AllPossibleCombination(int n_, int k_) { if (n_ <= 0) { throw new ArgumentException("n_ must be in N+"); } if (k_ <= 0) { throw new ArgumentException("k_ must be in N+"); } if (k_ > n_) { throw new ArgumentException("k_ can be at most n_"); } n = n_; k = k_; indices = new int[k]; indices[0] = 1; } /// <summary> /// Returns all possible k combination of 0..n-1 /// </summary> /// <returns></returns> public List<int[]> GetCombinations() { if (combinations == null) { combinations = new List<int[]>(); Iterate(0); } return combinations; } private void Iterate(int ii) { // // Initialize // if (ii > 0) { indices[ii] = indices[ii - 1] + 1; } for (; indices[ii] <= (n - k + ii + 1); indices[ii]++) { if (ii < k - 1) { Iterate(ii + 1); } else { int[] combination = new int[k]; indices.CopyTo(combination, 0); combinations.Add(combination); } } } } I apologize for the long question, it might be fit for a blog post, but I do want the community's opinion here. Thanks, Asaf

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  • Beginner - C# iteration through directory to produce a file list

    - by dassouki
    The end goal is to have some form of a data structure that stores a hierarchal structure of a directory to be stored in a txt file. I'm using the following code and so far, and I'm struggling with combining dirs, subdirs, and files. /// <summary> /// code based on http://msdn.microsoft.com/en-us/library/bb513869.aspx /// </summary> /// <param name="strFolder"></param> public static void TraverseTree ( string strFolder ) { // Data structure to hold names of subfolders to be // examined for files. Stack<string> dirs = new Stack<string>( 20 ); if ( !System.IO.Directory.Exists( strFolder ) ) { throw new ArgumentException(); } dirs.Push( strFolder ); while ( dirs.Count > 0 ) { string currentDir = dirs.Pop(); string[] subDirs; try { subDirs = System.IO.Directory.GetDirectories( currentDir ); } catch ( UnauthorizedAccessException e ) { MessageBox.Show( "Error: " + e.Message ); continue; } catch ( System.IO.DirectoryNotFoundException e ) { MessageBox.Show( "Error: " + e.Message ); continue; } string[] files = null; try { files = System.IO.Directory.GetFiles( currentDir ); } catch ( UnauthorizedAccessException e ) { MessageBox.Show( "Error: " + e.Message ); continue; } catch ( System.IO.DirectoryNotFoundException e ) { MessageBox.Show( "Error: " + e.Message ); continue; } // Perform the required action on each file here. // Modify this block to perform your required task. /* foreach ( string file in files ) { try { // Perform whatever action is required in your scenario. System.IO.FileInfo fi = new System.IO.FileInfo( file ); Console.WriteLine( "{0}: {1}, {2}", fi.Name, fi.Length, fi.CreationTime ); } catch ( System.IO.FileNotFoundException e ) { // If file was deleted by a separate application // or thread since the call to TraverseTree() // then just continue. MessageBox.Show( "Error: " + e.Message ); continue; } } */ // Push the subdirectories onto the stack for traversal. // This could also be done before handing the files. foreach ( string str in subDirs ) dirs.Push( str ); foreach ( string str in files ) MessageBox.Show( str ); }

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  • Qt Serial Port Errors - Data not getting read

    - by user2970546
    I'm trying to read a serial port with the Qt SerialPort library. I can read the data using HyperTerminal. In Qt I used the following code to try and do the same thing. Qt says the the port has been opened correctly, but for some reason, the bytesAvailable from the serial port is always 0. serial.setPortName("COM20"); if (serial.open(QIODevice::ReadOnly)) qDebug() << "Opened port " << endl; else qDebug() << "Unable to open port" << endl; serial.setDataBits(QSerialPort::Data8); serial.setParity(QSerialPort::EvenParity); serial.setBaudRate(QSerialPort::Baud115200); qDebug() << "Is open?? " << serial.isOpen(); // Wait unit serial port data is ready while (!serial.bytesAvailable()) { //qDebug() << serial.bytesAvailable()<<endl; continue; } QByteArray data = serial.read(100); qDebug() << "This is the data -" << data << endl; serial.close(); In comparison, MATLAB code with the same structure as the above code, successfully manages to read the serial port data %Serial Port Grapher - Shurjo Banerjee s = serial('COM20'); s.BaudRate = 460800; s.Parity = 'even'; try input('Ready to begin?'); catch end fopen(s); fh = figure(); hold on; t = 1; while (s.BytesAvailable <= 0) continue end a = fread(s, 1) old_t = 1; old_a = a; while true if (s.BytesAvailable > 0) a = fread(s, 1) figure(fh) t = t + 1; plot([old_t t], [old_a a]); old_t = t; old_a = a; end end fclose(s);

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  • NSObject release destroys local copy of object's data

