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  • Working with Tile Notifications in Windows 8 Store Apps – Part I

    - by dwahlin
    One of the features that really makes Windows 8 apps stand out from others is the tile functionality on the start screen. While icons allow a user to start an application, tiles provide a more engaging way to engage the user and draw them into an application. Examples of “live” tiles on part of my current start screen are shown next: I’ll admit that if you get enough of these tiles going the start screen can actually be a bit distracting. Fortunately, a user can easily disable a live tile by right-clicking on it or pressing and holding a tile on a touch device and then selecting Turn live tile off from the AppBar: The can also make a wide tile smaller (into a square tile) or make a square tile bigger assuming the application supports both squares and rectangles. In this post I’ll walk through how to add tile notification functionality into an application. Both XAML/C# and HTML/JavaScript apps support live tiles and I’ll show the code for both options.   Understanding Tile Templates The first thing you need to know if you want to add custom tile functionality (live tiles) into your application is that there is a collection of tile templates available out-of-the-box. Each tile template has XML associated with it that you need to load, update with your custom data, and then feed into a tile update manager. By doing that you can control what shows in your app’s tile on the Windows 8 start screen. So how do you learn more about the different tile templates and their respective XML? Fortunately, Microsoft has a nice documentation page in the Windows 8 Store SDK. Visit http://msdn.microsoft.com/en-us/library/windows/apps/hh761491.aspx to see a complete list of square and wide/rectangular tile templates that you can use. Looking through the templates you’ll It has the following XML template associated with it:  <tile> <visual> <binding template="TileSquareBlock"> <text id="1">Text Field 1</text> <text id="2">Text Field 2</text> </binding> </visual> </tile> An example of a wide/rectangular tile template is shown next:    <tile> <visual> <binding template="TileWideImageAndText01"> <image id="1" src="image1.png" alt="alt text"/> <text id="1">Text Field 1</text> </binding> </visual> </tile>   To use these tile templates (or others you find interesting), update their content, and get them to show for your app’s tile on the Windows 8 start screen you’ll need to perform the following steps: Define the tile template to use in your app Load the tile template’s XML into memory Modify the children of the <binding> tag Feed the modified tile XML into a new TileNotification instance Feed the TileNotification instance into the Update() method of the TileUpdateManager In the remainder of the post I’ll walk through each of the steps listed above to provide wide and square tile notifications for an application. The wide tile that’s shown will show an image and text while the square tile will only show text. If you’re going to provide custom tile notifications it’s recommended that you provide wide and square tiles since users can switch between the two of them directly on the start screen. Note: When working with tile notifications it’s possible to manipulate and update a tile’s XML template without having to know XML parsing techniques. This can be accomplished using some C# notification extension classes that are available. In this post I’m going to focus on working with tile notifications using an XML parser so that the focus is on the steps required to add notifications to the Windows 8 start screen rather than on external extension classes. You can access the extension classes in the Windows 8 samples gallery if you’re interested.   Steps to Create Custom App Tile Notifications   Step 1: Define the tile template to use in your app Although you can cut-and-paste a tile template’s XML directly into your C# or HTML/JavaScript Windows store app and then parse it using an XML parser, it’s easier to use the built-in TileTemplateType enumeration from the Windows.UI.Notifications namespace. It provides direct access to the XML for the various templates so once you locate a template you like in the documentation (mentioned above), simplify reference it:HTML/JavaScript var notifications = Windows.UI.Notifications; var template = notifications.TileTemplateType.tileWideImageAndText01; .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C# var template = TileTemplateType.TileWideImageAndText01;   Step 2: Load the tile template’s XML into memory Once the target template’s XML is identified, load it into memory using the TileUpdateManager’s GetTemplateContent() method. This method parses the template XML and returns an XmlDocument object:   HTML/JavaScript   var tileXml = notifications.TileUpdateManager.getTemplateContent(template); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#  var tileXml = TileUpdateManager.GetTemplateContent(template);   Step 3: Modify the children of the <binding> tag Once the XML for a given template is loaded into memory you need to locate the appropriate <image> and/or <text> elements in the XML and update them with your app data. This can be done using standard XML DOM manipulation techniques. The example code below locates the image folder and loads the path to an image file located in the project into it’s inner text. The code also creates a square tile that consists of text, updates it’s <text> element, and then imports and appends it into the wide tile’s XML.   HTML/JavaScript var image = tileXml.selectSingleNode('//image[@id="1"]'); image.setAttribute('src', 'ms-appx:///images/' + imageFile); image.setAttribute('alt', 'Live Tile'); var squareTemplate = notifications.TileTemplateType.tileSquareText04; var squareTileXml = notifications.TileUpdateManager.getTemplateContent(squareTemplate); var squareTileTextAttributes = squareTileXml.selectSingleNode('//text[@id="1"]'); squareTileTextAttributes.appendChild(squareTileXml.createTextNode(content)); var node = tileXml.importNode(squareTileXml.selectSingleNode('//binding'), true); tileXml.selectSingleNode('//visual').appendChild(node); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#var tileXml = TileUpdateManager.GetTemplateContent(template); var text = tileXml.SelectSingleNode("//text[@id='1']"); text.AppendChild(tileXml.CreateTextNode(content)); var image = (XmlElement)tileXml.SelectSingleNode("//image[@id='1']"); image.SetAttribute("src", "ms-appx:///Assets/" + imageFile); image.SetAttribute("alt", "Live Tile"); Debug.WriteLine(image.GetXml()); var squareTemplate = TileTemplateType.TileSquareText04; var squareTileXml = TileUpdateManager.GetTemplateContent(squareTemplate); var squareTileTextAttributes = squareTileXml.SelectSingleNode("//text[@id='1']"); squareTileTextAttributes.AppendChild(squareTileXml.CreateTextNode(content)); var node = tileXml.ImportNode(squareTileXml.SelectSingleNode("//binding"), true); tileXml.SelectSingleNode("//visual").AppendChild(node);  Step 4: Feed the modified tile XML into a new TileNotification instance Now that the XML data has been updated with the desired text and images, it’s time to load the XmlDocument object into a new TileNotification instance:   HTML/JavaScript var tileNotification = new notifications.TileNotification(tileXml); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#var tileNotification = new TileNotification(tileXml);  Step 5: Feed the TileNotification instance into the Update() method of the TileUpdateManager Once the TileNotification instance has been created and the XmlDocument has been passed to its constructor, it needs to be passed to the Update() method of a TileUpdator in order to be shown on the Windows 8 start screen:   HTML/JavaScript notifications.TileUpdateManager.createTileUpdaterForApplication().update(tileNotification); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#TileUpdateManager.CreateTileUpdaterForApplication().Update(tileNotification);    Once the tile notification is updated it’ll show up on the start screen. An example of the wide and square tiles created with the included demo code are shown next:     Download the HTML/JavaScript and XAML/C# sample application here. In the next post in this series I’ll walk through how to queue multiple tiles and clear a queue.

