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  • WPF, how can I optimize lines and circles drawing ?

    - by Aurélien Ribon
    Hello ! I am developping an application where I need to draw a graph on the screen. For this purpose, I use a Canvas and I put Controls on it. An example of such a draw as shown in the app can be found here : http://free0.hiboox.com/images/1610/d82e0b7cc3521071ede601d3542c7bc5.png It works fine for simple graphs, but I also want to be able to draw very large graphs (hundreds of nodes). And when I try to draw a very large graph, it takes a LOT of time to render. My problem is that the code is not optimized at all, I just wanted it to work. Until now, I have a Canvas on the one hand, and multiple Controls on the other hands. Actually, circles and lines are listed in collections, and for each item of these collections, I use a ControlTemplate, defining a red circle, a black circle, a line, etc. Here is an example, the definition of a graph circle : <!-- STYLE : DISPLAY DATA NODE --> <Style TargetType="{x:Type flow.elements:DisplayNode}"> <Setter Property="Canvas.Left" Value="{Binding X, RelativeSource={RelativeSource Self}}" /> <Setter Property="Canvas.Top" Value="{Binding Y, RelativeSource={RelativeSource Self}}" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type flow.elements:DisplayNode}"> <!--TEMPLATE--> <Grid x:Name="grid" Margin="-30,-30,0,0"> <Ellipse x:Name="selectionEllipse" StrokeThickness="0" Width="60" Height="60" Opacity="0" IsHitTestVisible="False"> <Ellipse.Fill> <RadialGradientBrush> <GradientStop Color="Black" Offset="0.398" /> <GradientStop Offset="1" /> </RadialGradientBrush> </Ellipse.Fill> </Ellipse> <Ellipse Stroke="Black" Width="30" Height="30" x:Name="ellipse"> <Ellipse.Fill> <LinearGradientBrush EndPoint="0,1"> <GradientStop Offset="0" Color="White" /> <GradientStop Offset="1.5" Color="LightGray" /> </LinearGradientBrush> </Ellipse.Fill> </Ellipse> <TextBlock x:Name="tblock" Text="{Binding NodeName, RelativeSource={RelativeSource Mode=TemplatedParent}}" Foreground="Black" VerticalAlignment="Center" HorizontalAlignment="Center" FontSize="10.667" /> </Grid> <!--TRIGGERS--> <ControlTemplate.Triggers> <!--DATAINPUT--> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="SkinMode" Value="NODETYPE" /> <Condition Property="NodeType" Value="DATAINPUT" /> </MultiTrigger.Conditions> <Setter TargetName="tblock" Property="Foreground" Value="White" /> <Setter TargetName="ellipse" Property="Fill"> <Setter.Value> <LinearGradientBrush EndPoint="0,1"> <GradientStop Offset="-0.5" Color="White" /> <GradientStop Offset="1" Color="Black" /> </LinearGradientBrush> </Setter.Value> </Setter> </MultiTrigger> <!--DATAOUTPUT--> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="SkinMode" Value="NODETYPE" /> <Condition Property="NodeType" Value="DATAOUTPUT" /> </MultiTrigger.Conditions> <Setter TargetName="tblock" Property="Foreground" Value="White" /> <Setter TargetName="ellipse" Property="Fill"> <Setter.Value> <LinearGradientBrush EndPoint="0,1"> <GradientStop Offset="-0.5" Color="White" /> <GradientStop Offset="1" Color="Black" /> </LinearGradientBrush> </Setter.Value> </Setter> </MultiTrigger> ....... THERE IS A TOTAL OF 7 MULTITRIGGERS ....... </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> Also, the lines are drawn using the Line Control. <!-- STYLE : DISPLAY LINK --> <Style TargetType="{x:Type flow.elements:DisplayLink}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type flow.elements:DisplayLink}"> <!--TEMPLATE--> <Line X1="{Binding X1, RelativeSource={RelativeSource TemplatedParent}}" X2="{Binding X2, RelativeSource={RelativeSource TemplatedParent}}" Y1="{Binding Y1, RelativeSource={RelativeSource TemplatedParent}}" Y2="{Binding Y2, RelativeSource={RelativeSource TemplatedParent}}" Stroke="Gray" StrokeThickness="2" x:Name="line" /> <!--TRIGGERS--> <ControlTemplate.Triggers> <!--BRANCH : ASSERTION--> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="SkinMode" Value="BRANCHTYPE" /> <Condition Property="BranchType" Value="ASSERTION" /> </MultiTrigger.Conditions> <Setter TargetName="line" Property="Stroke" Value="#E0E0E0" /> </MultiTrigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> So, I need your advices. How can I drastically improve the rendering performances ? Should I define each MultiTrigger circle rendering possibility in its own ControlTemplate instead ? Is there a better line drawing technique ? Should I open a DrawingContext and draw everything in one control, instead of having hundreds of controls ?

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  • Html2Canvas ...Google Map is not rendering

