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  • CodePlex Daily Summary for Thursday, November 07, 2013

    CodePlex Daily Summary for Thursday, November 07, 2013Popular ReleasesCompare .NET Objects: Version 1.7.4.0: Manual merge of patch 15325 from Farris to fix issues 9075 and 9076 relating to defects with Ignoring the Collection Order Applied patch 15263 from MariuszWojcik to support LINQ enumerators.Toolbox for Dynamics CRM 2011/2013: XrmToolBox (v1.2013.9.25): XrmToolbox improvement Correct changing connection from the status dropdown Tools improvement Updated tool Audit Center (v1.2013.9.10) -> Publish entities Iconator (v1.2013.9.27) -> Optimized asynchronous loading of images and entities MetadataDocumentGenerator (v1.2013.11.6) -> Correct system entities reading with incorrect attribute type Script Manager (v1.2013.9.27) -> Retrieve only custom events SiteMapEditor (v1.2013.11.7) -> Reset of CRM 2013 SiteMap ViewLayoutReplicator (v1.201...Event-Based Components AppBuilder: AB3.AppDesigner.59: Iteration 59 (Feature): By selecting the center thumb of a selected wire you can add a point attribute by context menu (to redirect a wire). Therefore all possible wire outlines are possible... New: AddNewWirePointAttributeFlow, AddNewWirePointAttributeAdapter, NewPointAttributeAdder Improved: LineAdorner, WireLineDecoratorBase, WireLineSourceToTargetDecorator, WiresRenderer, ... See: https://ebcappbuilder.codeplex.com/wikipage?title=Modify%20the%20view%20of%20a%20wire Coming soon: Iterat...Microsoft SQL Server Product Samples: Database: SQL Server 2014 CTP2 In-Memory OLTP Sample, based: This sample showcases the new In-Memory OLTP feature, which is part of SQL Server 2014 CTP2. It shows the new memory-optimized tables and natively-compiled stored procedures, and can be used to show the performance benefit of in-memory OLTP. Installation instructions for the sample are included in the file ‘awinmemsample.doc’, which is part of the download. You can ask a question about this sample at the SQL Server Samples Forum Composite C1 CMS - Open Source on .NET: Composite C1 4.1: Composite C1 4.1 (4.1.5058.34326) Write a review for this release - help us improve, recommend us. Getting started If you are new to Composite C1 and want to install it: http://docs.composite.net/Getting-started What's new in Composite C1 4.1 The following are highlights of major changes since Composite C1 4.0: General user features: Drag-and-drop images and files like PDF and Word directly from own your desktop and folders into page content Allow you to install Composite Form Builder ...xFunc: xFunc 2.10.1: Fixed https://github.com/sys27/xFunc/issues/60.Win_8 (??? Devel Studio 2 ??? 3): Win8 0.8 + Sample (.dvs): ???????------------------------------------------ 1. ????????? ??????????? ????????? ??????. 2. ?????????? ???? , ????????? ? ?????????? ???? ????. 3. ?????????? ?????? ??????. 4. ?????????? ????????? ???????????. 5. ????????????? ??? . English----------------------------------------------------------------------- 1. Added ability to load icons. 2. Fixed bugs related to obtaining names of shapes. 3. Fixed a memory leak. 4. Fixed some defects. 5. Optimized code. ---------------------------...ConEmu - Windows console with tabs: ConEmu 131105 [Alpha]: ConEmu - developer build x86 and x64 versions. Written in C++, no additional packages required. Run "ConEmu.exe" or "ConEmu64.exe". Some useful information you may found: http://superuser.com/questions/tagged/conemu http://code.google.com/p/conemu-maximus5/wiki/ConEmuFAQ http://code.google.com/p/conemu-maximus5/wiki/TableOfContents If you want to use ConEmu in portable mode, just create empty "ConEmu.xml" file near to "ConEmu.exe"CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.9.0: Implemented Recent Scripts list Added checking for plugin updates from AboutBox Multiple formatting improvements/fixes Implemented selection of the CLR version when preparing distribution package Added project panel button for showing plugin shortcuts list Added 'What's New?' panel Fixed auto-formatting scrolling artifact Implemented navigation to "logical" file (vs. auto-generated) file from output panel To avoid the DLLs getting locked by OS use MSI file for the installation.Home Access Plus+: v9.7: Updated: JSON.net Fixed: Issue with the Windows 8 App Added: Windows 8.1 App Added: Win: Self Signed HAP+ Install Support Added: Win: Delete File Support Added: Timeout for the Logon Tracker Removed: Error Dialogs on the User Card Fixed: Green line showing over the booking form Note: a web.config file update is requiredxUnit.net - Unit testing framework for C# and .NET (a successor to NUnit): xUnit.net Visual Studio Runner: A placeholder for downloading Visual Studio runner VSIX files, in case the Gallery is down (or you want to downgrade to older versions).Social Network Importer for NodeXL: SocialNetImporter(v.1.9.1): This new version includes: - Include me option is back - Fixed the login bug reported latelyVeraCrypt: VeraCrypt version 1.0c: Changes between 1.0b and 1.0c (11 November 2013) : Set correctly the minimum required version in volumes header (this value must always follow the program version after any major changes). This also solves also the hidden volume issueCaptcha MVC: Captcha MVC 2.5: v 2.5: Added support for MVC 5. The DefaultCaptchaManager is no longer throws an error if the captcha values was entered incorrectly. Minor changes. v 2.4.1: Fixed issues with deleting incorrect values of the captcha token in the SessionStorageProvider. This could lead to a situation when the captcha was not working with the SessionStorageProvider. Minor changes. v 2.4: Changed the IIntelligencePolicy interface, added ICaptchaManager as parameter for all methods. Improved font size ...Duplica: duplica 0.2.498: this is first stable releaseDNN Blog: 06.00.01: 06.00.01 ReleaseThis is the first bugfix release of the new v6 blog module. These are the changes: Added some robustness in v5-v6 scripts to cater for some rare upgrade scenarios Changed the name of the module definition to avoid clash with Evoq Social Addition of sitemap providerVG-Ripper & PG-Ripper: VG-Ripper 2.9.50: changes NEW: Added Support for "ImageHostHQ.com" links NEW: Added Support for "ImgMoney.net" links NEW: Added Support for "ImgSavy.com" links NEW: Added Support for "PixTreat.com" links Bug fixesVidCoder: 1.5.11 Beta: Added Encode Details window. Exposes elapsed time, ETA, current and average FPS, running file size, current pass and pass progress. Open it by going to Windows -> Encode Details while an encode is running. Subtitle dialog now disables the "Burn In" checkbox when it's either unavailable or it's the only option. It also disables the "Forced Only" when the subtitle type doesn't support the "Forced" flag. Updated HandBrake core to SVN 5872. Fixed crash in the preview window when a source fil...Wsus Package Publisher: Release v1.3.1311.02: Add three new Actions in Custom Updates : Work with Files (Copy, Delete, Rename), Work with Folders (Add, Delete, Rename) and Work with Registry Keys (Add, Delete, Rename). Fix a bug, where after resigning an update, the display is not refresh. Modify the way WPP sort rows in 'Updates Detail Viewer' and 'Computer List Viewer' so that dates are correctly sorted. Add a Tab in the settings form to set Proxy settings when WPP needs to go on Internet. Fix a bug where 'Manage Catalogs Subsc...uComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New DataTypesImage Point XML DropDownList XPath Templatable List New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 14873 14833 14864 14855 / 14860 14816 14823 Drag & Drop support for rows Su...New ProjectsAuto Mapping MVVM: A simple MVVM Kit that works with Windows 8 and Windows Phone 8, with the ability to automatically map between Views and ViewModels.BMS Converter: BMS Converter is a converter for .bms files (Be-Music Source), which converts them to audio and/or video files.Car Management: The software which is going to be developed aims to give an interface in order to manage cars booking with ABC University institution.Classic Algorithms: This is a collection of classic algorithms written in C#. I'll start with the Graphs.Community TFS Work Item Tracking Extensions: The Community TFS WIT Extensions project is a place to share tools and extensions to the TFS work item tracking system.D3N: "port" of D3 to .NETdoinik tara client: The Daily Star ClientLEGO MINDSTORMS EV3 API: API for the LEGO Mindstorms EV3 brick usable from desktop, Windows Phone and WinRT.LudejoWcf: Playground wcfMy Test: This is a demoPearson API Wrapper: Pearson API Wrapper enables you to develop Learning Apps faster !Pescar2013ShopAyelenArce: Lalalapescar2013-shop-ElectroShop: ya contiene: EF5 agrega: layouts bootstrap bootstrap js js linq(?) knockout(?) jquery jquery ui Pescar2013Shop-MaruMati: Venta de productos a través de una pagina web.Pescar2013Shop-The_Future_2014: primer proyecto.RatatoskSMS: SMS gateway based on library GSMComm, that can handle multiple GSM modems to send and recieve messages to/from database, with http interface.SharePoint Enhanced New: A replacement to the "New Document" split button in document libraries with a modal dialog displaying available document Content Types.Task Management Application: The Eisenhower Matrix with BacklogTridion: This project provides an analog to Tridion Core Services for older versions of Tridion that rely on the TOM (COM) architecture.Web Scripting - Assignment 2 - Website Prototype: Assignment 2 - Website PrototypeWindows Azure Custom Performance Counters: The project Windows Azure Custom Performance Counters is a startup task to help working with custom performance counters on web and worker roles.