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  • Simple GET operation with JSON data in ADF Mobile

    - by PadmajaBhat
    Usecase: This sample uses a RESTful service which contains a GET method that fetches employee details for an employee with given employee ID along with other methods. The data is fetched in JSON format. This RESTful service is then invoked via ADF Mobile and the JSON data thus obtained is parsed and rendered in mobile in a table. Prerequisite: Download JDev build JDEVADF_11.1.2.4.0_GENERIC_130421.1600.6436.1 or higher with mobile support.  Steps: Run EmployeeService.java in JSONService.zip. This is a simple service with a method, getEmpById(id) that takes employee ID as parameter and produces employee details in JSON format. Copy the target URL generated on running this service. The target URL will be as shown below: http://127.0.0.1:7101/JSONService-Project1-context-root/jersey/project1 Now, let us invoke this service in our mobile application. For this, create an ADF Mobile application.  Name the application JSON_SearchByEmpID and finish the wizard. Now, let us create a connection to our service. To do this, we create a URL Connection. Invoke new gallery wizard on ApplicationController project.  Select URL Connection option. In the Create URL Connection window, enter connection name as ‘conn’. For URL endpoint, supply the URL you copied earlier on running the service. Remember to use your system IP instead of localhost. Test the connection and click OK. At this point, a connection to the REST service has been created. Since JSON data is not supported directly in WSDC wizard, we need to invoke the operation through Java code using RestServiceAdapter. For this, in the ApplicationController project, create a Java class called ‘EmployeeDC’. We will be creating DC from this class. Add the following code to the newly created class to invoke the getEmpById method. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 public Employee fetchEmpDetails(){ RestServiceAdapter restServiceAdapter = Model.createRestServiceAdapter(); restServiceAdapter.clearRequestProperties(); restServiceAdapter.setConnectionName("conn"); //URL connection created with this name restServiceAdapter.setRequestType(RestServiceAdapter.REQUEST_TYPE_GET); restServiceAdapter.addRequestProperty("Content-Type", "application/json"); restServiceAdapter.addRequestProperty("Accept", "application/json; charset=UTF-8"); restServiceAdapter.setRetryLimit(0); restServiceAdapter.setRequestURI("/getById/"+inputEmpID); String response = ""; JSONBeanSerializationHelper jsonHelper = new JSONBeanSerializationHelper(); try { response = restServiceAdapter.send(""); //Invoke the GET operation System.out.println("Response received!"); Employee responseObject = (Employee) jsonHelper.fromJSON(Employee.class, response); return responseObject; } catch (Exception e) { } return null; } Here, in lines 2 to 9, we create the RestServiceAdapter and set various properties required to invoke the web service. At line 4, we are pointing to the connection ‘conn’ created previously. Since we want to invoke getEmpById method of the service, which is defined by the URL http://IP:7101/REST_Sanity_JSON-Project1-context-root/resources/project1/getById/{id} we are updating the request URI to point to this URI at line 9. inputEmpID is a variable that will hold the value input by the user for employee ID. This we will be creating in a while. As the method we are invoking is a GET operation and consumes json data, these properties are being set in lines 5 through 7. Finally, we are sending the request in line 13. In line 15, we use jsonHelper.fromJSON to convert received JSON data to a Java object. The required Java objects' structure is defined in class Employee.java whose structure is provided later. Since the response from our service is a simple response consisting of attributes like employee Id, name, design etc, we will just return this parsed response (line 16) and use it to create DC. As mentioned previously, we would like the user to input the employee ID for which he/she wants to perform search. So, in the same class, define a variable inputEmpID which will hold the value input by the user. Generate accessors for this variable. Lastly, we need to create Employee class. Employee class will define how we want to structure the JSON object received from the service. To design the Employee class, run the services’ method in the browser or via analyzer using path parameter as 1. This will give you the output JSON structure. Ours is a simple service that returns a JSONObject with a set of data. Hence, Employee class will just contain this set of data defined with the proper data types. Create Employee.java in the same project as EmployeeDC.java and write the below code: package application; import oracle.adfmf.java.beans.PropertyChangeListener; import oracle.adfmf.java.beans.PropertyChangeSupport; public class Employee { private String dept; private String desig; private int id; private String name; private int salary; private PropertyChangeSupport propertyChangeSupport = new PropertyChangeSupport(this); public void setDept(String dept) {         String oldDept = this.dept; this.dept = dept; propertyChangeSupport.firePropertyChange("dept", oldDept, dept); } public String getDept() { return dept; } public void setDesig(String desig) { String oldDesig = this.desig; this.desig = desig; propertyChangeSupport.firePropertyChange("desig", oldDesig, desig); } public String getDesig() { return desig; } public void setId(int id) { int oldId = this.id; this.id = id; propertyChangeSupport.firePropertyChange("id", oldId, id); } public int getId() { return id; } public void setName(String name) { String oldName = this.name; this.name = name; propertyChangeSupport.firePropertyChange("name", oldName, name); } public String getName() { return name; } public void setSalary(int salary) { int oldSalary = this.salary; this.salary = salary; propertyChangeSupport.firePropertyChange("salary", oldSalary, salary); } public int getSalary() { return salary; } public void addPropertyChangeListener(PropertyChangeListener l) { propertyChangeSupport.addPropertyChangeListener(l); } public void removePropertyChangeListener(PropertyChangeListener l) { propertyChangeSupport.removePropertyChangeListener(l);     } } Now, let us create a DC out of EmployeeDC.java.  DC as shown below is created. Now, you can design the mobile page as usual and invoke the operation of the service. To design the page, go to ViewController project and locate adfmf-feature.xml. Create a new feature called ‘SearchFeature’ by clicking the plus icon. Go the content tab and add an amx page. Call it SearchPage.amx. Call it SearchPage.amx. Remove primary and secondary buttons as we don’t need them and rename the header. Drag and drop inputEmpID from the DC palette onto Panel Page in the structure pane as input text with label. Next, drop fetchEmpDetails method as an ADF button. For a change, let us display the output in a table component instead of the usual form. However, you will notice that if you drag and drop Employee onto the structure pane, there is no option for ADF Mobile Table. Hence, we will need to create the table on our own. To do this, let us first drop Employee as an ADF Read -Only form. This step is needed to get the required bindings. We will be deleting this form in a while. Now, from the Component palette, search for ‘Table Layout’. Drag and drop this below the command button.  Within the tablelayout, insert ‘Row Layout’ and ‘Cell Format’ components. Final table structure should be as shown below. Here, we have also defined some inline styling to render the UI in a nice manner. <amx:tableLayout id="tl1" borderWidth="2" halign="center" inlineStyle="vertical-align:middle;" width="100%" cellPadding="10"> <amx:rowLayout id="rl1" > <amx:cellFormat id="cf1" width="30%"> <amx:outputText value="#{bindings.dept.hints.label}" id="ot7" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf2"> <amx:outputText value="#{bindings.dept.inputValue}" id="ot8" /> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl2"> <amx:cellFormat id="cf3" width="30%"> <amx:outputText value="#{bindings.desig.hints.label}" id="ot9" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf4" > <amx:outputText value="#{bindings.desig.inputValue}" id="ot10"/> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl3"> <amx:cellFormat id="cf5" width="30%"> <amx:outputText value="#{bindings.id.hints.label}" id="ot11" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf6" > <amx:outputText value="#{bindings.id.inputValue}" id="ot12"/> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl4"> <amx:cellFormat id="cf7" width="30%"> <amx:outputText value="#{bindings.name.hints.label}" id="ot13" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf8"> <amx:outputText value="#{bindings.name.inputValue}" id="ot14"/> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl5"> <amx:cellFormat id="cf9" width="30%"> <amx:outputText value="#{bindings.salary.hints.label}" id="ot15" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf10"> <amx:outputText value="#{bindings.salary.inputValue}" id="ot16"/> </amx:cellFormat> </amx:rowLayout>     </amx:tableLayout> The values used in the output text of the table come from the bindings obtained from the ADF Form created earlier. As we have used the bindings and don’t need the form anymore, let us delete the form.  One last thing before we deploy. When user changes employee ID, we want to clear the table contents. For this we associate a value change listener with the input text box. Click New in the resulting dialog to create a managed bean. Next, we create a method within the managed bean. For this, click on the New button associated with method. Call the method ‘empIDChange’. Open myClass.java and write the below code in empIDChange(). public void empIDChange(ValueChangeEvent valueChangeEvent) { // Add event code here... //Resetting the values to blank values when employee id changes AdfELContext adfELContext = AdfmfJavaUtilities.getAdfELContext(); ValueExpression ve = AdfmfJavaUtilities.getValueExpression("#{bindings.dept.inputValue}", String.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.desig.inputValue}", String.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.id.inputValue}", int.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.name.inputValue}", String.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.salary.inputValue}", int.class); ve.setValue(adfELContext, ""); } That’s it. Deploy the application to android emulator or device. Some snippets from the app.