    - by Spider-Paddy
    I know this is something stupid on my part but I don't get what's happening. I create an object that fetches data & puts it into an array in a specific format, since it fetches asynchronously (has to download & parse data) I put a delegate method into the object that needs the data so that the data fetching object copies it's formatted array into an array in the calling object. The problem is that when the data fetching object is released, the copy it created in the caller is being erased, code is: In .h file @property (nonatomic, retain) NSArray *imagesDataSource; In .m file // Fetch item details ImagesParser *imagesParserObject = [[ImagesParser alloc] init:self]; [imagesParserObject getArticleImagesOfArticleId:(NSInteger)currentArticleId]; [imagesParserObject release] <-- problematic release // Called by parser when images parsing is finished -(void)imagesDataTransferComplete:(ImagesParser *)imagesParserObject { self.imagesDataSource = [ImagesParserObject.returnedArray copy]; // copy array to local variable // If there are more pics, they must be assembled in an array for possible UIImageView animation NSInteger picCount = [imagesDataSource count]; if(picCount > 1) // 1 image is assumed to be the pic already displayed { // Build image array NSMutableArray *tempPicArray = [[NSMutableArray alloc] init]; // Temp space to hold images while building for(int i = 0; i < picCount; i++) { // Get Nr from only article in detailDataSource & pic name (Small) from each item in imagesDataSource NSString *picAddress = [NSString stringWithFormat:@"http://some.url.com/shopdata/image/article/%@/%@", [[detailDataSource objectAtIndex:0] objectForKey:@"Nr"], [[imagesDataSource objectAtIndex:i] objectForKey:@"Small"]]; NSURL *picURL = [NSURL URLWithString:picAddress]; NSData *picData = [NSData dataWithContentsOfURL:picURL]; [tempPicArray addObject:[UIImage imageWithData:picData]]; } imagesArray = [tempPicArray copy]; // copy makes immutable copy of array [tempPicArray release]; currentPicIndex = 0; // Assume first pic is pic already being shown } else imagesArray = nil; // No need for a needless pic array // Remove please wait message [pleaseWaitViewControllerObject.view removeFromSuperview]; } I put in tons of NSLog lines to keep track of what was going on & self.imagesDataSource is populated with the returned array but when the parser object is released self.imagesDataSource becomes empty. I thought self.imagesDataSource = [ImagesParserObject.returnedArray copy]; is supposed to make an independant object, like as if it was alloc, init'ed, so that self.imagesDataSource is not just a pointer to the parser's array but is it's own array. So why does the release of the parser object clear the copy of the array. (I checked & double checked that it's not something overwriting self.imagesDataSource, commenting out [imagesParserObject release] consistently fixes the problem) Also, I have exactly the same problem with self.detailDataSource which is declared & populated in the exact same way as self.imagesDataSource I thought that once I call the parser I could release it because the caller no longer needs to refer to it, all further activity is carried out by the parser object through it's delegate method, what am I doing wrong?

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  • Adding UIView animation mysteriously changes starting frame

    - by clozach
    I'm working on an app that shows a thumbnail of a photo taken by the user. In order to show a seemless transition from the full-screen image shown in the UIImagePickerController to the thumbnail, I set the frame on my copy of the image to [[UIScreen mainScreen] bounds] and then change the frame to match the frame of an invisible button. (The button allows users to re-take their photo by tapping the thumbnail image.) The trouble is that the starting x-origin of my UIImageView (imageView) is mysteriously starting nearly offscreen to the left: As you can see from the alert, the imageView purports to be located at (0,0), yet it's displaying at something like (-255,0). Here's the code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1000]; [UIView setAnimationDelay:.5]; imageView.frame = pictureButton.frame; [UIView commitAnimations]; As if to taunt me, the image actually does go full screen if I comment out the animation code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1000]; // [UIView setAnimationDelay:.5]; // // imageView.frame = pictureButton.frame; // // [UIView commitAnimations]; (Note: animationDuration will of course be set to something more like .5 in production, not 1000 seconds.) Update — Other weirdness worth mentioning in case it's relevant: It turns out the offset changes depending on the orientation of the camera when the photo was taken. If I take the picture with the phone upside-down, for instance, then the image gets offset vertically as well as horizontally. The picker seems to be filling the image's imageOrientation incorrectly: I have to hold the phone sideways, Home button on the left, to get an image with UIImageOrientationUp. At one point I experimented with setting imageView.clipsToBounds = YES;, which revealed that my image view's frame is in fact correct. Rather, it's the UIImage's placement within the UIImageView that gets offset. Fwiw, the image view's contentMode is the default, UIViewContentModeScaleToFill.