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Android: TabHost How To: set new content in existing tabs upon menu button?

    - by Martin D.
    Hello stackoverflow, I recently started Android programming and was working on my first program which displays a historic text document, sectioned by tabs via TabHost. I have limited my program to one activity and merely used setContent in my TabSpec's to switch between different XML views. The document has both unedited and corrected versions of the text for which I have built text views to accommodate. I wanted to implement the standard menu to have buttons to "view corrected" and "view original" and switch the content of the tabs which have changes (without altering the tabs or their indicators). I've read on the TabHost API and there is no way to edit existing tab content with setContent() of TabSpec; and AFAIK TabWidget only affects the actual tabs, not the content that is displayed upon pressing them. I've thought about creating a new class which extended TabHost and super() all of the original methods, while including one more which updated the mTabSpec list. My question would be, how would I update the frameLayout view of a specific tab to display content I specify?

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  • Multiple markers in Googe Maps API v3 that link to different pages when clicked

    - by Dave
    I have a map with multiple markers, which I populate via an array. Each marker is clickable and should take the user to a different url per marker. The problem is that all the markers, while displaying the correct title, all use the url of the last entry in the array. Here is my code: var myOptions = { zoom: 9, center: new google.maps.LatLng(40.81940575,-73.95647955), mapTypeId: google.maps.MapTypeId.TERRAIN } var map = new google.maps.Map(document.getElementById("bigmap"), myOptions); setMarkers(map, properties); var properties = [ ['106 Ft Washington Avenue',40.8388485,-73.9436015,'Mjg4'], ['213 Bennett Avenue',40.8574384,-73.9333426,'Mjkz'], ['50 Overlook Terrace',40.8543752,-73.9362542,'Mjky'], ['850 West 176 Street',40.8476012,-73.9417571,'OTM='], ['915 West End Avenue',40.8007478,-73.9692155,'Mjkx']]; function setMarkers(map, buildings) { var image = new google.maps.MarkerImage('map_marker.png', new google.maps.Size(19,32), new google.maps.Point(0,0), new google.maps.Point(10,32)); var shadow = new google.maps.MarkerImage('map_marker_shadow.png', new google.maps.Size(28,32), new google.maps.Point(0,0), new google.maps.Point(10,32)); var bounds = new google.maps.LatLngBounds; for (var i in buildings) { var myLatLng = new google.maps.LatLng(buildings[i][1], buildings[i][2]); bounds.extend(myLatLng); var marker = new google.maps.Marker({ position: myLatLng, map: map, shadow: shadow, icon: image, title: buildings[i][0] }); google.maps.event.addListener(marker, 'click', function() { window.location = ('detail?b=' + buildings[i][3]); }); } map.fitBounds(bounds); } Using this code, clicking any marker take the user to 'detail?b=Mjkx' What am I doing wrong?

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  • How can I put multiple markers on Google maps with Javascript API v3?

