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  • Synergy - easy share of keyboard and mouse between multiple computers

    Did you ever have the urge to share one set of keyboard and mouse between multiple machines? If so, please read on... Using multiple machines Honestly, as a software craftsman it is my daily business to run multiple machines - either physical or virtual - to be able to solve my customers' requirements. Recent hardware equipment allows this very easily. For laptops it's a no-brainer to attach a second or even a third screen in order to extend your native display. This works quite handy and in my case I used to attached two additional screens - one via HD15 connector, the other via HDMI. But... as it's a laptop and therefore a mobile unit there are slight restrictions. Detaching and re-attaching all cables when changing locations is one of them but hardware limitations, too. After all, it's a laptop and not a workstation. I guess, that anyone working in IT (or ICT) has more than one machine at their workplace or their home office and at least I find it quite annoying to have multiple sets of keyboard and mouse conquering my remaining space on my desk. Despite the ugly looks of all those cables and whatsoever 'chaos of distraction' I prefer a more clean solution and working environment. This allows me to actually focus on my work and tasks to do rather than to worry about choosing the right combination of keyboard/mouse. My current workplace is a patch work of various pieces of hardware (approx. 2-3 years): DIY desktop on Ubuntu 12.04 64-bit, Core2 Duo (E7400, 2.8GHz), 4GB RAM, 2x 250GB HDD, nVidia GPU 512MB Dell Inspiron 1525 on Windows 8 64-bit, 4GB RAM, 200GB HDD HP Compaq 6720s on Windows Vista 32-bit, Core2 Duo (T5670, 1.8GHz), 2GB RAM, 160GB HDD Mac mini on Mac OS X 10.7, Core i5 (2.3 GHz), 2GB RAM, 500GB HDD I know... Not the latest and greatest but a decent combination to work with. New system(s) is/are already on the shopping list but I live in the 'wrong' country to buy computer hardware. So, the next trip abroad will provide me with some new stuff. Using multiple operating systems The list of hardware above already names different operating systems, and actually I have only one preference: Linux. But still my job as a software craftsman for Visual FoxPro and .NET development requires other OSes, too. Not a big deal, it's just like this. Additionally to those physical machines, there are a bunch of virtual machines around. Most of them running either Windows XP or Windows 7. Since years I have the practice that each development for one customer is isolated into its own virtual machine and environment. This keeps it clean and version-safe. But as you can easily imagine with that setup there are a couple of constraints referring to keyboard and mouse. Usually, those systems require their own pieces of hardware attached. As stated, I don't like clutter on my desk's surface, so a cross-platform solution has to come in here. In the past, I tried it with various applications, hardware or network protocols like X11, RDP, NX, TeamViewer, RAdmin, KVM switch, etc. but the problem in this case is that they either allow you to remotely connect to the other system or exclusively 'bind' your peripherals to the active system. Not optimal after all. Synergy to the rescue Quote from their website: "Synergy lets you easily share your mouse and keyboard between multiple computers on your desk, and it's Free and Open Source. Just move your mouse off the edge of one computer's screen on to another. You can even share all of your clipboards. All you need is a network connection. Synergy is cross-platform (works on Windows, Mac OS X and Linux)." Yep, that's it! All I need for my setup here... Actually, I couldn't believe it myself that I didn't stumble over synergy earlier but 'Get over it' and there we go. And despite the fact that it is Open Source, no, it's also for free. Donations for the developers are very welcome and recently they introduced Synergy Premium. A possibility to buy so-called premium votes that can be used to put more weight / importance on specific issues or bugs that you would like the developers to look into. Installation and configuration Simply download the installation packages for your systems of choice, run the installer and enter some minor information about your network setup. I chose my desktop machine for the role of the Synergy server and configured my screen setup as follows: The screen setup allows you currently to build or connect up to 15 machines. The number of screens can be higher as those machine might have multiple screens physically attached. Synergy takes this into the overall calculations and simply works as expected. I tried it for fun with a second monitor each connected to both laptops to have a total number of 6 active screens. No flaws after all - stunning! All the other machines are configured as clients like so: Side note: The screenshot was taken on Windows 8 and pasted via clipboard into Gimp running on Ubuntu. Resume Synergy is now definitely in my box of tools for my daily work, and amongst the first pieces of software I install after the operating system. It just simplifies my life and cleans my desk. Never again without Synergy!Now, only waiting for an Android version to integrate my Galaxy Tab 10.1, too. ;-) Please, check out that superb product and enjoy sharing one keyboard, one mouse and one clipboard between your various machines and operating systems.

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  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • IE9, LightSwitch Beta 2 and Zune HD: A Study in Risk Management?

    - by andrewbrust
    Photo by parl, 'Risk.’ Under Creative Commons Attribution-NonCommercial-NoDerivs License This has been a busy week for Microsoft, and for me as well.  On Monday, Microsoft launched Internet Explorer 9 at South by Southwest (SXSW) in Austin, TX.  That evening I flew from New York to Seattle.  On Tuesday morning, Microsoft launched Visual Studio LightSwitch, Beta 2 with a Go-Live license, in Redmond, and I had the privilege of speaking at the keynote presentation where the announcement was made.  Readers of this blog know I‘m a fan of LightSwitch, so I was happy to tell the app dev tools partners in the audience that I thought the LightSwitch extensions ecosystem represented a big opportunity – comparable to the opportunity when Visual Basic 1.0 was entering its final beta roughly 20 years ago.  On Tuesday evening, I flew back to New York (and wrote most of this post in-flight). Two busy, productive days.  But there was a caveat that impacts the accomplishments, because Monday was also the day reports surfaced from credible news agencies that Microsoft was discontinuing its dedicated Zune hardware efforts.  While the Zune brand, technology and service will continue to be a component of Windows Phone and a piece of the Xbox puzzle as well, speculation is that Microsoft will no longer be going toe-to-toe with iPod touch in the portable music player market. If we take all three of these developments together (even if one of them is based on speculation), two interesting conclusions can reasonably be drawn, one good and one less so. Microsoft is doubling down on technologies it finds strategic and de-emphasizing those that it does not.  HTML 5 and the Web are strategic, so here comes IE9, and it’s a very good browser.  Try it and see.  Silverlight is strategic too, as is SQL Server, Windows Azure and SQL Azure, so here comes Visual Studio LightSwitch Beta 2 and a license to deploy its apps to production.  Downloads of that product have exceeded Microsoft’s projections by more than 50%, and the company is even citing analyst firms’ figures covering the number of power-user developers that might use it. (I happen to think the product will be used by full-fledged developers as well, but that’s a separate discussion.) Windows Phone is strategic too…I wasn’t 100% positive of that before, but the Nokia agreement has made me confident.  Xbox as an entertainment appliance is also strategic.  Standalone music players are not strategic – and even if they were, selling them has been a losing battle for Microsoft.  So if Microsoft has consolidated the Zune content story and the ZunePass subscription into Xbox and Windows Phone, it would make sense, and would be a smart allocation of resources.  Essentially, it would be for the greater good. But it’s not all good.  In this scenario, Zune player customers would lose out.  Unless they wanted to switch to Windows Phone, and then use their phone’s battery for the portable media needs, they’re going to need a new platform.  They’re going to feel abandoned.  Even if Zune lives, there have been other such cul de sacs for customers.  Remember SPOT watches?  Live Spaces?  The original Live Mesh?  Microsoft discontinued each of these products.  The company is to be commended for cutting its losses, as admitting a loss isn’t easy.  But Redmond won’t be well-regarded by the victims of those decisions.  Instead, it gets black marks. What’s the answer?  I think it’s a bit like the 1980’s New York City “don’t block the box” gridlock rules: don’t enter an intersection unless you see a clear path through it.  If the light turns red and you’re blocking the perpendicular traffic, that’s your fault in judgment.  You get fined and get points on your license and you don’t get to shrug it off as beyond your control.  Accountability is key.  The same goes for Microsoft.  If it decides to enter a market, it should see a reasonable path through success in that market. Switching analogies, Microsoft shouldn’t make investments haphazardly, and it certainly shouldn’t ask investors to buy into a high-risk fund that is sold as safe and which offers only moderate returns.  People won’t continue to invest with a fund manager with a track record of over-zealous, imprudent, sub-prime investments.  The same is true on the product side for Microsoft, and not just with music players and geeky wrist watches.  It’s true of Web browsers, and line-of-business app dev tools, and smartphones, and cloud platforms and operating systems too.  When Microsoft is casual about its own risk, it raises risk for its customers, and weakens its reputation, market share and credibility.  That doesn’t mean all risk is bad, but it does mean no product team’s risk should be taken lightly. For mutual fund companies, it’s the CEO’s job to give his fund managers autonomy, but to make sure they’re conforming to a standard of rational risk management.  Because all those funds carry the same brand, and many of them serve the same investors. The same goes for Microsoft, its product portfolio, its executive ranks and its product managers.

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • SQLite, python, unicode, and non-utf data

    - by Nathan Spears
    I started by trying to store strings in sqlite using python, and got the message: sqlite3.ProgrammingError: You must not use 8-bit bytestrings unless you use a text_factory that can interpret 8-bit bytestrings (like text_factory = str). It is highly recommended that you instead just switch your application to Unicode strings. Ok, I switched to Unicode strings. Then I started getting the message: sqlite3.OperationalError: Could not decode to UTF-8 column 'tag_artist' with text 'Sigur Rós' when trying to retrieve data from the db. More research and I started encoding it in utf8, but then 'Sigur Rós' starts looking like 'Sigur Rós' note: My console was set to display in 'latin_1' as @John Machin pointed out. What gives? After reading this, describing exactly the same situation I'm in, it seems as if the advice is to ignore the other advice and use 8-bit bytestrings after all. I didn't know much about unicode and utf before I started this process. I've learned quite a bit in the last couple hours, but I'm still ignorant of whether there is a way to correctly convert 'ó' from latin-1 to utf-8 and not mangle it. If there isn't, why would sqlite 'highly recommend' I switch my application to unicode strings? I'm going to update this question with a summary and some example code of everything I've learned in the last 24 hours so that someone in my shoes can have an easy(er) guide. If the information I post is wrong or misleading in any way please tell me and I'll update, or one of you senior guys can update. Summary of answers Let me first state the goal as I understand it. The goal in processing various encodings, if you are trying to convert between them, is to understand what your source encoding is, then convert it to unicode using that source encoding, then convert it to your desired encoding. Unicode is a base and encodings are mappings of subsets of that base. utf_8 has room for every character in unicode, but because they aren't in the same place as, for instance, latin_1, a string encoded in utf_8 and sent to a latin_1 console will not look the way you expect. In python the process of getting to unicode and into another encoding looks like: str.decode('source_encoding').encode('desired_encoding') or if the str is already in unicode str.encode('desired_encoding') For sqlite I didn't actually want to encode it again, I wanted to decode it and leave it in unicode format. Here are four things you might need to be aware of as you try to work with unicode and encodings in python. The encoding of the string you want to work with, and the encoding you want to get it to. The system encoding. The console encoding. The encoding of the source file Elaboration: (1) When you read a string from a source, it must have some encoding, like latin_1 or utf_8. In my case, I'm getting strings from filenames, so unfortunately, I could be getting any kind of encoding. Windows XP uses UCS-2 (a Unicode system) as its native string type, which seems like cheating to me. Fortunately for me, the characters in most filenames are not going to be made up of more than one source encoding type, and I think all of mine were either completely latin_1, completely utf_8, or just plain ascii (which is a subset of both of those). So I just read them and decoded them as if they were still in latin_1 or utf_8. It's possible, though, that you could have latin_1 and utf_8 and whatever other characters mixed together in a filename on Windows. Sometimes those characters can show up as boxes, other times they just look mangled, and other times they look correct (accented characters and whatnot). Moving on. (2) Python has a default system encoding that gets set when python starts and can't be changed during runtime. See here for details. Dirty summary ... well here's the file I added: \# sitecustomize.py \# this file can be anywhere in your Python path, \# but it usually goes in ${pythondir}/lib/site-packages/ import sys sys.setdefaultencoding('utf_8') This system encoding is the one that gets used when you use the unicode("str") function without any other encoding parameters. To say that another way, python tries to decode "str" to unicode based on the default system encoding. (3) If you're using IDLE or the command-line python, I think that your console will display according to the default system encoding. I am using pydev with eclipse for some reason, so I had to go into my project settings, edit the launch configuration properties of my test script, go to the Common tab, and change the console from latin-1 to utf-8 so that I could visually confirm what I was doing was working. (4) If you want to have some test strings, eg test_str = "ó" in your source code, then you will have to tell python what kind of encoding you are using in that file. (FYI: when I mistyped an encoding I had to ctrl-Z because my file became unreadable.) This is easily accomplished by putting a line like so at the top of your source code file: # -*- coding: utf_8 -*- If you don't have this information, python attempts to parse your code as ascii by default, and so: SyntaxError: Non-ASCII character '\xf3' in file _redacted_ on line 81, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Once your program is working correctly, or, if you aren't using python's console or any other console to look at output, then you will probably really only care about #1 on the list. System default and console encoding are not that important unless you need to look at output and/or you are using the builtin unicode() function (without any encoding parameters) instead of the string.decode() function. I wrote a demo function I will paste into the bottom of this gigantic mess that I hope correctly demonstrates the items in my list. Here is some of the output when I run the character 'ó' through the demo function, showing how various methods react to the character as input. My system encoding and console output are both set to utf_8 for this run: '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Now I will change the system and console encoding to latin_1, and I get this output for the same input: 'ó' = original char <type 'str'> repr(char)='\xf3' 'ó' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Notice that the 'original' character displays correctly and the builtin unicode() function works now. Now I change my console output back to utf_8. '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' '?' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Here everything still works the same as last time but the console can't display the output correctly. Etc. The function below also displays more information that this and hopefully would help someone figure out where the gap in their understanding is. I know all this information is in other places and more thoroughly dealt with there, but I hope that this would be a good kickoff point for someone trying to get coding with python and/or sqlite. Ideas are great but sometimes source code can save you a day or two of trying to figure out what functions do what. Disclaimers: I'm no encoding expert, I put this together to help my own understanding. I kept building on it when I should have probably started passing functions as arguments to avoid so much redundant code, so if I can I'll make it more concise. Also, utf_8 and latin_1 are by no means the only encoding schemes, they are just the two I was playing around with because I think they handle everything I need. Add your own encoding schemes to the demo function and test your own input. One more thing: there are apparently crazy application developers making life difficult in Windows. #!/usr/bin/env python # -*- coding: utf_8 -*- import os import sys def encodingDemo(str): validStrings = () try: print "str =",str,"{0} repr(str) = {1}".format(type(str), repr(str)) validStrings += ((str,""),) except UnicodeEncodeError as ude: print "Couldn't print the str itself because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print ude try: x = unicode(str) print "unicode(str) = ",x validStrings+= ((x, " decoded into unicode by the default system encoding"),) except UnicodeDecodeError as ude: print "ERROR. unicode(str) couldn't decode the string because the system encoding is set to an encoding that doesn't understand some character in the string." print "\tThe system encoding is set to {0}. See error:\n\t".format(sys.getdefaultencoding()), print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the unicode(str) because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('latin_1') print "str.decode('latin_1') =",x validStrings+= ((x, " decoded with latin_1 into unicode"),) try: print "str.decode('latin_1').encode('utf_8') =",str.decode('latin_1').encode('utf_8') validStrings+= ((x, " decoded with latin_1 into unicode and encoded into utf_8"),) except UnicodeDecodeError as ude: print "The string was decoded into unicode using the latin_1 encoding, but couldn't be encoded into utf_8. See error:\n\t", print ude except UnicodeDecodeError as ude: print "Something didn't work, probably because the string wasn't latin_1 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('latin_1') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('utf_8') print "str.decode('utf_8') =",x validStrings+= ((x, " decoded with utf_8 into unicode"),) try: print "str.decode('utf_8').encode('latin_1') =",str.decode('utf_8').encode('latin_1') except UnicodeDecodeError as ude: print "str.decode('utf_8').encode('latin_1') didn't work. The string was decoded into unicode using the utf_8 encoding, but couldn't be encoded into latin_1. See error:\n\t", validStrings+= ((x, " decoded with utf_8 into unicode and encoded into latin_1"),) print ude except UnicodeDecodeError as ude: print "str.decode('utf_8') didn't work, probably because the string wasn't utf_8 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('utf_8') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t",uee print print "Printing information about each character in the original string." for char in str: try: print "\t'" + char + "' = original char {0} repr(char)={1}".format(type(char), repr(char)) except UnicodeDecodeError as ude: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), ude) except UnicodeEncodeError as uee: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), uee) print uee try: x = unicode(char) print "\t'" + x + "' = unicode(char) {1} repr(unicode(char))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = unicode(char) ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = unicode(char) {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('latin_1') print "\t'" + x + "' = char.decode('latin_1') {1} repr(char.decode('latin_1'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('latin_1') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('latin_1') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('utf_8') print "\t'" + x + "' = char.decode('utf_8') {1} repr(char.decode('utf_8'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('utf_8') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('utf_8') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) print x = 'ó' encodingDemo(x) Much thanks for the answers below and especially to @John Machin for answering so thoroughly.