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  • Data access pattern

    - by andlju
    I need some advice on what kind of pattern(s) I should use for pushing/pulling data into my application. I'm writing a rule-engine that needs to hold quite a large amount of data in-memory in order to be efficient enough. I have some rather conflicting requirements; It is not acceptable for the engine to always have to wait for a full pre-load of all data before it is functional. Only fetching and caching data on-demand will lead to the engine taking too long before it is running quickly enough. An external event can trigger the need for specific parts of the data to be reloaded. Basically, I think I need a combination of pushing and pulling data into the application. A simplified version of my current "pattern" looks like this (in psuedo-C# written in notepad): // This interface is implemented by all classes that needs the data interface IDataSubscriber { void RegisterData(Entity data); } // This interface is implemented by the data access class interface IDataProvider { void EnsureLoaded(Key dataKey); void RegisterSubscriber(IDataSubscriber subscriber); } class MyClassThatNeedsData : IDataSubscriber { IDataProvider _provider; MyClassThatNeedsData(IDataProvider provider) { _provider = provider; _provider.RegisterSubscriber(this); } public void RegisterData(Entity data) { // Save data for later StoreDataInCache(data); } void UseData(Key key) { // Make sure that the data has been stored in cache _provider.EnsureLoaded(key); Entity data = GetDataFromCache(key); } } class MyDataProvider : IDataProvider { List<IDataSubscriber> _subscribers; // Make sure that the data for key has been loaded to all subscribers public void EnsureLoaded(Key key) { if (HasKeyBeenMarkedAsLoaded(key)) return; PublishDataToSubscribers(key); MarkKeyAsLoaded(key); } // Force all subscribers to get a new version of the data for key public void ForceReload(Key key) { PublishDataToSubscribers(key); MarkKeyAsLoaded(key); } void PublishDataToSubscribers(Key key) { Entity data = FetchDataFromStore(key); foreach(var subscriber in _subscribers) { subscriber.RegisterData(data); } } } // This class will be spun off on startup and should make sure that all data is // preloaded as quickly as possible class MyPreloadingThread { IDataProvider _provider; MyPreloadingThread(IDataProvider provider) { _provider = provider; } void RunInBackground() { IEnumerable<Key> allKeys = GetAllKeys(); foreach(var key in allKeys) { _provider.EnsureLoaded(key); } } } I have a feeling though that this is not necessarily the best way of doing this.. Just the fact that explaining it seems to take two pages feels like an indication.. Any ideas? Any patterns out there I should have a look at?

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  • NSZombieEnabled breaking working code?

    - by Gordon Fontenot
    I have the following method in UIImageManipulation.m: +(UIImage *)scaleImage:(UIImage *)source toSize:(CGSize)size { UIImage *scaledImage = nil; if (source != nil) { UIGraphicsBeginImageContext(size); [source drawInRect:CGRectMake(0, 0, size.width, size.height)]; scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } return scaledImage; } I am calling it in a different view with: imageFromFile = [UIImageManipulator scaleImage:imageFromFile toSize:imageView.frame.size]; (imageView is a UIImageView allocated earlier) This is working great in my code. I resizes the image perfectly, and throws zero errors. I also don't have anything pop up under build - analyze. But the second I turn on NSZombieEnabled to debug a different EXC_BAD_ACCESS issue, the code breaks. Every single time. I can turn NSZombieEnabled off, code runs great. I turn it on, and boom. Broken. I comment out the call, and it works again. Every single time, it gives me an error in the console: -[UIImage release]: message sent to deallocated instance 0x3b1d600. This error doesn't appear if `NSZombieEnabled is turned off. Any ideas? --EDIT-- Ok, This is killing me. I have stuck breakpoints everywhere I can, and I still cannot get a hold of this thing. Here is the full code when I call the scaleImage method: -(void)setupImageButton { UIImage *imageFromFile; if (object.imageAttribute == nil) { imageFromFile = [UIImage imageNamed:@"no-image.png"]; } else { imageFromFile = object.imageAttribute; } UIImage *scaledImage = [UIImageManipulator scaleImage:imageFromFile toSize:imageButton.frame.size]; UIImage *roundedImage = [UIImageManipulator makeRoundCornerImage:scaledImage :10 :10 withBorder:YES]; [imageButton setBackgroundImage:roundedImage forState:UIControlStateNormal]; } The other UIImageManipulator method (makeRoundCornerImage) shouldn't be causing the error, but just in case I'm overlooking something, I threw the entire file up on github here. It's something about this method though. Has to be. If I comment it out, it works great. If I leave it in, Error. But it doesn't throw errors with NSZombieEnabled turned off ever.