    - by Doe
    Hi, I'd like to know how to put multiple markers for Google Maps using Javascript API v3. I tried the solution posted here: http://stackoverflow.com/questions/1621991/multiple-markers-in-googe-maps-api-v3-that-link-to-different-pages-when-clicked but it does not work for me for some reason. var directionDisplay; function initialize() { var myOptions = { zoom: 9, center: new google.maps.LatLng(40.81940575,-73.95647955), mapTypeId: google.maps.MapTypeId.TERRAIN } var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); setMarkers(map, properties); var properties = [ ['106 Ft Washington Avenue',40.8388485,-73.9436015,'Mjg4'], ]; function setMarkers(map, buildings) { var image = new google.maps.MarkerImage('map_marker.png', new google.maps.Size(19,32), new google.maps.Point(0,0), new google.maps.Point(10,32)); var shadow = new google.maps.MarkerImage('map_marker_shadow.png', new google.maps.Size(28,32), new google.maps.Point(0,0), new google.maps.Point(10,32)); var bounds = new google.maps.LatLngBounds; for (var i in buildings) { var myLatLng = new google.maps.LatLng(buildings[i][1], buildings[i][2]); bounds.extend(myLatLng); var marker = new google.maps.Marker({ position: myLatLng, map: map, shadow: shadow, icon: image, title: buildings[i][0] }); google.maps.event.addListener(marker, 'click', function() { window.location = ('detail?b=' + buildings[i][3]); }); } map.fitBounds(bounds); } } </script> Could anyone kindly explain why this doesn't work for me?

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  • Vim: how to undo a regex with a new regex?

    - by Victor Tihomirov
    my I have here a text that has been encrypted in Vi this way: 1,$s/\(.\)\1/&&/g 1,$s/\(.\)\(.\)\2\2\2/\2\2\2\1\2/g 1,$s/\(.\)\(.\)\(.\)\(.\)/\3\1\4\2/g 1,$s/\(...\)\(...\)/\2\1/g The task is to write a new regex for each regex in order to undo the the changes, so-called decrypting of the text. I figured out how to undo the last 2 changes: :1,$s/\(...\)\(...\)/\2\1/g :1,$s/\(.\)\(.\)\(.\)\(.\)/\2\4\1\3/g I'd like you to explain me what do the first two regex do. What does \1 or \2\2\2 mean before the forward slash? I assume that after the slash they change place (but wouldn't it be enough to just write \2\1 instead of \2\2\2\1\2(what does it mean?)? I just don't get it). And what does & or && mean? Thank you

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  • WIX: How can I register a new ISAPI Extension or Script Map on an existing Web App or Site?

    - by Cheeso
    I've seen the WebApplicationExtension element, but because it must be a child of WebApplication, it appears to require the creation of a new WebApplication. I don't want that. I want to create the extension (or script map) on an existing website. On uninstall, the website should remain but the extension (script map entry) should be removed. Anyone know how to do this in WIX? If I get no good answers, I guess I will have to do it within script before InstallFinalize.

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  • How can I push a new view controller onto a different nav controllers stack and switch to it?

    - by Derek
    I have a Tab Bar Controller created in Interface Builder Within the Tab Bar are 4 Navigation Controllers. Each controller functions separately and perfectly (yay!) What I need to be able to do is a push a view controller onto a different nav controllers stack and switch the focus onto the appropriate tab bar item (so that the user moves sideways (to a different tab) and up (to a new view) at the same time). This is my first time working with a tab bar controller, and while it's been simple to this point, figuring this out is giving me fits. Any tips you can toss my way would be much appreciated.

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  • Find new messages added to an imap mailbox since I last checked with python libimap2?

    - by vy32
    I am trying to write a program that monitors an IMAP mailbox and automatically copies every new incoming message into an "Archive" folder. I'm using imaplib2 which implements the IDLE command. Here's my basic program: M = imaplib2.IMAP4("mail.me.com") M.login(username,password) lst = M.list() assert lst[0]=='OK' for mbx in lst[1]: print "Mailboxes:",mbx def process(m): print "m=",m res = M.recent() print res M.select('INBOX') M.examine(mailbox='INBOX',callback=process) while True: print "Calling idle..." M.idle() print "back from idle" M.close() M.logout() It prints the mailboxes properly and runs process() when the first change happens to the mailbox. But the response from recent() doesn't make sense to me, and after the first message I never get any other notifications. Anyone know how to do this?