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  • SQLite, python, unicode, and non-utf data

    - by Nathan Spears
    I started by trying to store strings in sqlite using python, and got the message: sqlite3.ProgrammingError: You must not use 8-bit bytestrings unless you use a text_factory that can interpret 8-bit bytestrings (like text_factory = str). It is highly recommended that you instead just switch your application to Unicode strings. Ok, I switched to Unicode strings. Then I started getting the message: sqlite3.OperationalError: Could not decode to UTF-8 column 'tag_artist' with text 'Sigur Rós' when trying to retrieve data from the db. More research and I started encoding it in utf8, but then 'Sigur Rós' starts looking like 'Sigur Rós' note: My console was set to display in 'latin_1' as @John Machin pointed out. What gives? After reading this, describing exactly the same situation I'm in, it seems as if the advice is to ignore the other advice and use 8-bit bytestrings after all. I didn't know much about unicode and utf before I started this process. I've learned quite a bit in the last couple hours, but I'm still ignorant of whether there is a way to correctly convert 'ó' from latin-1 to utf-8 and not mangle it. If there isn't, why would sqlite 'highly recommend' I switch my application to unicode strings? I'm going to update this question with a summary and some example code of everything I've learned in the last 24 hours so that someone in my shoes can have an easy(er) guide. If the information I post is wrong or misleading in any way please tell me and I'll update, or one of you senior guys can update. Summary of answers Let me first state the goal as I understand it. The goal in processing various encodings, if you are trying to convert between them, is to understand what your source encoding is, then convert it to unicode using that source encoding, then convert it to your desired encoding. Unicode is a base and encodings are mappings of subsets of that base. utf_8 has room for every character in unicode, but because they aren't in the same place as, for instance, latin_1, a string encoded in utf_8 and sent to a latin_1 console will not look the way you expect. In python the process of getting to unicode and into another encoding looks like: str.decode('source_encoding').encode('desired_encoding') or if the str is already in unicode str.encode('desired_encoding') For sqlite I didn't actually want to encode it again, I wanted to decode it and leave it in unicode format. Here are four things you might need to be aware of as you try to work with unicode and encodings in python. The encoding of the string you want to work with, and the encoding you want to get it to. The system encoding. The console encoding. The encoding of the source file Elaboration: (1) When you read a string from a source, it must have some encoding, like latin_1 or utf_8. In my case, I'm getting strings from filenames, so unfortunately, I could be getting any kind of encoding. Windows XP uses UCS-2 (a Unicode system) as its native string type, which seems like cheating to me. Fortunately for me, the characters in most filenames are not going to be made up of more than one source encoding type, and I think all of mine were either completely latin_1, completely utf_8, or just plain ascii (which is a subset of both of those). So I just read them and decoded them as if they were still in latin_1 or utf_8. It's possible, though, that you could have latin_1 and utf_8 and whatever other characters mixed together in a filename on Windows. Sometimes those characters can show up as boxes, other times they just look mangled, and other times they look correct (accented characters and whatnot). Moving on. (2) Python has a default system encoding that gets set when python starts and can't be changed during runtime. See here for details. Dirty summary ... well here's the file I added: \# sitecustomize.py \# this file can be anywhere in your Python path, \# but it usually goes in ${pythondir}/lib/site-packages/ import sys sys.setdefaultencoding('utf_8') This system encoding is the one that gets used when you use the unicode("str") function without any other encoding parameters. To say that another way, python tries to decode "str" to unicode based on the default system encoding. (3) If you're using IDLE or the command-line python, I think that your console will display according to the default system encoding. I am using pydev with eclipse for some reason, so I had to go into my project settings, edit the launch configuration properties of my test script, go to the Common tab, and change the console from latin-1 to utf-8 so that I could visually confirm what I was doing was working. (4) If you want to have some test strings, eg test_str = "ó" in your source code, then you will have to tell python what kind of encoding you are using in that file. (FYI: when I mistyped an encoding I had to ctrl-Z because my file became unreadable.) This is easily accomplished by putting a line like so at the top of your source code file: # -*- coding: utf_8 -*- If you don't have this information, python attempts to parse your code as ascii by default, and so: SyntaxError: Non-ASCII character '\xf3' in file _redacted_ on line 81, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Once your program is working correctly, or, if you aren't using python's console or any other console to look at output, then you will probably really only care about #1 on the list. System default and console encoding are not that important unless you need to look at output and/or you are using the builtin unicode() function (without any encoding parameters) instead of the string.decode() function. I wrote a demo function I will paste into the bottom of this gigantic mess that I hope correctly demonstrates the items in my list. Here is some of the output when I run the character 'ó' through the demo function, showing how various methods react to the character as input. My system encoding and console output are both set to utf_8 for this run: '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Now I will change the system and console encoding to latin_1, and I get this output for the same input: 'ó' = original char <type 'str'> repr(char)='\xf3' 'ó' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Notice that the 'original' character displays correctly and the builtin unicode() function works now. Now I change my console output back to utf_8. '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' '?' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Here everything still works the same as last time but the console can't display the output correctly. Etc. The function below also displays more information that this and hopefully would help someone figure out where the gap in their understanding is. I know all this information is in other places and more thoroughly dealt with there, but I hope that this would be a good kickoff point for someone trying to get coding with python and/or sqlite. Ideas are great but sometimes source code can save you a day or two of trying to figure out what functions do what. Disclaimers: I'm no encoding expert, I put this together to help my own understanding. I kept building on it when I should have probably started passing functions as arguments to avoid so much redundant code, so if I can I'll make it more concise. Also, utf_8 and latin_1 are by no means the only encoding schemes, they are just the two I was playing around with because I think they handle everything I need. Add your own encoding schemes to the demo function and test your own input. One more thing: there are apparently crazy application developers making life difficult in Windows. #!/usr/bin/env python # -*- coding: utf_8 -*- import os import sys def encodingDemo(str): validStrings = () try: print "str =",str,"{0} repr(str) = {1}".format(type(str), repr(str)) validStrings += ((str,""),) except UnicodeEncodeError as ude: print "Couldn't print the str itself because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print ude try: x = unicode(str) print "unicode(str) = ",x validStrings+= ((x, " decoded into unicode by the default system encoding"),) except UnicodeDecodeError as ude: print "ERROR. unicode(str) couldn't decode the string because the system encoding is set to an encoding that doesn't understand some character in the string." print "\tThe system encoding is set to {0}. See error:\n\t".format(sys.getdefaultencoding()), print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the unicode(str) because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('latin_1') print "str.decode('latin_1') =",x validStrings+= ((x, " decoded with latin_1 into unicode"),) try: print "str.decode('latin_1').encode('utf_8') =",str.decode('latin_1').encode('utf_8') validStrings+= ((x, " decoded with latin_1 into unicode and encoded into utf_8"),) except UnicodeDecodeError as ude: print "The string was decoded into unicode using the latin_1 encoding, but couldn't be encoded into utf_8. See error:\n\t", print ude except UnicodeDecodeError as ude: print "Something didn't work, probably because the string wasn't latin_1 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('latin_1') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('utf_8') print "str.decode('utf_8') =",x validStrings+= ((x, " decoded with utf_8 into unicode"),) try: print "str.decode('utf_8').encode('latin_1') =",str.decode('utf_8').encode('latin_1') except UnicodeDecodeError as ude: print "str.decode('utf_8').encode('latin_1') didn't work. The string was decoded into unicode using the utf_8 encoding, but couldn't be encoded into latin_1. See error:\n\t", validStrings+= ((x, " decoded with utf_8 into unicode and encoded into latin_1"),) print ude except UnicodeDecodeError as ude: print "str.decode('utf_8') didn't work, probably because the string wasn't utf_8 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('utf_8') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t",uee print print "Printing information about each character in the original string." for char in str: try: print "\t'" + char + "' = original char {0} repr(char)={1}".format(type(char), repr(char)) except UnicodeDecodeError as ude: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), ude) except UnicodeEncodeError as uee: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), uee) print uee try: x = unicode(char) print "\t'" + x + "' = unicode(char) {1} repr(unicode(char))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = unicode(char) ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = unicode(char) {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('latin_1') print "\t'" + x + "' = char.decode('latin_1') {1} repr(char.decode('latin_1'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('latin_1') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('latin_1') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('utf_8') print "\t'" + x + "' = char.decode('utf_8') {1} repr(char.decode('utf_8'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('utf_8') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('utf_8') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) print x = 'ó' encodingDemo(x) Much thanks for the answers below and especially to @John Machin for answering so thoroughly.

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  • fatal error C1014: too many include files : depth = 1024

    - by numerical25
    I have no idea what this means. But here is the code that it supposely is happening in. //======================================================================================= // d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #include "d3dApp.h" #include <stream> LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static D3DApp* app = 0; switch( msg ) { case WM_CREATE: { // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. CREATESTRUCT* cs = (CREATESTRUCT*)lParam; app = (D3DApp*)cs->lpCreateParams; return 0; } } // Don't start processing messages until after WM_CREATE. if( app ) return app->msgProc(msg, wParam, lParam); else return DefWindowProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { mhAppInst = hInstance; mhMainWnd = 0; mAppPaused = false; mMinimized = false; mMaximized = false; mResizing = false; mFrameStats = L""; md3dDevice = 0; mSwapChain = 0; mDepthStencilBuffer = 0; mRenderTargetView = 0; mDepthStencilView = 0; mFont = 0; mMainWndCaption = L"D3D10 Application"; md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; mClearColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f); mClientWidth = 800; mClientHeight = 600; } D3DApp::~D3DApp() { ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mSwapChain); ReleaseCOM(mDepthStencilBuffer); ReleaseCOM(md3dDevice); ReleaseCOM(mFont); } HINSTANCE D3DApp::getAppInst() { return mhAppInst; } HWND D3DApp::getMainWnd() { return mhMainWnd; } int D3DApp::run() { MSG msg = {0}; mTimer.reset(); while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { mTimer.tick(); if( !mAppPaused ) updateScene(mTimer.getDeltaTime()); else Sleep(50); drawScene(); } } return (int)msg.wParam; } void D3DApp::initApp() { initMainWindow(); initDirect3D(); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy(fontDesc.FaceName, L"Times New Roman"); D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); } void D3DApp::onResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mDepthStencilBuffer); // Resize the swap chain and recreate the render target view. HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); ID3D10Texture2D* backBuffer; HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); ReleaseCOM(backBuffer); // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); } void D3DApp::updateScene(float dt) { // Code computes the average frames per second, and also the // average time it takes to render one frame. static int frameCnt = 0; static float t_base = 0.0f; frameCnt++; // Compute averages over one second period. if( (mTimer.getGameTime() - t_base) >= 1.0f ) { float fps = (float)frameCnt; // fps = frameCnt / 1 float mspf = 1000.0f / fps; std::wostringstream outs; outs.precision(6); outs << L"FPS: " << fps << L"\n" << "Milliseconds: Per Frame: " << mspf; mFrameStats = outs.str(); // Reset for next average. frameCnt = 0; t_base += 1.0f; } } void D3DApp::drawScene() { md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); } LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { // WM_ACTIVATE is sent when the window is activated or deactivated. // We pause the game when the window is deactivated and unpause it // when it becomes active. case WM_ACTIVATE: if( LOWORD(wParam) == WA_INACTIVE ) { mAppPaused = true; mTimer.stop(); } else { mAppPaused = false; mTimer.start(); } return 0; // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; onResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; onResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; onResize(); } else if( mResizing ) { // If user is dragging the resize bars, we do not resize // the buffers here because as the user continuously // drags the resize bars, a stream of WM_SIZE messages are // sent to the window, and it would be pointless (and slow) // to resize for each WM_SIZE message received from dragging // the resize bars. So instead, we reset after the user is // done resizing the window and releases the resize bars, which // sends a WM_EXITSIZEMOVE message. } else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. { onResize(); } } } return 0; // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. case WM_ENTERSIZEMOVE: mAppPaused = true; mResizing = true; mTimer.stop(); return 0; // WM_EXITSIZEMOVE is sent when the user releases the resize bars. // Here we reset everything based on the new window dimensions. case WM_EXITSIZEMOVE: mAppPaused = false; mResizing = false; mTimer.start(); onResize(); return 0; // WM_DESTROY is sent when the window is being destroyed. case WM_DESTROY: PostQuitMessage(0); return 0; // The WM_MENUCHAR message is sent when a menu is active and the user presses // a key that does not correspond to any mnemonic or accelerator key. case WM_MENUCHAR: // Don't beep when we alt-enter. return MAKELRESULT(0, MNC_CLOSE); // Catch this message so to prevent the window from becoming too small. case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; return 0; } return DefWindowProc(mhMainWnd, msg, wParam, lParam); } void D3DApp::initMainWindow() { WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = mhAppInst; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = L"D3DWndClassName"; if( !RegisterClass(&wc) ) { MessageBox(0, L"RegisterClass FAILED", 0, 0); PostQuitMessage(0); } // Compute window rectangle dimensions based on requested client area dimensions. RECT R = { 0, 0, mClientWidth, mClientHeight }; AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); int width = R.right - R.left; int height = R.bottom - R.top; mhMainWnd = CreateWindow(L"D3DWndClassName", mMainWndCaption.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); if( !mhMainWnd ) { MessageBox(0, L"CreateWindow FAILED", 0, 0); PostQuitMessage(0); } ShowWindow(mhMainWnd, SW_SHOW); UpdateWindow(mhMainWnd); } void D3DApp::initDirect3D() { // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = mClientWidth; sd.BufferDesc.Height = mClientHeight; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // No multisampling. sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = mhMainWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; // Create the device. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif HR( D3D10CreateDeviceAndSwapChain( 0, //default adapter md3dDriverType, 0, // no software device createDeviceFlags, D3D10_SDK_VERSION, &sd, &mSwapChain, &md3dDevice) ); // The remaining steps that need to be carried out for d3d creation // also need to be executed every time the window is resized. So // just call the onResize method here to avoid code duplication. onResize(); }

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  • Profile System: User share the same id

    - by Malcolm Frexner
    I have a strange effect on my site when it is under heavy load. I randomly get the properties of other users settings. I have my own implementation of the profile system so I guess I can not blame the profile system itself. I just need a point to start debugging from. I guess there is a cookie-value that maps to an Profile entry somewhere. Is there any chance to see how this mapping works? Here is my profile provider: using System; using System.Text; using System.Configuration; using System.Web; using System.Web.Profile; using System.Collections; using System.Collections.Specialized; using B2CShop.Model; using log4net; using System.Collections.Generic; using System.Diagnostics; using B2CShop.DAL; using B2CShop.Model.RepositoryInterfaces; [assembly: log4net.Config.XmlConfigurator()] namespace B2CShop.Profile { public class B2CShopProfileProvider : ProfileProvider { private static readonly ILog _log = LogManager.GetLogger(typeof(B2CShopProfileProvider)); // Get an instance of the Profile DAL using the ProfileDALFactory private static readonly B2CShop.DAL.UserRepository dal = new B2CShop.DAL.UserRepository(); // Private members private const string ERR_INVALID_PARAMETER = "Invalid Profile parameter:"; private const string PROFILE_USER = "User"; private static string applicationName = B2CShop.Model.Configuration.ApplicationConfiguration.MembershipApplicationName; /// <summary> /// The name of the application using the custom profile provider. /// </summary> public override string ApplicationName { get { return applicationName; } set { applicationName = value; } } /// <summary> /// Initializes the provider. /// </summary> /// <param name="name">The friendly name of the provider.</param> /// <param name="config">A collection of the name/value pairs representing the provider-specific attributes specified in the configuration for this provider.</param> public override void Initialize(string name, NameValueCollection config) { if (config == null) throw new ArgumentNullException("config"); if (string.IsNullOrEmpty(config["description"])) { config.Remove("description"); config.Add("description", "B2C Shop Custom Provider"); } if (string.IsNullOrEmpty(name)) name = "b2c_shop"; if (config["applicationName"] != null && !string.IsNullOrEmpty(config["applicationName"].Trim())) applicationName = config["applicationName"]; base.Initialize(name, config); } /// <summary> /// Returns the collection of settings property values for the specified application instance and settings property group. /// </summary> /// <param name="context">A System.Configuration.SettingsContext describing the current application use.</param> /// <param name="collection">A System.Configuration.SettingsPropertyCollection containing the settings property group whose values are to be retrieved.</param> /// <returns>A System.Configuration.SettingsPropertyValueCollection containing the values for the specified settings property group.</returns> public override SettingsPropertyValueCollection GetPropertyValues(SettingsContext context, SettingsPropertyCollection collection) { string username = (string)context["UserName"]; bool isAuthenticated = (bool)context["IsAuthenticated"]; //if (!isAuthenticated) return null; int uniqueID = dal.GetUniqueID(username, isAuthenticated, false, ApplicationName); SettingsPropertyValueCollection svc = new SettingsPropertyValueCollection(); foreach (SettingsProperty prop in collection) { SettingsPropertyValue pv = new SettingsPropertyValue(prop); switch (pv.Property.Name) { case PROFILE_USER: if (!String.IsNullOrEmpty(username)) { pv.PropertyValue = GetUser(uniqueID); } break; default: throw new ApplicationException(ERR_INVALID_PARAMETER + " name."); } svc.Add(pv); } return svc; } /// <summary> /// Sets the values of the specified group of property settings. /// </summary> /// <param name="context">A System.Configuration.SettingsContext describing the current application usage.</param> /// <param name="collection">A System.Configuration.SettingsPropertyValueCollection representing the group of property settings to set.</param> public override void SetPropertyValues(SettingsContext context, SettingsPropertyValueCollection collection) { string username = (string)context["UserName"]; CheckUserName(username); bool isAuthenticated = (bool)context["IsAuthenticated"]; int uniqueID = dal.GetUniqueID(username, isAuthenticated, false, ApplicationName); if (uniqueID == 0) { uniqueID = dal.CreateProfileForUser(username, isAuthenticated, ApplicationName); } foreach (SettingsPropertyValue pv in collection) { if (pv.PropertyValue != null) { switch (pv.Property.Name) { case PROFILE_USER: SetUser(uniqueID, (UserInfo)pv.PropertyValue); break; default: throw new ApplicationException(ERR_INVALID_PARAMETER + " name."); } } } UpdateActivityDates(username, false); } // Profile gettters // Retrieve UserInfo private static UserInfo GetUser(int userID) { return dal.GetUser(userID); } // Update account info private static void SetUser(int uniqueID, UserInfo user) { user.UserID = uniqueID; dal.SetUser(user); } // UpdateActivityDates // Updates the LastActivityDate and LastUpdatedDate values // when profile properties are accessed by the // GetPropertyValues and SetPropertyValues methods. // Passing true as the activityOnly parameter will update // only the LastActivityDate. private static void UpdateActivityDates(string username, bool activityOnly) { dal.UpdateActivityDates(username, activityOnly, applicationName); } /// <summary> /// Deletes profile properties and information for the supplied list of profiles. /// </summary> /// <param name="profiles">A System.Web.Profile.ProfileInfoCollection of information about profiles that are to be deleted.</param> /// <returns>The number of profiles deleted from the data source.</returns> public override int DeleteProfiles(ProfileInfoCollection profiles) { int deleteCount = 0; foreach (ProfileInfo p in profiles) if (DeleteProfile(p.UserName)) deleteCount++; return deleteCount; } /// <summary> /// Deletes profile properties and information for profiles that match the supplied list of user names. /// </summary> /// <param name="usernames">A string array of user names for profiles to be deleted.</param> /// <returns>The number of profiles deleted from the data source.</returns> public override int DeleteProfiles(string[] usernames) { int deleteCount = 0; foreach (string user in usernames) if (DeleteProfile(user)) deleteCount++; return deleteCount; } // DeleteProfile // Deletes profile data from the database for the specified user name. private static bool DeleteProfile(string username) { CheckUserName(username); return dal.DeleteAnonymousProfile(username, applicationName); } // Verifies user name for sise and comma private static void CheckUserName(string userName) { if (string.IsNullOrEmpty(userName) || userName.Length > 256 || userName.IndexOf(",") > 0) throw new ApplicationException(ERR_INVALID_PARAMETER + " user name."); } /// <summary> /// Deletes all user-profile data for profiles in which the last activity date occurred before the specified date. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are deleted.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate value of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <returns>The number of profiles deleted from the data source.</returns> public override int DeleteInactiveProfiles(ProfileAuthenticationOption authenticationOption, DateTime userInactiveSinceDate) { string[] userArray = new string[0]; dal.GetInactiveProfiles((int)authenticationOption, userInactiveSinceDate, ApplicationName).CopyTo(userArray, 0); return DeleteProfiles(userArray); } /// <summary> /// Retrieves profile information for profiles in which the user name matches the specified user names. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="usernameToMatch">The user name to search for.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user-profile information // for profiles where the user name matches the supplied usernameToMatch parameter.</returns> public override ProfileInfoCollection FindProfilesByUserName(ProfileAuthenticationOption authenticationOption, string usernameToMatch, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, usernameToMatch, null, pageIndex, pageSize, out totalRecords); } /// <summary> /// Retrieves profile information for profiles in which the last activity date occurred on or before the specified date and the user name matches the specified user name. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="usernameToMatch">The user name to search for.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate value of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user profile information for inactive profiles where the user name matches the supplied usernameToMatch parameter.</returns> public override ProfileInfoCollection FindInactiveProfilesByUserName(ProfileAuthenticationOption authenticationOption, string usernameToMatch, DateTime userInactiveSinceDate, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, usernameToMatch, userInactiveSinceDate, pageIndex, pageSize, out totalRecords); } /// <summary> /// Retrieves user profile data for all profiles in the data source. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user-profile information for all profiles in the data source.</returns> public override ProfileInfoCollection GetAllProfiles(ProfileAuthenticationOption authenticationOption, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, null, null, pageIndex, pageSize, out totalRecords); } /// <summary> /// Retrieves user-profile data from the data source for profiles in which the last activity date occurred on or before the specified date. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <param name="pageIndex">The index of the page of results to return.</param> /// <param name="pageSize">The size of the page of results to return.</param> /// <param name="totalRecords">When this method returns, contains the total number of profiles.</param> /// <returns>A System.Web.Profile.ProfileInfoCollection containing user-profile information about the inactive profiles.</returns> public override ProfileInfoCollection GetAllInactiveProfiles(ProfileAuthenticationOption authenticationOption, DateTime userInactiveSinceDate, int pageIndex, int pageSize, out int totalRecords) { CheckParameters(pageIndex, pageSize); return GetProfileInfo(authenticationOption, null, userInactiveSinceDate, pageIndex, pageSize, out totalRecords); } /// <summary> /// Returns the number of profiles in which the last activity date occurred on or before the specified date. /// </summary> /// <param name="authenticationOption">One of the System.Web.Profile.ProfileAuthenticationOption values, specifying whether anonymous, authenticated, or both types of profiles are returned.</param> /// <param name="userInactiveSinceDate">A System.DateTime that identifies which user profiles are considered inactive. If the System.Web.Profile.ProfileInfo.LastActivityDate of a user profile occurs on or before this date and time, the profile is considered inactive.</param> /// <returns>The number of profiles in which the last activity date occurred on or before the specified date.</returns> public override int GetNumberOfInactiveProfiles(ProfileAuthenticationOption authenticationOption, DateTime userInactiveSinceDate) { int inactiveProfiles = 0; ProfileInfoCollection profiles = GetProfileInfo(authenticationOption, null, userInactiveSinceDate, 0, 0, out inactiveProfiles); return inactiveProfiles; } //Verifies input parameters for page size and page index. private static void CheckParameters(int pageIndex, int pageSize) { if (pageIndex < 1 || pageSize < 1) throw new ApplicationException(ERR_INVALID_PARAMETER + " page index."); } //GetProfileInfo //Retrieves a count of profiles and creates a //ProfileInfoCollection from the profile data in the //database. Called by GetAllProfiles, GetAllInactiveProfiles, //FindProfilesByUserName, FindInactiveProfilesByUserName, //and GetNumberOfInactiveProfiles. //Specifying a pageIndex of 0 retrieves a count of the results only. private static ProfileInfoCollection GetProfileInfo(ProfileAuthenticationOption authenticationOption, string usernameToMatch, object userInactiveSinceDate, int pageIndex, int pageSize, out int totalRecords) { ProfileInfoCollection profiles = new ProfileInfoCollection(); totalRecords = 0; // Count profiles only. if (pageSize == 0) return profiles; int counter = 0; int startIndex = pageSize * (pageIndex - 1); int endIndex = startIndex + pageSize - 1; DateTime dt = new DateTime(1900, 1, 1); if (userInactiveSinceDate != null) dt = (DateTime)userInactiveSinceDate; /* foreach(CustomProfileInfo profile in dal.GetProfileInfo((int)authenticationOption, usernameToMatch, dt, applicationName, out totalRecords)) { if(counter >= startIndex) { ProfileInfo p = new ProfileInfo(profile.UserName, profile.IsAnonymous, profile.LastActivityDate, profile.LastUpdatedDate, 0); profiles.Add(p); } if(counter >= endIndex) { break; } counter++; } */ return profiles; } } } This is how I use it in the controller: public ActionResult AddTyreToCart(CartViewModel model) { string profile = Request.IsAuthenticated ? Request.AnonymousID : User.Identity.Name; } I would like to debug: How can 2 users who provide different cookies get the same profileid? EDIT Here is the code for getuniqueid public int GetUniqueID(string userName, bool isAuthenticated, bool ignoreAuthenticationType, string appName) { SqlParameter[] parms = { new SqlParameter("@Username", SqlDbType.VarChar, 256), new SqlParameter("@ApplicationName", SqlDbType.VarChar, 256)}; parms[0].Value = userName; parms[1].Value = appName; if (!ignoreAuthenticationType) { Array.Resize(ref parms, parms.Length + 1); parms[2] = new SqlParameter("@IsAnonymous", SqlDbType.Bit) { Value = !isAuthenticated }; } int userID; object retVal = null; retVal = SqlHelper.ExecuteScalar(ConfigurationManager.ConnectionStrings["SQLOrderB2CConnString"].ConnectionString, CommandType.StoredProcedure, "getProfileUniqueID", parms); if (retVal == null) userID = CreateProfileForUser(userName, isAuthenticated, appName); else userID = Convert.ToInt32(retVal); return userID; } And this is the SP: CREATE PROCEDURE [dbo].[getProfileUniqueID] @Username VarChar( 256), @ApplicationName VarChar( 256), @IsAnonymous bit = null AS BEGIN SET NOCOUNT ON; /* [getProfileUniqueID] created 08.07.2009 mf Retrive unique id for current user */ SELECT UniqueID FROM dbo.Profiles WHERE Username = @Username AND ApplicationName = @ApplicationName AND IsAnonymous = @IsAnonymous or @IsAnonymous = null END