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • EM12c: Using the LIST verb in emcli

    - by SubinDaniVarughese
    Many of us who use EM CLI to write scripts and automate our daily tasks should not miss out on the new list verb released with Oracle Enterprise Manager 12.1.0.3.0. The combination of list and Jython based scripting support in EM CLI makes it easier to achieve automation for complex tasks with just a few lines of code. Before I jump into a script, let me highlight the key attributes of the list verb and why it’s simply excellent! 1. Multiple resources under a single verb:A resource can be set of users or targets, etc. Using the list verb, you can retrieve information about a resource from the repository database.Here is an example which retrieves the list of administrators within EM.Standard mode$ emcli list -resource="Administrators" Interactive modeemcli>list(resource="Administrators")The output will be the same as standard mode.Standard mode$ emcli @myAdmin.pyEnter password :  ******The output will be the same as standard mode.Contents of myAdmin.py scriptlogin()print list(resource="Administrators",jsonout=False).out()To get a list of all available resources use$ emcli list -helpWith every release of EM, more resources are being added to the list verb. If you have a resource which you feel would be valuable then go ahead and contact Oracle Support to log an enhancement request with product development. Be sure to say how the resource is going to help improve your daily tasks. 2. Consistent Formatting:It is possible to format the output of any resource consistently using these options:  –column  This option is used to specify which columns should be shown in the output. Here is an example which shows the list of administrators and their account status$ emcli list -resource="Administrators" -columns="USER_NAME,REPOS_ACCOUNT_STATUS" To get a list of columns in a resource use:$ emcli list -resource="Administrators" -help You can also specify the width of the each column. For example, here the column width of user_type is set to 20 and department to 30. $ emcli list -resource=Administrators -columns="USER_NAME,USER_TYPE:20,COST_CENTER,CONTACT,DEPARTMENT:30"This is useful if your terminal is too small or you need to fine tune a list of specific columns for your quick use or improved readability.  –colsize  This option is used to resize column widths.Here is the same example as above, but using -colsize to define the width of user_type to 20 and department to 30.$ emcli list -resource=Administrators -columns="USER_NAME,USER_TYPE,COST_CENTER,CONTACT,DEPARTMENT" -colsize="USER_TYPE:20,DEPARTMENT:30" The existing standard EMCLI formatting options are also available in list verb. They are: -format="name:pretty" | -format="name:script” | -format="name:csv" | -noheader | -scriptThere are so many uses depending on your needs. Have a look at the resources and columns in each resource. Refer to the EMCLI book in EM documentation for more information.3. Search:Using the -search option in the list verb makes it is possible to search for a specific row in a specific column within a resource. This is similar to the sqlplus where clause. The following operators are supported:           =           !=           >           <           >=           <=           like           is (Must be followed by null or not null)Here is an example which searches for all EM administrators in the marketing department located in the USA.$emcli list -resource="Administrators" -search="DEPARTMENT ='Marketing'" -search="LOCATION='USA'" Here is another example which shows all the named credentials created since a specific date.  $emcli list -resource=NamedCredentials -search="CredCreatedDate > '11-Nov-2013 12:37:20 PM'"Note that the timestamp has to be in the format DD-MON-YYYY HH:MI:SS AM/PM Some resources need a bind variable to be passed to get output. A bind variable is created in the resource and then referenced in the command. For example, this command will list all the default preferred credentials for target type oracle_database.Here is an example$ emcli list -resource="PreferredCredentialsDefault" -bind="TargetType='oracle_database'" -colsize="SetName:15,TargetType:15" You can provide multiple bind variables. To verify if a column is searchable or requires a bind variable, use the –help option. Here is an example:$ emcli list -resource="PreferredCredentialsDefault" -help 4. Secure accessWhen list verb collects the data, it only displays content for which the administrator currently logged into emcli, has access. For example consider this usecase:AdminA has access only to TargetA. AdminA logs into EM CLIExecuting the list verb to get the list of all targets will only show TargetA.5. User defined SQLUsing the –sql option, user defined sql can be executed. The SQL provided in the -sql option is executed as the EM user MGMT_VIEW, which has read-only access to the EM published MGMT$ database views in the SYSMAN schema. To get the list of EM published MGMT$ database views, go to the Extensibility Programmer's Reference book in EM documentation. There is a chapter about Using Management Repository Views. It’s always recommended to reference the documentation for the supported MGMT$ database views.  