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  • Simplest way to add HTML as a String to a new Nokogiri HTML document body?

    - by viatropos
    I have a bunch of content from the body of one HTML file. How do I put that into the body of a new blank-slate HTML document using Nokogiri? Something like this, but with Nokogiri: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Default Title</title> </head> <body class='default-class'> <%= yield :body %> </body> </html>

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  • Any serious problems when making an old java web app run on new IE 8 browser?

    - by pinichi
    I need make an quick estimation on project (not sure we got): It's an old banking CMS java web app: Server: jdk5, weblogic 9. Client: winXP, Ie6. It was design only for use with ie6 but now we need make it also run well on new client: ie8,ie7 on win7. I understand the most difference is the client: DOM and CSS. But my problem is we hasn't been worked with ie8, and I have not enough time to build an testing environment because our developing environment is not ready to make test (its remoting completely, and managed by another partner) Any experience or suggestion to help me weighing this task need will be welcomed.

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  • jCarousel: Can you remove all items and rebind to a new collection?

    - by Jim G.
    jCarousel documentation states the following: By passing the callback function itemLoadCallback as configuration option, you are able to dynamically create (li) items for the content. {...} jCarousel contains a convenience method add() that can be passed the index of the item to create and the innerHTML string of the item to be created. My Question: Is it possible to remove all items and rebind to a new collection? BTW: I don't necessarily need a "convenience method" to do this. I'm very open to workarounds. FYI: This strategy doesn't seem to work.

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  • How do I create a new folder and deploy files to the 12 hive using VseWSS 1.3?

    - by Nathan DeWitt
    I have created a web part using VSeWSS 1.3. It creates a wsp file and my web part gets installed, everything works great. I would like to also create a folder in the LAYOUTS directory of the 12 hive and place a couple files in there. How do I go about doing this? I know that I can manually place the files there, but I would prefer to have it all done in one fell swoop when I uses stsadm to install my solution. Is there a best practices guide out there for using VSeWSS 1.3 to do this? They changed a bunch of stuff with this new version and I want to make sure I don't mess anything up.

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  • Is HTML5 the new buzzword? ( Web 2.0 was the old one )

    - by Atomiton
    Your thoughts on this? I'm hearing more and more people saying things like: "Is it html 5 compatible" "Can I make my website html 5" "Other html 5 question here..." What do you guys think? Is html5 the new buzzword? Obviously, it's more than a fad. It is the way things are going. But it seems like it's catching on in the mainstream. I don't think it will get as big as Web 2.0, mind you. Thought I'd ask a light question this Tuesday

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  • Unable to allocate new pages in table space "XXXX" ... but it's 250 megs and I'm only running DDL

    - by Sylvia
    Hello, I'm a DB2 newbie, so I'd appreciate even any pointers on where to start looking. We have great DB2 admins but they're swamped with other issues now, so I'm trying to do some troubleshooting on a development database. My situation is that I have a tablespace that's giving me this error message Unable to allocate new pages in table space "[MyTableSpace]". However, all I'm doing is running multiple (hundreds) of DDL statements, mainly creating tables but also indexes and pk scripts. So, considering that the tablespace has about 250 mg, I shouldn't be running out of space, right? Here's another thing - it appears that after I leave my script for a while, something "resets" and works for a while, then I begin to have the tablespace issue again. thanks, Sylvia

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  • How to display a new frame in an an applet?

    - by mithun1538
    Hello everyone, I have an applet. In this I have a JLabel component. When the user clicks this label, a new JFrame component gets displayed. I want to set the value of setDefaultCloseOperation() for this frame as JFrame.EXIT_ON_CLOSE. However, I get a SecurityException if I do that. I read the documentation of JFrame.EXIT_ON_CLOSE and its written that : The exit application default window close operation. If a window has this set as the close operation and is closed in an applet, a SecurityException may be thrown. It is recommended you only use this in an application. What I understood from the above is that if a frame is closed without specifying default close operation, the frame is only hidden. I want to close the frame when the user tries to close it, and not hide the frame. Is this possible?

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  • How can I use data binding in WPF to create a new user control for each element in a list?