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  • Reading input from a text file, omits the first and adds a nonsense value to the end?

    - by Greenhouse Gases
    Hi there When I input locations from a txt file I am getting a peculiar error where it seems to miss off the first entry, yet add a garbage entry to the end of the link list (it is designed to take the name, latitude and longitude for each location you will notice). I imagine this to be an issue with where it starts collecting the inputs and where it stops but I cant find the error!! It reads the first line correctly but then skips to the next before adding it because during testing for the bug it had no record of the first location Lisbon though whilst stepping into the method call it was reading it. Very bizarre but hopefully someone knows the issue. Here is firstly my header file: #include <string> struct locationNode { char nodeCityName [35]; double nodeLati; double nodeLongi; locationNode* Next; void CorrectCase() // Correct upper and lower case letters of input { int MAX_SIZE = 35; int firstLetVal = this->nodeCityName[0], letVal; int n = 1; // variable for name index from second letter onwards if((this->nodeCityName[0] >90) && (this->nodeCityName[0] < 123)) // First letter is lower case { firstLetVal = firstLetVal - 32; // Capitalise first letter this->nodeCityName[0] = firstLetVal; } while(n <= MAX_SIZE - 1) { if((this->nodeCityName[n] >= 65) && (this->nodeCityName[n] <= 90)) { letVal = this->nodeCityName[n] + 32; this->nodeCityName[n] = letVal; } n++; } //cityNameInput = this->nodeCityName; } }; class Locations { private: int size; public: Locations(){ }; // constructor for the class locationNode* Head; //int Add(locationNode* Item); }; And here is the file containing main: // U08221.cpp : main project file. #include "stdafx.h" #include "Locations.h" #include <iostream> #include <string> #include <fstream> using namespace std; int n = 0,x, locationCount = 0, MAX_SIZE = 35; string cityNameInput; char targetCity[35]; bool acceptedInput = false, userInputReq = true, match = false, nodeExists = false;// note: addLocation(), set to true to enable user input as opposed to txt file locationNode *start_ptr = NULL; // pointer to first entry in the list locationNode *temp, *temp2; // Part is a pointer to a new locationNode we can assign changing value followed by a call to Add locationNode *seek, *bridge; void setElementsNull(char cityParam[]) { int y=0, count =0; while(cityParam[y] != NULL) { y++; } while(y < MAX_SIZE) { cityParam[y] = NULL; y++; } } void addLocation() { temp = new locationNode; // declare the space for a pointer item and assign a temporary pointer to it if(!userInputReq) // bool that determines whether user input is required in adding the node to the list { cout << endl << "Enter the name of the location: "; cin >> temp->nodeCityName; temp->CorrectCase(); setElementsNull(temp->nodeCityName); cout << endl << "Please enter the latitude value for this location: "; cin >> temp->nodeLati; cout << endl << "Please enter the longitude value for this location: "; cin >> temp->nodeLongi; cout << endl; } temp->Next = NULL; //set to NULL as when one is added it is currently the last in the list and so can not point to the next if(start_ptr == NULL){ // if list is currently empty, start_ptr will point to this node start_ptr = temp; } else { temp2 = start_ptr; // We know this is not NULL - list not empty! while (temp2->Next != NULL) { temp2 = temp2->Next; // Move to next link in chain until reach end of list } temp2->Next = temp; } ++locationCount; // increment counter for number of records in list if(!userInputReq){ cout << "Location sucessfully added to the database! There are " << locationCount << " location(s) stored" << endl; } } void populateList(){ ifstream inputFile; inputFile.open ("locations.txt", ios::in); userInputReq = true; temp = new locationNode; // declare the space for a pointer item and assign a temporary pointer to it do { inputFile.get(temp->nodeCityName, 35, ' '); setElementsNull(temp->nodeCityName); inputFile >> temp->nodeLati; inputFile >> temp->nodeLongi; setElementsNull(temp->nodeCityName); if(temp->nodeCityName[0] == 10) //remove linefeed from input { for(int i = 0; temp->nodeCityName[i] != NULL; i++) { temp->nodeCityName[i] = temp->nodeCityName[i + 1]; } } addLocation(); } while(!inputFile.eof()); userInputReq = false; cout << "Successful!" << endl << "List contains: " << locationCount << " entries" << endl; cout << endl; inputFile.close(); } bool nodeExistTest(char targetCity[]) // see if entry is present in the database { match = false; seek = start_ptr; int letters = 0, letters2 = 0, x = 0, y = 0; while(targetCity[y] != NULL) { letters2++; y++; } while(x <= locationCount) // locationCount is number of entries currently in list { y=0, letters = 0; while(seek->nodeCityName[y] != NULL) // count letters in the current name { letters++; y++; } if(letters == letters2) // same amount of letters in the name { y = 0; while(y <= letters) // compare each letter against one another { if(targetCity[y] == seek->nodeCityName[y]) { match = true; y++; } else { match = false; y = letters + 1; // no match, terminate comparison } } } if(match) { x = locationCount + 1; //found match so terminate loop } else{ if(seek->Next != NULL) { bridge = seek; seek = seek->Next; x++; } else { x = locationCount + 1; // end of list so terminate loop } } } return match; } void deleteRecord() // complete this { int junction = 0; locationNode *place; cout << "Enter the name of the city you wish to remove" << endl; cin >> targetCity; setElementsNull(targetCity); if(nodeExistTest(targetCity)) //if this node does exist { if(seek == start_ptr) // if it is the first in the list { junction = 1; } if(seek != start_ptr && seek->Next == NULL) // if it is last in the list { junction = 2; } switch(junction) // will alter list accordingly dependant on where the searched for link is { case 1: start_ptr = start_ptr->Next; delete seek; --locationCount; break; case 2: place = seek; seek = bridge; delete place; --locationCount; break; default: bridge->Next = seek->Next; delete seek; --locationCount; break; } } else { cout << targetCity << "That entry does not currently exist" << endl << endl << endl; } } void searchDatabase() { char choice; cout << "Enter search term..." << endl; cin >> targetCity; if(nodeExistTest(targetCity)) { cout << "Entry: " << endl << endl; } else { cout << "Sorry, that city is not currently present in the list." << endl << "Would you like to add this city now Y/N?" << endl; cin >> choice; /*while(choice != ('Y' || 'N')) { cout << "Please enter a valid choice..." << endl; cin >> choice; }*/ switch(choice) { case 'Y': addLocation(); break; case 'N': break; default : cout << "Invalid choice" << endl; break; } } } void printDatabase() { temp = start_ptr; // set temp to the start of the list do { if (temp == NULL) { cout << "You have reached the end of the database" << endl; } else { // Display details for what temp points to at that stage cout << "Location : " << temp->nodeCityName << endl; cout << "Latitude : " << temp->nodeLati << endl; cout << "Longitude : " << temp->nodeLongi << endl; cout << endl; // Move on to next locationNode if one exists temp = temp->Next; } } while (temp != NULL); } void nameValidation(string name) { n = 0; // start from first letter x = name.size(); while(!acceptedInput) { if((name[n] >= 65) && (name[n] <= 122)) // is in the range of letters { while(n <= x - 1) { while((name[n] >=91) && (name[n] <=97)) // ERROR!! { cout << "Please enter a valid city name" << endl; cin >> name; } n++; } } else { cout << "Please enter a valid city name" << endl; cin >> name; } if(n <= x - 1) { acceptedInput = true; } } cityNameInput = name; } int main(array<System::String ^> ^args) { //main contains test calls to functions at present cout << "Populating list..."; populateList(); printDatabase(); deleteRecord(); printDatabase(); cin >> cityNameInput; } The text file contains this (ignore the names, they are just for testing!!): Lisbon 45 47 Fattah 45 47 Darius 42 49 Peter 45 27 Sarah 85 97 Michelle 45 47 John 25 67 Colin 35 87 Shiron 40 57 George 34 45 Sean 22 33 The output omits Lisbon, but adds on a garbage entry with nonsense values. Any ideas why? Thank you in advance.

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  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

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  • Example: Communication between Activity and Service using Messaging

    - by Lance Lefebure
    I couldn't find any examples of how to send messages between an activity and a service, and spent far too many hours figuring this out. Here is an example project for others to reference. This example allows you to start or stop a service directly, and separately bind/unbind from the service. When the service is running, it increments a number at 10Hz. If the activity is bound to the service, it will display the current value. Data is transferred as an Integer and as a String so you can see how to do that two different ways. There are also buttons in the activity to send messages to the service (changes the increment-by value). Screenshot: AndroidManifest.xml: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.exampleservice" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".MainActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <service android:name=".MyService"></service> </application> <uses-sdk android:minSdkVersion="8" /> </manifest> res\values\strings.xml: <?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">ExampleService</string> <string name="service_started">Example Service started</string> <string name="service_label">Example Service Label</string> </resources> res\layout\main.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnStart" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Start Service"></Button> <Button android:id="@+id/btnStop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Stop Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <RelativeLayout android:id="@+id/RelativeLayout02" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnBind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Bind to Service"></Button> <Button android:id="@+id/btnUnbind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Unbind from Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <TextView android:id="@+id/textStatus" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Status Goes Here" /> <TextView android:id="@+id/textIntValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Integer Value Goes Here" /> <TextView android:id="@+id/textStrValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="String Value Goes Here" /> <RelativeLayout android:id="@+id/RelativeLayout03" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnUpby1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 1"></Button> <Button android:id="@+id/btnUpby10" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 10" android:layout_alignParentRight="true"></Button> </RelativeLayout> </LinearLayout> src\com.exampleservice\MainActivity.java: package com.exampleservice; import android.app.Activity; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.TextView; public class MainActivity extends Activity { Button btnStart, btnStop, btnBind, btnUnbind, btnUpby1, btnUpby10; TextView textStatus, textIntValue, textStrValue; Messenger mService = null; boolean mIsBound; final Messenger mMessenger = new Messenger(new IncomingHandler()); class IncomingHandler extends Handler { @Override public void handleMessage(Message msg) { switch (msg.what) { case MyService.MSG_SET_INT_VALUE: textIntValue.setText("Int Message: " + msg.arg1); break; case MyService.MSG_SET_STRING_VALUE: String str1 = msg.getData().getString("str1"); textStrValue.setText("Str Message: " + str1); break; default: super.handleMessage(msg); } } } private ServiceConnection mConnection = new ServiceConnection() { public void onServiceConnected(ComponentName className, IBinder service) { mService = new Messenger(service); textStatus.setText("Attached."); try { Message msg = Message.obtain(null, MyService.MSG_REGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // In this case the service has crashed before we could even do anything with it } } public void onServiceDisconnected(ComponentName className) { // This is called when the connection with the service has been unexpectedly disconnected - process crashed. mService = null; textStatus.setText("Disconnected."); } }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); btnStart = (Button)findViewById(R.id.btnStart); btnStop = (Button)findViewById(R.id.btnStop); btnBind = (Button)findViewById(R.id.btnBind); btnUnbind = (Button)findViewById(R.id.btnUnbind); textStatus = (TextView)findViewById(R.id.textStatus); textIntValue = (TextView)findViewById(R.id.textIntValue); textStrValue = (TextView)findViewById(R.id.textStrValue); btnUpby1 = (Button)findViewById(R.id.btnUpby1); btnUpby10 = (Button)findViewById(R.id.btnUpby10); btnStart.setOnClickListener(btnStartListener); btnStop.setOnClickListener(btnStopListener); btnBind.setOnClickListener(btnBindListener); btnUnbind.setOnClickListener(btnUnbindListener); btnUpby1.setOnClickListener(btnUpby1Listener); btnUpby10.setOnClickListener(btnUpby10Listener); restoreMe(savedInstanceState); CheckIfServiceIsRunning(); } @Override protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); outState.putString("textStatus", textStatus.getText().toString()); outState.putString("textIntValue", textIntValue.getText().toString()); outState.putString("textStrValue", textStrValue.getText().toString()); } private void restoreMe(Bundle state) { if (state!=null) { textStatus.setText(state.getString("textStatus")); textIntValue.setText(state.getString("textIntValue")); textStrValue.setText(state.getString("textStrValue")); } } private void CheckIfServiceIsRunning() { //If the service is running when the activity starts, we want to automatically bind to it. if (MyService.isRunning()) { doBindService(); } } private OnClickListener btnStartListener = new OnClickListener() { public void onClick(View v){ startService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnStopListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); stopService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnBindListener = new OnClickListener() { public void onClick(View v){ doBindService(); } }; private OnClickListener btnUnbindListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); } }; private OnClickListener btnUpby1Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(1); } }; private OnClickListener btnUpby10Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(10); } }; private void sendMessageToService(int intvaluetosend) { if (mIsBound) { if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_SET_INT_VALUE, intvaluetosend, 0); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { } } } } void doBindService() { bindService(new Intent(this, MyService.class), mConnection, Context.BIND_AUTO_CREATE); mIsBound = true; textStatus.setText("Binding."); } void doUnbindService() { if (mIsBound) { // If we have received the service, and hence registered with it, then now is the time to unregister. if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_UNREGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // There is nothing special we need to do if the service has crashed. } } // Detach our existing connection. unbindService(mConnection); mIsBound = false; textStatus.setText("Unbinding."); } } @Override protected void onDestroy() { super.onDestroy(); try { doUnbindService(); } catch (Throwable t) { Log.e("MainActivity", "Failed to unbind from the service", t); } } } src\com.exampleservice\MyService.java: package com.exampleservice; import java.util.ArrayList; import java.util.Timer; import java.util.TimerTask; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.app.Service; import android.content.Intent; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; public class MyService extends Service { private NotificationManager nm; private Timer timer = new Timer(); private int counter = 0, incrementby = 1; private static boolean isRunning = false; ArrayList<Messenger> mClients = new ArrayList<Messenger>(); // Keeps track of all current registered clients. int mValue = 0; // Holds last value set by a client. static final int MSG_REGISTER_CLIENT = 1; static final int MSG_UNREGISTER_CLIENT = 2; static final int MSG_SET_INT_VALUE = 3; static final int MSG_SET_STRING_VALUE = 4; final Messenger mMessenger = new Messenger(new IncomingHandler()); // Target we publish for clients to send messages to IncomingHandler. @Override public IBinder onBind(Intent intent) { return mMessenger.getBinder(); } class IncomingHandler extends Handler { // Handler of incoming messages from clients. @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_REGISTER_CLIENT: mClients.add(msg.replyTo); break; case MSG_UNREGISTER_CLIENT: mClients.remove(msg.replyTo); break; case MSG_SET_INT_VALUE: incrementby = msg.arg1; break; default: super.handleMessage(msg); } } } private void sendMessageToUI(int intvaluetosend) { for (int i=mClients.size()-1; i>=0; i--) { try { // Send data as an Integer mClients.get(i).send(Message.obtain(null, MSG_SET_INT_VALUE, intvaluetosend, 0)); //Send data as a String Bundle b = new Bundle(); b.putString("str1", "ab" + intvaluetosend + "cd"); Message msg = Message.obtain(null, MSG_SET_STRING_VALUE); msg.setData(b); mClients.get(i).send(msg); } catch (RemoteException e) { // The client is dead. Remove it from the list; we are going through the list from back to front so this is safe to do inside the loop. mClients.remove(i); } } } @Override public void onCreate() { super.onCreate(); Log.i("MyService", "Service Started."); showNotification(); timer.scheduleAtFixedRate(new TimerTask(){ public void run() {onTimerTick();}}, 0, 100L); isRunning = true; } private void showNotification() { nm = (NotificationManager)getSystemService(NOTIFICATION_SERVICE); // In this sample, we'll use the same text for the ticker and the expanded notification CharSequence text = getText(R.string.service_started); // Set the icon, scrolling text and timestamp Notification notification = new Notification(R.drawable.icon, text, System.currentTimeMillis()); // The PendingIntent to launch our activity if the user selects this notification PendingIntent contentIntent = PendingIntent.getActivity(this, 0, new Intent(this, MainActivity.class), 0); // Set the info for the views that show in the notification panel. notification.setLatestEventInfo(this, getText(R.string.service_label), text, contentIntent); // Send the notification. // We use a layout id because it is a unique number. We use it later to cancel. nm.notify(R.string.service_started, notification); } @Override public int onStartCommand(Intent intent, int flags, int startId) { Log.i("MyService", "Received start id " + startId + ": " + intent); return START_STICKY; // run until explicitly stopped. } public static boolean isRunning() { return isRunning; } private void onTimerTick() { Log.i("TimerTick", "Timer doing work." + counter); try { counter += incrementby; sendMessageToUI(counter); } catch (Throwable t) { //you should always ultimately catch all exceptions in timer tasks. Log.e("TimerTick", "Timer Tick Failed.", t); } } @Override public void onDestroy() { super.onDestroy(); if (timer != null) {timer.cancel();} counter=0; nm.cancel(R.string.service_started); // Cancel the persistent notification. Log.i("MyService", "Service Stopped."); isRunning = false; } }