Consider you are using the MGMT$ABC view which is not in the chapter. During upgrade, it is possible, since the view was not in the book and not supported, it is likely the view might undergo a change in its structure or the data in it. Using a supported view ensures that your scripts using -sql will continue working after upgrade.Here’s an example  $ emcli list -sql='select * from mgmt$target' 6. JSON output support    JSON (JavaScript Object Notation) enables data to be displayed in a collection of name/value pairs. There is lot of reading material about JSON on line for more information.As an example, we had a requirement where an EM administrator had many 11.2 databases in their test environment and the developers had requested an Administrator to change the lifecycle status from Test to Production which meant the admin had to go to the EM “All targets” page and identify the set of 11.2 databases and then to go into each target database page and manually changes the property to Production. Sounds easy to say, but this Administrator had numerous targets and this task is repeated for every release cycle.We told him there is an easier way to do this with a script and he can reuse the script whenever anyone wanted to change a set of targets to a different Lifecycle status. Here is a jython script which uses list and JSON to change all 11.2 database target’s LifeCycle Property value.If you are new to scripting and Jython, I would suggest visiting the basic chapters in any Jython tutorials. Understanding Jython is important to write the logic depending on your usecase.If you are already writing scripts like perl or shell or know a programming language like java, then you can easily understand the logic.Disclaimer: The scripts in this post are subject to the Oracle Terms of Use located here.  1 from emcli import *  2  search_list = ['PROPERTY_NAME=\'DBVersion\'','TARGET_TYPE= \'oracle_database\'','PROPERTY_VALUE LIKE \'11.2%\'']  3 if len(sys.argv) == 2:  4    print login(username=sys.argv[0])  5    l_prop_val_to_set = sys.argv[1]  6      l_targets = list(resource="TargetProperties", search=search_list,   columns="TARGET_NAME,TARGET_TYPE,PROPERTY_NAME")  7    for target in l_targets.out()['data']:  8       t_pn = 'LifeCycle Status'  9      print "INFO: Setting Property name " + t_pn + " to value " +       l_prop_val_to_set + " for " + target['TARGET_NAME']  10      print  set_target_property_value(property_records=      target['TARGET_NAME']+":"+target['TARGET_TYPE']+":"+      t_pn+":"+l_prop_val_to_set)  11  else:  12   print "\n ERROR: Property value argument is missing"  13   print "\n INFO: Format to run this file is filename.py <username>   <Database Target LifeCycle Status Property Value>" You can download the script from here. I could not upload the file with .py extension so you need to rename the file to myScript.py before executing it using emcli.A line by line explanation for beginners: Line  1 Imports the emcli verbs as functions  2 search_list is a variable to pass to the search option in list verb. I am using escape character for the single quotes. In list verb to pass more than one value for the same option, you should define as above comma separated values, surrounded by square brackets.  3 This is an “if” condition to ensure the user does provide two arguments with the script, else in line #15, it prints an error message.  4 Logging into EM. You can remove this if you have setup emcli with autologin. For more details about setup and autologin, please go the EM CLI book in EM documentation.  5 l_prop_val_to_set is another variable. This is the property value to be set. Remember we are changing the value from Test to Production. The benefit of this variable is you can reuse the script to change the property value from and to any other values.  6 Here the output of the list verb is stored in l_targets. In the list verb I am passing the resource as TargetProperties, search as the search_list variable and I only need these three columns – target_name, target_type and property_name. I don’t need the other columns for my task.  7 This is a for loop. The data in l_targets is available in JSON format. Using the for loop, each pair will now be available in the ‘target’ variable.  8 t_pn is the “LifeCycle Status” variable. If required, I can have this also as an input and then use my script to change any target property. In this example, I just wanted to change the “LifeCycle Status”.  9 This a message informing the user the script is setting the property value for dbxyz.  10 This line shows the set_target_property_value verb which sets the value using the property_records option. Once it is set for a target pair, it moves to the next one. In my example, I am just showing three dbs, but the real use is when you have 20 or 50 targets. The script is executed as:$ emcli @myScript.py subin Production The recommendation is to first test the scripts before running it on a production system. We tested on a small set of targets and optimizing the script for fewer lines of code and better messaging.For your quick reference, the resources available in Enterprise Manager 12.1.0.4.0 with list verb are:$ emcli list -helpWatch this space for more blog posts using the list verb and EM CLI Scripting use cases. I hope you enjoyed reading this blog post and it has helped you gain more information about the list verb. Happy Scripting!!Disclaimer: The scripts in this post are subject to the Oracle Terms of Use located here. Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter mt=8">Download the Oracle Enterprise Manager 12c Mobile app

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Should one replace the usage addJSONData of jqGrid to the usage of setGridParam(), and trigger('relo