    - by eric maxfield
    I am running a Apache Server . I have a simple screen capture set up using Html2canvas .The capture function is rendering a blank Image . I have tried numerous ways to configure the javascript using related articles from this site to no Avail . The code is all working and tested because I can capture the image prior to "google maps api being loaded . Thank you and any advice would be much appreciated . <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN""http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"><html> <meta http-equiv="content-type" content="text/html; charset=utf-8" /> <head> <title>Tester</title> <script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <script type="text/javascript" src="html2canvas.js"></script> <script type="text/javascript" src="jquery.plugin.html2canvas.js"></script> <script src="http://www.google.com/jsapi?key=ABQIAAAAwbkbZLyhsmTCWXbTcjbgbRSzHs7K5SvaUdm8ua-Xxy_-2dYwMxQMhnagaawTo7L1FE1-amhuQxIlXw"></script> <script> google.load("earth", "1"); var ge = null; function init() { google.earth.createInstance("map_canvas", initCallback, failureCallback); } function initCallback(object) { ge = object; ge.getWindow().setVisibility(true); } function failureCallback(object) { } function capture() { $('#target').html2canvas({ onrendered: function (canvas) { //Set hidden field's value to image data (base-64 string) $('#img_val').val(canvas.toDataURL("image/png")); //Submit the form manually document.getElementById("myForm").submit(); } }); } </script> <style type="text/css"> #map_canvas {position: fixed; top: 60px; left: 0px; right:0px; bottom:0px; } #target { border: 1px solid #CCC; margin: 0px; padding:0px; position: absolute; left: 10px;top: 80px;height: 580px; width: 580px; } </style> </head> <body onload='init()' id='body'> <form method="POST" enctype="multipart/form-data" action="save.php" id="myForm"> <input type="hidden" name="img_val" id="img_val" value="" /> </form> <input type="submit" value="Take Screenshot Of Div Below" onclick="capture();" /> <div id="target"> <div id="map_canvas"> </div> </div> </body> </html> This is the php document renders to save.php <?php //Get the base-64 string from data $filteredData=substr($_POST['img_val'], strpos($_POST['img_val'], ",")+1); //Decode the string $unencodedData=base64_decode($filteredData); //Save the image file_put_contents('img.png', $unencodedData); ?> <h2>Save the image and show to user</h2> <table> <tr> <td> <a href="img.png" target="blank"> Click Here to See The Image Saved to Server</a> </td> <td align="right"> <a href="index.php"> Click Here to Go Back</a> </td> </tr> <tr> <td colspan="2"> <br /> <br /> <span> Here is Client-sided image: </span> <br /> <?php //Show the image echo '<img src="'.$_POST['img_val'].'" />'; ?> </td> </tr> </table> <style type="text/css"> body, a, span { font-family: Tahoma; font-size: 10pt; font-weight: bold; } </style> This sample works Correctly . I want to achieve this with above Code using "Google Earth" <!DOCTYPE html> <html> <head> <script src="http://maps.googleapis.com/maps/api/js?key=AIzaSyDY0kkJiTPVd2U7aTOAwhc9ySH6oHxOIYM&sensor=false"></script> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.2/jquery.js"></script> <script type="text/javascript" src ="http://code.jquery.com/jquery-1.9.0.min.js"></script> <script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <script type="text/javascript" src="html2canvas.js"></script> <script type="text/javascript" src="jquery.plugin.html2canvas.js"></script> </script> <script type="text/javascript"> function initialize() { var mapProp = { center:new google.maps.LatLng(51.508742,-0.120850), zoom:5, mapTypeId:google.maps.MapTypeId.ROADMAP }; var map=new google.maps.Map(document.getElementById("googleMap"), mapProp); } google.maps.event.addDomListener(window, 'load', initialize); $(window).load(function(){ $('#load').click(function(){ html2canvas($('#googleMap'), { useCORS: true, onrendered: function (canvas) { var dataUrl= canvas.toDataURL("image/png").replace("image/png", "image/octet-stream"); window.location.href = dataUrl; } }); }); }); </script> </head> <body> <div id="googleMap" style="width:500px;height:380px;"></div> <input type="button" value="Save" id="load"/> </body> </html>

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  • SOA Suite Integration: Part 2: A basic BPEL process