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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • Passing data between android ListActivities in Java

    - by Will Janes
    I am new to Android! I am having a problem getting this code to work... Basically I Go from one list activity to another and pass the text from a list item through the intent of the activity to the new list view, then retrieve that text in the new list activity and then preform a http request based on value of that list item. Log Cat 04-05 17:47:32.370: E/AndroidRuntime(30135): FATAL EXCEPTION: main 04-05 17:47:32.370: E/AndroidRuntime(30135): java.lang.ClassCastException:android.widget.LinearLayout 04-05 17:47:32.370: E/AndroidRuntime(30135): at com.thickcrustdesigns.ufood.CatogPage$1.onItemClick(CatogPage.java:66) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.widget.AdapterView.performItemClick(AdapterView.java:284) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.widget.ListView.performItemClick(ListView.java:3731) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.widget.AbsListView$PerformClick.run(AbsListView.java:1959) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.os.Handler.handleCallback(Handler.java:587) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.os.Handler.dispatchMessage(Handler.java:92) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.os.Looper.loop(Looper.java:130) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.app.ActivityThread.main(ActivityThread.java:3691) 04-05 17:47:32.370: E/AndroidRuntime(30135): at java.lang.reflect.Method.invokeNative(Native Method) 04-05 17:47:32.370: E/AndroidRuntime(30135): at java.lang.reflect.Method.invoke(Method.java:507) 04-05 17:47:32.370: E/AndroidRuntime(30135): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:907) 04-05 17:47:32.370: E/AndroidRuntime(30135): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:665) 04-05 17:47:32.370: E/AndroidRuntime(30135): at dalvik.system.NativeStart.main(Native Method) ListActivity 1 package com.thickcrustdesigns.ufood; import java.util.ArrayList; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONException; import org.json.JSONObject; import android.app.ListActivity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.widget.AdapterView; import android.widget.AdapterView.OnItemClickListener; import android.widget.Button; import android.widget.ListView; import android.widget.TextView; public class CatogPage extends ListActivity { ListView listView1; Button btn_bk; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.definition_main); btn_bk = (Button) findViewById(R.id.btn_bk); listView1 = (ListView) findViewById(android.R.id.list); ArrayList<NameValuePair> nvp = new ArrayList<NameValuePair>(); nvp.add(new BasicNameValuePair("request", "categories")); ArrayList<JSONObject> jsondefs = Request.fetchData(this, nvp); String[] defs = new String[jsondefs.size()]; for (int i = 0; i < jsondefs.size(); i++) { try { defs[i] = jsondefs.get(i).getString("Name"); } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } uFoodAdapter adapter = new uFoodAdapter(this, R.layout.definition_list, defs); listView1.setAdapter(adapter); ListView lv = getListView(); lv.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, int position, long id) { TextView tv = (TextView) view; String p = tv.getText().toString(); Intent i = new Intent(getApplicationContext(), Results.class); i.putExtra("category", p); startActivity(i); } }); btn_bk.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { Intent i = new Intent(getApplicationContext(), UFoodAppActivity.class); startActivity(i); } }); } } **ListActivity 2** package com.thickcrustdesigns.ufood; import java.util.ArrayList; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONException; import org.json.JSONObject; import android.app.ListActivity; import android.os.Bundle; import android.widget.ListView; public class Results extends ListActivity { ListView listView1; enum Category { Chicken, Beef, Chinese, Cocktails, Curry, Deserts, Fish, ForOne { public String toString() { return "For One"; } }, Lamb, LightBites { public String toString() { return "Light Bites"; } }, Pasta, Pork, Vegetarian } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.setContentView(R.layout.definition_main); listView1 = (ListView) findViewById(android.R.id.list); Bundle data = getIntent().getExtras(); String category = data.getString("category"); Category cat = Category.valueOf(category); String value = null; switch (cat) { case Chicken: value = "Chicken"; break; case Beef: value = "Beef"; break; case Chinese: value = "Chinese"; break; case Cocktails: value = "Cocktails"; break; case Curry: value = "Curry"; break; case Deserts: value = "Deserts"; break; case Fish: value = "Fish"; break; case ForOne: value = "ForOne"; break; case Lamb: value = "Lamb"; break; case LightBites: value = "LightBites"; break; case Pasta: value = "Pasta"; break; case Pork: value = "Pork"; break; case Vegetarian: value = "Vegetarian"; } ArrayList<NameValuePair> nvp = new ArrayList<NameValuePair>(); nvp.add(new BasicNameValuePair("request", "category")); nvp.add(new BasicNameValuePair("cat", value)); ArrayList<JSONObject> jsondefs = Request.fetchData(this, nvp); String[] defs = new String[jsondefs.size()]; for (int i = 0; i < jsondefs.size(); i++) { try { defs[i] = jsondefs.get(i).getString("Name"); } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } uFoodAdapter adapter = new uFoodAdapter(this, R.layout.definition_list, defs); listView1.setAdapter(adapter); } } Request package com.thickcrustdesigns.ufood; import java.io.BufferedReader; import java.io.InputStream; import java.io.InputStreamReader; import java.util.ArrayList; import org.apache.http.HttpEntity; import org.apache.http.HttpResponse; import org.apache.http.NameValuePair; import org.apache.http.client.HttpClient; import org.apache.http.client.entity.UrlEncodedFormEntity; import org.apache.http.client.methods.HttpPost; import org.apache.http.impl.client.DefaultHttpClient; import org.json.JSONArray; import org.json.JSONObject; import android.content.Context; import android.util.Log; import android.widget.Toast; public class Request { @SuppressWarnings("null") public static ArrayList<JSONObject> fetchData(Context context, ArrayList<NameValuePair> nvp) { ArrayList<JSONObject> listItems = new ArrayList<JSONObject>(); InputStream is = null; try { HttpClient httpclient = new DefaultHttpClient(); HttpPost httppost = new HttpPost( "http://co350-11d.projects02.glos.ac.uk/php/database.php"); httppost.setEntity(new UrlEncodedFormEntity(nvp)); HttpResponse response = httpclient.execute(httppost); HttpEntity entity = response.getEntity(); is = entity.getContent(); } catch (Exception e) { Log.e("log_tag", "Error in http connection" + e.toString()); } // convert response to string String result = ""; try { BufferedReader reader = new BufferedReader(new InputStreamReader( is, "iso-8859-1"), 8); InputStream stream = null; StringBuilder sb = null; while ((result = reader.readLine()) != null) { sb.append(result + "\n"); } stream.close(); result = sb.toString(); } catch (Exception e) { Log.e("log_tag", "Error converting result " + e.toString()); } try { JSONArray jArray = new JSONArray(result); for (int i = 0; i < jArray.length(); i++) { JSONObject jo = jArray.getJSONObject(i); listItems.add(jo); } } catch (Exception e) { Toast.makeText(context.getApplicationContext(), "None Found!", Toast.LENGTH_LONG).show(); } return listItems; } } Any help would be grateful! Many Thanks EDIT Sorry very tired so missed out my 2nd ListActivity package com.thickcrustdesigns.ufood; import java.util.ArrayList; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONException; import org.json.JSONObject; import android.app.ListActivity; import android.os.Bundle; import android.widget.ListView; public class Results extends ListActivity { ListView listView1; enum Category { Chicken, Beef, Chinese, Cocktails, Curry, Deserts, Fish, ForOne { public String toString() { return "For One"; } }, Lamb, LightBites { public String toString() { return "Light Bites"; } }, Pasta, Pork, Vegetarian } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.setContentView(R.layout.definition_main); listView1 = (ListView) findViewById(android.R.id.list); Bundle data = getIntent().getExtras(); String category = data.getString("category"); Category cat = Category.valueOf(category); String value = null; switch (cat) { case Chicken: value = "Chicken"; break; case Beef: value = "Beef"; break; case Chinese: value = "Chinese"; break; case Cocktails: value = "Cocktails"; break; case Curry: value = "Curry"; break; case Deserts: value = "Deserts"; break; case Fish: value = "Fish"; break; case ForOne: value = "ForOne"; break; case Lamb: value = "Lamb"; break; case LightBites: value = "LightBites"; break; case Pasta: value = "Pasta"; break; case Pork: value = "Pork"; break; case Vegetarian: value = "Vegetarian"; } ArrayList<NameValuePair> nvp = new ArrayList<NameValuePair>(); nvp.add(new BasicNameValuePair("request", "category")); nvp.add(new BasicNameValuePair("cat", value)); ArrayList<JSONObject> jsondefs = Request.fetchData(this, nvp); String[] defs = new String[jsondefs.size()]; for (int i = 0; i < jsondefs.size(); i++) { try { defs[i] = jsondefs.get(i).getString("Name"); } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } uFoodAdapter adapter = new uFoodAdapter(this, R.layout.definition_list, defs); listView1.setAdapter(adapter); } } Sorry again! Cheers guys!

