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  • Do I have to implement Add/Delete methods in my NHibernate entities ?

    - by Lisa
    This is a sample from the Fluent NHibernate website: Compared to the Entitiy Framework I have ADD methods in my POCO in this code sample using NHibernate. With the EF I did context.Add or context.AddObject etc... the context had the methods to put one entity into the others entity collection! Do I really have to implement Add/Delete/Update methods (I do not mean the real database CRUD operations!) in a NHibernate entity ? public class Store { public virtual int Id { get; private set; } public virtual string Name { get; set; } public virtual IList<Product> Products { get; set; } public virtual IList<Employee> Staff { get; set; } public Store() { Products = new List<Product>(); Staff = new List<Employee>(); } public virtual void AddProduct(Product product) { product.StoresStockedIn.Add(this); Products.Add(product); } public virtual void AddEmployee(Employee employee) { employee.Store = this; Staff.Add(employee); } }

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  • How to play simultaneous multiply audio sources in Silverlight

    - by Shurup
    I want to play simultaneous multiply audio sources in Silverlight. So I've created a prototype in Silverlight 4 that should play a two mp3 files containing the same ticks sound with an intervall 1 second. So these files must be sounded as one sound if they will be played together with any whole second offsets (0 and 1, 0 and 2, 1 and 1 seconds, etc.) I my prototype I use two MediaElement (me and me2) objects. DateTime startTime; private void Play_Clicked(object sender, RoutedEventArgs e) { me.SetSource(new FileStream(file1), FileMode.Open))); me2.SetSource(new FileStream(file2), FileMode.Open))); var timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(1) }; timer.Tick += RefreshData; timer.Start(); } First file should be played at 00:00 sec. and the second in 00:02 second. void RefreshData(object sender, EventArgs e) { if(me.CurrentState != MediaElementState.Playing) { startTime = DateTime.Now; me.Play(); return; } var elapsed = DateTime.Now - startTime; if(me2.CurrentState != MediaElementState.Playing && elapsed >= TimeSpan.FromSeconds(2)) { me2.Play(); ((DispatcherTimer)sender).Stop(); } } The tracks played every time different and not simultaneous as they should (as one sound).

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  • LicenseChecker checkAccess leaks ServiceConnection

    - by Bill The Ape
    I am receiving this exception in LogCat every time I press the Back button in my app: Activity has leaked ServiceConnection com.android.vending.licensing.LicenseChecker@471cc039 that was originally bound here The code responsible for this leak in onCreate() is: mLicenseCheckerCallback = new MyLicenseCheckerCallback(); mChecker.checkAccess(mLicenseCheckerCallback); How do I get rid of this leak? I tried not assigning MyLicenseCheckerCallback to a member, thinking perhaps when the activity goes onPause() the reference to the callback is responsible for the leak: mChecker.checkAccess(new MyLicenseCheckerCallback()); But that didn't get rid of the leak. Update: Thanks to @zapl's comment below, I looked at Google's LicenseChecker.java: /** Unbinds service if necessary and removes reference to it. */ private void cleanupService() { if (mService != null) { try { mContext.unbindService(this); } catch (IllegalArgumentException e) { // Somehow we've already been unbound. This is a non-fatal error. Log.e(TAG, "Unable to unbind from licensing service (already unbound)"); } mService = null; } } At first I thought that I may be neglecting to call it, but I double-checked and I am calling mChecker.onDestroy(); in my activity's onDestroy(). I also checked onDestroy() in LicenseChecker.java and it is calling unbindService: /** * Inform the library that the context is about to be destroyed, so that * any open connections can be cleaned up. * <p> * Failure to call this method can result in a crash under certain * circumstances, such as during screen rotation if an Activity requests * the license check or when the user exits the application. */ public synchronized void onDestroy() { cleanupService(); mHandler.getLooper().quit(); } So, what is really going on? Is this a bug in LVL?