    - by Oleg
    Hi everybody who use jqGrid! I am a new on stackoverflow.com and it seems to me that a lot of peoples who use stackoverflow.com are not only the persons who have a problem which must be quickly solved. A lot of people read stackoverflow.com to look at well-known things from the other side. Sometime perhaps the reason is a self-training (to stay in the good form) during solving of problems other people. For all these gays, who not want only to solve his problem is my question. I wrote recently an answer to the question "jqGrid display default “loading” message when updating a table / on custom update". During writing of the answer I thought: why he uses addJSONData() function for refresh of data in the grid instead of changing URL with respect of setGridParam() and refreshing jqGrid data with respect of trigger('reloadGrid')? At the beginning I wanted to recommend using of 'reloadGrid', but after thinking about this I understood, that I am not quite sure what the best way is. At least I can't explain in two sentences why I prefer the second way. So I decide that it could be an interesting subject of a discussion. So to be exactly: We have a typical situation. We have a web page with at least one jqGrid and some other controls like combo-boxes (selects), checkboxes etc. which give user possibilities to change scope on information displayed in a jqGrid. Typically we define some event handler like jQuery("#selector").change(myRefresh).keyup(myKeyRefresh) and we need reload the jqGrid contain based on users choose. After reading and analyzing of the information from additional users input we can refresh jqGrid contain in at least two ways: Make call of $.ajax() manual and then inside of success or complete handle of $.ajax call jQuery.parseJSON() (or eval) and then call addJSONData function of jqGrid. I found a lot of examples on stackoverflow.com who use addJSONData. Update url of jqGrid based on users input, reset current page number to 1 and optionally change the caption of the grid. All these can be done with respect of setGridParam(), and optionally setCaption() jqGrid methods. At the end one call trigger('reloadGrid') method of the grid. To construct the url, by the way I use mostly jQuery.param function to be sure, that I all url parameters packed correctly with respect of encodeURIComponent. I want that we discuss advantages and disadvantages of both ways. I use currently the second way, so I start with advantages of this one. One can say me: I call existing Web Service, convert received data to the jqGrid format and call addJSONData. This is the reason why I use addJSONData method! OK, I choose another way. jqGrid can make a call of the Web Service directly and fill results inside of grid. There are a lot of jqGrid options, which allow you to customize this process. First of all, one can delete or rename any standard parameter sent to server with respect of prmNames option of jqGrid or add any more additional parameters with respect of postData option (see http://www.trirand.com/jqgridwiki/doku.php?id=wiki:options). One can modify all constructed parameters immediately before jqGrid makes corresponding $.ajax request by defining of serializeGridData() function (one more option of jqGrid). More than that, one can change every $.ajax parameter by setting ajaxGridOptions option of jqGrid. I use ajaxGridOptions: {contentType: "application/json"} for example as a general setting of $.jgrid.defaults. The ajaxGridOptions option is very powerful. With respect of ajaxGridOptions option one can redefine any parameter of $.ajax request sending by jqGrid, like error, complete and beforeSend events. I see potentially interesting to define dataFilter event to be able makes any modification of the row data responded from the server. One more argument for using of trigger('reloadGrid') way is blocking of jqGrid during ajax request processing. Mostly I use parameter loadui: 'block' to block jqGrid during JSON request sending to server. With respect of jQuery blockUI plugin http://malsup.com/jquery/block/ one can block more parts of web page as the grid only. To do this one can call jQuery('#main').block({ message: '<h1>Die Daten werden vom Server geladen...</h1>' }); before calling of trigger('reloadGrid') method and jQuery('#main').unblock() inside of loadComplete and loadError functions. The loadui option could be set to 'disable' in this case. So I don’t see why the function addJSONData() should be used. Can somebody who use addJSONData() function explain me advantages of its usage? Should one replace the usage addJSONData of jqGrid to the usage of setGridParam(), and trigger('reloadGrid')? I am opened to the discussion.

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  • Box2d Cocos2d circle crash on contact with ground

    - by Oliver Cooper
    this is my first question here so sorry if I do something wrong or this is too long. I have been reading this tutorial by Ray Wenderlich, I have modified it so it is flatter and gradually goes down hill. Basically I have a ball roll down a bumpy hill, but at the moment the ball only drops from about 100 pixels above. When ever the touch the app crashes (the app is a Mac Cocos2d Box2d app). The ball code is this: CGSize winSize = [CCDirector sharedDirector].winSize; self.oeva = [CCSprite spriteWithTexture:[[CCTextureCache sharedTextureCache] addImage:@"Ball.png"]rect:CGRectMake(0, 0, 64, 64)]; _oeva.position = CGPointMake(68, winSize.height/2); [self addChild:_oeva z:1]; b2BodyDef oevaBodyDef; oevaBodyDef.type = b2_dynamicBody; oevaBodyDef.position.Set(68/PTM_RATIO, (winSize.height/2)/PTM_RATIO); // oevaBodyDef.userData = _oeva; _oevaBody = world->CreateBody(&oevaBodyDef); b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(60/PTM_RATIO, 400/PTM_RATIO); bodyDef.userData = _oeva; b2Body *body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2CircleShape dynamicBox; dynamicBox.m_radius = 70/PTM_RATIO;//These are mid points for our 1m box // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.3f; body->CreateFixture(&fixtureDef); That works fine. This is the terrain code, this also works fine: -(void)generateTerrainWithWorld: (b2World *) inputWorld: (int) hillSize;{ b2BodyDef bd; bd.position.Set(0, 0); body = inputWorld->CreateBody(&bd); b2PolygonShape shape; b2FixtureDef fixtureDef; currentSlope = 0; CGSize winSize = [CCDirector sharedDirector].winSize; float xf = 0; float yf = (arc4random() % 10)+winSize.height/3; int x = 200; for(int i = 0; i < maxHillPoints; ++i) { hillPoints[i] = CGPointMake(xf, yf); xf = xf+ (arc4random() % x/2)+x/2; yf = ((arc4random() % 30)+winSize.height/3)-currentSlope; currentSlope +=10; } int hSegments; for (int i=0; i<maxHillPoints-1; i++) { CGPoint p0 = hillPoints[i-1]; CGPoint p1 = hillPoints[i]; hSegments = floorf((p1.x-p0.x)/cosineSegmentWidth); float dx = (p1.x - p0.x) / hSegments; float da = M_PI / hSegments; float ymid = (p0.y + p1.y) / 2; float ampl = (p0.y - p1.y) / 2; CGPoint pt0, pt1; pt0 = p0; for (int j = 0; j < hSegments+1; ++j) { pt1.x = p0.x + j*dx; pt1.y = ymid + ampl * cosf(da*j); fullHillPoints[fullHillPointsCount++] = pt1; pt0 = pt1; } } b2Vec2 p1v, p2v; for (int i=0; i<fullHillPointsCount-1; i++) { p1v = b2Vec2(fullHillPoints[i].x/PTM_RATIO,fullHillPoints[i].y/PTM_RATIO); p2v = b2Vec2(fullHillPoints[i+1].x/PTM_RATIO,fullHillPoints[i+1].y/PTM_RATIO); shape.SetAsEdge(p1v, p2v); body->CreateFixture(&shape, 0); } } However when ever the two collide the app crashes. The crash error is: Thread 6 CVDisplayLink: Program received signal: "SIGABRT" The error occurs on line 96 of b2ContactSolver.cpp: b2Assert(kNormal > b2_epsilon); The error log is: Assertion failed: (kNormal 1.19209290e-7F), function b2ContactSolver, file /Users/coooli01/Documents/Xcode Projects/Cocos2d/Hill Slide/Hill Slide/libs/Box2D/Dynamics/Contacts/b2ContactSolver.cpp, line 96. Sorry if I rambled on for too long, i've been stuck on this for ages.