    - by Anthony Shorten
    This is the next in the series about SOA Suite integration with Oracle Utilities Application Framework. One of the first scenarios I am going to illustrate in this series is building a basic BPEL process using Web Service calls to the Oracle Utilities Application Framework. The scenario is this. I will pass in the userid and the BPEL process will call our the AS-User Web Service we created in Part 1. This is just a basic test and illustrate how to import the Web Service into SOA Suite. To use this scenario, you will need access to Oracle SOA Suite, access to a copy of any Oracle Utilities Application Framework based product and Oracle JDeveloper (to build the process). First of all you need to start Oracle JDeveloper and create a new SOA Project to house the BPEL process in. For the purposes of this example I will call the project simpleBPEL and verify that SOA is part of the project. I will select "Composite with BPEL" to denote it as a BPEL process. I can also the same process to create a Mediator or OSB project (refer to the JDeveloper documentation on these technologies). For this example I will use BPEL 1.1 as my specification standard (BPEL 2.0 can also be used if desired). I give the individual BPEL process as simpleBPEL (you can use a different name but I wanted to keep the project and process the same for this example). I will also build a Synchronous BPEL Process as I want a response from the Web Service. I will leave the defaults to save time. I have no have a blank canvas to build my BPEL process against. Note: for simplicity I am going to use as much defaulting as possible. In fact I am not going to specify an input schema for the incoming call as I will use the basic single field used by BPEL as default. The first step is to import the AS-User Web Service into my BPEL project. To do this I use the standard Web Service BPEL component from the Component Palette to import the WSDL into the BPEL project. Now the tricky part (a joke), you drag and drop the component from the Palette onto the right side of the canvas in the Partner Links swim lane. This swim lane is reserved for Partner Links that have a Partner Role (i.e. being called rather than calling). When you drop the Web Service onto the canvas the Create Web Service wizard is invoked to ask for details of the Web Service. At this point you give the BPEL node a name. I have used the name RetrieveUser as a name. I placed the WSDL URL from the XAI Inbound Service screen in the WSDL URL. Once you specify the URL you can press the Find existing WSDL's button to load the information into BPEL from the call. You will notice the Port Type is prefilled with the port from the WSDL. I also suggest that you check copy wsdl and it's dependent artifacts into the project if you intending to work on the BPEL process offline. If you do not check this your target application must be accessible when you work on the BPEL process (that is not always convenient). Note: For the perceptive of you will notice that the URL specified in this example is different to the URL in the last post. The reason is for the demonstrations I shifted to a new server and did not redo all of the past screen captures. If you copy the WSDL into the project you will get an information screen about Localize Files. It is just a confirmation screen. The last confirmation screen is a summary of the partner link (the main tab is locked for editing at this stage). At this stage you have successfully imported the Web Service. To complete the setup of the Web Service you need to set the credentials for the Web Service to use. Refer to the past post on how to do that. Now to use the Web Service. To call the Web Service (as it is just imported not connected to the BPEL process yet), you must add an Invoke action to your BPEL Process. To do this, select Invoke action from the BPEL Constructs zone on the Component Palette and drop it on the edit nodes between the receiveInput and replyOutput nodes This will create an empty Invoke action. You will notice some connectors on the Invoke node. Grab the node closest to your Web Service and drag it to connect the Invoke to your Web Service. This instructs BPEL to use the Invoke to call the Web Service. Once the Invoke action is connected to the Web Service an Edit Invoke edit dialog is displayed. At this point I suggest you name the Invoke node. It is important to name the nodes straightaway and name them appropriately for you to trace the logic. I used InvokeUser as the name in this example. To complete the node configuration you must create Variables to hold the input and output for the call. To do this clock on Automatically Create Input Variable on the Edit Invoke dialog. You will be presented with a default variable name. It uses the node name (that is why it is important to name the node before hitting this button) as a prefix. You can name the variable anything but I usually take the default. Repeat the same for the output variable. You now have a completed node for invoking the service. You have a very basic BPEL process which contains an input, invoke and output node. It is not complete yet though. You need to tell the BPEL process how to pass data from the input to the invoke step and how to take the output from the service call and pass it back to the service. You need to now add an Assign node to assign the input to the Web Service. To do this select Assign activity from BPEL Constructs zone in the Component Palette. Drag and drop the Assign activity between the receiveInput and InvokeUser nodes as you want to pass data between these two nodes. You have now added a new Assign node to your BPEL process Double clicking the node allows you to specify the name of the node. I use AssignUser to describe that I am assigning user data. On the Copy Rules tab you can specify the mapping between the input variable InputVariable/payload/process/input string and the input variable for the Web Service call. We are passing data from the input to BPEL to the relevant input variable on the Web Service. This is simply drag and drop between the two data structures. In the example, I am using the input to pass to the user element in my Web Service as the user is the primary key for the object. The fields become linked (which means data from source will be copied to target). Almost there. You now need to process the output from the Web Service call to the outputVariable of the client call. I have decided to pass back one piece of data, the name associated with the user by concatenating the firstName and lastName elements from the Web Service call. To do this I will use a Transform as it is not just a matter of an Assign action. It is a concatenation operation. This also illustrates how you can use BPEL functionality to transform data from a Web Service call. As with the other components you drag and drop the Transform component to the appropriate place in the BPEL process. In this case we want to transform the output from the Web Service call so we want it after the InvokeUser action and the replyOutput action. The Transform component is actually part of the Oracle Extensions to the BPEL specification. Double clicking the Transform node will allow you to name the node.  In this example I used TransformName. To complete the transform I need to tell the product the source of the transformation and the target of the transform. In the example this is the InvokeUser output variable. I also named the mapper file to TransformName. By clicking the + or pencil icon next to the map I can create the map. The mapping screen is shows the source and target schemas for me to map across. As with the assign I can map the relevant elements. In my example, I first map the firstName from the Web Service to the result element. As I want to concatenate the names, I drop the concat function on the call line. I now attach the last name to the function to indicate the concatenation of the field. By default the names will be concatenated with no space. To make the name legible I add a space between the field by clicking the function and adding a space in the call. I now have a completed mapping. I can now save the whole project as my BPEL process is now complete. As you can see the following happens: We accept input from the client (the userid for the call) in the receiveInput step. We assign that value to the input parameters for the Web Service call in the AssignUser step. We invoke the Web Service call to retrieve the data from the product in the InvokeUser step. We take the output from the InvokeUser step and concatenate the names in the TransformName step. We pass back the data in the replyOutput step. At this point we can deploy the BPEL process to the SOA Suite server. I will not cover this aspect as it really all SOA Suite specific (it is all done via Oracle JDeveloper). Now we need to test the service in SOA Suite. We will use the Fusion Middleware Control test facility. I will assume that credentials have also been setup as per our previous post (else you will get a 401 error). You navigate to the deployed BPEL process within Fusion Middleware Control and select the Test Service option. Specify some test data on the payload at the bottom of the Test Service screen. In my case I am returning my own userid information. On the response tab you will see the result. It works. You can verify the steps using the Audit trace facility on individual calls. As you can see this is a basic BPEL but you get the idea of importing the Web Service is pretty straightforward. You can create more sophisticated BPEL processes using the full facilities in Oracle SOA Suite. I just showed you the basic principals.

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  • WPF: Updating visibility of controls not updating the screen