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  • Sent Item code in java

    - by Farhan Khan
    I need urgent help, if any one can resolve my issue it will be very highly appriciated. I have create a SMS composer on jAVA netbians its on urdu language. the probelm is its not saving sent sms on Sent items.. i have tried my best to make the code but failed. Tomorrow is my last day to present the code on university please help me please below is the code that i have made till now. Please any one.... /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package newSms; import javax.microedition.io.Connector; import javax.microedition.midlet.*; import javax.microedition.lcdui.*; import javax.wireless.messaging.MessageConnection; import javax.wireless.messaging.TextMessage; import org.netbeans.microedition.util.SimpleCancellableTask; /** * @author AHTISHAM */ public class composeurdu extends MIDlet implements CommandListener, ItemCommandListener, ItemStateListener { private boolean midletPaused = false; private boolean isUrdu; String numb=" "; Alert alert; //<editor-fold defaultstate="collapsed" desc=" Generated Fields ">//GEN-BEGIN:|fields|0| private Form form; private TextField number; private TextField textUrdu; private StringItem stringItem; private StringItem send; private Command exit; private Command sendMesg; private Command add; private Command urdu; private Command select; private SimpleCancellableTask task; //</editor-fold>//GEN-END:|fields|0| MessageConnection clientConn; private Display display; public composeurdu() { display = Display.getDisplay(this); } private void showMessage(){ display=Display.getDisplay(this); //numb=number.getString(); if(number.getString().length()==0 || textUrdu.getString().length()==0){ Alert alert=new Alert("error "); alert.setString(" Enter phone number"); alert.setTimeout(5000); display.setCurrent(alert); } else if(number.getString().length()>11){ Alert alert=new Alert("error "); alert.setString("invalid number"); alert.setTimeout(5000); display.setCurrent(alert); } else{ Alert alert=new Alert("error "); alert.setString("success"); alert.setTimeout(5000); display.setCurrent(alert); } } void showMessage(String message, Displayable displayable) { Alert alert = new Alert(""); alert.setTitle("Error"); alert.setString(message); alert.setType(AlertType.ERROR); alert.setTimeout(5000); display.setCurrent(alert, displayable); } //<editor-fold defaultstate="collapsed" desc=" Generated Methods ">//GEN-BEGIN:|methods|0| //</editor-fold>//GEN-END:|methods|0| //<editor-fold defaultstate="collapsed" desc=" Generated Method: initialize ">//GEN-BEGIN:|0-initialize|0|0-preInitialize /** * Initializes the application. It is called only once when the MIDlet is * started. The method is called before the * <code>startMIDlet</code> method. */ private void initialize() {//GEN-END:|0-initialize|0|0-preInitialize // write pre-initialize user code here //GEN-LINE:|0-initialize|1|0-postInitialize // write post-initialize user code here }//GEN-BEGIN:|0-initialize|2| //</editor-fold>//GEN-END:|0-initialize|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: startMIDlet ">//GEN-BEGIN:|3-startMIDlet|0|3-preAction /** * Performs an action assigned to the Mobile Device - MIDlet Started point. */ public void startMIDlet() {//GEN-END:|3-startMIDlet|0|3-preAction // write pre-action user code here switchDisplayable(null, getForm());//GEN-LINE:|3-startMIDlet|1|3-postAction // write post-action user code here form.setCommandListener(this); form.setItemStateListener(this); }//GEN-BEGIN:|3-startMIDlet|2| //</editor-fold>//GEN-END:|3-startMIDlet|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: resumeMIDlet ">//GEN-BEGIN:|4-resumeMIDlet|0|4-preAction /** * Performs an action assigned to the Mobile Device - MIDlet Resumed point. */ public void resumeMIDlet() {//GEN-END:|4-resumeMIDlet|0|4-preAction // write pre-action user code here //GEN-LINE:|4-resumeMIDlet|1|4-postAction // write post-action user code here }//GEN-BEGIN:|4-resumeMIDlet|2| //</editor-fold>//GEN-END:|4-resumeMIDlet|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: switchDisplayable ">//GEN-BEGIN:|5-switchDisplayable|0|5-preSwitch /** * Switches a current displayable in a display. The * <code>display</code> instance is taken from * <code>getDisplay</code> method. This method is used by all actions in the * design for switching displayable. * * @param alert the Alert which is temporarily set to the display; if * <code>null</code>, then * <code>nextDisplayable</code> is set immediately * @param nextDisplayable the Displayable to be set */ public void switchDisplayable(Alert alert, Displayable nextDisplayable) {//GEN-END:|5-switchDisplayable|0|5-preSwitch // write pre-switch user code here Display display = getDisplay();//GEN-BEGIN:|5-switchDisplayable|1|5-postSwitch if (alert == null) { display.setCurrent(nextDisplayable); } else { display.setCurrent(alert, nextDisplayable); }//GEN-END:|5-switchDisplayable|1|5-postSwitch // write post-switch user code here }//GEN-BEGIN:|5-switchDisplayable|2| //</editor-fold>//GEN-END:|5-switchDisplayable|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: commandAction for Displayables ">//GEN-BEGIN:|7-commandAction|0|7-preCommandAction /** * Called by a system to indicated that a command has been invoked on a * particular displayable. * * @param command the Command that was invoked * @param displayable the Displayable where the command was invoked */ public void commandAction(Command command, Displayable displayable) {//GEN-END:|7-commandAction|0|7-preCommandAction // write pre-action user code here if (displayable == form) {//GEN-BEGIN:|7-commandAction|1|16-preAction if (command == exit) {//GEN-END:|7-commandAction|1|16-preAction // write pre-action user code here exitMIDlet();//GEN-LINE:|7-commandAction|2|16-postAction // write post-action user code here } else if (command == sendMesg) {//GEN-LINE:|7-commandAction|3|18-preAction // write pre-action user code here String mno=number.getString(); String msg=textUrdu.getString(); if(mno.equals("")) { alert = new Alert("Alert"); alert.setString("Enter Mobile Number!!!"); alert.setTimeout(2000); display.setCurrent(alert); } else { try { clientConn=(MessageConnection)Connector.open("sms://"+mno); } catch(Exception e) { alert = new Alert("Alert"); alert.setString("Unable to connect to Station because of network problem"); alert.setTimeout(2000); display.setCurrent(alert); } try { TextMessage textmessage = (TextMessage) clientConn.newMessage(MessageConnection.TEXT_MESSAGE); textmessage.setAddress("sms://"+mno); textmessage.setPayloadText(msg); clientConn.send(textmessage); } catch(Exception e) { Alert alert=new Alert("Alert","",null,AlertType.INFO); alert.setTimeout(Alert.FOREVER); alert.setString("Unable to send"); display.setCurrent(alert); } } //GEN-LINE:|7-commandAction|4|18-postAction // write post-action user code here }//GEN-BEGIN:|7-commandAction|5|7-postCommandAction }//GEN-END:|7-commandAction|5|7-postCommandAction // write post-action user code here }//GEN-BEGIN:|7-commandAction|6| //</editor-fold>//GEN-END:|7-commandAction|6| //<editor-fold defaultstate="collapsed" desc=" Generated Method: commandAction for Items ">//GEN-BEGIN:|8-itemCommandAction|0|8-preItemCommandAction /** * Called by a system to indicated that a command has been invoked on a * particular item. * * @param command the Command that was invoked * @param displayable the Item where the command was invoked */ public void commandAction(Command command, Item item) {//GEN-END:|8-itemCommandAction|0|8-preItemCommandAction // write pre-action user code here if (item == number) {//GEN-BEGIN:|8-itemCommandAction|1|21-preAction if (command == add) {//GEN-END:|8-itemCommandAction|1|21-preAction // write pre-action user code here //GEN-LINE:|8-itemCommandAction|2|21-postAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|3|28-preAction } else if (item == send) { if (command == select) {//GEN-END:|8-itemCommandAction|3|28-preAction // write pre-action user code here //GEN-LINE:|8-itemCommandAction|4|28-postAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|5|24-preAction } else if (item == textUrdu) { if (command == urdu) {//GEN-END:|8-itemCommandAction|5|24-preAction // write pre-action user code here if (isUrdu) isUrdu = false; else { isUrdu = true; TextField tf = (TextField)item; } //GEN-LINE:|8-itemCommandAction|6|24-postAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|7|8-postItemCommandAction }//GEN-END:|8-itemCommandAction|7|8-postItemCommandAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|8| //</editor-fold>//GEN-END:|8-itemCommandAction|8| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: form ">//GEN-BEGIN:|14-getter|0|14-preInit /** * Returns an initialized instance of form component. * * @return the initialized component instance */ public Form getForm() { if (form == null) {//GEN-END:|14-getter|0|14-preInit // write pre-init user code here form = new Form("form", new Item[]{getNumber(), getTextUrdu(), getStringItem(), getSend()});//GEN-BEGIN:|14-getter|1|14-postInit form.addCommand(getExit()); form.addCommand(getSendMesg()); form.setCommandListener(this);//GEN-END:|14-getter|1|14-postInit // write post-init user code here form.setItemStateListener(this); // form.setCommandListener(this); }//GEN-BEGIN:|14-getter|2| return form; } //</editor-fold>//GEN-END:|14-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: number ">//GEN-BEGIN:|19-getter|0|19-preInit /** * Returns an initialized instance of number component. * * @return the initialized component instance */ public TextField getNumber() { if (number == null) {//GEN-END:|19-getter|0|19-preInit // write pre-init user code here number = new TextField("Number ", null, 11, TextField.PHONENUMBER);//GEN-BEGIN:|19-getter|1|19-postInit number.addCommand(getAdd()); number.setItemCommandListener(this); number.setDefaultCommand(getAdd());//GEN-END:|19-getter|1|19-postInit // write post-init user code here }//GEN-BEGIN:|19-getter|2| return number; } //</editor-fold>//GEN-END:|19-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: textUrdu ">//GEN-BEGIN:|22-getter|0|22-preInit /** * Returns an initialized instance of textUrdu component. * * @return the initialized component instance */ public TextField getTextUrdu() { if (textUrdu == null) {//GEN-END:|22-getter|0|22-preInit // write pre-init user code here textUrdu = new TextField("Message", null, 2000, TextField.ANY);//GEN-BEGIN:|22-getter|1|22-postInit textUrdu.addCommand(getUrdu()); textUrdu.setItemCommandListener(this);//GEN-END:|22-getter|1|22-postInit // write post-init user code here }//GEN-BEGIN:|22-getter|2| return textUrdu; } //</editor-fold>//GEN-END:|22-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: exit ">//GEN-BEGIN:|15-getter|0|15-preInit /** * Returns an initialized instance of exit component. * * @return the initialized component instance */ public Command getExit() { if (exit == null) {//GEN-END:|15-getter|0|15-preInit // write pre-init user code here exit = new Command("Exit", Command.EXIT, 0);//GEN-LINE:|15-getter|1|15-postInit // write post-init user code here }//GEN-BEGIN:|15-getter|2| return exit; } //</editor-fold>//GEN-END:|15-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: sendMesg ">//GEN-BEGIN:|17-getter|0|17-preInit /** * Returns an initialized instance of sendMesg component. * * @return the initialized component instance */ public Command getSendMesg() { if (sendMesg == null) {//GEN-END:|17-getter|0|17-preInit // write pre-init user code here sendMesg = new Command("send", Command.OK, 0);//GEN-LINE:|17-getter|1|17-postInit // write post-init user code here }//GEN-BEGIN:|17-getter|2| return sendMesg; } //</editor-fold>//GEN-END:|17-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: add ">//GEN-BEGIN:|20-getter|0|20-preInit /** * Returns an initialized instance of add component. * * @return the initialized component instance */ public Command getAdd() { if (add == null) {//GEN-END:|20-getter|0|20-preInit // write pre-init user code here add = new Command("add", Command.OK, 0);//GEN-LINE:|20-getter|1|20-postInit // write post-init user code here }//GEN-BEGIN:|20-getter|2| return add; } //</editor-fold>//GEN-END:|20-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: urdu ">//GEN-BEGIN:|23-getter|0|23-preInit /** * Returns an initialized instance of urdu component. * * @return the initialized component instance */ public Command getUrdu() { if (urdu == null) {//GEN-END:|23-getter|0|23-preInit // write pre-init user code here urdu = new Command("urdu", Command.OK, 0);//GEN-LINE:|23-getter|1|23-postInit // write post-init user code here }//GEN-BEGIN:|23-getter|2| return urdu; } //</editor-fold>//GEN-END:|23-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: stringItem ">//GEN-BEGIN:|25-getter|0|25-preInit /** * Returns an initialized instance of stringItem component. * * @return the initialized component instance */ public StringItem getStringItem() { if (stringItem == null) {//GEN-END:|25-getter|0|25-preInit // write pre-init user code here stringItem = new StringItem("string", null);//GEN-LINE:|25-getter|1|25-postInit // write post-init user code here }//GEN-BEGIN:|25-getter|2| return stringItem; } //</editor-fold>//GEN-END:|25-getter|2| //</editor-fold> //<editor-fold defaultstate="collapsed" desc=" Generated Getter: send ">//GEN-BEGIN:|26-getter|0|26-preInit /** * Returns an initialized instance of send component. * * @return the initialized component instance */ public StringItem getSend() { if (send == null) {//GEN-END:|26-getter|0|26-preInit // write pre-init user code here send = new StringItem("", "send", Item.BUTTON);//GEN-BEGIN:|26-getter|1|26-postInit send.addCommand(getSelect()); send.setItemCommandListener(this); send.setDefaultCommand(getSelect());//GEN-END:|26-getter|1|26-postInit // write post-init user code here }//GEN-BEGIN:|26-getter|2| return send; } //</editor-fold>//GEN-END:|26-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: select ">//GEN-BEGIN:|27-getter|0|27-preInit /** * Returns an initialized instance of select component. * * @return the initialized component instance */ public Command getSelect() { if (select == null) {//GEN-END:|27-getter|0|27-preInit // write pre-init user code here select = new Command("select", Command.OK, 0);//GEN-LINE:|27-getter|1|27-postInit // write post-init user code here }//GEN-BEGIN:|27-getter|2| return select; } //</editor-fold>//GEN-END:|27-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: task ">//GEN-BEGIN:|40-getter|0|40-preInit /** * Returns an initialized instance of task component. * * @return the initialized component instance */ public SimpleCancellableTask getTask() { if (task == null) {//GEN-END:|40-getter|0|40-preInit // write pre-init user code here task = new SimpleCancellableTask();//GEN-BEGIN:|40-getter|1|40-execute task.setExecutable(new org.netbeans.microedition.util.Executable() { public void execute() throws Exception {//GEN-END:|40-getter|1|40-execute // write task-execution user code here }//GEN-BEGIN:|40-getter|2|40-postInit });//GEN-END:|40-getter|2|40-postInit // write post-init user code here }//GEN-BEGIN:|40-getter|3| return task; } //</editor-fold>//GEN-END:|40-getter|3| /** * Returns a display instance. * @return the display instance. */ public Display getDisplay () { return Display.getDisplay(this); } /** * Exits MIDlet. */ public void exitMIDlet() { switchDisplayable (null, null); destroyApp(true); notifyDestroyed(); } /** * Called when MIDlet is started. * Checks whether the MIDlet have been already started and initialize/starts or resumes the MIDlet. */ public void startApp() { startMIDlet(); display.setCurrent(form); } /** * Called when MIDlet is paused. */ public void pauseApp() { midletPaused = true; } /** * Called to signal the MIDlet to terminate. * @param unconditional if true, then the MIDlet has to be unconditionally terminated and all resources has to be released. */ public void destroyApp(boolean unconditional) { } public void itemStateChanged(Item item) { if (item == textUrdu) { if (isUrdu) { stringItem.setText("urdu"); TextField tf = (TextField)item; String s = tf.getString(); char ch = s.charAt(s.length() - 1); s = s.substring(0, s.length() - 1); ch = Urdu.ToUrdu(ch); s = s + String.valueOf(ch); tf.setString(""); tf.setString(s); }//end if throw new UnsupportedOperationException("Not supported yet."); } } }

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  • Passing variables to shopping cart with Javascript

    - by albatross
    This question is an extension of this one: http://stackoverflow.com/questions/2359238/calculate-order-price-by-date-selection-value I'm trying to make a conference registration page based off the previous page, which passes the variables(name, email, price) to my organization's outdated shopping cart using javascript. I'm also using Seminar Registration by CSSTricks (http://css-tricks.com/examples/SeminarRegTutorial/) Currently, my proceed to payment button produces an 'element is undefined' error on line 298(same thing on unresolved previous question, linked above^): switch (document.Information.amount.value) { Any help would be greatly appreciated. I'm at my wits end with this. Here is the page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title>Seminar Registration Form with jQuery</title> <link rel="stylesheet" type="text/css" href="css/style.css" media="screen" /> <script src="js/jquery-1.2.6.js" type="text/javascript" charset="utf-8"></script> <script src="js/form-fun.jquery.js" type="text/javascript" charset="utf-8"></script> <!--[if IE]> <style type="text/css"> legend { position: relative; top: -30px; } fieldset { margin: 30px 10px 0 0; } </style> <script type="text/javascript"> $(function(){ $("#step_2 legend").css({ opacity: 0.5 }); $("#step_3 legend").css({ opacity: 0.5 }); }); </script> <![endif]--> </head> <body> <div id="page-wrap"> <h1>Conference <span>Registration</span></h1> <form action="#" method="post"> <fieldset id="step_1"> <legend>Step 1</legend> <label for="num_attendees"> How cool are you? </label> <select id="amount"> <option id="0" value="0">Please Choose</option> <option id="prof" value="90.00">Professional</option> <option id="grad" value="55.00">Graduate Student</option> </select> <br /> <div id="attendee_1_wrap" class="name_wrap push"> <h3>Who are you?</h3> <p> <label for="FirstName"> First Name: </label> <input type="text" id="FirstName" class="name_input"></input> </p> <p> <label for="LastName"> Last Name: </label> <input type="text" id="LastName" class="name_input"></input> </p> <p> <label for="OfficialTitle"> Official Title: </label> <input type="text" id="OfficialTitle" class="name_input"></input> </p> <h3>How do we find you?</h3> <label for="email">Email: </label> <input id="email" name="email" class="required email" /> </p> <p> <label for="Address">Street Address: </label><input name="Address" id="Address" type="text" size="20" maxlength="75" /> </p> <p> <label for="City">City: </label><input name="City" id="City" /> </p> <p> <label for="State">State: </label><select name="State" id="State"> <option selected value="IL">IL</option> <option value="AL">AL</option> <option value="AK">AK</option> <option value="AZ">AZ</option> <option value="AR">AR</option> <option value="CA">CA</option> <option value="CO">CO</option> <option value="CT">CT</option> <option value="DE">DE</option> <option value="DC">DC</option> <option value="FL">FL</option> <option value="GA">GA</option> <option value="HI">HI</option> <option value="ID">ID</option> <option value="IN">IN</option> <option value="IA">IA</option> <option value="KS">KS</option> <option value="KY">KY</option> <option value="LA">LA</option> <option value="ME">ME</option> <option value="MD">MD</option> <option value="MA">MA</option> <option value="MI">MI</option> <option value="MN">MN</option> <option value="MS">MS</option> <option value="MO">MO</option> <option value="MT">MT</option> <option value="NE">NE</option> <option value="NV">NV</option> <option value="NH">NH</option> <option value="NJ">NJ</option> <option value="NM">NM</option> <option value="NY">NY</option> <option value="NC">NC</option> <option value="ND">ND</option> <option value="OH">OH</option> <option value="OK">OK</option> <option value="OR">OR</option> <option value="PA">PA</option> <option value="RI">RI</option> <option value="SC">SC</option> <option value="SD">SD</option> <option value="TN">TN</option> <option value="TX">TX</option> <option value="UT">UT</option> <option value="VT">VT</option> <option value="VA">VA</option> <option value="WA">WA</option> <option value="WV">WV</option> <option value="WI">WI</option> <option value="WY">WY</option> </select> </p> <p> <label for="Zip">Zip Code: </label><input name="Zip" id="Zip" type="text" value="" size="5" maxlength="10" /> </p> <p> <label for="Phone">Telephone: </label><input name="Phone" id="Phone" type="text" value="" size="10" maxlength="13" /> </p> </div> </fieldset> <fieldset id="step_2"> <legend>Step 2</legend> <p> Do you work in Higher Education? </p> <input type="radio" id="company_name_toggle_on" name="company_name_toggle_group"></input> <label for="company_name_toggle_on">Yes</label> &emsp; <input type="radio" id="company_name_toggle_off" name="company_name_toggle_group"></input> <label for="company_name_toggle_off">No</label> <div id="company_name_wrap"> <label for="company_name"> Which School? </label> <input type="text" id="company_name"></input> </div> <div class="push"> <p> Will anyone in your group require special accommodations? </p> <input type="radio" id="special_accommodations_toggle_on" name="special_accommodations_toggle"></input> <label for="special_accommodations_toggle_on">Yes</label> &emsp; <input type="radio" id="special_accommodations_toggle_off" name="special_accommodations_toggle"></input> <label for="special_accommodations_toggle_off">No</label> </div> <div id="special_accommodations_wrap"> <label for="special_accomodations_text"> Please explain below: </label> <textarea rows="10" cols="10" id="special_accomodations_text"></textarea> </div> </fieldset> <fieldset id="step_3"> <legend>Step 3</legend> <label for="rock"> Are you ready to rock? </label> <input type="checkbox" id="rock"></input> <p> <INPUT onclick="javascript:PaymentButtonClick()" type=button value="Proceed to payment" name=PaymentButton> <img src="images/visa1.gif" /> <img src="images/mastercard1.gif" /> </p> </fieldset> </form> </div> <FORM name="emailForm" action="mailform.asp" method=post"> <INPUT type="hidden" value="Conference Registration" name="mf_subject"> <INPUT type="hidden" value="Yes" name="mf_email_results"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="20" name="num_attendees"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="FirstName"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="22" name="LastName"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="64" name="OfficialTitle"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="40" name="email"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="48" name="Address"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="City"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="State"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="Zip"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="Phone"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="company_name"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="20" name="special_accomodations_text"> <INPUT type="hidden" value="[email protected]" name="mf_from"> <INPUT type="hidden" value="[email protected]" name="mf_to"> </FORM> <FORM name="addform" action="https://webcluster.niu.edu/CreditCard/servlet/Shopping_Cart_Add_Item_Servlet" method="post"> <INPUT type="hidden" value="orient" name="Dept_ID"> <INPUT type="hidden" value="Orientation" name="Product_Name"> <INPUT type="hidden" value="z000000" name="Product_Code"> <INPUT type="hidden" value="" name="amount"> <INPUT type="hidden" value="/orientation/index.shtml" name="return_link"> <INPUT type="hidden" value="http://www.niu.edu" name="return_server"> <INPUT type="hidden" value="1" name="quantity"> <INPUT type="hidden" value="0" name="tax"> <INPUT type="hidden" value="0" name="ship"> <INPUT type="hidden" value="DQ83225" name="sale_id"> <INPUT type="hidden" value="XXXXXX" name="sale_acct"> </FORM> <SCRIPT language="Javascript"> function PaymentButtonClick() { switch (document.Information.amount.value) { case 'prof': document.Information.amount.value = 90.00; break; case 'grad': document.Information.amount.value = 55.00; break; } document.addform.Product_Name.value = document.Information.FirstName.value + ","+ document.Information.LastName.value+","+ document.Information.OfficialTitle.value+","+ document.Information.email.name+","+","+ document.Information.Address.value+ "," + document.Information.City.value+ "," + document.Information.State.value+ "," + document.Information.Zip.value+ "," + document.Information.Phone.value+ "," + document.Information.company_name.value+ "," + document.Information.special_accomodations_text.value; document.addform.Product_Code.value = document.Information.LastName.value; if ((document.Information.UCheck.checked==true) && (document.Information.altDate1.value != "") && (document.Information.altDate1.value != "x")) { if (document.Information.StudentLastName.value != "" || document.Information.StudentFirstName.value != "" || document.Information.StudentID.value != "" ) { document.addform.submit(); } else { alert("Please enter missing information"); } } } </SCRIPT> </body> </html>

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  • Example: Communication between Activity and Service using Messaging