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  • Makefile option/rule to handle missing/removed source files

    - by b3nj1
    http://stackoverflow.com/questions/239004/need-a-makefile-dependency-rule-that-can-handle-missing-files gives some pointers on how to handle removed source files for generating .o files. I'm using gcc/g++, so adding the -MP option when generating dependencies works great for me, until I get to the link stage with my .a file... What about updating archives/libraries when input sources go away? This works OK for me, but is there a cleaner way (ie, something as straightforward as the g++ -MP option)? #BUILD_DIR is my target directory (includes Debug/Release and target arch) #SRC_OUTS are my .o files LIBATLS_HAS = $(shell nm ${BUILD_DIR}/libatls.a | grep ${BUILD_DIR} | sed -e 's/.*(//' -e 's/).*://') LIBATLS_REMOVE = $(filter-out $(notdir ${SRC_OUTS}), ${LIBATLS_HAS}) ${BUILD_DIR}/libatls.a: ${BUILD_DIR}/libatls.a(${SRC_OUTS}) ifneq ($(strip ${LIBATLS_REMOVE}),) $(AR) -d $@ ${LIBATLS_REMOVE} endif

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  • UIDocumentInteractionController & ARC: [UIPopoverController dealloc] reached while popover is still visible

    - by muffel
    This issue or similar issues have been discussed here before, but I didn't find any working solution for me. I am using the following code to display a UIDocumentInteractionController on an ARC-enabled iOS 7 project: - (void) exportDoc{ // [...] docController = [UIDocumentInteractionController interactionControllerWithURL:[NSURL fileURLWithPath:path]]; docController.delegate = self; [docController presentOpenInMenuFromBarButtonItem:mainMenuButton animated:YES]; } First I didn't want to create a property that holds the controller reference, but as many people said that there are not alternatives to it. It is defined as @property (strong) UIDocumentInteractionController* docController; exportDoc is run in the main thread using NSOperationQueue. Whenever it is executed, I get the following error message: Terminating app due to uncaught exception 'NSGenericException', reason: '-[UIPopoverController dealloc] reached while popover is still visible.' This is what the backtrace says: (lldb) bt * thread #1: tid = 0x1c97d9, 0x000000019a23c1c0 libobjc.A.dylibobjc_exception_throw, queue = 'com.apple.main-thread', stop reason = breakpoint 2.1 frame #0: 0x000000019a23c1c0 libobjc.A.dylibobjc_exception_throw frame #1: 0x000000018d982e90 CoreFoundation+[NSException raise:format:] + 128 frame #2: 0x0000000190bc348c UIKit-[UIPopoverController dealloc] + 96 frame #3: 0x0000000190e18fc8 UIKit-[UIDocumentInteractionController dealloc] + 168 frame #4: 0x000000019a255474 libobjc.A.dylib(anonymous namespace)::AutoreleasePoolPage::pop(void*) + 524 frame #5: 0x000000018d881988 CoreFoundation_CFAutoreleasePoolPop + 28 frame #6: 0x000000018e42cb18 Foundation-[NSOperationInternal _start:] + 892 frame #7: 0x000000018e4eea38 Foundation__NSOQSchedule_f + 76 frame #8: 0x000000019a813fd4 libdispatch.dylib_dispatch_client_callout + 16 frame #9: 0x000000019a8171dc libdispatch.dylib_dispatch_main_queue_callback_4CF + 336 frame #10: 0x000000018d942c2c CoreFoundation__CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE + 12 frame #11: 0x000000018d940f6c CoreFoundation__CFRunLoopRun + 1452 frame #12: 0x000000018d881c20 CoreFoundationCFRunLoopRunSpecific + 452 frame #13: 0x0000000193511c0c GraphicsServicesGSEventRunModal + 168 frame #14: 0x00000001909b2fdc UIKitUIApplicationMain + 1156 * frame #15: 0x000000010000947c MyApplicationmain(argc=1, argv=0x000000016fdfbc80) + 108 at main.m:16 frame #16: 0x000000019a82faa0 libdyld.dylibstart + 4 As far as I understand the autoreleasepool just releases the controller. Shouldn't this be prevented by using a strong property just as I did? Do you have any idea what the problem can be and how I can solve it?