    - by Brad McBride
    I will preface this by stating that I am new to WPF programming and may be making multiple errors. Any insight that can be provided to help me improve in my skills are greatly appreciated. I am working with a WPF application and am looping through a list of objects that contain properties that describe a document that should be built on the fly and automatically printed. I am attempting to display a small grid in the interface that shows the document being built before it is printed. This serves two purposes: one, it allows the user to see work being done by the application. Two, it renders the items on the screen so that I can then have something to actually print since WPF appears to not be able to load an image for printing dynamicaly without displaying it on the screen. In my code, I am setting the various elements in the grid and setting the visibility to visible. However, the UI is not updating and the printed document doesn't look as intended since the image never shows up on the screen. Here is the XAML that I have set up <Grid x:Name="LayoutRoot" Background="Black"> <Grid Name="previewGrid" Grid.Row="1" Grid.Column="1" Background="White" Visibility="Hidden"> <Canvas Name="pageCanvas" HorizontalAlignment="Center" VerticalAlignment="Center"> <Grid Name="pageGrid" Width="163" Height="211"> <Grid.ColumnDefinitions> <ColumnDefinition Width="81.5"></ColumnDefinition> <ColumnDefinition Width="81.5"></ColumnDefinition> </Grid.ColumnDefinitions> <TextBlock Grid.Column="0" Name="copyright" TextAlignment="Center" HorizontalAlignment="Center" VerticalAlignment="Bottom"></TextBlock> <Image Name="pageImage" Grid.Column="1" HorizontalAlignment="Center" VerticalAlignment="Center"></Image> </Grid> </Canvas> .....canvas for pages 2-4 not shown but structure is the same as for pageGrid..... </Grid> </Grid> </Window> Here is the code behind that is supposed to set the elements. previewGrid.Visibility = Windows.Visibility.Visible pageURI = New Uri(pageCollection(i).iamgeURL, UriKind.Absolute) pageGrid.Visibility = Windows.Visibility.Visible bmp.BeginInit() bmp.StreamSource = getCachedURLStream(cardURI) bmp.EndInit() pageImage.Source = bmp copyright.Text = copyrightText cardPreviewGrid.UpdateLayout() ' More code that prints the visual element pageGrid previewGrid.Visibility = Windows.Visibility.Hidden The code in codebehind loops through a number of times depending on how many different documents the user prints. Basically it builds a visual element for a page, prints an XPS version of it and then builds the next page and prints it, etc. Once all pages have been processed, the job is actually sent to the printer. The only purpose of this application is to let the user print these documents so there is not other task that they can do in the application while the documents print. I thought that putting this task in a background thread would help to update the UI but since I am trying to manipulate items directly on the UI thread it would appear that this option won't work for me. What am I doing wrong here and how can I improve the code so that I can get the behavior that I am trying to achieve?

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  • Thread not behaving correctly

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

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  • WEB203 &ndash; Jump into Silverlight!&hellip; and Become Effective Immediately with Tim Huckaby, Fou

    - by Robert Burger
    Getting ready for the good stuff. Definitely wish there were more Silverlight and WCF RIA sessions, but this is a start.  Was lucky to get a coveted power-enabled seat.  Luckily, due to my trustily slow Verizon data card, I can get these notes out amidst a total Internet outage here.  This is the second breakout session of the day, and is by far standing-room only.  I stepped out before the session started to get a cool Diet COKE and wouldn’t have gotten back in if I didn’t already have a seat. Tim says this is an intro session and that he’s been begging for intro sessions at TechEd for years and that by looking at this audience, he thinks the demand is there.  Admittedly, I didn’t know this was an intro session, or I might have gone elsewhere.  But, it was the very first Silverlight session, so I had to be here. Tim says he will be providing a very good comprehensive reference application at the end of the presentation.  He has just demoed it, and it is a full CRUD-based Sales Manager application based on…  AdventureWorks! Session Agenda What it is / How to get started Declarative Programming Layout and Controls, Events and Commands Working with Data Adding Style to Your Application   Silverlight…  “WPF Light” Why is the download 4.2MB?  Because the direct competitor is a 4.2MB download.  There is no technical reason it is not the entire framework.  It is purely to “be competitive”.   Getting Started Get all of the following downloads from www.silverlight.net/getstarted Install VS2010 or Visual Web Developer Express 2010 Install Silverlight 4 Tools for VS2010 Install Expression Blend 4 Install the Silverlight 4 Toolkit   Reference Application Features Uses MVVM pattern – a way to move data access code that would normally be inline within the UI and placing it in nice data access libraries Images loaded dynamically from the database, converting GIF to PNG because Silverlight does not support GIF. LINQ to SQL is the data access model WCF is the data provider and is using binary message encoding   Declarative Programming XAML replaces code for UI representation Attributes control Layout and Style Event handlers wired-up in XAML Declarative Data Binding   Layout Overview Content rendering flows inside of parent Fixed positioning (Canvas) is seldom used Panels are used to house content Margins and Padding over fixed size   Panels StackPanel – Arranges child elements into a single line oriented horizontally or vertically Grid – A flexible grid are that consists of rows and columns Canvas – An are where positions are specifically fixed WrapPanel (in Toolkit) – Positions child elements in sequential position left to right and top to bottom. DockPanel (in Toolkit) – Positions child controls within a dockable area   Positioning Horizontal and Vertical Alignment Margin – Separates an element from neighboring elements Padding – Enlarges the effective size of an element by a thickness   Controls Overview Not all controls created equal Silverlight, as a subset of WPF, so many WPF controls do not exist in the core Siverlight release Silverlight Toolkit continues to add controls, but are released in different quality bands Plenty of good 3rd party controls to fill the gaps Windows Phone 7 is to have 95% of controls available in Silverlight Core and Toolkit.   Events and Commands Standard .NET Events Routed Events Commands – based on the ICommand interface – logical action that can be invoked in several ways   Adding Style to Your Application Resource Dictionaries – Contains a hash table of key/value pairs.  Silverlight can only use Static Resources whereas WPF can also use Dynamic Resources Visual State Manager Silverlight 4 supports Implicit styles ResourceDictionary.MergedDictionaries combines many different file-based resources   Downloads

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  • HTML5 Boilerplate template for ASP.NET with Visual Studio 2010