    - by Joel
    I have a list of objects. For each item in the list, I want to create a new user control bound to that item. From what I've read, doing this programmatically is bad practice with WPF (as well as less than straightforward), so I should use data binding as a solution instead. The problem is, I can't figure out how to do this. I don't know the contents of the list (just the type) at compile-time, so I can't create and bind with XAML for each element. Google and MSDN don't seem to have any answers, so maybe I'm thinking about this the wrong way? What do I need to do? Thanks

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  • Font Times New Roman 11,25 Regular is not supported in telerik reporting.

    - by Tio
    Hi all.. I'm having some trouble exporting to PDF in Telerik Reporting Q2 2008. It seems that for some reason, exporting to PDF ( or printing, which is the same, it first exports to PDF, and then prints ), is giving me this error. First it started with Arial, I found the bug with the font Arial, replaced the textbox with Times New Roman, and it keeps on giving me this error. The strange thing, is that this only happens on the production server ( Windows Server 2008 ), on my development machine, this works flawlessly, I even tried to copy the fonts from my windows font folder, to my production server, but that didn't help anything... Does someone know what is happening? EDIT: Problem solved...a server reboot solved the problem instantly, unfortunately at the time I posted this question I couldn't do a server restart, later that day ( at night ) my boss restarted the server and all was good again.. Thanks all..

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  • How to retrieve only updated/new records since the last query in SQL?

    - by William Choi
    Hi all, I was asked to design a class for caching SQL query results. Calling the class' query method will query and cache the entire set of results at the first time; afterward, each subsequence query will retrieve only the updated portion, and will merge the result into the cache. If the class is required to be generic, i.e. NO knowledge about the db and the tables, do you have any idea? Is it possible, and how to retrieve only updated/new records since the last query? Thanks! William

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  • TabWidget Activity Handling - Does it Create a New Activity EVERY Time?

    - by stormin986
    When a TabWidget is using intents to designate the target Activity for each tab, is there any special handling of those Activities on the Activity Stack outside of the default operation? For Instance, if my app has tabs A, B, and C, and I click them in this order––A, B, A, C, A, B––how will the Activity stack change? My understanding of the default operation, if startActivity() is called each time on the intent, would have the Stack keep loading up new instances of the activities: A, AB, ABA, ABAC, ABACA, ABACAB It's hard to believe that's how it works though... Seems like it would be a waste of resources and could be endless. Can anyone tell me how this will actually work?

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  • What stack would you use for a new web Java project if you started today?

    - by Joelio
    If you were to start a brand new java project today with the following requirements: high scale (20k + users) you want to use something that is fairly mature (not changing dramatically) & wont be dead technology in 3 years you want something very productive (no server restarts in dev, save the code and its automatically compiled and deployed), productivity and time to market are key. some amount of ajax on front end no scripting language, jruby, groovy, php etc , has to be java has to support i8n What stack would you use & Why? (when I say stack, I mean, everything soup to nuts, so app server, mvc framework, bean framework, ORM framework, javascript framework etc...)

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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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  • Can the behaviour of new HTML5 form types be overridden?

    - by Mark Perkins
    I was wondering if anyone knew if it were possible to override the default behaviour of browsers that support the new HTML input types such as type="email" and type="date"? I appreciate that I could test if a browser supports an input type and provide a fallback for those browsers that don't, but what I want to know is is there any way to prevent that default behaviour from happening in browsers that do support it? For instance, if in Opera I want to use the date input type, but I don't want Opera to display the native datepicker (i.e. I want to replace it with my own custom one) is that possible? Are there any DOM events triggered like onDatePickerShow that one can hook into? I don't believe that this is possible, but if anyone knows for sure one way or the other I would love to hear from you.

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  • Epoch is not epoch if do a new Date(0L). Why ?

    - by Antoine Claval
    My problem is pretty straigtforward explained : if i do this : public class Main { public static void main(String[] args) throws Exception { Date d = new Date(0L ); System.out.println(d); } } I get the following output : Thu Jan 01 01:00:00 CET 1970 According to the doc, i was expecting : Thu Jan 01 00:00:00 CET 1970 I would like was going wrong... EDIT : Indeed, i read the doc too fast. I sould have Thu Jan 01 00:00:00 GMT 1970 So, how can i force the use of GMT, and ignore all local time ?

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