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  • Sending data in a GTK Callback

    - by snostorm
    How can I send data through a GTK callback? I've Googled, and with the information I found created this: #include <gtk/gtk.h> #include <stdio.h> void button_clicked( GtkWidget *widget, GdkEvent *event, gchar *data); int main( int argc, char *argv[]){ GtkWidget *window; GtkWidget *button; gtk_init (&argc, &argv); window = gtk_window_new(GTK_WINDOW_TOPLEVEL); button = gtk_button_new_with_label("Go!"); gtk_container_add(GTK_CONTAINER(window), button); g_signal_connect_swapped(G_OBJECT(window), "destroy", G_CALLBACK(gtk_main_quit), NULL); g_signal_connect(G_OBJECT(button), "clicked", G_CALLBACK(button_clicked),"test" ); gtk_widget_show(window); gtk_widget_show(button); gtk_main(); return 0; } void button_clicked( GtkWidget *widget, GdkEvent *event, gchar *data){ printf("%s \n", (gchar *) data); return; } But it just Segfaults when I press the button. What is the right way to do this?

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  • @selector and return value

    - by user320926
    The idea it's very easy, i have an http download class, this class must support the http authentication but it's basically a background thread so i would like to avoid to prompt directly to the screen, i would like to use a delegate method to require from outside of the class, like a viewController. But i don't know if is possible or if i have to use a different syntax. This class use this delegate protocol: //Updater.h @protocol Updater <NSObject> -(NSDictionary *)authRequired; @optional -(void)statusUpdate:(NSString *)newStatus; -(void)downloadProgress:(int)percentage; @end @interface Updater : NSThread { ... } This is the call to the delegate method: //Updater.m // This check always fails :( if ([self.delegate respondsToSelector:@selector(authRequired:)]) { auth = [delegate authRequired]; } This is the implementation of the delegate method //rootViewController.m -(NSDictionary *)authRequired; { // TODO: some kind of popup or modal view NSMutableDictionary *ret=[[NSMutableDictionary alloc] init]; [ret setObject:@"utente" forKey:@"user"]; [ret setObject:@"password" forKey:@"pass"]; return ret; }

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  • how do i call mpmovieplayer from applicationwillresignactive in ppdelegate

    - by ss30
    i'm using mpmovieplayer to play audio stream, one problem i'm having trouble with handling intruptions e.g when call is received. My player is declared in viewcontroller and i beleive i need to do something in applicationdidresignactive in my appdelegate right? how do i do that if my appdelegate isn't aware of my moviePlayer? i'm new to iphone dev so i'm learning as i go and enjoying it :) here is what i'm doing in viewcontroller -(IBAction)play1MButton:(id)sender{ [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(moviePlayerStatus:) name:MPMoviePlayerPlaybackStateDidChangeNotification object:nil]; NSString *url = @"http://22.22.22.22:8000/listen.pls"; [self.activityIndicator startAnimating]; moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL URLWithString:url]]; [moviePlayer prepareToPlay]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(moviePlayerLoadStateChanged:) name:MPMoviePlayerLoadStateDidChangeNotification object:nil]; } } -(void) moviePlayerStatus:(NSNotification*)notification { //MPMoviePlayerController *moviePlayer = notification.object; MPMoviePlaybackState playbackState = moviePlayer.playbackState; if(playbackState == MPMoviePlaybackStateStopped) { NSLog(@"MPMoviePlaybackStateStopped"); } else if(playbackState == MPMoviePlaybackStatePlaying) { NSLog(@"MPMoviePlaybackStatePlaying"); } else if(playbackState == MPMoviePlaybackStatePaused) { NSLog(@"MPMoviePlaybackStatePaused"); } else if(playbackState == MPMoviePlaybackStateInterrupted) { NSLog(@"MPMoviePlaybackStateInterrupted"); } else if(playbackState == MPMoviePlaybackStateSeekingForward) { NSLog(@"MPMoviePlaybackStateSeekingForward"); } else if(playbackState == MPMoviePlaybackStateSeekingBackward) { NSLog(@"MPMoviePlaybackStateSeekingBackward"); } } - (void) moviePlayerLoadStateChanged:(NSNotification*)notification { if ([moviePlayer loadState] != MPMovieLoadStateUnknown) { [[NSNotificationCenter defaultCenter] removeObserver:self name:MPMoviePlayerLoadStateDidChangeNotification object:moviePlayer]; [moviePlayer play]; [self.activityIndicator stopAnimating]; [moviePlayer setFullscreen:NO animated:NO]; } } and in appdelegate - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after application launch. self.window.rootViewController = self.viewController; [self.window makeKeyAndVisible]; AVAudioSession *audioSession = [AVAudioSession sharedInstance]; NSError *setCategoryError = nil; [audioSession setCategory:AVAudioSessionCategoryPlayback error:&setCategoryError]; if (setCategoryError) { } NSError *activationError = nil; [audioSession setActive:YES error:&activationError]; if (activationError) { } I can catch the errors but how do i use the player from appdelegate?!! thanks in advance