    - by Harish Ranganathan
    This is the 5th post in the series of HTML5 for ASP.NET Developers  Support for HTML5 in Visual Studio 2010 has been quite good with Visual Studio Service Pack 1 However, HTML5 Boilerplate template has been one of the most popular HTML5 templates out in the internet.  Now, there is one for your favorite ASP.NET Webforms as well as ASP.NET MVC 3 Projects (even for ASP.NET MVC 2).  And its available in the most optimal place, i.e. NuGet. Lets see it in action.  Let us fire up Visual Studio 2010 and create a “File – New Project – ASP.NET Web Application” and leave the default name to create the project.  The default project template creates Site.Master, Default.aspx and the Account (membership) files. When you run the project without any changes, it shows up the default Master Page with the Home and About placeholder pages. Also, just to check the rendering on devices, lets try running the same page in Windows Phone 7 Emulator.  You can download the SDK from here Clearly, it looks bad on the emulator and if we were to publish the application as is, its going to be the same experience when users browse this app. Close the browser and then switch to Visual Studio.   Right click on the project and select “Manage NuGet Packages” The NuGet Package Manager dialog opens up.  Search for HTML5 Boilerplate.  The options for MVC & Web Forms show up.  Click on Install corresponding to the “Add HTML5 Boilerplate to Web Forms” options. It installs the template in a few seconds.   Once installed, you will be able to see a lot of additional Script files and also the all important HTML5Boilerplate.Master file.  This would be the replacement for the default Site.Master.  We need to change the Content Pages (Default.aspx & other pages) to point to this Master Page.  Example <%@ <% Master Language="C#" AutoEventWireup="true" CodeBehind="Html5Boilerplate.Master.cs" Inherits="WebApplication14.SiteMaster" %> would be the setting in the Default.aspx Page. You can do a Find & Replace for Site.Master to HTML5Boilerplate.Master for the whole solution so that it is changed in all the locations. With this, we have our Webforms application ready with HTML5 capabilities.  Needless to say, we need to wire up HTML5 mark up level code, canvas, etc., further to use the actual HTML5 features, but even without that, the page is now HTML5’ed.   One of the advantages of HTML5 (here HTML5 is collectively referred for CSS3, Javascript enhancements etc.,)  is the ability to render the pages better on mobile and hand held devices. So, now when we run the page from Visual Studio, the following is what we get.  Notice the site.icon automatically added.  The page otherwise looks similar to what it was earlier. Now, when we also check this page on the Windows Phone Emulator, here below is what, we get. As you can see, we definitely get a better experience now.  Of course, this is not the only HTML5 feature that we can use.  We need to wire up additional code for using Canvas, SVG and other HTML5 features.  But, definitely, this is a good starting point. You can also install the HTML5boilerplate Template for your ASP.NET MVC 3 and ASP.NET MVC 2 from the NuGet packages and get them ready for HTML5. Cheers !!!

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  • SQL SERVER – Partition Parallelism Support in expressor 3.6

    - by pinaldave
    I am very excited to learn that there is a new version of expressor’s data integration platform coming out in March of this year.  It will be version 3.6, and I look forward to using it and telling everyone about it.  Let me describe a little bit more about what will be so great in expressor 3.6: Greatly enhanced user interface Parallel Processing Bulk Artifact Upgrading The User Interface First let me cover the most obvious enhancements. The expressor Studio user interface (UI) has had some significant work done. Kudos to the expressor Engineering team; the entire UI is a visual masterpiece that is very responsive and intuitive. The improvements are more than just eye candy; they provide significant productivity gains when developing expressor Dataflows. Operator shape icons now include a description that identifies the function of each operator, instead of having to guess at the function by the icon. Operator shapes and highlighting depict the current function and status: Disabled, enabled, complete, incomplete, and error. Each status displays an appropriate message in the message panel with correction suggestions. Floating or docking property panels provide descriptive tool tips for each property as well as auto resize when adjusting the canvas, without having to search Help or the need to scroll around to get access to the property. Progress and status indicators let you know when an operation is working. “No limit” canvas with snap-to-grid allows automatic sizing and accurate positioning when you have numerous operators in the Dataflow. The inline tool bar offers quick access to pan, zoom, fit and overview functions. Selecting multiple artifacts with a right click context allows you to easily manage your workspace more efficiently. Partitioning and Parallel Processing Partitioning allows each operator to process multiple subsets of records in parallel as opposed to processing all records that flow through that operator in a single sequential set. This capability allows the user to configure the expressor Dataflow to run in a way that most efficiently utilizes the resources of the hardware where the Dataflow is running. Partitions can exist in most individual operators. Using partitions increases the speed of an expressor data integration application, therefore improving performance and load times. With the expressor 3.6 Enterprise Edition, expressor simplifies enabling parallel processing by adding intuitive partition settings that are easy to configure. Bulk Artifact Upgrading Bulk Artifact Upgrading sounds a bit intimidating, but it actually is not and it is a welcome addition to expressor Studio. In past releases, users were prompted to confirm that they wanted to upgrade their individual artifacts only when opened. This was a cumbersome and repetitive process. Now with bulk artifact upgrading, a user can easily select what artifact or group of artifacts to upgrade all at once. As you can see, there are many new features and upgrade options that will prove to make expressor Studio quicker and more efficient.  I hope I’m not the only one who is excited about all these new upgrades, and that I you try expressor and share your experience with me. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • In WPF: Children.Remove or Children.Clear doesn't free objects

    - by Bart Roozendaal
    I create some UIElements from code behind and was anticipating the garbage collection to clear up stuff. However, the objects are not free-ed at the time I expected it. I was expecting them to be freeed at RemoveAt(0), but they are only freed at the end of the program. How can I make the objects be freed when removed from the Children collection of the Canvas? <Window x:Class="WpfApplication1.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300" MouseDown="Window_MouseDown"> <Grid> <Canvas x:Name="main" /> </Grid> </Window> The code behind is: public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } private void Window_MouseDown(object sender, MouseButtonEventArgs e) { if (main.Children.Count == 0) main.Children.Add(new MyControl() { Background = Brushes.Yellow, Width = 100, Height = 50 }); else main.Children.RemoveAt(0); } } public class MyControl : UserControl { ~MyControl() { Debug.WriteLine("Goodbye"); } }

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  • External JS usage in FBML - Cannot access external script

    - by santhakr
    Hi, I am trying to create a small facebook app and associate it to a fan page in a tab. I am trying to include an external javascript file in my page and call a method on a button click event. Below is a part of the code <script language="Javascript" src="http://mysite.com/fb.js"></script> <input type="button" value="Click....." onClick="javascript:showDialog();" /> content of fb.js is as below function showDialog() { new Dialog().showMessage('Dialog', 'Button clickeed'); } When I load the tab in my fan page, it shows an error "Cannot allow external script", whereas when I load the canvas url [http://apps.facebook.com/...] directly and click on the button, it works [shows the dialog]. Does script include works only on the canvas and not on the profile page? I have another question though Initially I had the script src as a relative path but it errored out with the same error - "Cannot allow external script". Can't I use relative path for the external scripts?