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  • How can I Setup overloaded method invocations in Moq?

    - by arootbeer
    I'm trying to mock a mapping interface IMapper: public interface IMapper<TFoo, TBar> { TBar Map(TFoo foo); TFoo Map(TBar bar); } In my test, I'm setting the mock mapper up to expect an invocation of each (around an NHibernate update operation): //... _mapperMock.Setup(m => m.Map(fooMock.Object)).Returns(barMock.Object); _mapperMock.Setup(m => m.Map(barMock.Object)).Returns(fooMock.Object); //... However, when the second Map invocation is made, the mapper mock throws because it is only expecting a single invocation. Watching the mapper mock during setup at runtime, I can look see the Map(TFoo foo) overload get registered, and then see it get replaced when the Map(TBar bar) overload is set up. Is this a problem with the way Moq handles setup, or is there a different syntax I need to use in this case?

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  • The extern alias 'xxx' was not specified in a /reference option

    - by Brian Ensink
    I have two assemblies that unfortunately define the same type in the same namespace. I'm trying to use a an extern alias to work around the problem. In the Visual Studio IDE I have set the "Aliases" property of the reference to my alias. This is supposed to change the C# compiler command line to be something like this: /reference:MyAlias=MyAssembly.dll But it doesn't actually do that. The Visual Studio IDE seems to just ignore the Aliases property setting on the reference. So when I go and add the line extern alias MyAlias; at the top of my C# code file I get the error that the alias was not specified in a /reference option to the compiler. I can't figure out what I am doing wrong. Any ideas?

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  • PetStore 2.0 - java.lang.RuntimeException: javax.naming.NamingException: Lookup failed for 'jdbc/Pet

    - by Harry Pham
    I download PetStore 2.0 from https://blueprints.dev.java.net/servlets/ProjectDocumentList?folderID=5315&expandFolder=5315&folderID=0. I tried to build them in netbean 6.8 and I got this error SEVERE: Exception while preparing the app java.lang.RuntimeException: javax.naming.NamingException: Lookup failed for 'jdbc/PetstoreDB' in SerialContext [Root exception is javax.naming.NameNotFoundException: PetstoreDB not found] Seems like it cant find 'jdbc/PetStoreDB'. So I went back to the website and it look like I have to build the database via Ant script. So at the PetStore home directory, I run this command ant setup ant run And I got the same error when I try ant run [exec] Deprecated syntax, instead use: [exec] asadmin --port 4848 --host localhost --passwordfile /Users/KingdomHeart/.asadminpass --user admin deploy [options] ... [exec] com.sun.enterprise.admin.cli.CommandException: remote failure: Exception while preparing the app : java.lang.RuntimeException: javax.naming.NamingException: Lookup failed for 'jdbc/PetstoreDB' in SerialContext [Root exception is javax.naming.NameNotFoundException: PetstoreDB not found] [exec] [exec] [exec] Command deploy failed. Any idea what happen?

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  • Jquery JQGrid trigger reloadGrid

    - by JK
    I'm using a jqgrid to display the results of a search. When the search button is clicked it does this: $("#Search").jqGrid('setGridParam', { url: url }).trigger("reloadGrid"); Where url contains the search params eg: var url ="/search?first=joe&last=smith" The web server is receiving this url and responding appropriately. But on the client side it throws this error in jqgrid.min.js line 21: Syntax error: }); b.fn.jqGrid = function(f) { What can I do to fix this? I'm using jqgrid sucessfully in many other places, but this is the only one where I'm changing the url and reloading.

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  • Communication between Outlook addin and Program Automating Outlook

    - by Chris Kinsman
    I have an application that uses the automation interfaces to Microsoft Outlook to create a mail message and then after it is sent save an archive of that email message in my application. I am hitting issues with a number of the third party encryption addins because by the time the Sent event fires what is passed to me is the already encrypted message. I would like to somehow have them fire the event directly without sending a message to pass me the unencrypted version or I would like them to be able to somehow fire an event to me that passes the unencrypted message in a loosely coupled fashion. I can't seem to find a way to define new events on the Outlook application object so I am looking for other ideas. Thanks!

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  • android listview set dynamically background color of views

    - by Sephy
    Hi everybody, I know that there have quite a lot of answers to similar questions but I couldn't find any solution to my question, so new topic : I'm creating a listview, with one basic view per row, my try is to change the background color of the view by .setbackgroundcolor, but nothing's doing the trick... I define an array of color at the beginning of my resources and i'm trying to display it, I also tried to put the array in the class, write the color like #00FF00, int, and I wanted to try 0x...... but as my colors are in an array, I can't do 0x+myColorsArray[i] because Eclipse tells me that it's not a proper hex color... I'm getting a bit desperate... thanks for any help

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  • MSBuild target _CopyWebApplication does not copy all necessary files to the bin folder

    - by apollodude217
    Elsewhere on the Web, you can find recommendations on using something like this to simulate the Publish feature in the VS 2005-2008 IDE from a command-line (I hope I did not goof up the syntax!): msbuild /t:ResolveReferences;_CopyWebApplication /p:BuildingProject=true;OutDir=C:\inetpub\wwwroot\ blah.csproj Now, it looks like the .dll's copy fine. However, there are certain configuration files and template files that are copied to the bin folder which are needed for the app to work. For example, an NHibernate configuration file shows up in blah.csproj as: <None Include="blah.cfg.xml"> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> </None> While using Publish from within the IDE copies this file as it should, the aforementioned _CopyWebApplication target does not. I need this file to be copied in the build script. Is this desired behavior for _CopyWebApplication? Any recommendations on how to fix this?