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  • XML Parsing Error - C#

    - by Indebi
    My code is having an XML parsing error at line 7 position 32 and I'm not really sure why Exact Error Dump 5/1/2010 10:21:42 AM System.Xml.XmlException: An error occurred while parsing EntityName. Line 7, position 32. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, Int32 lineNo, Int32 linePos) at System.Xml.XmlTextReaderImpl.HandleEntityReference(Boolean isInAttributeValue, EntityExpandType expandType, Int32& charRefEndPos) at System.Xml.XmlTextReaderImpl.ParseAttributeValueSlow(Int32 curPos, Char quoteChar, NodeData attr) at System.Xml.XmlTextReaderImpl.ParseAttributes() at System.Xml.XmlTextReaderImpl.ParseElement() at System.Xml.XmlTextReaderImpl.ParseElementContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace) at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc) at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace) at System.Xml.XmlDocument.Load(XmlReader reader) at System.Xml.XmlDocument.Load(String filename) at Lookoa.LoadingPackages.LoadingPackages_Load(Object sender, EventArgs e) in C:\Users\Administrator\Documents\Visual Studio 2010\Projects\Lookoa\Lookoa\LoadingPackages.cs:line 30 Xml File, please note this is just a sample because I want the program to work before I begin to fill this repository <repo> <Packages> <TheFirstPackage id="00001" longname="Mozilla Firefox" appver="3.6.3" pkgver="0.01" description="Mozilla Firefox is a free and open source web browser descended from the Mozilla Application Suite and managed by Mozilla Corporation. A Net Applications statistic put Firefox at 24.52% of the recorded usage share of web browsers as of March 2010[update], making it the second most popular browser in terms of current use worldwide after Microsoft's Internet Explorer." cat="WWW" rlsdate="4/8/10" pkgloc="http://google.com"/> </Packages> <categories> <WWW longname="World Wide Web" description="Software that's focus is communication or primarily uses the web for any particular reason."> </WWW> <Fun longname="Entertainment & Other" description="Music Players, Video Players, Games, or anything that doesn't fit in any of the other categories."> </Fun> <Work longname="Productivity" description="Application's commonly used for occupational needs or, stuff you work on"> </Work> <Advanced longname="System & Security" description="Applications that protect the computer from malware, clean the computer, and other utilities."> </Advanced> </categories> </repo> Small part of C# Code //Loading the Package and Category lists //The info from them is gonna populate the listboxes for Category and Packages Repository.Load("repo.info"); XmlNodeList Categories = Repository.GetElementsByTagName("categories"); foreach (XmlNode Category in Categories) { CategoryNumber++; CategoryNames[CategoryNumber] = Category.Name; MessageBox.Show(CategoryNames[CategoryNumber]); } The Messagebox.Show() is just to make sure it's getting the correct results

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  • c# Xna keydown with a delay of 1 sec

    - by bld
    Hi!. im writing a tetris in xna. i have a class with a method rotateBlocks. When i press the "Up" arrow key. i wanna have that when i hold the button down for 1 sec or more that it executes the arguments in the first else if(rotating the blocks fast) right now nothing is happening. i have declared oldState globally in the class. if i remove the gametime check in first the else if the block will rotate fast imedietley. if i try to step through the code with linebreaks the resolution get f****d up public void RotateBlocks(loadBlock lb, KeyboardState newState, GameTime gameTime) { _elapsedSeconds2 += (float)gameTime.ElapsedGameTime.TotalSeconds; if (lb._name.Equals("block1")) { if (newState.IsKeyDown(Keys.Up) && !oldState.IsKeyDown(Keys.Up)) { // the player just pressed Up if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } } if (newState.IsKeyDown(Keys.Up) && oldState.IsKeyDown(Keys.Up)) { // the player is holding the key down if (gameTime.ElapsedGameTime.TotalSeconds >=1) { if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } _elapsedSeconds2 = 0; } }

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  • Should I use Python or Assembly for a super fast copy program

    - by PyNEwbie
    As a maintenance issue I need to routinely (3-5 times per year) copy a repository that is now has over 20 million files and exceeds 1.5 terabytes in total disk space. I am currently using RICHCOPY, but have tried others. RICHCOPY seems the fastest but I do not believe I am getting close to the limits of the capabilities of my XP machine. I am toying around with using what I have read in The Art of Assembly Language to write a program to copy my files. My other thought is to start learning how to multi-thread in Python to do the copies. I am toying around with the idea of doing this in Assembly because it seems interesting, but while my time is not incredibly precious it is precious enough that I am trying to get a sense of whether or not I will see significant enough gains in copy speed. I am assuming that I would but I only started really learning to program 18 months and it is still more or less a hobby. Thus I may be missing some fundamental concept of what happens with interpreted languages. Any observations or experiences would be appreciated. Note, I am not looking for any code. I have already written a basic copy program in Python 2.6 that is no slower than RICHCOPY. I am looking for some observations on which will give me more speed. Right now it takes me over 50 hours to make a copy from a disk to a Drobo and then back from the Drobo to a disk. I have a LogicCube for when I am simply duplicating a disk but sometimes I need to go from a disk to Drobo or the reverse. I am thinking that given that I can sector copy a 3/4 full 2 terabyte drive using the LogicCube in under seven hours I should be able to get close to that using Assembly, but I don't know enough to know if this is valid. (Yes, sometimes ignorance is bliss) The reason I need to speed it up is I have had two or three cycles where something has happened during copy (fifty hours is a long time to expect the world to hold still) that has caused me to have to trash the copy and start over. For example, last week the water main broke under our building and shorted out the power.