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  • Programmatically controlling Chart in Silverlight toolkit

    - by Manoj
    Hi, I want to control the x and y axis of a multi series line charts available in Silverlight toolkit from the C# code. I am not able to find any appropriate example using google. Any kind of example or pointers would be appreciated! EDIT: This is what I have done so far: <toolkit:Chart Canvas.Left="104" Canvas.Top="18" Name="chartCompare" Title="Compare Series" Height="285" Width="892"> <toolkit:LineSeries Title="SP1" Name="Series1"/> </toolkit:Chart> And in the code behind I am trying this: Series1.ItemsSource = ObjectList; Series1.IndependentValuePath = "Val1"; Series1.DependentValuePath = "Val2"; Where ObjectList is a List of Objects which has val1 and val2 as its property. But it is throwing an error when I run this in Line "Series1.ItemsSource = ObjectList;" saying "Object reference not set to an instance of an object..". I have initialised and set its value just in the line before it. Actually I have set this as an item source for a data grid in the line before it and it works fine.

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  • How do I use DomainContext.Load in my ViewModel?

    - by kristian
    I'm trying to use RIA services to provide data to my Silverlight application by calling DomainContext.Load to retrieve a collection of widgets. I want to expose this collection through a property of the ViewModel so I can bind a control to the collection in my page. I think my approach must be fundamentally wrong because Load is called asynchronously and is therefore not available when my page loads and the control tried to bind. Can someone please show me the right way to do this? My Silverlight page has the following XAML: <navigation:Page x:Class="Demo.UI.Pages.WidgetPage" // the usual xmlns stuff here... xmlns:local="clr-namespace:Demo.UI.Pages" mc:Ignorable="d" xmlns:navigation="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls.Navigation" d:DataContext="{d:DesignInstance Type=local:WidgetPageModel, IsDesignTimeCreatable=False}" d:DesignWidth="640" d:DesignHeight="480" Title="Widget Page"> <Canvas x:Name="LayoutRoot"> <ListBox ItemsSource="{Binding RedWidgets}" Width="150" Height="500" /> </Canvas> </navigation:Page> My ViewModel looks like this: public class WidgetPageModel { private WidgetDomainContext WidgetContext { get; set; } public WidgetPageModel() { this.WidgetContext = new WidgetDomainContext(); WidgetContext.Load(WidgetContext.GetAllWidgetsQuery(), false); } public IEnumerable<Widget> RedWidgets { get { return this.WidgetContext.Widgets.Where(w => w.Colour == "Red"); } } }

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  • Flex 3 - Style not applying completely on dynamically created tabs in TabNavigator

    - by user254177
    When I create a tab dynamically via ActionScript, the style for the newly created (and selected) tab get applied to the skins, but not the text, unless I click on another tab and then click back to it. This is the A/S, MXML and CSS code I am using: private function clickAddTabHandler(event:Event):void{ var vbox:VBox = new VBox; var tab:Canvas = new (Canvas); vbox.label = "Select Location"; vbox.addChild(tab); tabBar.addChild(vbox); tabBar.selectedIndex = tabBar.numChildren-1; } .tabNavigator { disabledSkin: Embed(source="assets/skins/TabBar-tab_disabledSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); downSkin: Embed(source="assets/skins/TabBar-tab_downSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); overSkin: Embed(source="assets/skins/TabBar-tab_overSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); upSkin: Embed(source="assets/skins/TabBar-tab_upSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); selectedDisabledSkin: Embed(source="assets/skins/TabBar-tab_selectedDisabledSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); selectedUpSkin: Embed(source="assets/skins/TabBar-tab_selectedUpSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); selectedOverSkin: Embed(source="assets/skins/TabBar-tab_selectedUpSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); selectedDownSkin: Embed(source="assets/skins/TabBar-tab_selectedUpSkin.png", scaleGridTop=1, scaleGridLeft=20, scaleGridBottom=18, scaleGridRight=32); textAlign: left; paddingLeft: 20; paddingRight: 20; fontSize: 11; fontFamily: Helvetica Neue; color: #FFFFFF; textRollOverColor: #FFFFFF; } .tabNavigatorSelected { textAlign: left; paddingLeft: 20; paddingRight: 20; fontSize: 11; fontFamily: Helvetica Neue; color: #135F9E; textRollOverColor: #135F9E; textSelectedColor: #135F9E; }

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  • JOGL Double Buffering

    - by Bar
    What is eligible way to implement double buffering in JOGL (Java OpenGL)? I am trying to do that by the following code: ... /** Creating canvas. */ GLCapabilities capabilities = new GLCapabilities(); capabilities.setDoubleBuffered(true); GLCanvas canvas = new GLCanvas(capabilities); ... /** Function display(…), which draws a white Rectangle on a black background. */ public void display(GLAutoDrawable drawable) { drawable.swapBuffers(); gl = drawable.getGL(); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glColor3f(1.0f, 1.0f, 1.0f); gl.glBegin(GL.GL_POLYGON); gl.glVertex2f(-0.5f, -0.5f); gl.glVertex2f(-0.5f, 0.5f); gl.glVertex2f(0.5f, 0.5f); gl.glVertex2f(0.5f, -0.5f); gl.glEnd(); } ... /** Other functions are empty. */ Questions: — When I'm resizing the window, I usually get flickering. As I see it, I have a mistake in my double buffering implementation. — I have doubt, where I must place function swapBuffers — before or after (as many sources says) the drawing? As you noticed, I use function swapBuffers (drawable.swapBuffers()) before drawing a rectangle. Otherwise, I'm getting a noise after resize. So what is an appropriate way to do that? Including or omitting the line capabilities.setDoubleBuffered(true) does not make any effect.