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  • Execute a block of database querys

    - by Nightmare
    I have the following task to complete: In my program a have a block of database querys or questions. I want to execute these questions and wait for the result of all questions or catch an error if one question fails! My Question object looks like this (simplified): public class DbQuestion(String sql) { [...] } [...] //The answer is just a holder for custom data... public void SetAnswer(DbAnswer answer) { //Store the answer in the question and fire a event to the listeners this.OnAnswered(EventArgs.Empty); } [...] public void SetError() { //Signal an Error in this query! this.OnError(EventArgs.Empty); } So every question fired to the database has a listener that waits for the parsed result. Now I want to fire some questions asynchronous to the database (max. 5 or so) and fire an event with the data from all questions or an error if only one question throws one! Which is the best or a good way to accomplish this task? Can I really execute more then one question parallel and stop all my work when one question throws an error? I think I need some inspiration on this... Just a note: I´m working with .NET framework 2.0

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  • Why are we getting a WCF "Framing error" on some machines but not others

    - by Ian Ringrose
    We have just found we are getting “framing errors” (as reported by the WCF logs) when running our system on some customer test machine. It all works ok on our development machines. We have an abstract base class, with KnownType attributes for all its sub classes. One of it’s subclass is missing it’s DataContract attribute. However it all worked on our test machine! On the customers test machine, we got “framing error” showing up the WCF logs, this is not the error message I have seen in the past when missing a DataContract attribute, or a KnownType attribute. I wish to get to the bottom of this, as we can no longer have confidence in our ability to test the system before giving it to the customer until we can make our machines behave the some as the customer’s machines. Code that try to show what I am talking about, (not the real code) [DataContract()] [KnownType(typeof(SubClass1))] [KnownType(typeof(SubClass2))] // other subclasses with data members public abstract class Base { [DataMember] public int LotsMoreItemsThenThisInRealLife; } /// <summary> /// This works on some machines (not not others) when passed to Contract::DoIt, /// note the missing [DataContract()] /// </summary> public class SubClass1 : Base { // has no data members } /// <summary> /// This works in all cases when passed to Contract::DoIt /// </summary> [DataContract()] public class SubClass2 : Base { // has no data members } public interface IContract { void DoIt(Base[] items); } public static class MyProgram { public static IContract ConntectToServerOverWCF() { // lots of code ... return null; } public static void Startup() { IContract server = ConntectToServerOverWCF(); // this works all of the time server.DoIt(new Base[]{new SubClass2(){LotsMoreItemsThenThisInRealLife=2}}); // this works "in develperment" e.g. on our machines, but not on the customer's test machines! server.DoIt(new Base[] { new SubClass1() { LotsMoreItemsThenThisInRealLife = 2 } }); } }

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  • Combining multiple UIImageViews and preserve resolution

    - by plspl
    I am designing an application where a user places multiple UIImageViews one over another. When the user decides to save this to photo album, I have to combine all these UIImageViews and save it to Photo Library. While combining them I need to preserve their positions, resolutions, zorder. The approach I tried I was to have a parent UIView which acts like a container. The user places all the UIImageViews inside this UIView. While saving, I take a screenshot of the UIView and save it. Although this approach works, it does not preserve the resolution. The resolution of the final image is same as the resolution of the parent UIView size (width and height being 300 pixels). Is there way to preserve the resolution? or atleast have a higher resolution like upto 1024* 1024 pixels? Any pointers/code examples would be appreciated!

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  • Coordinating typedefs and structs in std::multiset (C++)

    - by Sarah
    I'm not a professional programmer, so please don't hesitate to state the obvious. My goal is to use a std::multiset container (typedef EventMultiSet) called currentEvents to organize a list of structs, of type Event, and to have members of class Host occasionally add new Event structs to currentEvents. The structs are supposed to be sorted by one of their members, time. I am not sure how much of what I am trying to do is legal; the g++ compiler reports (in "Host.h") "error: 'EventMultiSet' has not been declared." Here's what I'm doing: // Event.h struct Event { public: bool operator < ( const Event & rhs ) const { return ( time < rhs.time ); } double time; int eventID; int hostID; }; // Host.h ... void calcLifeHist( double, EventMultiSet * ); // produces compiler error ... void addEvent( double, int, int, EventMultiSet * ); // produces compiler error // Host.cpp #include "Event.h" ... // main.cpp #include "Event.h" ... typedef std::multiset< Event, std::less< Event > > EventMultiSet; EventMultiSet currentEvents; EventMultiSet * cePtr = &currentEvents; ... Major questions Where should I include the EventMultiSet typedef? Are my EventMultiSet pointers obviously problematic? Is the compare function within my Event struct (in theory) okay? Thank you very much in advance.