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  • Thread not behaving correctly

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

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  • Decompressing a very large serialized object and managing memory

    - by Mike_G
    I have an object that contains tons of data used for reports. In order to get this object from the server to the client I first serialize the object in a memory stream, then compress it using the Gzip stream of .NET. I then send the compressed object as a byte[] to the client. The problem is on some clients, when they get the byte[] and try to decompress and deserialize the object, a System.OutOfMemory exception is thrown. Ive read that this exception can be caused by new() a bunch of objects, or holding on to a bunch of strings. Both of these are happening during the deserialization process. So my question is: How do I prevent the exception (any good strategies)? The client needs all of the data, and ive trimmed down the number of strings as much as i can. edit: here is the code i am using to serialize/compress (implemented as extension methods) public static byte[] SerializeObject<T>(this object obj, T serializer) where T: XmlObjectSerializer { Type t = obj.GetType(); if (!Attribute.IsDefined(t, typeof(DataContractAttribute))) return null; byte[] initialBytes; using (MemoryStream stream = new MemoryStream()) { serializer.WriteObject(stream, obj); initialBytes = stream.ToArray(); } return initialBytes; } public static byte[] CompressObject<T>(this object obj, T serializer) where T : XmlObjectSerializer { Type t = obj.GetType(); if(!Attribute.IsDefined(t, typeof(DataContractAttribute))) return null; byte[] initialBytes = obj.SerializeObject(serializer); byte[] compressedBytes; using (MemoryStream stream = new MemoryStream(initialBytes)) { using (MemoryStream output = new MemoryStream()) { using (GZipStream zipper = new GZipStream(output, CompressionMode.Compress)) { Pump(stream, zipper); } compressedBytes = output.ToArray(); } } return compressedBytes; } internal static void Pump(Stream input, Stream output) { byte[] bytes = new byte[4096]; int n; while ((n = input.Read(bytes, 0, bytes.Length)) != 0) { output.Write(bytes, 0, n); } } And here is my code for decompress/deserialize: public static T DeSerializeObject<T,TU>(this byte[] serializedObject, TU deserializer) where TU: XmlObjectSerializer { using (MemoryStream stream = new MemoryStream(serializedObject)) { return (T)deserializer.ReadObject(stream); } } public static T DecompressObject<T, TU>(this byte[] compressedBytes, TU deserializer) where TU: XmlObjectSerializer { byte[] decompressedBytes; using(MemoryStream stream = new MemoryStream(compressedBytes)) { using(MemoryStream output = new MemoryStream()) { using(GZipStream zipper = new GZipStream(stream, CompressionMode.Decompress)) { ObjectExtensions.Pump(zipper, output); } decompressedBytes = output.ToArray(); } } return decompressedBytes.DeSerializeObject<T, TU>(deserializer); } The object that I am passing is a wrapper object, it just contains all the relevant objects that hold the data. The number of objects can be a lot (depending on the reports date range), but ive seen as many as 25k strings. One thing i did forget to mention is I am using WCF, and since the inner objects are passed individually through other WCF calls, I am using the DataContract serializer, and all my objects are marked with the DataContract attribute.

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  • trouble with boost::filesystem::wrecursive_directory_iterator

    - by Dogmatixed
    I'm trying to write a program to help me manage my iTunes library, including removing duplicates and cataloging certain things. At this point I'm still just trying to get it to walk through all the folders, and have run into a problem: I have a small amount of Japanese music, where the artist and/or album is written in Japanese characters. Because of how iTunes arranges things in its library the directories contain these characters. "shouldn't be a problem, though." I thought, because the boost::filesystem library has a wide character version of its recursive iterator. but when I actually try to use it, it seems to completely stop when it hits the first Japanese char. complete stop as in it doesn't finish printing the line, no carriage return or anything. now, I'm still pretty new to programming, so I'm assuming it's my mistake, anyone know why this is happening? here's what I think is the relevant code: fs::wrecursive_directory_iterator end_it; int i; try { for(fs::wrecursive_directory_iterator rec_it(full_path); rec_it != end_it; ++rec_it) { for(i = 0; i < rec_it.level(); i++) { out << "\t"; } out << rec_it->string() << std::endl; } } catch(std::exception e) { out << "something went wrong: " << e.what(); } and from my output file, minus some of the path: /Test Libs/Combine /Test Libs/Lib1 /Test Libs/Lib1/02 Too Long.m4a /Test Libs/Lib1/03 Like a Hitman, Like a Dancer.mp3 /Test Libs/Lib1/A Certain Ratio /Test Libs/Lib1/A Certain Ratio/Beyond Punk! /Test Libs/Lib1/A Certain Ratio/Unknown Album /Test Libs/Lib1/A Certain Ratio/Unknown Album/Do The Du.mp3 /Test Libs/Lib1/A Certain Ratio/Unknown Album/Shack Up.mp3 /Test Libs/Lib1/ finally, what I expect: /Test Libs/Combine /Test Libs/Lib1 /Test Libs/Lib1/02 Too Long.m4a /Test Libs/Lib1/03 Like a Hitman, Like a Dancer.mp3 /Test Libs/Lib1/A Certain Ratio /Test Libs/Lib1/A Certain Ratio/Beyond Punk! /Test Libs/Lib1/A Certain Ratio/Unknown Album /Test Libs/Lib1/A Certain Ratio/Unknown Album/Do The Du.mp3 /Test Libs/Lib1/A Certain Ratio/Unknown Album/Shack Up.mp3 /Test Libs/Lib1/??? /Test Libs/Lib1/Bring it on /Test Libs/Lib1/04 Bring it on.mp3 any thoughts? Thanks.