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  • Nhibernate upgraded getting 'Antlr.Runtime.NoViableAltException' on outer join using *=

    - by user86431
    so we upgraded to newer Nhibernate and Fluent Nhibernate. now I' getting this exception: FailedNHibernate.Hql.Ast.ANTLR.QuerySyntaxException: Exception of type 'Antlr.Runtime.NoViableAltException' was thrown. near line 1, column 459 On this hql, which worked fine before the upgrade. SELECT s.StudId, s.StudLname, s.StudFname, s.StudMi, s.Ssn, s.Sex, s.Dob, et.EnrtypeId, et.Active, et.EnrId, sss.StaffLname, sss.StaffFname, sss.StaffMi,vas.CurrentAge FROM CIS3G.Jcdc.EO.StudentEO s , CIS3G.Jcdc.EO.EnrollmentEO e , CIS3G.Jcdc.EO.EnrollmentTypeEO et , CIS3G.Jcdc.EO.VwStaffStudentStaffEO sss, CIS3G.Jcdc.EO.VwAgeStudentEO vas WHERE ( e.EnrId = et.EnrId ) AND ( s.StudId = vas.StudId ) AND ( s.StudId = e.StudId ) AND ( et.EnrtypeId *= sss.EnrtypeId ) AND ( Isnull ( sss.StudStaffRoleCd , 1044 ) = 1044 ) AND ( s.StudId = 4000 ) Clearly it does nto like the *= syntax, I tried rewritign is as ansi sql outer join and no joy. Can anyone tell me what ineed to change the sql to so I can get the outer join to work correctly? Thanks, Eric-

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • How to use Winmerge with Git Extensions?

    - by sebastiaan
    I'm using Git Extensions and it pre-installs and sets up KDiff as the diff tool to solve merge conflicts. I'm very fond of Winmerge though and would like to replace KDiff with Winmerge. In the Git Extensions settings, there are settings to change the Mergetool, but I can't seem to figure out what syntax I should use and why. There seem to be 4 variables: $BASE, $LOCAL, $REMOTE, $MERGED. It seems that I should pass these to WinMergeU.exe, but with which command line parameters? I've tried to search for this a few times, but there is no answer that actually seems to work.

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  • Visual Studio 2010 localization resource files, how to add in strings automatically?

    - by JL
    I have a certain project that has a resource directory with a .resx for each language supported in the product. Right now I am adding these strings by hand using the visual studio 2010 IDE, but because there are a large number of strings, this manual management of these resources can get tricky, and something can easily get omitted in perhaps just 1 .resx file. Do you get a good resource addon for visual studio 2010, that will allow you to sync and validate a group of resx files? The built in functionality for handling resx seems the same as it was in 2008, and requires a lot of manual effort. I guess what would be nice would be to have the ability to define all resources in the main language, then have these strings carried across to the remaining languages automatically. Does such functionality exist? Even a good codeplex project perhaps?

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  • Host a IWpfTextView in a custom tool for a Visual Studio Extension

    - by Adam Driscoll
    I'm trying to create a IWpfTextView and then put it into a custom tool window. I can create the view, read a file to populate the ITextBuffer and display the view into my tool. I cannot edit the code at all and the code is not syntax highlighted. What steps am I missing to make this a full fledged editor? Code: IComponentModel componentModel = (IComponentModel)GetGlobalService (typeof(SComponentModel)); var _textEditorFactoryService = componentModel.GetService<ITextEditorFactoryService>(); var _textBufferFactoryService = componentModel.GetService<ITextBufferFactoryService>(); var _contentTypeRegistryService = componentModel.GetService<IContentTypeRegistryService>(); TextReader reader = new StreamReader(fileName); var types = _contentTypeRegistryService.GetContentType("CSharp"); ITextBuffer textBuffer = _textBufferFactoryService.CreateTextBuffer(reader, types); var view = _textEditorFactoryService.CreateTextView(textBuffer); IWpfTextViewHost editor = _textEditorFactoryService.CreateTextViewHost(view, true);

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  • What's the easiest way to sort a ContentResolver query by custom order?

    - by Pentium10
    I am faceing a problem where I need to sort my ContentResolver in a custom order. Take for example Contact Groups, you can define and manage them using Android's data database. But if you query this, you are limited to do order by on the name of the group only or id. In my scenarion I need to sort them in an order (other than alphabetic) that I've stored in my database. Take for example this example: Colleagues Excluded Family Friends But the order I want them to display is: Family Colleagues Friends Excluded So how would you accomplish this task?

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  • RIA Services vs ADO.NET Data Services

    - by Cody C
    I'm currently in the process of creating a Silverlight 3 data driven application. To access the database, 2 common approaches are used: RIA Services and ADO.NET Data Services. Does anyone have any guidance on when/why to choose each approach? Here is what I've gathered from my research / experience. Any thoughts? ADO.NET seems to be only useful for strictly database calls. If you need to expose the data services to other applications (ignoring Silverlight 3's domain restriction), this is a good approach. Also, if the URL/Query syntax can be useful in your application, this is another advantage RIA Services seem to be a more flexible, accepted framework. It seems to give you more than strictly database access. It does have a limitation of only being used for the Silverlight / Web application as it is not exposed via a service. Thoughts? Ideas? Comments?

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  • async tree jquery easy ui

    - by user765368
    I'm trying to create an Async Tree in jQuery Easy Ui. I understand the idea behind it, but will this work if my root node is not a node that is coming from the database or something (therefore, it does not have any id). My root node is some node that I define myself. How would I make an async tree in jquery easy ui to load a bunch of nodes as children of my root node (which, again has no id because it's not coming from the database. My children nodes are coming from the database though). I hope y'all understand what I'm trying to do here. Any help please

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  • Populating Tcl Treeview with Sqlite Data