    - by Lance Lefebure
    I couldn't find any examples of how to send messages between an activity and a service, and spent far too many hours figuring this out. Here is an example project for others to reference. This example allows you to start or stop a service directly, and separately bind/unbind from the service. When the service is running, it increments a number at 10Hz. If the activity is bound to the service, it will display the current value. Data is transferred as an Integer and as a String so you can see how to do that two different ways. There are also buttons in the activity to send messages to the service (changes the increment-by value). Screenshot: AndroidManifest.xml: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.exampleservice" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".MainActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <service android:name=".MyService"></service> </application> <uses-sdk android:minSdkVersion="8" /> </manifest> res\values\strings.xml: <?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">ExampleService</string> <string name="service_started">Example Service started</string> <string name="service_label">Example Service Label</string> </resources> res\layout\main.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnStart" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Start Service"></Button> <Button android:id="@+id/btnStop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Stop Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <RelativeLayout android:id="@+id/RelativeLayout02" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnBind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Bind to Service"></Button> <Button android:id="@+id/btnUnbind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Unbind from Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <TextView android:id="@+id/textStatus" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Status Goes Here" /> <TextView android:id="@+id/textIntValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Integer Value Goes Here" /> <TextView android:id="@+id/textStrValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="String Value Goes Here" /> <RelativeLayout android:id="@+id/RelativeLayout03" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnUpby1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 1"></Button> <Button android:id="@+id/btnUpby10" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 10" android:layout_alignParentRight="true"></Button> </RelativeLayout> </LinearLayout> src\com.exampleservice\MainActivity.java: package com.exampleservice; import android.app.Activity; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.TextView; public class MainActivity extends Activity { Button btnStart, btnStop, btnBind, btnUnbind, btnUpby1, btnUpby10; TextView textStatus, textIntValue, textStrValue; Messenger mService = null; boolean mIsBound; final Messenger mMessenger = new Messenger(new IncomingHandler()); class IncomingHandler extends Handler { @Override public void handleMessage(Message msg) { switch (msg.what) { case MyService.MSG_SET_INT_VALUE: textIntValue.setText("Int Message: " + msg.arg1); break; case MyService.MSG_SET_STRING_VALUE: String str1 = msg.getData().getString("str1"); textStrValue.setText("Str Message: " + str1); break; default: super.handleMessage(msg); } } } private ServiceConnection mConnection = new ServiceConnection() { public void onServiceConnected(ComponentName className, IBinder service) { mService = new Messenger(service); textStatus.setText("Attached."); try { Message msg = Message.obtain(null, MyService.MSG_REGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // In this case the service has crashed before we could even do anything with it } } public void onServiceDisconnected(ComponentName className) { // This is called when the connection with the service has been unexpectedly disconnected - process crashed. mService = null; textStatus.setText("Disconnected."); } }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); btnStart = (Button)findViewById(R.id.btnStart); btnStop = (Button)findViewById(R.id.btnStop); btnBind = (Button)findViewById(R.id.btnBind); btnUnbind = (Button)findViewById(R.id.btnUnbind); textStatus = (TextView)findViewById(R.id.textStatus); textIntValue = (TextView)findViewById(R.id.textIntValue); textStrValue = (TextView)findViewById(R.id.textStrValue); btnUpby1 = (Button)findViewById(R.id.btnUpby1); btnUpby10 = (Button)findViewById(R.id.btnUpby10); btnStart.setOnClickListener(btnStartListener); btnStop.setOnClickListener(btnStopListener); btnBind.setOnClickListener(btnBindListener); btnUnbind.setOnClickListener(btnUnbindListener); btnUpby1.setOnClickListener(btnUpby1Listener); btnUpby10.setOnClickListener(btnUpby10Listener); restoreMe(savedInstanceState); CheckIfServiceIsRunning(); } @Override protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); outState.putString("textStatus", textStatus.getText().toString()); outState.putString("textIntValue", textIntValue.getText().toString()); outState.putString("textStrValue", textStrValue.getText().toString()); } private void restoreMe(Bundle state) { if (state!=null) { textStatus.setText(state.getString("textStatus")); textIntValue.setText(state.getString("textIntValue")); textStrValue.setText(state.getString("textStrValue")); } } private void CheckIfServiceIsRunning() { //If the service is running when the activity starts, we want to automatically bind to it. if (MyService.isRunning()) { doBindService(); } } private OnClickListener btnStartListener = new OnClickListener() { public void onClick(View v){ startService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnStopListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); stopService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnBindListener = new OnClickListener() { public void onClick(View v){ doBindService(); } }; private OnClickListener btnUnbindListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); } }; private OnClickListener btnUpby1Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(1); } }; private OnClickListener btnUpby10Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(10); } }; private void sendMessageToService(int intvaluetosend) { if (mIsBound) { if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_SET_INT_VALUE, intvaluetosend, 0); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { } } } } void doBindService() { bindService(new Intent(this, MyService.class), mConnection, Context.BIND_AUTO_CREATE); mIsBound = true; textStatus.setText("Binding."); } void doUnbindService() { if (mIsBound) { // If we have received the service, and hence registered with it, then now is the time to unregister. if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_UNREGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // There is nothing special we need to do if the service has crashed. } } // Detach our existing connection. unbindService(mConnection); mIsBound = false; textStatus.setText("Unbinding."); } } @Override protected void onDestroy() { super.onDestroy(); try { doUnbindService(); } catch (Throwable t) { Log.e("MainActivity", "Failed to unbind from the service", t); } } } src\com.exampleservice\MyService.java: package com.exampleservice; import java.util.ArrayList; import java.util.Timer; import java.util.TimerTask; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.app.Service; import android.content.Intent; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; public class MyService extends Service { private NotificationManager nm; private Timer timer = new Timer(); private int counter = 0, incrementby = 1; private static boolean isRunning = false; ArrayList<Messenger> mClients = new ArrayList<Messenger>(); // Keeps track of all current registered clients. int mValue = 0; // Holds last value set by a client. static final int MSG_REGISTER_CLIENT = 1; static final int MSG_UNREGISTER_CLIENT = 2; static final int MSG_SET_INT_VALUE = 3; static final int MSG_SET_STRING_VALUE = 4; final Messenger mMessenger = new Messenger(new IncomingHandler()); // Target we publish for clients to send messages to IncomingHandler. @Override public IBinder onBind(Intent intent) { return mMessenger.getBinder(); } class IncomingHandler extends Handler { // Handler of incoming messages from clients. @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_REGISTER_CLIENT: mClients.add(msg.replyTo); break; case MSG_UNREGISTER_CLIENT: mClients.remove(msg.replyTo); break; case MSG_SET_INT_VALUE: incrementby = msg.arg1; break; default: super.handleMessage(msg); } } } private void sendMessageToUI(int intvaluetosend) { for (int i=mClients.size()-1; i>=0; i--) { try { // Send data as an Integer mClients.get(i).send(Message.obtain(null, MSG_SET_INT_VALUE, intvaluetosend, 0)); //Send data as a String Bundle b = new Bundle(); b.putString("str1", "ab" + intvaluetosend + "cd"); Message msg = Message.obtain(null, MSG_SET_STRING_VALUE); msg.setData(b); mClients.get(i).send(msg); } catch (RemoteException e) { // The client is dead. Remove it from the list; we are going through the list from back to front so this is safe to do inside the loop. mClients.remove(i); } } } @Override public void onCreate() { super.onCreate(); Log.i("MyService", "Service Started."); showNotification(); timer.scheduleAtFixedRate(new TimerTask(){ public void run() {onTimerTick();}}, 0, 100L); isRunning = true; } private void showNotification() { nm = (NotificationManager)getSystemService(NOTIFICATION_SERVICE); // In this sample, we'll use the same text for the ticker and the expanded notification CharSequence text = getText(R.string.service_started); // Set the icon, scrolling text and timestamp Notification notification = new Notification(R.drawable.icon, text, System.currentTimeMillis()); // The PendingIntent to launch our activity if the user selects this notification PendingIntent contentIntent = PendingIntent.getActivity(this, 0, new Intent(this, MainActivity.class), 0); // Set the info for the views that show in the notification panel. notification.setLatestEventInfo(this, getText(R.string.service_label), text, contentIntent); // Send the notification. // We use a layout id because it is a unique number. We use it later to cancel. nm.notify(R.string.service_started, notification); } @Override public int onStartCommand(Intent intent, int flags, int startId) { Log.i("MyService", "Received start id " + startId + ": " + intent); return START_STICKY; // run until explicitly stopped. } public static boolean isRunning() { return isRunning; } private void onTimerTick() { Log.i("TimerTick", "Timer doing work." + counter); try { counter += incrementby; sendMessageToUI(counter); } catch (Throwable t) { //you should always ultimately catch all exceptions in timer tasks. Log.e("TimerTick", "Timer Tick Failed.", t); } } @Override public void onDestroy() { super.onDestroy(); if (timer != null) {timer.cancel();} counter=0; nm.cancel(R.string.service_started); // Cancel the persistent notification. Log.i("MyService", "Service Stopped."); isRunning = false; } }

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  • Streamed mp3 only plays for 1 second

    - by angel6
    Hi, I'm using the plaympeg.c (modified) code of smpeg as a media player. I've got ffserver running as a streaming server. I'm a streaming an mp3 file over http. But when I run plaympeg.c, it plays the streamed file only for a second. When I run plaympeg again, it starts off from where it left and plays for 1 second. Does anyone know why this happens an how to fix it? I've tested it out on WMP and it plays the entire file in one go. So, i guess it's not a problem with the streaming or ffserver.conf include include include include /* #ifdef unix */ include include include include include include include define NET_SUPPORT /* General network support */ define HTTP_SUPPORT /* HTTP support */ ifdef NET_SUPPORT include include include include endif include "smpeg.h" ifdef NET_SUPPORT int tcp_open(char * address, int port) { struct sockaddr_in stAddr; struct hostent * host; int sock; struct linger l; memset(&stAddr,0,sizeof(stAddr)); stAddr.sin_family = AF_INET ; stAddr.sin_port = htons(port); if((host = gethostbyname(address)) == NULL) return(0); stAddr.sin_addr = *((struct in_addr *) host-h_addr_list[0]) ; if((sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP)) < 0) return(0); l.l_onoff = 1; l.l_linger = 5; if(setsockopt(sock, SOL_SOCKET, SO_LINGER, (char*) &l, sizeof(l)) < 0) return(0); if(connect(sock, (struct sockaddr *) &stAddr, sizeof(stAddr)) < 0) return(0); return(sock); } ifdef HTTP_SUPPORT int http_open(char * arg) { char * host; int port; char * request; int tcp_sock; char http_request[1024]; char c; printf("\nin http_open passed parameter = %s\n",arg); /* Check for URL syntax */ if(strncmp(arg, "http://", strlen("http://"))) return(0); /* Parse URL */ port = 80; host = arg + strlen("http://"); if((request = strchr(host, '/')) == NULL) return(0); request++ = 0; if(strchr(host, ':') != NULL) / port is specified */ { port = atoi(strchr(host, ':') + 1); *strchr(host, ':') = 0; } /* Open a TCP socket */ if(!(tcp_sock = tcp_open(host, port))) { perror("http_open"); return(0); } /* Send HTTP GET request */ sprintf(http_request, "GET /%s HTTP/1.0\r\n" "User-Agent: Mozilla/2.0 (Win95; I)\r\n" "Pragma: no-cache\r\n" "Host: %s\r\n" "Accept: /\r\n" "\r\n", request, host); send(tcp_sock, http_request, strlen(http_request), 0); /* Parse server reply */ do read(tcp_sock, &c, sizeof(char)); while(c != ' '); read(tcp_sock, http_request, 4*sizeof(char)); http_request[4] = 0; if(strcmp(http_request, "200 ")) { fprintf(stderr, "http_open: "); do { read(tcp_sock, &c, sizeof(char)); fprintf(stderr, "%c", c); } while(c != '\r'); fprintf(stderr, "\n"); return(0); } return(tcp_sock); } endif endif void update(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h) { if ( screen-flags & SDL_DOUBLEBUF ) { SDL_Flip(screen); } } /* Flag telling the UI that the movie or song should be skipped */ int done; void next_movie(int sig) { done = 1; } int main(int argc, char *argv[]) { int use_audio, use_video; int fullscreen; int scalesize; int scale_width, scale_height; int loop_play; int i, pause; int volume; Uint32 seek; float skip; int bilinear_filtering; SDL_Surface *screen; SMPEG *mpeg; SMPEG_Info info; char *basefile; SDL_version sdlver; SMPEG_version smpegver; int fd; char buf[32]; int status; printf("\nchecking command line options "); /* Get the command line options */ use_audio = 1; use_video = 1; fullscreen = 0; scalesize = 1; scale_width = 0; scale_height = 0; loop_play = 0; volume = 100; seek = 0; skip = 0; bilinear_filtering = 0; fd = 0; for ( i=1; argv[i] && (argv[i][0] == '-') && (argv[i][1] != 0); ++i ) { if ( strcmp(argv[i], "--fullscreen") == 0 ) { fullscreen = 1; } else if ((strcmp(argv[i], "--seek") == 0)||(strcmp(argv[i], "-S") == 0)) { ++i; if ( argv[i] ) { seek = atol(argv[i]); } } else if ((strcmp(argv[i], "--volume") == 0)||(strcmp(argv[i], "-v") == 0)) { ++i; if (i >= argc) { fprintf(stderr, "Please specify volume when using --volume or -v\n"); return(1); } if ( argv[i] ) { volume = atoi(argv[i]); } if ( ( volume < 0 ) || ( volume 100 ) ) { fprintf(stderr, "Volume must be between 0 and 100\n"); volume = 100; } } else { fprintf(stderr, "Warning: Unknown option: %s\n", argv[i]); } } printf("\nuse video = %d, use audio = %d\n",use_video, use_audio); printf("\ngoing to check input parameters\n"); if defined(linux) || defined(FreeBSD) /* Plaympeg doesn't need a mouse */ putenv("SDL_NOMOUSE=1"); endif /* Play the mpeg files! */ status = 0; for ( ; argv[i]; ++i ) { /* Initialize SDL */ if ( use_video ) { if ((SDL_Init(SDL_INIT_VIDEO) < 0) || !SDL_VideoDriverName(buf, 1)) { fprintf(stderr, "Warning: Couldn't init SDL video: %s\n", SDL_GetError()); fprintf(stderr, "Will ignore video stream\n"); use_video = 0; } printf("\ninitialised video\n"); } if ( use_audio ) { if ((SDL_Init(SDL_INIT_AUDIO) < 0) || !SDL_AudioDriverName(buf, 1)) { fprintf(stderr, "Warning: Couldn't init SDL audio: %s\n", SDL_GetError()); fprintf(stderr, "Will ignore audio stream\n"); use_audio = 0; } } /* Allow Ctrl-C when there's no video output */ signal(SIGINT, next_movie); printf("\nchecking defined supports\n"); /* Create the MPEG stream */ ifdef NET_SUPPORT printf("\ndefined NET_SUPPORT\n"); ifdef HTTP_SUPPORT printf("\ndefined HTTP_SUPPORT\n"); /* Check if source is an http URL */ printf("\nabout to call http_open\n"); printf("\nhere we go\n"); if((fd = http_open(argv[i])) != 0) mpeg = SMPEG_new_descr(fd, &info, use_audio); else endif endif { if(strcmp(argv[i], "-") == 0) /* Use stdin for input */ mpeg = SMPEG_new_descr(0, &info, use_audio); else mpeg = SMPEG_new(argv[i], &info, use_audio); } if ( SMPEG_error(mpeg) ) { fprintf(stderr, "%s: %s\n", argv[i], SMPEG_error(mpeg)); SMPEG_delete(mpeg); status = -1; continue; } SMPEG_enableaudio(mpeg, use_audio); SMPEG_enablevideo(mpeg, use_video); SMPEG_setvolume(mpeg, volume); /* Print information about the video */ basefile = strrchr(argv[i], '/'); if ( basefile ) { ++basefile; } else { basefile = argv[i]; } if ( info.has_audio && info.has_video ) { printf("%s: MPEG system stream (audio/video)\n", basefile); } else if ( info.has_audio ) { printf("%s: MPEG audio stream\n", basefile); } else if ( info.has_video ) { printf("%s: MPEG video stream\n", basefile); } if ( info.has_video ) { printf("\tVideo %dx%d resolution\n", info.width, info.height); } if ( info.has_audio ) { printf("\tAudio %s\n", info.audio_string); } if ( info.total_size ) { printf("\tSize: %d\n", info.total_size); } if ( info.total_time ) { printf("\tTotal time: %f\n", info.total_time); } /* Set up video display if needed */ if ( info.has_video && use_video ) { const SDL_VideoInfo *video_info; Uint32 video_flags; int video_bpp; int width, height; /* Get the "native" video mode */ video_info = SDL_GetVideoInfo(); switch (video_info->vfmt->BitsPerPixel) { case 16: case 24: case 32: video_bpp = video_info->vfmt->BitsPerPixel; break; default: video_bpp = 16; break; } if ( scale_width ) { width = scale_width; } else { width = info.width; } width *= scalesize; if ( scale_height ) { height = scale_height; } else { height = info.height; } height *= scalesize; video_flags = SDL_SWSURFACE; if ( fullscreen ) { video_flags = SDL_FULLSCREEN|SDL_DOUBLEBUF|SDL_HWSURFACE; } video_flags |= SDL_ASYNCBLIT; video_flags |= SDL_RESIZABLE; screen = SDL_SetVideoMode(width, height, video_bpp, video_flags); if ( screen == NULL ) { fprintf(stderr, "Unable to set %dx%d video mode: %s\n", width, height, SDL_GetError()); continue; } SDL_WM_SetCaption(argv[i], "plaympeg"); if ( screen->flags & SDL_FULLSCREEN ) { SDL_ShowCursor(0); } SMPEG_setdisplay(mpeg, screen, NULL, update); SMPEG_scaleXY(mpeg, screen->w, screen->h); } else { SDL_QuitSubSystem(SDL_INIT_VIDEO); } /* Set any special playback parameters */ if ( loop_play ) { SMPEG_loop(mpeg, 1); } /* Seek starting position */ if(seek) SMPEG_seek(mpeg, seek); /* Skip seconds to starting position */ if(skip) SMPEG_skip(mpeg, skip); /* Play it, and wait for playback to complete */ SMPEG_play(mpeg); done = 0; pause = 0; while ( ! done && ( pause || (SMPEG_status(mpeg) == SMPEG_PLAYING) ) ) { SDL_Event event; while ( use_video && SDL_PollEvent(&event) ) { switch (event.type) { case SDL_VIDEORESIZE: { SDL_Surface *old_screen = screen; SMPEG_pause(mpeg); screen = SDL_SetVideoMode(event.resize.w, event.resize.h, screen->format->BitsPerPixel, screen->flags); if ( old_screen != screen ) { SMPEG_setdisplay(mpeg, screen, NULL, update); } SMPEG_scaleXY(mpeg, screen-w, screen-h); SMPEG_pause(mpeg); } break; case SDL_KEYDOWN: if ( (event.key.keysym.sym == SDLK_ESCAPE) || (event.key.keysym.sym == SDLK_q) ) { // Quit done = 1; } else if ( event.key.keysym.sym == SDLK_RETURN ) { // toggle fullscreen if ( event.key.keysym.mod & KMOD_ALT ) { SDL_WM_ToggleFullScreen(screen); fullscreen = (screen-flags & SDL_FULLSCREEN); SDL_ShowCursor(!fullscreen); } } else if ( event.key.keysym.sym == SDLK_UP ) { // Volume up if ( volume < 100 ) { if ( event.key.keysym.mod & KMOD_SHIFT ) { // 10+ volume += 10; } else if ( event.key.keysym.mod & KMOD_CTRL ) { // 100+ volume = 100; } else { // 1+ volume++; } if ( volume 100 ) volume = 100; SMPEG_setvolume(mpeg, volume); } } else if ( event.key.keysym.sym == SDLK_DOWN ) { // Volume down if ( volume 0 ) { if ( event.key.keysym.mod & KMOD_SHIFT ) { volume -= 10; } else if ( event.key.keysym.mod & KMOD_CTRL ) { volume = 0; } else { volume--; } if ( volume < 0 ) volume = 0; SMPEG_setvolume(mpeg, volume); } } else if ( event.key.keysym.sym == SDLK_PAGEUP ) { // Full volume volume = 100; SMPEG_setvolume(mpeg, volume); } else if ( event.key.keysym.sym == SDLK_PAGEDOWN ) { // Volume off volume = 0; SMPEG_setvolume(mpeg, volume); } else if ( event.key.keysym.sym == SDLK_SPACE ) { // Toggle play / pause if ( SMPEG_status(mpeg) == SMPEG_PLAYING ) { SMPEG_pause(mpeg); pause = 1; } else { SMPEG_play(mpeg); pause = 0; } } else if ( event.key.keysym.sym == SDLK_RIGHT ) { // Forward if ( event.key.keysym.mod & KMOD_SHIFT ) { SMPEG_skip(mpeg, 100); } else if ( event.key.keysym.mod & KMOD_CTRL ) { SMPEG_skip(mpeg, 50); } else { SMPEG_skip(mpeg, 5); } } else if ( event.key.keysym.sym == SDLK_LEFT ) { // Reverse if ( event.key.keysym.mod & KMOD_SHIFT ) { } else if ( event.key.keysym.mod & KMOD_CTRL ) { } else { } } else if ( event.key.keysym.sym == SDLK_KP_MINUS ) { // Scale minus if ( scalesize > 1 ) { scalesize--; } } else if ( event.key.keysym.sym == SDLK_KP_PLUS ) { // Scale plus scalesize++; } else if ( event.key.keysym.sym == SDLK_f ) { // Toggle filtering on/off if ( bilinear_filtering ) { SMPEG_Filter *filter = SMPEGfilter_null(); filter = SMPEG_filter( mpeg, filter ); filter-destroy(filter); bilinear_filtering = 0; } else { SMPEG_Filter *filter = SMPEGfilter_bilinear(); filter = SMPEG_filter( mpeg, filter ); filter-destroy(filter); bilinear_filtering = 1; } } break; case SDL_QUIT: done = 1; break; default: break; } } SDL_Delay(1000/2); } SMPEG_delete(mpeg); } SDL_Quit(); if defined(HTTP_SUPPORT) if(fd) close(fd); endif return(status); }