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  • Ant build script executing <sql> task using java code

    - by Jay
    Any idea, why none of the debugging comments are printed once after executing the ANT build script's SQL task via java code? The java class to execute the sql in build scirpt is public class AntRunnerTest { private Project project; public void executeTask(String taskName) { try { project = new Project(); project.init(); project.setBasedir(new String(".")); ProjectHelper helper = ProjectHelper.getProjectHelper(); project.addReference("ant.projectHelper", helper); helper.parse(project, new File("build-copy.xml")); System.out.println("Before"); project.executeTarget(taskName); System.out.println("After"); } catch(Exception ex) { System.out.println(ex.getMessage()); } } public static void main(String args[]) { try { AntRunnerTest newInst = new AntRunnerTest(); newInst.executeTask("sql"); } catch(Exception e) { System.out.println(""+e); } } } I dont see the debug String "After" getting printed in the console. I noticed this issue only when i try to execute a sql task using java code. The ant script has the following simple transaction tag in it. <transaction> <![CDATA[ select now() ]]> </transaction> Any thoughts? Thanks in advance.

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  • Simple matrix example using C++ template class

    - by skyeagle
    I am trying to write a trivial Matrix class, using C++ templates in an attempt to brush up my C++, and also to explain something to a fellow coder. This is what I have som far: template class<T> class Matrix { public: Matrix(const unsigned int rows, const unsigned int cols); Matrix(const Matrix& m); Matrix& operator=(const Matrix& m); ~Matrix(); unsigned int getNumRows() const; unsigned int getNumCols() const; template <class T> T getCellValue(unsigned int row, unsigned col) const; template <class T> void setCellValue(unsigned int row, unsigned col, T value) const; private: // Note: intentionally NOT using smart pointers here ... T * m_values; }; template<class T> inline T Matrix::getCellValue(unsigned int row, unsigned col) const { } template<class T> inline void Matrix::setCellValue(unsigned int row, unsigned col, T value) { } I'm stuck on the ctor, since I need to allocate a new[] T, it seems like it needs to be a template method - however, I'm not sure I have come accross a templated ctor before. How can I implemnt the ctor?

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  • Best way to implement game loop without freezing UI thread

    - by Matt H
    I'm trying to make a simple 2D game in Java. So far I have a JFrame, with a menubar, and a class which extends JPanel and overrides it's paint method. Now, I need to get a game loop going, where I will update the position of images and so on. However, I'm stuck at how best to achieve this. Should I use multi-threading, because surely, if you put an infinite loop on the main thread, the UI (and thus my menu bar) will freeze up? Here's my code so far: import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; @SuppressWarnings("serial") public class GameCanvas extends JPanel { public void paint(Graphics g) { while (true) { g.setColor(Color.DARK_GRAY); try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } } } } import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; @SuppressWarnings("serial") public class Main extends JFrame { GameCanvas canvas = new GameCanvas(); final int FRAME_HEIGHT = 400; final int FRAME_WIDTH = 400; public static void main(String args[]) { new Main(); } public Main() { super("Game"); JMenuBar menuBar = new JMenuBar(); JMenu fileMenu = new JMenu("File"); JMenuItem startMenuItem = new JMenuItem("Pause"); menuBar.add(fileMenu); fileMenu.add(startMenuItem); super.add(canvas); super.setVisible(true); super.setSize(FRAME_WIDTH, FRAME_WIDTH); super.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); super.setJMenuBar(menuBar); } } Any pointers/tips? Also, where should I put my loop? In my main class, or my GameCanvas class? Any help is appreciated, thanks.