    - by DFM
    Hello: I am building a Tcl application that reads off of a Sqlite Db. Currently, I can enter data into the database using the Tcl frontend. Now, I am trying to figure out how to display the data within the Sqlite Db from the Tcl frontend. After a little bit of research, I found that the treeview widget would work well for my needs. I now have the following code: set z1 [ttk::treeview .c1.t1 -columns {1 2} -show headings] $z1 heading #1 -text "First Name" $z1 heading #2 -text "Last Name" proc Srch {} {global z1 sqlite3 db test.db pack $z1 db close } When the "Srch" procedure is executed (button event), the treeview (z1) appears with the headings First Name and Last Name. Additionally, the Sqlite Db gets connected, then closes. I wanted to add code that would populate the treeview from the Sqlite Db between connecting to the Db and packing the treeview (z1). Does anyone know the correct syntax to populate a Tcl treeview with data from Sqlite? Thank you everyone in advance, DFM

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  • Play Framework: Error getting sequence nextval using H2 in-memory database

    - by alexhanschke
    As the title suggests, I get an error running Play 2.0.1 Tests using a FakeApplication w/ H2 in memory. I set up a basic unit test: public class ModelTest { @Test public void checkThatIndustriesExist() { running(fakeApplication(inMemoryDatabase()), new Runnable() { public void run() { Industry industry = new Industry(); industry.name = "Some name"; industry.shortname = "some-name"; industry.save(); assertThat(Industry.find.all()).hasSize(1); } }); } Which yields the following exception: [info] test.ModelTest [error] Test test.ModelTest.checkThatIndustriesExist failed: Error getting sequence nextval [error] at com.avaje.ebean.config.dbplatform.SequenceIdGenerator.getMoreIds(SequenceIdGenerator.java:213) [error] at com.avaje.ebean.config.dbplatform.SequenceIdGenerator.loadMoreIds(SequenceIdGenerator.java:163) [error] at com.avaje.ebean.config.dbplatform.SequenceIdGenerator.nextId(SequenceIdGenerator.java:118) [error] at com.avaje.ebeaninternal.server.deploy.BeanDescriptor.nextId(BeanDescriptor.java:1218) [error] at com.avaje.ebeaninternal.server.persist.DefaultPersister.setIdGenValue(DefaultPersister.java:1304) [error] at com.avaje.ebeaninternal.server.persist.DefaultPersister.insert(DefaultPersister.java:403) [error] at com.avaje.ebeaninternal.server.persist.DefaultPersister.saveEnhanced(DefaultPersister.java:345) [error] at com.avaje.ebeaninternal.server.persist.DefaultPersister.saveRecurse(DefaultPersister.java:315) [error] at com.avaje.ebeaninternal.server.persist.DefaultPersister.save(DefaultPersister.java:282) [error] at com.avaje.ebeaninternal.server.core.DefaultServer.save(DefaultServer.java:1577) [error] at com.avaje.ebeaninternal.server.core.DefaultServer.save(DefaultServer.java:1567) [error] at com.avaje.ebean.Ebean.save(Ebean.java:538) [error] at play.db.ebean.Model.save(Model.java:76) [error] at test.ModelTest$1.run(ModelTest.java:24) [error] at play.test.Helpers.running(Helpers.java:277) [error] at test.ModelTest.checkThatIndustriesExist(ModelTest.java:21) [error] ... [error] Caused by: org.h2.jdbc.JdbcSQLException: Syntax Fehler in SQL Befehl "SELECT INDUSTRY_SEQ.NEXTVAL UNION[*] SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL "; erwartet "identifier" [error] Syntax error in SQL statement "SELECT INDUSTRY_SEQ.NEXTVAL UNION[*] SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL UNION SELECT INDUSTRY_SEQ.NEXTVAL "; expected "identifier"; SQL statement: [error] select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval union select industry_seq.nextval [42001-158] [error] at org.h2.message.DbException.getJdbcSQLException(DbException.java:329) [error] at org.h2.message.DbException.get(DbException.java:169) [error] at org.h2.message.DbException.getSyntaxError(DbException.java:194) [error] at org.h2.command.Parser.readColumnIdentifier(Parser.java:2777) [error] at org.h2.command.Parser.readTermObjectDot(Parser.java:2336) [error] at org.h2.command.Parser.readTerm(Parser.java:2453) [error] at org.h2.command.Parser.readFactor(Parser.java:2035) [error] at org.h2.command.Parser.readSum(Parser.java:2022) [error] at org.h2.command.Parser.readConcat(Parser.java:1995) [error] at org.h2.command.Parser.readCondition(Parser.java:1860) [error] at org.h2.command.Parser.readAnd(Parser.java:1841) [error] at org.h2.command.Parser.readExpression(Parser.java:1833) [error] at org.h2.command.Parser.parseSelectSimpleSelectPart(Parser.java:1746) [error] at org.h2.command.Parser.parseSelectSimple(Parser.java:1778) [error] at org.h2.command.Parser.parseSelectSub(Parser.java:1673) [error] at org.h2.command.Parser.parseSelectUnion(Parser.java:1518) [error] at org.h2.command.Parser.parseSelect(Parser.java:1506) [error] at org.h2.command.Parser.parsePrepared(Parser.java:405) [error] at org.h2.command.Parser.parse(Parser.java:279) [error] at org.h2.command.Parser.parse(Parser.java:251) [error] at org.h2.command.Parser.prepareCommand(Parser.java:217) [error] at org.h2.engine.Session.prepareLocal(Session.java:415) [error] at org.h2.engine.Session.prepareCommand(Session.java:364) [error] at org.h2.jdbc.JdbcConnection.prepareCommand(JdbcConnection.java:1119) [error] at org.h2.jdbc.JdbcPreparedStatement.<init>(JdbcPreparedStatement.java:71) [error] at org.h2.jdbc.JdbcConnection.prepareStatement(JdbcConnection.java:267) [error] at com.jolbox.bonecp.ConnectionHandle.prepareStatement(ConnectionHandle.java:820) [error] at com.avaje.ebean.config.dbplatform.SequenceIdGenerator.getMoreIds(SequenceIdGenerator.java:193) [error] ... 80 more My model looks like this: @Entity @Table(name = "industry") public class Industry extends Model { @Id public Long id; public String name; public String shortname; // called in the view to trigger lazy-loading public String getName() { return name; } public static Finder<Long, Industry> find = new Finder<Long, Industry>(Long.class, Industry.class); } ... and finally the relevant part from my initial evolution: create table industry ( id bigint not null, name varchar(255), shortname varchar(255), constraint pk_industry primary key (id) } create sequence industry_seq start with 1000; Everything works fine running on my PostgreSQL DB, and from my point of view the code is not any different from the Play2.0 Computer Database Sample. I am happy for any help - thanks! Regards, Alex

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