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  • WCF Duplex Interaction with Web Server

    - by Mark Struzinski
    Here is my scenario, and it is causing us a considerable amount of grief at the moment: We have a vendor web service which provides base level telephony functionality. This service has a SOAP api, which we are leveraging to build up a custom UI that is integrated into our in house web apps. The api functions on 2 levels. You make standard client calls into the service to initiate actions, such as Login, Place Call, Hang Up, etc. On a different thread, the service sends events back to the client to alert the user of things that are occurring on the system (agent successfully logged in, call was disconnected, etc). I implemented a WCF service to sit between the web server and the vendor service. This WCF service operates in duplex mode, establishing a 2 way connection with the web server. The web server makes outbound calls to the WCF service, which routes them to the vendor's web service. Events are received back to the WCF service, which passes them onto the web server via a callback channel on the WCF client. As events are received on the web server, they are placed into a hash table with the user's name as the key, and a .NET queue as the value to hold the event. Each event is enqueued to the agent who owns it. On a 2 second interval, the web page polls the web server via an ajax request to get new events for the logged in user. It hits the hash table for the user key, dequeues any events that are present, and serializes them back up to the web page. From there, they are processed in order and appropriate messages are displayed to the user. This implementation performs well in a single user scenario. The second I put more than 1 user on the system, I start getting frequent timeouts with the following CommunicationException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond We are running Windows Server 2008 R2 both servers. Both the web app and WCF service are running on .NET 3.5. The WCF service is running under the net.tcp protocol in duplex mode. The web app is ASP.NET MVC 2. Has anyone dealt with anything like this scenario? Is there a more efficient way (or a widely accepted pattern) to implement this?

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  • XML Return from an Oracle Stored Procedure

    - by Tequila Jinx
    Unfortunately most of my DB experience has been with MSSQL which tends to hold your hand a lot more than Oracle. What I'm trying to do is fairly trivial in tSQL, however, pl/sql is giving me a headache. I have the following procedure: CREATE OR REPLACE PROCEDURE USPX_GetUserbyID (USERID USERS.USERID%TYPE, USERRECORD OUT XMLTYPE) AS BEGIN SELECT XMLELEMENT("user" , XMLATTRIBUTES(u.USERID AS "userid", u.companyid as "companyid", u.usertype as "usertype", u.status as "status", u.personid as "personid") , XMLFOREST( p.FIRSTNAME AS "firstname" , p.LASTNAME AS "lastname" , p.EMAIL AS "email" , p.PHONE AS "phone" , p.PHONEEXTENSION AS "extension") , XMLELEMENT("roles", (SELECT XMLAGG(XMLELEMENT("role", r.ROLETYPE)) FROM USER_ROLES r WHERE r.USERID = USERID AND r.ISACTIVE = 1 ) ) , XMLELEMENT("watches", (SELECT XMLAGG( XMLELEMENT("watch", XMLATTRIBUTES(w.WATCHID AS "id", w.TICKETID AS "ticket") ) ) FROM USER_WATCHES w WHERE w.USERID = USERID AND w.ISACTIVE = 1 ) ) ) AS "RESULT" INTO USERRECORD FROM USERS u LEFT JOIN PEOPLE p ON p.PERSONID = u.PERSONID WHERE u.USERID = USERID; END USPX_GetUserbyID; When executed, it should return an XML document with the following structure: <user userid="" companyid="" usertype="" status="" personid=""> <firstname /> <lastname /> <email /> <phone /> <extension /> <roles> <role /> </roles> <watches> <watch id="" ticket="" /> </watches> </user> When I execute the query itself, replacing the USERID parameter with a string and removing the "into" clause, the query runs fine and returns the expected structure. However, when the procedure attempts to execute the query, passing the results of the XMLELEMENT function into the USERRECORD output parameter, I get the following exception: Error report: ORA-01422: exact fetch returns more than requested number of rows ORA-06512: at "USPX_GETUSERBYID", line 4 ORA-06512: at line 3 01422. 00000 - "exact fetch returns more than requested number of rows" *Cause: The number specified in exact fetch is less than the rows returned. *Action: Rewrite the query or change number of rows requested I'm baffled trying to nail this down, and unfortunately my google-fu hasn't helped. I've found plenty of Oracle SQL|XML examples, but none that deal with XML returns from a procedure. Note: I know that an alternate method of retrieving XML using DBMS methods exists, however, it's my understanding that that functionality is deprecated in favor of SQL|XML.

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  • Queue ExternalInterface calls to Flash Object in UpdatePanel - Needs Improvement?