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  • Android CursorAdapters, ListViews and background threads

    - by MattC
    This application I've been working on has databases with multiple megabytes of data to sift through. A lot of the activities are just ListViews descending through various levels of data within the databases until we reach "documents", which is just HTML to be pulled from the DB(s) and displayed on the phone. The issue I am having is that some of these activities need to have the ability to search through the databases by capturing keystrokes and re-running the query with a "like %blah%" in it. This works reasonably quickly except when the user is first loading the data and when the user first enters a keystroke. I am using a ResourceCursorAdapter and I am generating the cursor in a background thread, but in order to do a listAdapter.changeCursor(), I have to use a Handler to post it to the main UI thread. This particular call is then freezing the UI thread just long enough to bring up the dreaded ANR dialog. I'm curious how I can offload this to a background thread totally so the user interface remains responsive and we don't have ANR dialogs popping up. Just for full disclosure, I was originally returning an ArrayList of custom model objects and using an ArrayAdapter, but (understandably) the customer pointed out it was bad memory-manangement and I wasn't happy with the performance anyways. I'd really like to avoid a solution where I'm generating huge lists of objects and then doing a listAdapter.notifyDataSetChanged/Invalidated() Here is the code in question: private Runnable filterDrugListRunnable = new Runnable() { public void run() { if (filterLock.tryLock() == false) return; cur = ActivityUtils.getIndexItemCursor(DrugListActivity.this); if (cur == null || forceRefresh == true) { cur = docDb.getItemCursor(selectedIndex.getIndexId(), filter); ActivityUtils.setIndexItemCursor(DrugListActivity.this, cur); forceRefresh = false; } updateHandler.post(new Runnable() { public void run() { listAdapter.changeCursor(cur); } }); filterLock.unlock(); updateHandler.post(hideProgressRunnable); updateHandler.post(updateListRunnable); } };

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  • Rapid taps on an OpenGL ES app introducing input delay

    - by Tim R.
    I am starting out writing a 2D game in OpenGL ES, and I have encountered an odd problem: if I rapidly tap the touchscreen, the input starts lagging behind the display. The more times I tap, the more delay it causes between the input and any indication of that input onscreen. It only happens if I intentionally tap very rapidly, but not from tapping and dragging with any number of fingers. What could be causing this? Excessive details follow: Both accelerometer input and taps are delayed by just tapping. The only events I am responding to are touchesBegan (below) in my EAGLView and accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration in my Game object. There doesn't seem to be any upper limit to the amount of delay: I've gotten up to 12 seconds of delay by tapping rapidly with five fingers. I have not seen any drops in framerate (it stays constantly at 60 fps) in the OpenGL ES tool in Instruments or by taking 1/the time between updates. Possibly relevant code: - (void) drawView:(id) sender { [game update:allTouches]; [renderer render:game]; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { allTouches = [event allTouches]; } allTouches is a pointer that gets passed to my Game every update, which passes it to each GameObject in their update methods.

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  • How to solve linker error in matrix multiplication in c using lapack library?

    - by Malar
    I did Matrix multiplication using lapack library, I am getting an error like below. Can any one help me? "error LNK2019: unresolved external symbol "void __cdecl dgemm(char,char,int *,int *,int *,double *,double *,int *,double *,int *,double *,double *,int *)" (?dgemm@@YAXDDPAH00PAN1010110@Z) referenced in function _main" 1..\bin\matrixMultiplicationUsingLapack.exe : fatal error LNK1120: 1 unresolved externals I post my code below # define matARowSize 2 // -- Matrix 1 number of rows # define matAColSize 2 // -- Matrix 1 number of cols # define matBRowSize 2 // -- Matrix 2 number of rows # define matBColSize 2 // -- Matrix 2 number of cols using namespace std; void dgemm(char, char, int *, int *, int *, double *, double *, int *, double *, int *, double *, double *, int *); int main() { double iMatrixA[matARowSize*matAColSize]; // -- Input matrix 1 {m x n} double iMatrixB[matBRowSize*matBColSize]; // -- Input matrix 2 {n x k} double iMatrixC[matARowSize*matBColSize]; // -- Output matrix {m x n * n x k = m x k} double alpha = 1.0f; double beta = 0.0f; int n = 2; iMatrixA[0] = 1; iMatrixA[1] = 1; iMatrixA[2] = 1; iMatrixA[3] = 1; iMatrixB[0] = 1; iMatrixB[1] = 1; iMatrixB[2] = 1; iMatrixB[3] = 1; //dgemm('N','N',&n,&n,&n,&alpha,iMatrixA,&n,iMatrixB,&n,&beta,iMatrixC,&n); dgemm('N','N',&n,&n,&n,&alpha,iMatrixA,&n,iMatrixB,&n,&beta,iMatrixC,&n); std::cin.get(); return 0; }

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  • In game programming are global variables bad?