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  • How to keep relative position of WPF elements on background image

    - by Masterfu
    Hi folks, I am new to WPF, so the answer to the following question might be obvious, however it isn't to me. I need to display an image where users can set markers on (As an example: You might want to mark a person's face on a photograph with a rectangle), however the markers need to keep their relative position when scaling the image. Currently I am doing this by using a Canvas and setting an ImageBrush as Background. This displays the image and I can add elements like a Label (as replacement for a rectangle) on top of the image. But when I set a label like this, it's position is absolute and so when the underlying picture is scaled (because the user drags the window larger) the Label stays at it's absolute position (say, 100,100) instead of moving to the new position that keeps it "in sync" with the underlying image. To cut the matter short: When I set a marker on a person's eye, it shouldn't be on the person's ear after scaling the window. Any suggestions on how to do that in WPF? Maybe Canvas is the wrong approach in the first place? I could keep a collection of markers in code and recalculate their position every time the window gets resized, but I hope there is a way to let WPF do that work for me :-) I am interested in hearing your opinions on this. Thanks

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  • Programmatic skins in Flex

    - by Flexer
    Hi, I am having 2 problems creating programmatic skin for Canvas. First problem: I would like to have background with rounded corners and I am using GraphicsUtil.drawRoundRectComplex in order to have round corners for only the upper two corners. The problem is that drawRoundRectComplex takes for each corner one single parameter - the corner radius. However my scaleX and scaleY factors are different and in fact the corners are not properly rounded because I either can set the radius using scaleX or scaleY. Graphics.drawRoundRect is better because it takes two parameters for the corners - elipse width and height and then you could apply both scale factors but it doesn't allow me to specify different radius for different corners. I am looking for an idea how to use GraphicsUtil.drawRoundRectComplex when scaleX and scaleY are different. Second problem: Even though I set my programmatic skin through style - < the skin's updateDisplayList gets executed only once and after that somehow "backgroundImage" style gets "undefined" and my programmatic skin is not associated anymore to the Canvas instance. As a workaround I am setting on each resize event "backgroundImage" style again but this is ugly. What could cause such "silent" resetting of the "backgroundImage" style to undefined? Thanks!

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  • How to get the stacktrace in a mobile device?

    - by Daniel Moura
    I'm getting a NullPointerException in a Nokia S40. I want to know what is causing this exception. The device shows: NullPointerException java/lang/NullPointerException This error only occurs in the device, running in the emulator the application works fine. I use microlog to debug my application. But the application works fine if the log is enabled. Is there a way to get the stack trace when I get this NullPointerException? I don't need all details like the line number just which method cause this exception. UPDATE: I installed the same application in another Nokia S40 and the same error didn't occur. Nokia 2660 - error Nokia 6131 - no error UPDATE 2: Somehow I find what was causing the NullPointerException. import javax.microedition.lcdui.Canvas; import javax.microedition.lcdui.Graphics; public class OuterClass extends Canvas { private Config config; public OuterClass() { this.config = new Config(); } public void paint(Graphics graphics) { HelperClass helper = new HelperClass(this.config); helper.doStuff(); } public void dispose() { this.config = null; } public class Config implements IConfig { public int getSomething() { // ... } } } public class HelperClass { private IConfig config; public HelperClass(IConfig) { this.config = config; } public doStuff() { config.getSomething(); // Here is thrown NullPointerException } } In some situations a thread is started and call the OuterClass.dispose() before the helper.doStuff() causing the NPE. I think when I enabled the log it made the thread slower and helper.doStuff() was called when I expected it to be called.

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  • Flex: Double click event propagation on datagrid dependent on component order?

    - by MyMacAndMe
    I'd like to have a double click event on a datagrid in Flex3. The following example only works if the Accordion (id = "mustBeSecond") container comes after the DataGrid. Why is the order of the components important and what can I do to prevent this behavior? (The example does not work. If you change the order of "mustBeSecond" and "gridReportConversions" the example works fine) <mx:Script> <![CDATA[ import mx.controls.Alert; import mx.collections.ArrayCollection; [Bindable] private var dp:ArrayCollection = new ArrayCollection([ {qty:1,referer:'http://google.com'}, {qty:25,referer:'http://cnn.com'}, {qty:4,referer:'http:stackoverflow.com'}]); private function refererRowDoubleClicked(e:Event):void { Alert.show("double click"); } ]]> </mx:Script> <mx:HBox width="100%" height="100%"> <mx:Accordion width="200" height="200" id="mustBeSecond"> <mx:Canvas label="Navigation Box" width="100%" height="100%"> <mx:VBox> <mx:LinkButton label="First Link" /> <mx:LinkButton label="Second Link" /> </mx:VBox> </mx:Canvas> </mx:Accordion> <mx:DataGrid id="gridReportConversions" height="100%" width="100%" dataProvider="{this.dp}" mouseEnabled="true" doubleClickEnabled="true" itemDoubleClick="refererRowDoubleClicked(event)"> <mx:columns> <mx:DataGridColumn width="75" dataField="qty" headerText="Qty" /> <mx:DataGridColumn dataField="referer" headerText="URL" /> </mx:columns> </mx:DataGrid> </mx:HBox>

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  • Silverlight performance with a large number of Objects Org Chart.