    - by Laramie
    A Flash (actually Flex) object is created on an ASP.Net page within an Update Panel using a modified version of the embedCallAC_FL_RunContent.js script so it can be written in dynamically. It is re-created with this script with each partial postback to that panel. There are also other Update Panels on the page. With some postbacks (partial and full), External Interface calls such as $get('FlashObj').ExternalInterfaceFunc('arg1', 0, true); are prepared server-side and added to the page using ScriptManager.RegisterStartupScript. They're embedded in a function and stuffed into Sys.Application's load event, for example Sys.Application.add_load(funcContainingExternalInterfaceCalls). The problem is that because the Flash object's state state may change with each partial postback, the Flash (Flex) object and/or External Interface may not be ready or even exist yet in the DOM when the JavaScript - Flash External Interface call is made. It results in an "Object doesn't support this property or method" exception. I have a working strategy to make the ExternalInterface calls immediately if Flash is ready or else queue them until such time that Flash announces its readiness. //Called when the Flash object is initialized and can accept ExternalInterfaceCalls var flashReady = false; //Called by Flash when object is fully initialized function setFlashReady() { flashReady = true; //Make any queued ExternalInterface calls, then dequeue while (extIntQueue.length > 0) (extIntQueue.shift())(); } var extIntQueue = []; function callExternalInterface(flashObjName, funcName, args) { //reference to the wrapped ExternalInterface Call var wrapped = extWrap(flashObjName, funcName, args); //only procede with ExternalInterface call if the global flashReady variable has been set if (flashReady) { wrapped(); } else { //queue the function so when flashReady() is called next, the function is called and the aruments are passed. extIntQueue.push(wrapped); } } //bundle ExtInt call and hold variables in a closure function extWrap(flashObjName, funcName, args) { //put vars in closure return function() { var funcCall = '$get("' + flashObjName + '").' + funcName; eval(funcCall).apply(this, args); } } I set the flashReady var to dirty whenever I update the Update Panel that contains the Flash (Flex) object. ScriptManager.RegisterClientScriptBlock(parentContainer, parentContainer.GetType(), "flashReady", "flashReady = false;", true); I'm pleased that I got it to work, but it feels like a hack. I am still on the learning curve with respect to concepts like closures why "eval()" is apparently evil, so I'm wondering if I'm violating some best practice or if this code should be improved, if so how? Thanks.

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  • GridView paging inside an UpdatePanel or PlaceHolder components

    - by John
    Hello, I'm new to ASP.NET. Im developing ASP.NET C# web form which creating GridView components dynamically and filling them using the data received from my webservice. I'm creating these GridView components programmatically in server-side (cs file)- it has to be flexible - 1 GridView and sometimes 10 GridView components. The problem occurs when I'm trying to add pagination - whenever the user clicks the "next" page, the whole page is getting refreshed because of a postBack and I'm loosing all my data and the page returns Blank/Empty. I used PlaceHolder to hold the GridView components, while searching for a solution, I found UpdatePanel as a better alternative - as far as I understand the page can be partially refreshed - which means that only the UpdatePanel has to be refreshed...but it doesn't work. The following code sample is my TEST, the UpdatePanel is the only component initiated in the client side (aspx page), the rest initiated programmatically in CS. how can I solve the issue described above? Why does the whole page is getting refreshed and I'm loosing my data? can you recommend another way? can provide me with any code sample? If I'm not rebuilding the GridView, it doesn't work... Here is my Default.aspx.cs: public partial class TestAjaxForm : System.Web.UI.Page { DataTable table; protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) bindGridView(); } public void bindGridView() { GridView gridView1 = new GridView(); gridView1.AutoGenerateColumns = true; gridView1.PageSize = 2; gridView1.AllowPaging = true; gridView1.PagerSettings.Mode = PagerButtons.Numeric; gridView1.PagerSettings.Position = PagerPosition.Bottom; gridView1.PagerSettings.PageButtonCount = 10; gridView1.PageIndexChanging += new GridViewPageEventHandler(this.GridView1_PageIndexChanging); table = new DataTable(); table.Columns.Add("FirstName"); table.Columns.Add("LastName"); DataRow row = table.NewRow(); row["FirstName"] = "John"; row["LastName"] = "Johnoson"; table.Rows.Add(row); row = table.NewRow(); row["FirstName"] = "Johnny"; row["LastName"] = "Marley"; table.Rows.Add(row); row = table.NewRow(); row["FirstName"] = "Kate"; row["LastName"] = "Li"; table.Rows.Add(row); panel.ContentTemplateContainer.Controls.Add(gridView1); gridView1.DataSource = table; gridView1.DataBind(); } protected void GridView1_PageIndexChanging(object sender, GridViewPageEventArgs e) { GridView gridView1 = (GridView)sender; gridView1.PageIndex = e.NewPageIndex; gridView1.DataSource = table; gridView1.DataBind(); } } Please help me, Thank you.

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  • Data access pattern, combining push and pull?