    - by Joe.F
    I know my gut reaction to global variables is "badd!" but in the two game development courses I've taken at my college globals were used extensively, and now in the DirectX 9 game programming tutorial I am using (www.directxtutorial.com) I'm being told globals are okay in game programming ...? The site also recommends using only structs if you can when doing game programming to help keep things simple. I'm really confused on this issue, and all the research I've been trying to do is very confusing. I realize there are issues when using global variables (threading issues, they make code harder to maintain, the state of them is hard to track etc) but also there is a cost associated with not using globals, I'd have to pass a loooot of information around very often which can be confusing and I imagine time-costing, although I guess pointers would speed the process up (this is my first time writing a game in C++.) Anyway, I realize there is probably no "right" or "wrong" answer here since both ways work, but I want my code to be as proper as I can so any input would be good, thank you very much!

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  • Multiple Rails forks with separate designs and layouts

    - by mettadore
    I have a Rails project that is basically a simple web app for a membership-based organization. We've open sourced the code on Github for the web app so that others can use it, but have a licensed design/layout that the original organization is going to use. This layout cannot be open sourced. I was wondering if others have run into the situation where you have an open-source Rails app with a non-OS design. My initial thought is to put app/views in .gitignore, and to have anyone forking the code add their own views directory, perhaps including an app/views_default directory with a web-app-theme layout or something else to get people running. Is this the best option (realizing that there are other files such as JavaScript, CSS, etc that come with the layout that must also be ignored). Does anyone have some good thoughts or pointers on this?

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  • Simple POSIX threads question

    - by Andy
    Hi, I have this POSIX thread: void subthread(void) { while(!quit_thread) { // do something ... // don't waste cpu cycles if(!quit_thread) usleep(500); } // free resources ... // tell main thread we're done quit_thread = FALSE; } Now I want to terminate subthread() from my main thread. I've tried the following: quit_thread = TRUE; // wait until subthread() has cleaned its resources while(quit_thread); But it does not work! The while() clause does never exit although my subthread clearly sets quit_thread to FALSE after having freed its resources! If I modify my shutdown code like this: quit_thread = TRUE; // wait until subthread() has cleaned its resources while(quit_thread) usleep(10); Then everything is working fine! Could someone explain to me why the first solution does not work and why the version with usleep(10) suddenly works? I know that this is not a pretty solution. I could use semaphores/signals for this but I'd like to learn something about multithreading, so I'd like to know why my first solution doesn't work. Thanks!

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  • Linkedin: Registering Application for both Web and Mobile

    - by VishwaKumar
    My project deals with both Web app and Mobile app. So before we can use Linkedin API's into our project we need to register our app with Linkedin according to this Quick Start. But for my situation where i use Linkedin API's for both web and mobile, Do i need to register two application with Linkedin. Or is there any other way to register a single application and use the same for both web and mobile? In the registration page i don't see any distinction for Web and Mobile, unlike facebook where a single application registered can be used for both web and mobile app. If anyone could point me to appropriate docs or pointers, it would be really helpful. Please forgive me for posting here as there wasn't any appropriate forum to choose from. Thank you.

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  • waveInProc / Windows audio question...