    - by KC
    Hello, I’m working on a org chart project(SL 3) and I’m seeing the UI thread hang when the chart is building around 2,000 nodes and when it renders it takes about a min and then FPS drop to a crawl. Here is the code flow. Page.xaml.cs calls a wcf service that returns a list of AD users. Then we use Linq to build a collection of nodes to bind to the Orgchart.cs OrgChart.cs is a canvas and displays a collection of nodes and connecting lines. Node.cs is a canvas and has user data can contain children nodes. NodeContent.xaml is a user control that has borders so I can set the background, textblocks to display user's data, Events that handle the selected and expaned nodes, and storyboards that resize the nodes when they are selected or expanded.I noticed during hours of debugging , here in the InitializeComponent(); section where it loads the xaml it seems to be where the preformance hit is happening. System.Windows.Application.LoadComponent(this, new System.Uri("/Silverlight.Custom;component/NodeContent.xaml", System.UriKind.Relative)); So I guess I have two questions. Can threading help in any way with the UI thread hanging while drawing the nodes? How can I avoid the hit when calling this user control? Any advice or direction anyone can lend would be greatly appreciated. Thanks, KC

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  • Prefix for element not bound

    - by Tim
    Hello! I am a newbie in Flex development and using Flash Builder 4 with SDK 4. Now I get the error that "the prefix "fx" for element "fx:Style" is not bound" in line number 4. I searched for it, and it has sth. to do with namespaces, but I can not solve it by myelf. I have the file called "UserStory.mxml" in the directory "components" to place it via the main.mxml onto the screen: <fx:Script> <![CDATA[ import components.UserStory; private function init():void { var userStory1:UserStory = new UserStory(); userStory1.x = 100; userStory1.y = 100; userStory1.userStoryText = "test"; this.addChild(userStory1); } ]]> </fx:Script> The file in which the error occurs in line no. 4: <?xml version="1.0" encoding="utf-8"?> <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml" width="300" height="150" styleName="userstory"> <fx:Style source="styles/styles.css"/> <fx:Text x="5" y="5" width="275" height="135" text="{userStoryText}" fontFamily="notes" fontSize="18"/> <mx:Script> ... </mx:Script> </mx:Canvas> Can someone tell me what's wrong? Thanks a lot in advance & Best Regards.

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  • Flex: View Stack Navigator

    - by Deena
    Hi, I have a component mxml file in which i have a view stack, on click of a button i navigate to the first child, now i need to navigate to the second child during onclick of a button present in the second child. All the childs are component files included within the view stack. How could this be done, Sample code is present below, --------------------Application.mxml--------------------- <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml" > <mx:Script> <![CDATA[ private function loadScreen():void { navigationViewStack.selectedChild=id_offering; } ]]> </mx:Script> <mx:Button label="Save" click="loadScreen();"/> </mx:Canvas> <mx:ViewStack id="navigationViewStack" width="100%" height="100%"> <components:dashboard id="id_dashboard" label="Dashboard" /> <components:offering id="id_offering" label="Offering" /> <components:IssueSec id="id_issueSec" label = "Issues"/> </mx:ViewStack> -------------------------Ends-------------------------------------- Now in my offering.mxml file if i try to access navigationViewStack i am getting an error stating 'Access of undefined property navigationViewStack. Help me on how to access the view stack from my component mxml file. Thanks! Cheers, Deena

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  • Dynamically add User Controls to a Silverlight 4 page

    - by PilotBob
    I am building an iGoogle like "dashboard" for our application with silverlight 4. Each users dashboard (which snapins and their positions) will be stored in the database. Each snap in is a user control, for example... AwesomeSnapin.xaml. On the dashboard page in silverlight I am retrieving the users dashboard which is a collection of snapin objects which include the information on the snapin. I can store the name of the page or the class or whatever is needed. I have the following code which loops through the collection of snapins to add them to the dashboard page. In testing I have just hard coded a single snapin item. Here is the prototype code: foreach (var UserSnapin in op.Entities) { UserControl uc = new AmsiSL.eFinancials.BudgetCheck(); Canvas.SetLeft(uc, UserSnapin.PositionLeft); Canvas.SetTop(uc, UserSnapin.PositionTop); Layout.Children.Add(uc); MessageBox.Show(String.Format("Added {0}",UserSnapin.Snapin.Name)); } The above works fine... but of course adds the BudgetCheck snapin for every item that is defined for the users dashboard. Of course the messagebox is for debugging purposes only. How would I change line 3 of that to load the user control class (using classname or xaml path whichever is better) based on the data in the collection.

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  • Load Images in WPF application

    - by LLS
    I am not familiar with WPF, and I just feel quite confusing. I am trying to create a little computer game, and there are elements I want to display dynamically. I use Image class and add the images to a canvas. But I'm not sure whether it's a good practice. I feel that adding controls to canvas seem to be a little wired. And I'm a little concerned about the performance, because I may need many images. The real problem is, I can't load the images from the image files. I see an example in a text book like this (XMAL): <Image Panel.ZIndex="0" Margin="0,0,0,0" Name ="image1"> <Image.Source> <BitmapImage UriSource="Bell.gif" /> </Image.Source> </Image> Where Bell.gif is added into the project. And I tried to copy this in code to create an image. new Image { Source = new BitmapImage(new Uri("Blockade.bmp"))} But I got invalid Uri exception. After some search in the Internet, I found that loading resources dynamically seems to be difficult. Can I load the files added to the project dynamically? If I use absolute path then it's OK. But I can't expect every computer will put the files in the same location. Can I use relative path? I tried new Image { Source = new BitmapImage(new Uri(@"Pictures\Blank Land.bmp", UriKind.Relative)) } But it doesn't work. (The image is blank) Thanks.

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  • How to select a rectangle from List<Rectangle[]> with Linq

    - by dboarman
    I have a list of DrawObject[]. Each DrawObject has a Rectangle property. Here is my event: List<Canvas.DrawObject[]> matrix; void Control_MouseMove ( object sender, MouseEventArgs e ) { IEnumerable<Canvas.DrawObject> tile = Enumerable.Range( 0, matrix.Capacity - 1) .Where(row => Enumerable.Range(0, matrix[row].Length -1) .Where(column => this[column, row].Rectangle.Contains(e.Location))) .????; } I am not sure exactly what my final select command should be in place of the "????". Also, I was getting an error: cannot convert IEnumerable to bool. I've read several questions about performing a linq query on a list of arrays, but I can't quite get what is going wrong with this. Any help? Edit Apologies for not being clear in my intentions with the implementation. I intend to select the DrawObject that currently contains the mouse location.

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