    - by andlju
    I need some advice on what kind of pattern(s) I should use for pushing/pulling data into my application. I'm writing a rule-engine that needs to hold quite a large amount of data in-memory in order to be efficient enough. I have some rather conflicting requirements; It is not acceptable for the engine to always have to wait for a full pre-load of all data before it is functional. Only fetching and caching data on-demand will lead to the engine taking too long before it is running quickly enough. An external event can trigger the need for specific parts of the data to be reloaded. Basically, I think I need a combination of pushing and pulling data into the application. A simplified version of my current "pattern" looks like this (in psuedo-C# written in notepad): // This interface is implemented by all classes that needs the data interface IDataSubscriber { void RegisterData(Entity data); } // This interface is implemented by the data access class interface IDataProvider { void EnsureLoaded(Key dataKey); void RegisterSubscriber(IDataSubscriber subscriber); } class MyClassThatNeedsData : IDataSubscriber { IDataProvider _provider; MyClassThatNeedsData(IDataProvider provider) { _provider = provider; _provider.RegisterSubscriber(this); } public void RegisterData(Entity data) { // Save data for later StoreDataInCache(data); } void UseData(Key key) { // Make sure that the data has been stored in cache _provider.EnsureLoaded(key); Entity data = GetDataFromCache(key); } } class MyDataProvider : IDataProvider { List<IDataSubscriber> _subscribers; // Make sure that the data for key has been loaded to all subscribers public void EnsureLoaded(Key key) { if (HasKeyBeenMarkedAsLoaded(key)) return; PublishDataToSubscribers(key); MarkKeyAsLoaded(key); } // Force all subscribers to get a new version of the data for key public void ForceReload(Key key) { PublishDataToSubscribers(key); MarkKeyAsLoaded(key); } void PublishDataToSubscribers(Key key) { Entity data = FetchDataFromStore(key); foreach(var subscriber in _subscribers) { subscriber.RegisterData(data); } } } // This class will be spun off on startup and should make sure that all data is // preloaded as quickly as possible class MyPreloadingThread { IDataProvider _provider; MyPreloadingThread(IDataProvider provider) { _provider = provider; } void RunInBackground() { IEnumerable<Key> allKeys = GetAllKeys(); foreach(var key in allKeys) { _provider.EnsureLoaded(key); } } } I have a feeling though that this is not necessarily the best way of doing this.. Just the fact that explaining it seems to take two pages feels like an indication.. Any ideas? Any patterns out there I should have a look at?

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  • Any tool(s) for knowing the layout (segments) of running process in Windows?

    - by claws
    I've always been curious about How exactly the process looks in memory? What are the different segments(parts) in it? How exactly will be the program (on the disk) & process (in the memory) are related? My previous question: http://stackoverflow.com/questions/1966920/more-info-on-memory-layout-of-an-executable-program-process In my quest, I finally found a answer. I found this excellent article that cleared most of my queries: http://www.linuxforums.org/articles/understanding-elf-using-readelf-and-objdump_125.html In the above article, author shows how to get different segments of the process (LINUX) & he compares it with its corresponding ELF file. I'm quoting this section here: Courious to see the real layout of process segment? We can use /proc//maps file to reveal it. is the PID of the process we want to observe. Before we move on, we have a small problem here. Our test program runs so fast that it ends before we can even dump the related /proc entry. I use gdb to solve this. You can use another trick such as inserting sleep() before it calls return(). In a console (or a terminal emulator such as xterm) do: $ gdb test (gdb) b main Breakpoint 1 at 0x8048376 (gdb) r Breakpoint 1, 0x08048376 in main () Hold right here, open another console and find out the PID of program "test". If you want the quick way, type: $ cat /proc/`pgrep test`/maps You will see an output like below (you might get different output): [1] 0039d000-003b2000 r-xp 00000000 16:41 1080084 /lib/ld-2.3.3.so [2] 003b2000-003b3000 r--p 00014000 16:41 1080084 /lib/ld-2.3.3.so [3] 003b3000-003b4000 rw-p 00015000 16:41 1080084 /lib/ld-2.3.3.so [4] 003b6000-004cb000 r-xp 00000000 16:41 1080085 /lib/tls/libc-2.3.3.so [5] 004cb000-004cd000 r--p 00115000 16:41 1080085 /lib/tls/libc-2.3.3.so [6] 004cd000-004cf000 rw-p 00117000 16:41 1080085 /lib/tls/libc-2.3.3.so [7] 004cf000-004d1000 rw-p 004cf000 00:00 0 [8] 08048000-08049000 r-xp 00000000 16:06 66970 /tmp/test [9] 08049000-0804a000 rw-p 00000000 16:06 66970 /tmp/test [10] b7fec000-b7fed000 rw-p b7fec000 00:00 0 [11] bffeb000-c0000000 rw-p bffeb000 00:00 0 [12] ffffe000-fffff000 ---p 00000000 00:00 0 Note: I add number on each line as reference. Back to gdb, type: (gdb) q So, in total, we see 12 segment (also known as Virtual Memory Area--VMA). But I want to know about Windows Process & PE file format. Any tool(s) for getting the layout (segments) of running process in Windows? Any other good resources for learning more on this subject? EDIT: Are there any good articles which shows the mapping between PE file sections & VA segments?

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