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  • how to generate tinymce to ajax generated textarea

    - by Jai_pans
    Hi, i have a image multi-uloader script which also each item uploaded was preview 1st b4 it submitted and each images has its following textarea which are also generated by javascript and my problem is i want to use the tinymce editor to each textarea generated by the ajax. Any help will be appreciated.. here is my script function fileQueueError(file, errorCode, message) { try { var imageName = "error.gif"; var errorName = ""; if (errorCode === SWFUpload.errorCode_QUEUE_LIMIT_EXCEEDED) { errorName = "You have attempted to queue too many files."; } if (errorName !== "") { alert(errorName); return; } switch (errorCode) { case SWFUpload.QUEUE_ERROR.ZERO_BYTE_FILE: imageName = "zerobyte.gif"; break; case SWFUpload.QUEUE_ERROR.FILE_EXCEEDS_SIZE_LIMIT: imageName = "toobig.gif"; break; case SWFUpload.QUEUE_ERROR.ZERO_BYTE_FILE: case SWFUpload.QUEUE_ERROR.INVALID_FILETYPE: default: alert(message); break; } addImage("images/" + imageName); } catch (ex) { this.debug(ex); } } function fileDialogComplete(numFilesSelected, numFilesQueued) { try { if (numFilesQueued 0) { this.startUpload(); } } catch (ex) { this.debug(ex); } } function uploadProgress(file, bytesLoaded) { try { var percent = Math.ceil((bytesLoaded / file.size) * 100); var progress = new FileProgress(file, this.customSettings.upload_target); progress.setProgress(percent); if (percent === 100) { progress.setStatus("Creating thumbnail..."); progress.toggleCancel(false, this); } else { progress.setStatus("Uploading..."); progress.toggleCancel(true, this); } } catch (ex) { this.debug(ex); } } function uploadSuccess(file, serverData) { try { var progress = new FileProgress(file, this.customSettings.upload_target); if (serverData.substring(0, 7) === "FILEID:") { addRow("tableID","thumbnail.php?id=" + serverData.substring(7),file.name); //setup(); //generateTinyMCE('itemdescription[]'); progress.setStatus("Thumbnail Created."); progress.toggleCancel(false); } else { addImage("images/error.gif"); progress.setStatus("Error."); progress.toggleCancel(false); alert(serverData); } } catch (ex) { this.debug(ex); } } function uploadComplete(file) { try { /* I want the next upload to continue automatically so I'll call startUpload here */ if (this.getStats().files_queued 0) { this.startUpload(); } else { var progress = new FileProgress(file, this.customSettings.upload_target); progress.setComplete(); progress.setStatus("All images received."); progress.toggleCancel(false); } } catch (ex) { this.debug(ex); } } function uploadError(file, errorCode, message) { var imageName = "error.gif"; var progress; try { switch (errorCode) { case SWFUpload.UPLOAD_ERROR.FILE_CANCELLED: try { progress = new FileProgress(file, this.customSettings.upload_target); progress.setCancelled(); progress.setStatus("Cancelled"); progress.toggleCancel(false); } catch (ex1) { this.debug(ex1); } break; case SWFUpload.UPLOAD_ERROR.UPLOAD_STOPPED: try { progress = new FileProgress(file, this.customSettings.upload_target); progress.setCancelled(); progress.setStatus("Stopped"); progress.toggleCancel(true); } catch (ex2) { this.debug(ex2); } case SWFUpload.UPLOAD_ERROR.UPLOAD_LIMIT_EXCEEDED: imageName = "uploadlimit.gif"; break; default: alert(message); break; } addImage("images/" + imageName); } catch (ex3) { this.debug(ex3); } } function addRow(tableID,src,filename) { var table = document.getElementById(tableID); var rowCount = table.rows.length; var row = table.insertRow(rowCount); rowCount + 1; row.id = "row"+rowCount; var cell0 = row.insertCell(0); cell0.innerHTML = rowCount; cell0.style.background = "#FFFFFF"; var cell1 = row.insertCell(1); cell1.align = "center"; cell1.style.background = "#FFFFFF"; var imahe = document.createElement("img"); imahe.setAttribute("src",src); var hidden = document.createElement("input"); hidden.setAttribute("type","hidden"); hidden.setAttribute("name","filename[]"); hidden.setAttribute("value",filename); /*var hidden2 = document.createElement("input"); hidden2.setAttribute("type","hidden"); hidden2.setAttribute("name","filename[]"); hidden2.setAttribute("value",filename); cell1.appendChild(hidden2);*/ cell1.appendChild(hidden); cell1.appendChild(imahe); var cell2 = row.insertCell(2); cell2.align = "left"; cell2.valign = "top"; cell2.style.background = "#FFFFFF"; //tr1.appendChild(td1); var div2 = document.createElement("div"); div2.style.padding ="0 0 0 10px"; div2.style.width = "400px"; var alink = document.createElement("a"); //alink.style.margin="40px 0 0 0"; alink.href ="#"; alink.innerHTML ="Cancel"; alink.onclick= function () { document.getElementById(row.id).style.display='none'; document.getElementById(textfield.id).disabled='disabled'; }; var div = document.createElement("div"); div.style.margin="10px 0"; div.appendChild(alink); var textfield = document.createElement("input"); textfield.id = "file"+rowCount; textfield.type = "text"; textfield.name = "itemname[]"; textfield.style.margin = "10px 0"; textfield.style.width = "400px"; textfield.value = "Item Name"; textfield.onclick= function(){ //textfield.value=""; if(textfield.value=="Item Name") textfield.value=""; if(desc.innerHTML=="") desc.innerHTML ="Item Description"; if(price.value=="") price.value="Item Price"; } var desc = document.createElement("textarea"); desc.name = "itemdescription[]"; desc.cols = "80"; desc.rows = "4"; desc.innerHTML = "Item Description"; desc.onclick = function(){ if(desc.innerHTML== "Item Description") desc.innerHTML = ""; if(textfield.value=="Item name" || textfield.value=="") textfield.value="Item Name"; if(price.value=="") price.value="Item Price"; } var price = document.createElement("input"); price.id = "file"+rowCount; price.type = "text"; price.name = "itemprice[]"; price.style.margin = "10px 0"; price.style.width = "400px"; price.value = "Item Price"; price.onclick= function(){ if(price.value=="Item Price") price.value=""; if(desc.innerHTML=="") desc.innerHTML ="Item Description"; if(textfield.value=="") textfield.value="Item Name"; } var span = document.createElement("span"); span.innerHTML = "View"; span.style.width = "auto"; span.style.padding = "10px 0"; var view = document.createElement("input"); view.id = "file"+rowCount; view.type = "checkbox"; view.name = "publicview[]"; view.value = "y"; view.checked = "checked"; var div3 = document.createElement("div"); div3.appendChild(span); div3.appendChild(view); var div4 = document.createElement("div"); div4.style.padding = "10px 0"; var span2 = document.createElement("span"); span2.innerHTML = "Default Display"; span2.style.width = "auto"; span2.style.padding = "10px 0"; var radio = document.createElement("input"); radio.type = "radio"; radio.name = "setdefault"; radio.value = "y"; div4.appendChild(span2); div4.appendChild(radio); div2.appendChild(div); //div2.appendChild(label); //div2.appendChild(table); div2.appendChild(textfield); div2.appendChild(desc); div2.appendChild(price); div2.appendChild(div3); div2.appendChild(div4); cell2.appendChild(div2); } function addImage(src,val_id) { var newImg = document.createElement("img"); newImg.style.margin = "5px 50px 5px 5px"; newImg.style.display= "inline"; newImg.id=val_id; document.getElementById("thumbnails").appendChild(newImg); if (newImg.filters) { try { newImg.filters.item("DXImageTransform.Microsoft.Alpha").opacity = 0; } catch (e) { // If it is not set initially, the browser will throw an error. This will set it if it is not set yet. newImg.style.filter = 'progid:DXImageTransform.Microsoft.Alpha(opacity=' + 0 + ')'; } } else { newImg.style.opacity = 0; } newImg.onload = function () { fadeIn(newImg, 0); }; newImg.src = src; } function fadeIn(element, opacity) { var reduceOpacityBy = 5; var rate = 30; // 15 fps if (opacity < 100) { opacity += reduceOpacityBy; if (opacity > 100) { opacity = 100; } if (element.filters) { try { element.filters.item("DXImageTransform.Microsoft.Alpha").opacity = opacity; } catch (e) { // If it is not set initially, the browser will throw an error. This will set it if it is not set yet. element.style.filter = 'progid:DXImageTransform.Microsoft.Alpha(opacity=' + opacity + ')'; } } else { element.style.opacity = opacity / 100; } } if (opacity < 100) { setTimeout(function () { fadeIn(element, opacity); }, rate); } } /* ************************************** * FileProgress Object * Control object for displaying file info * ************************************** */ function FileProgress(file, targetID) { this.fileProgressID = "divFileProgress"; this.fileProgressWrapper = document.getElementById(this.fileProgressID); if (!this.fileProgressWrapper) { this.fileProgressWrapper = document.createElement("div"); this.fileProgressWrapper.className = "progressWrapper"; this.fileProgressWrapper.id = this.fileProgressID; this.fileProgressElement = document.createElement("div"); this.fileProgressElement.className = "progressContainer"; var progressCancel = document.createElement("a"); progressCancel.className = "progressCancel"; progressCancel.href = "#"; progressCancel.style.visibility = "hidden"; progressCancel.appendChild(document.createTextNode(" ")); var progressText = document.createElement("div"); progressText.className = "progressName"; progressText.appendChild(document.createTextNode(file.name)); var progressBar = document.createElement("div"); progressBar.className = "progressBarInProgress"; var progressStatus = document.createElement("div"); progressStatus.className = "progressBarStatus"; progressStatus.innerHTML = "&nbsp;"; this.fileProgressElement.appendChild(progressCancel); this.fileProgressElement.appendChild(progressText); this.fileProgressElement.appendChild(progressStatus); this.fileProgressElement.appendChild(progressBar); this.fileProgressWrapper.appendChild(this.fileProgressElement); document.getElementById(targetID).appendChild(this.fileProgressWrapper); fadeIn(this.fileProgressWrapper, 0); } else { this.fileProgressElement = this.fileProgressWrapper.firstChild; this.fileProgressElement.childNodes[1].firstChild.nodeValue = file.name; } this.height = this.fileProgressWrapper.offsetHeight; } FileProgress.prototype.setProgress = function (percentage) { this.fileProgressElement.className = "progressContainer green"; this.fileProgressElement.childNodes[3].className = "progressBarInProgress"; this.fileProgressElement.childNodes[3].style.width = percentage + "%"; }; FileProgress.prototype.setComplete = function () { this.fileProgressElement.className = "progressContainer blue"; this.fileProgressElement.childNodes[3].className = "progressBarComplete"; this.fileProgressElement.childNodes[3].style.width = ""; }; FileProgress.prototype.setError = function () { this.fileProgressElement.className = "progressContainer red"; this.fileProgressElement.childNodes[3].className = "progressBarError"; this.fileProgressElement.childNodes[3].style.width = ""; }; FileProgress.prototype.setCancelled = function () { this.fileProgressElement.className = "progressContainer"; this.fileProgressElement.childNodes[3].className = "progressBarError"; this.fileProgressElement.childNodes[3].style.width = ""; }; FileProgress.prototype.setStatus = function (status) { this.fileProgressElement.childNodes[2].innerHTML = status; }; FileProgress.prototype.toggleCancel = function (show, swfuploadInstance) { this.fileProgressElement.childNodes[0].style.visibility = show ? "visible" : "hidden"; if (swfuploadInstance) { var fileID = this.fileProgressID; this.fileProgressElement.childNodes[0].onclick = function () { swfuploadInstance.cancelUpload(fileID); return false; }; } }; i am using a swfuploader an i jst added a input fields and a textarea when it preview the images which ready to be uploaded and from my html i have this script var swfu; window.onload = function () { swfu = new SWFUpload({ // Backend Settings upload_url: "../we_modules/upload.php", // Relative to the SWF file or absolute post_params: {"PHPSESSID": ""}, // File Upload Settings file_size_limit : "20 MB", // 2MB file_types : "*.*", //file_types : "", file_types_description : "jpg", file_upload_limit : "0", file_queue_limit : "0", // Event Handler Settings - these functions as defined in Handlers.js // The handlers are not part of SWFUpload but are part of my website and control how // my website reacts to the SWFUpload events. //file_queued_handler : fileQueued, file_queue_error_handler : fileQueueError, file_dialog_complete_handler : fileDialogComplete, upload_progress_handler : uploadProgress, upload_error_handler : uploadError, upload_success_handler : uploadSuccess, upload_complete_handler : uploadComplete, // Button Settings button_image_url : "../we_modules/images/SmallSpyGlassWithTransperancy_17x18.png", // Relative to the SWF file button_placeholder_id : "spanButtonPlaceholder", button_width: 180, button_height: 18, button_text : 'Select Files(2 MB Max)', button_text_style : '.button { font-family: Helvetica, Arial, sans-serif; font-size: 12pt;cursor:pointer } .buttonSmall { font-size: 10pt; }', button_text_top_padding: 0, button_text_left_padding: 18, button_window_mode: SWFUpload.WINDOW_MODE.TRANSPARENT, button_cursor: SWFUpload.CURSOR.HAND, // Flash Settings flash_url : "../swfupload/swfupload.swf", custom_settings : { upload_target : "divFileProgressContainer" }, // Debug Settings debug: false }); }; where should i put on the tinymce function as you mention below?

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  • The program is executing properly on dev C++ but is giving problem in Linux.The movement is becoming