    - by BTR
    I'm using the Windows API to get audio input. I've followed all the steps on MSDN and managed to record audio to a WAV file. No problem. I'm using multiple buffers and all that. I'd like to do more with the buffers than simply write to a file, so now I've got a callback set up. It works great and I'm getting the data, but I'm not sure what to do with it once I have it. Here's my callback... everything here works: // Media API callback void CALLBACK AudioRecorder::waveInProc(HWAVEIN hWaveIn, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2) { // Data received if (uMsg == WIM_DATA) { // Get wav header LPWAVEHDR mBuffer = (WAVEHDR *)dwParam1; // Now what? for (unsigned i = 0; i != mBuffer->dwBytesRecorded; ++i) { // I can see the char, how do get them into my file and audio buffers? cout << mBuffer->lpData[i] << "\n"; } // Re-use buffer mResultHnd = waveInAddBuffer(hWaveIn, mBuffer, sizeof(mInputBuffer[0])); // mInputBuffer is a const WAVEHDR * } } // waveInOpen cannot use an instance method as its callback, // so we create a static method which calls the instance version void CALLBACK AudioRecorder::staticWaveInProc(HWAVEIN hWaveIn, UINT uMsg, DWORD_PTR dwInstance, DWORD_PTR dwParam1, DWORD_PTR dwParam2) { // Call instance version of method reinterpret_cast<AudioRecorder *>(dwParam1)->waveInProc(hWaveIn, uMsg, dwInstance, dwParam1, dwParam2); } Like I said, it works great, but I'm trying to do the following: Convert the data to short and copy into an array Convert the data to float and copy into an array Copy the data to a larger char array which I'll write into a WAV Relay the data to an arbitrary output device I've worked with FMOD a lot and I'm familiar with interleaving and all that. But FMOD dishes everything out as floats. In this case, I'm going the other way. I guess I'm basically just looking for resources on how to go from LPSTR to short, float, and unsigned char. Thanks much in advance!

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  • Android: Adding header to dynamic listView

    - by cg5572
    I'm still pretty new to android coding, and trying to figure things out. I'm creating a listview dynamically as shown below (and then disabling items dynamically also) - you'll notice that there's no xml file for the activity itself, just for the listitem. What I'd like to do is add a static header to the page. Could someone explain to me how I can modify the code below to EITHER add this programatically within the java file, before the listView, OR edit the code below so that it targets a listView within an xml file! Help would be much appreciated!!! public class Start extends ListActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); DataBaseHelper myDbHelper = new DataBaseHelper(null); myDbHelper = new DataBaseHelper(this); try { myDbHelper.openDataBase(); }catch(SQLException sqle){ throw sqle; } ArrayList<String> categoryList = new ArrayList<String>(); Cursor cur = myDbHelper.getAllCategories(); cur.moveToFirst(); while (cur.isAfterLast() == false) { if (!categoryList.contains(cur.getString(1))) { categoryList.add(cur.getString(1)); } cur.moveToNext(); } cur.close(); Collections.sort(categoryList); setListAdapter(new ArrayAdapter<String>(this, R.layout.listitem, categoryList) { @Override public View getView(int position, View convertView, ViewGroup parent) { View view = super.getView(position, convertView, parent); if(Arrays.asList(checkArray3).contains(String.valueOf(position))){ view.setEnabled(false); } else { view.setEnabled(true); } return view; } }); } @Override protected void onListItemClick(ListView l, View v, int position, long id) { if(v.isEnabled()) { String clickedCat = l.getItemAtPosition(position).toString(); Toast.makeText(this, clickedCat, Toast.LENGTH_SHORT).show(); finish(); Intent myIntent = new Intent(getApplicationContext(), Questions.class); myIntent.putExtra("passedCategory", clickedCat); myIntent.putExtra("startTrigger", "go"); startActivity(myIntent); } } }

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  • wrap from last screen to first screen in android Launcher2

    - by poboy975
    hi, I'm learning java and android. and I've been looking at trying to wrap the last screen to the first screen in the android Launcher2. I've tried googleing, and searching here, but there really isnt much information about the launcher2 source...I've been modifying the workspace.java file, but there has been minimal effect. no wrap around so far...I have not been able to find a .xml file that also might control the hard stop when you reach the end of the screens. I'll give a small example of the code that i have been modifying. original code: public void scrollRight() { clearVacantCache(); if (mNextScreen == INVALID_SCREEN && mCurrentScreen < getChildCount() -1 && mScroller.isFinished()) { snapToScreen(mCurrentScreen + 1); } modified code: public void scrollRight() { clearVacantCache(); if (mNextScreen == INVALID_SCREEN && mCurrentScreen < getChildCount() -1 && mScroller.isFinished()) { snapToScreen(mCurrentScreen + 1); }if (mCurrentScreen == getChildCount() -1 && mScroller.isFinished()) { snapToScreen(0); I would appreciate any tips or pointers if anyone has an idea where i'm going wrong, or someplace i can search to get the answers. the code looks to me like it should work, but I'm probably missing something obvious.

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