    - by srinija
    #include<stdio.h> #include<GL/glut.h> GLfloat v[3][24]={{100.0,300.0,350.0,50.0,100.0,120.0,120.0,100.0,260.0,280.0, 280.0,260.0,140.0,160.0,160.0,140.0,180.0,200.0,200.0,180.0, 220.0,240.0,240.0,220.0},{100.0,100.0,200.0,200.0,160.0, 160.0,180.0,180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0, 180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0,180.0}, {1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat v1[3][16]={{50.0,350.0,350.0,50.0,100.0,300.0,300.0,100.0,125.0,175.0, 175.0,125.0,225.0,275.0,275.0,225.0},{200.0,200.0,210.0, 210.0,210.0,210.0,240.0,240.0,240.0,240.0,310.0,310.0,240.0, 240.0,310.0,310.0},{1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat colors[4][3]={{0.0,0.0,1.0},{0.9961,0.9961,0.65625},{1.0,0.0,1.0}, {1.0,.0,1.0}}; static float q,w,e; static float fq,fw,fe; static GLfloat wa=0,wb=0,wc=0,ba,bb,bc; int flag; void myinit(void) { glClearColor(0.506,.7,1,0.0); glPointSize(2.0); glLoadIdentity(); glOrtho(0.0,499.0,0.0,499.0,-300.0,300.0); } void draw_top_boxes(GLint i,GLint j) { glColor3f(1.0,0.0,0.0); glBegin(GL_POLYGON); glColor3fv(colors[j]); // to draw the boat glVertex2f(v1[0][i+0],v1[1][i+0]); glColor3fv(colors[j+1]); glVertex2f(v1[0][i+1],v1[1][i+1]); glColor3fv(colors[j+2]); glVertex2f(v1[0][i+2],v1[1][i+2]); glColor3fv(colors[j+3]); glVertex2f(v1[0][i+3],v1[1][i+3]); glEnd(); } void draw_polygon(GLint i) { glBegin(GL_POLYGON); // to draw the boat glColor3f(0.0,0.0,0.0); glColor3fv(colors[0]); glVertex2f(v[0][i+0],v[1][i+0]); glColor3fv(colors[1]); glVertex2f(v[0][i+1],v[1][i+1]); glColor3fv(colors[2]); glVertex2f(v[0][i+2],v[1][i+2]); glColor3fv(colors[3]); glVertex2f(v[0][i+3],v[1][i+3]); glEnd(); } void draw_boat() { draw_polygon(0); draw_polygon(4); draw_polygon(8); draw_polygon(12); draw_polygon(16); draw_polygon(20); draw_top_boxes(0,0); draw_top_boxes(4,0); draw_top_boxes(8,0); draw_top_boxes(12,0); glFlush(); glPopMatrix(); glPopMatrix(); } void draw_water() { GLfloat i; GLfloat x=0,y=103,j=0; GLfloat k; glPushMatrix(); glTranslatef(wa,wb,wc); glPushMatrix(); glColor3f(0,0,1); for(k=y;k>0;k-=6) { for(i=1;i<30;i++) { glBegin(GL_LINES); glVertex2f(j,k); glVertex2f(j+10,k); glEnd(); j=j+20; } j=0; } glPopMatrix(); glPopMatrix(); } void draw_fishes() { glPushMatrix(); glTranslatef(fq,12.0,fe); glPushMatrix(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,80); glVertex2f(100,60); glVertex2f(85,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,70); glVertex2f(110,75); glVertex2f(110,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(90,71); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,80); glVertex2f(200,60); glVertex2f(185,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,70); glVertex2f(210,75); glVertex2f(210,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(190,71); glEnd(); glPopMatrix(); glPopMatrix(); glFlush(); } void draw_cloud() { GLfloat m=100,n=400,o=10; for(int i=0;i<7;i++) { glPushMatrix(); glColor3f(1.0,1.0,1.0); if(i==1) glTranslated(125,415,10); else if(i==3||i==5) glTranslated(m,n+5,o); else glTranslated(m,n,o); glutSolidSphere(20.0,5000,150); glPopMatrix(); m+=10; } } void draw_square() { glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,300); glVertex2f(1000,300); glEnd(); glFlush(); } void draw_brotate() { glPushMatrix(); glColor3f(0.96,0.5,0.25); //to draw body of the bird glTranslated(300,400,10); glScalef(3,1,1); glutSolidSphere(6,50000,15); glPopMatrix(); glPushMatrix(); glTranslated(323,400,10); glutSolidSphere(5,50000,15); glPopMatrix(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(325,401); glEnd(); glColor3f(0.96,0.5,0.25); //to draw wings glBegin(GL_LINES); glVertex2f(294,394); glVertex2f(286,389); glEnd(); glBegin(GL_LINES); glVertex2f(286,389); glVertex2f(295,391); glEnd(); glBegin(GL_LINES); glVertex2f(295,391); glVertex2f(285,385); glEnd(); glBegin(GL_LINES); glVertex2f(285,385); glVertex2f(309,395); glEnd(); glBegin(GL_LINES); glVertex2f(294,406); glVertex2f(286,411); glEnd(); glBegin(GL_LINES); glVertex2f(286,411); glVertex2f(295,409); glEnd(); glBegin(GL_LINES); glVertex2f(295,409); glVertex2f(285,415); glEnd(); glBegin(GL_LINES); glVertex2f(285,415); glVertex2f(309,406); glEnd(); glColor3f(0.96,0.5,0.25); } void draw_bird() { GLfloat x=200,y=400,z=10; draw_brotate(); glBegin(GL_LINES); //draw legs of the bird glVertex2f(285,402); glVertex2f(275,402); glEnd(); glBegin(GL_LINES); glVertex2f(285,398); glVertex2f(275,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,405); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(273,400); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(270,395); glEnd(); glBegin(GL_LINES); glVertex2f(323,405); glVertex2f(323,407); glEnd(); glPushMatrix(); glTranslatef(323,409,10); glutSolidSphere(2,200,20); glPopMatrix(); glBegin(GL_TRIANGLES); glVertex2f(328,400); glVertex2f(331,397); glVertex2f(327,398.5); glEnd(); glFlush(); } void drawstars() { glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glVertex3f(200,400.0,10.0); glVertex3f(150,450.0,10.0); glVertex3f(100,470.0,10.0); glVertex3f(50,450.0,10.0); glVertex3f(50,350.0,10.0); glVertex3f(90,365.0,10.0); glVertex3f(350,450.0,10.0); glVertex3f(275,470.0,10.0); glVertex3f(280,430.0,10.0); glVertex3f(250,400.0,10.0); glVertex3f(450,450.0,10.0); glVertex3f(430,430.0,10.0); glVertex3f(430,470.0,10.0); glVertex3f(300,450.0,10.0); glVertex3f(265,380.0,10.0); glVertex3f(235,450.0,10.0); glEnd(); } void draw_all() { glClear(GL_COLOR_BUFFER_BIT); if(flag==0) { glDisable(GL_LIGHTING); //immp one draw_square(); draw_cloud(); glClearColor(0.506,.7,1,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,5000,150); glPopMatrix(); } if(flag==1) { glDisable(GL_LIGHTING); //imp one draw_square(); draw_cloud(); glClearColor(0.9960,0.7070,0.3164,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); } if(flag==2) { // just try and change values in these arrays, specially the position array drawstars(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // GLfloat emission[]={0.1,0.1,0.1,0.0}; GLfloat diffuse[] = { 0.40, 0.40,0.40, 1.0 }; GLfloat ambiance[] = { 0.5, 0.5,0.5, 1.0 }; GLfloat specular[] = { 1.3, 1.3,.3, 1.0 }; GLfloat intensity[]={500.0}; GLfloat position[] = { 10,30,-30,1.0 }; glLightfv (GL_LIGHT0, GL_POSITION, position); glLightfv (GL_LIGHT0, GL_DIFFUSE,diffuse); glLightfv (GL_LIGHT0, GL_AMBIENT,ambiance); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE); glLightfv (GL_LIGHT0, GL_SPECULAR,specular); glLightfv (GL_LIGHT0, GL_INTENSITY,intensity); glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,150); glVertex2f(1000,150); glEnd(); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); draw_cloud(); glClearColor(0.0,0.0,0.0,0.0); glPushMatrix(); glColor3f(1.0,1.0,1.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glEnd(); } glPushMatrix(); glTranslatef(ba,bb,bc); glPushMatrix(); draw_bird(); glPopMatrix(); glPopMatrix(); GLfloat i; glPushMatrix(); GLfloat x=0,y=100,j=0; int k; //draw_water(); Sleep(60); q+=5; fq-=3.5; if(q>=440.0) //470 q=-390.0; //400 if(fq<=-300) //500 fq=400.0; //400 wa-=1; if(wa<=(-20)) wa=-0.5; ba+=6; if(ba>=500) ba=-400; glFlush(); glutSwapBuffers(); } void display(void) { draw_all(); } void color_menu(int id) { switch(id) { case 1: flag=0;break; case 2: flag=1;break; case 3: flag=2;break; case 4: exit(0); break; } glutPostRedisplay(); } void main_menu(int id) { switch(id) { case 1: break; case 2:exit(0);break; glutPostRedisplay(); } } int main(int argc,char **argv) { int sub_menu; glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(1000,1000); glutInitWindowPosition(0,0); glutCreateWindow("Ship"); sub_menu=glutCreateMenu(color_menu); glutAddMenuEntry("Morning",1); glutAddMenuEntry("Evening",2); glutAddMenuEntry("Night",3); glutAddMenuEntry("Quit",4); glutCreateMenu(main_menu); glutAddSubMenu("View",sub_menu); glutAddMenuEntry("Quit",2); glutAttachMenu(GLUT_RIGHT_BUTTON); glutDisplayFunc(display); glutIdleFunc(display); myinit(); glutMainLoop(); glFlush(); }

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  • This code is working properly in Dev C++ .But on Linux platform it is giving problem with the moveme

    - by srinija
    #include<stdio.h> #include<GL/glut.h> #include<stdlib.h> GLfloat v[3][24]={{100.0,300.0,350.0,50.0,100.0,120.0,120.0,100.0,260.0,280.0, 280.0,260.0,140.0,160.0,160.0,140.0,180.0,200.0,200.0,180.0, 220.0,240.0,240.0,220.0},{100.0,100.0,200.0,200.0,160.0, 160.0,180.0,180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0, 180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0,180.0}, {1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat v1[3][16]={{50.0,350.0,350.0,50.0,100.0,300.0,300.0,100.0,125.0,175.0, 175.0,125.0,225.0,275.0,275.0,225.0},{200.0,200.0,210.0, 210.0,210.0,210.0,240.0,240.0,240.0,240.0,310.0,310.0,240.0, 240.0,310.0,310.0},{1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat colors[4][3]={{0.0,0.0,1.0},{0.9961,0.9961,0.65625},{1.0,0.0,1.0}, {1.0,.0,1.0}}; static float q,w,e; static float fq,fw,fe; static GLfloat wa=0,wb=0,wc=0,ba,bb,bc; int flag; void myinit(void) { glClearColor(0.506,.7,1,0.0); glPointSize(2.0); glLoadIdentity(); glOrtho(0.0,499.0,0.0,499.0,-300.0,300.0); } void draw_top_boxes(GLint i,GLint j) { glColor3f(1.0,0.0,0.0); glBegin(GL_POLYGON); glColor3fv(colors[j]); // to draw the boat glVertex2f(v1[0][i+0],v1[1][i+0]); glColor3fv(colors[j+1]); glVertex2f(v1[0][i+1],v1[1][i+1]); glColor3fv(colors[j+2]); glVertex2f(v1[0][i+2],v1[1][i+2]); glColor3fv(colors[j+3]); glVertex2f(v1[0][i+3],v1[1][i+3]); glEnd(); } void draw_polygon(GLint i) { glBegin(GL_POLYGON); // to draw the boat glColor3f(0.0,0.0,0.0); glColor3fv(colors[0]); glVertex2f(v[0][i+0],v[1][i+0]); glColor3fv(colors[1]); glVertex2f(v[0][i+1],v[1][i+1]); glColor3fv(colors[2]); glVertex2f(v[0][i+2],v[1][i+2]); glColor3fv(colors[3]); glVertex2f(v[0][i+3],v[1][i+3]); glEnd(); } void draw_boat() { draw_polygon(0); draw_polygon(4); draw_polygon(8); draw_polygon(12); draw_polygon(16); draw_polygon(20); draw_top_boxes(0,0); draw_top_boxes(4,0); draw_top_boxes(8,0); draw_top_boxes(12,0); glFlush(); glPopMatrix(); glPopMatrix(); } void draw_water() { GLfloat i; GLfloat x=0,y=103,j=0; GLfloat k; glPushMatrix(); glTranslatef(wa,wb,wc); glPushMatrix(); glColor3f(0,0,1); for(k=y;k>0;k-=6) { for(i=1;i<30;i++) { glBegin(GL_LINES); glVertex2f(j,k); glVertex2f(j+10,k); glEnd(); j=j+20; } j=0; } glPopMatrix(); glPopMatrix(); } void draw_fishes() { glPushMatrix(); glTranslatef(fq,12.0,fe); glPushMatrix(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,80); glVertex2f(100,60); glVertex2f(85,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,70); glVertex2f(110,75); glVertex2f(110,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(90,71); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,80); glVertex2f(200,60); glVertex2f(185,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,70); glVertex2f(210,75); glVertex2f(210,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(190,71); glEnd(); glPopMatrix(); glPopMatrix(); glFlush(); } void draw_cloud() { GLfloat m=100,n=400,o=10; for(int i=0;i<7;i++) { glPushMatrix(); glColor3f(1.0,1.0,1.0); if(i==1) glTranslated(125,415,10); else if(i==3||i==5) glTranslated(m,n+5,o); else glTranslated(m,n,o); glutSolidSphere(20.0,5000,150); glPopMatrix(); m+=10; } } void draw_square() { glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,300); glVertex2f(1000,300); glEnd(); glFlush(); } void draw_brotate() { glPushMatrix(); glColor3f(0.96,0.5,0.25); //to draw body of the bird glTranslated(300,400,10); glScalef(3,1,1); glutSolidSphere(6,50000,15); glPopMatrix(); glPushMatrix(); glTranslated(323,400,10); glutSolidSphere(5,50000,15); glPopMatrix(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(325,401); glEnd(); glColor3f(0.96,0.5,0.25); //to draw wings glBegin(GL_LINES); glVertex2f(294,394); glVertex2f(286,389); glEnd(); glBegin(GL_LINES); glVertex2f(286,389); glVertex2f(295,391); glEnd(); glBegin(GL_LINES); glVertex2f(295,391); glVertex2f(285,385); glEnd(); glBegin(GL_LINES); glVertex2f(285,385); glVertex2f(309,395); glEnd(); glBegin(GL_LINES); glVertex2f(294,406); glVertex2f(286,411); glEnd(); glBegin(GL_LINES); glVertex2f(286,411); glVertex2f(295,409); glEnd(); glBegin(GL_LINES); glVertex2f(295,409); glVertex2f(285,415); glEnd(); glBegin(GL_LINES); glVertex2f(285,415); glVertex2f(309,406); glEnd(); glColor3f(0.96,0.5,0.25); } void draw_bird() { GLfloat x=200,y=400,z=10; draw_brotate(); glBegin(GL_LINES); //draw legs of the bird glVertex2f(285,402); glVertex2f(275,402); glEnd(); glBegin(GL_LINES); glVertex2f(285,398); glVertex2f(275,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,405); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(273,400); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(270,395); glEnd(); glBegin(GL_LINES); glVertex2f(323,405); glVertex2f(323,407); glEnd(); glPushMatrix(); glTranslatef(323,409,10); glutSolidSphere(2,200,20); glPopMatrix(); glBegin(GL_TRIANGLES); glVertex2f(328,400); glVertex2f(331,397); glVertex2f(327,398.5); glEnd(); glFlush(); } void drawstars() { glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glVertex3f(200,400.0,10.0); glVertex3f(150,450.0,10.0); glVertex3f(100,470.0,10.0); glVertex3f(50,450.0,10.0); glVertex3f(50,350.0,10.0); glVertex3f(90,365.0,10.0); glVertex3f(350,450.0,10.0); glVertex3f(275,470.0,10.0); glVertex3f(280,430.0,10.0); glVertex3f(250,400.0,10.0); glVertex3f(450,450.0,10.0); glVertex3f(430,430.0,10.0); glVertex3f(430,470.0,10.0); glVertex3f(300,450.0,10.0); glVertex3f(265,380.0,10.0); glVertex3f(235,450.0,10.0); glEnd(); } void draw_all() { glClear(GL_COLOR_BUFFER_BIT); if(flag==0) { glDisable(GL_LIGHTING); //immp one draw_square(); draw_cloud(); glClearColor(0.506,.7,1,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,5000,150); glPopMatrix(); } if(flag==1) { glDisable(GL_LIGHTING); //imp one draw_square(); draw_cloud(); glClearColor(0.9960,0.7070,0.3164,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); } if(flag==2) { // just try and change values in these arrays, specially the position array drawstars(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // GLfloat emission[]={0.1,0.1,0.1,0.0}; GLfloat diffuse[] = { 0.40, 0.40,0.40, 1.0 }; GLfloat ambiance[] = { 0.5, 0.5,0.5, 1.0 }; GLfloat specular[] = { 1.3, 1.3,.3, 1.0 }; GLfloat intensity[]={500.0}; GLfloat position[] = { 10,30,-30,1.0 }; glLightfv (GL_LIGHT0, GL_POSITION, position); glLightfv (GL_LIGHT0, GL_DIFFUSE,diffuse); glLightfv (GL_LIGHT0, GL_AMBIENT,ambiance); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE); glLightfv (GL_LIGHT0, GL_SPECULAR,specular); glLightfv (GL_LIGHT0, GL_INTENSITY,intensity); glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,150); glVertex2f(1000,150); glEnd(); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); draw_cloud(); glClearColor(0.0,0.0,0.0,0.0); glPushMatrix(); glColor3f(1.0,1.0,1.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glEnd(); } glPushMatrix(); glTranslatef(ba,bb,bc); glPushMatrix(); draw_bird(); glPopMatrix(); glPopMatrix(); GLfloat i; glPushMatrix(); GLfloat x=0,y=100,j=0; int k; //draw_water(); q+=25; fq-=3.5; if(q>=440.0) //470 q=-390.0; //400 if(fq<=-300) //500 fq=400.0; //400 wa-=1; if(wa<=(-20)) wa=-0.5; ba+=6; if(ba>=500) ba=-400; glFlush(); glutSwapBuffers(); } void display(void) { draw_all(); } void color_menu(int id) { switch(id) { case 1: flag=0;break; case 2: flag=1;break; case 3: flag=2;break; case 4: exit(0); break; } glutPostRedisplay(); } void main_menu(int id) { switch(id) { case 1: break; case 2:exit(0);break; glutPostRedisplay(); } } int main(int argc,char **argv) { int sub_menu; glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(1000,1000); glutInitWindowPosition(0,0); glutCreateWindow("Ship"); sub_menu=glutCreateMenu(color_menu); glutAddMenuEntry("Morning",1); glutAddMenuEntry("Evening",2); glutAddMenuEntry("Night",3); glutAddMenuEntry("Quit",4); glutCreateMenu(main_menu); glutAddSubMenu("View",sub_menu); glutAddMenuEntry("Quit",2); glutAttachMenu(GLUT_RIGHT_BUTTON); glutDisplayFunc(display); glutIdleFunc(display); myinit(); glutMainLoop(); glFlush(); }

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  • Primefaces tabview: set the active index on tab change

    - by Virgi
    I've got a tab view that contains two tab. When I switch from tab 1 to tab 2, I'm calling some code that executes a validation and updates some values. Depending on the result of this validation, I would like to stay on tab 1, or go to tab 2, and refresh the tabs' content. My tabview: <h:form id="form"> <p:tabView id="tabview" activeIndex="#{ctrl.idx}" dynamic="true" cache="false"> <p:ajax event="tabChange" listener="#{ctrl.doStuff}" update=":form:tabview"/> <p:tab title="Tab 1" id="t1"> <h:panelGrid columns="1" cellpadding="10"> <h:outputText value="#{ctrl.s1}"/> </h:panelGrid> </p:tab> <p:tab title="Tab 2" id="t2"> <h:panelGrid columns="1" cellpadding="10"> <h:outputText value="#{ctrl.s2}"/> </h:panelGrid> </p:tab> </p:tabView> </h:form> My test code that simly changes the values: public void doStuff() { s1 = String.valueOf(Math.random()); s2 = String.valueOf(Math.random()); } I thought that changing the active tab index in my method would be enough, like that: public void doStuff() { // ... idx = 0; } On tabChange event, the method is called but the tabview components goes to the clicked tab, ignoring the idx new value. I thought adding an update attribute to p:ajax would render the whole tabview but only the tabs and/or the tabs' content is re rendered. And weirdest of all, if I change update=":form:tabview" to update=":form" or update="@form", I only receive the tab's content in the ajax response - the component disappears from the page! My bean is viewscoped, I'm using Primefaces 3.5, JSF 2.1 and Tomcat 7. Any idea? Thanks.

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  • How to get attribute value using SelectSingleNode?

    - by Nano HE
    I am parsing a xml document, I need find out the gid (an attribute) value (3810). Based on SelectSingleNode(). I found it is not easy to find the attribute name and it's value. Can I use this method or I must switch to other way. Attached my code. How can I use book obj to get the attribute value3810 for gid. Thank you. My test.xml file as below <?xml version="1.0" ?> <root> <VersionInfo date="2007-11-28" version="1.0.0.2" /> <Attributes> <AttrDir name="EFEM" DirID="1"> <AttrDir name="Aligner" DirID="2"> <AttrDir name="SequenceID" DirID="3"> <AttrObj text="Slot01" gid="3810" unit="" scale="1" /> <AttrObjCount value="1" /> </AttrDir> </AttrDir> </AttrDir> </Attributes> </root> I wrote the test.cs as below public class Sample { public static void Main() { XmlDocument doc = new XmlDocument(); doc.Load("test.xml"); XmlNode book; XmlNode root = doc.DocumentElement; book = root.SelectSingleNode("Attributes[AttrDir[@name='EFEM']/AttrDir[@name='Aligner']/AttrDir[@name='SequenceID']/AttrObj[@text='Slot01']]"); Console.WriteLine("Display the modified XML document...."); doc.Save(Console.Out); } } [Update 06/10/2010] The xml file is a complex file. Included thousands of gids. But for each of Xpath, the gid is unique. I load the xml file to a TreeView control. this.treeView1.AfterSelect += new System.Windows.Forms.TreeViewEventHandler(this.treeView1_AfterSelect);. When treeView1_AfterSelect event occurred, the e.Node.FullPath will return as a String Value. I parse the string Value e.Node.FullPath. Then I got the member of XPath Above. Then I tried to find which gid item was selected. I need find the gid value as a return value indeed.

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