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  • The HTG Guide to Using a Bluetooth Keyboard with Your Android Device

    - by Matt Klein
    Android devices aren’t usually associated with physical keyboards. But, since Google is now bundling their QuickOffice app with the newly-released Kit-Kat, it appears inevitable that at least some Android tablets (particularly 10-inch models) will take on more productivity roles. In recent years, physical keyboards have been rendered obsolete by swipe style input methods such as Swype and Google Keyboard. Physical keyboards tend to make phones thick and plump, and that won’t fly today when thin (and even flexible and curved) is in vogue. So, you’ll be hard-pressed to find smartphone manufacturers launching new models with physical keyboards, thus rendering sliders to a past chapter in mobile phone evolution. It makes sense to ditch the clunky keyboard phone in favor of a lighter, thinner model. You’re going to carry around in your pocket or purse all day, why have that extra bulk and weight? That said, there is sound logic behind pairing tablets with keyboards. Microsoft continues to plod forward with its Surface models, and while critics continue to lavish praise on the iPad, its functionality is obviously enhanced and extended when you add a physical keyboard. Apple even has an entire page devoted specifically to iPad-compatible keyboards. But an Android tablet and a keyboard? Does such a thing even exist? They do actually. There are docking keyboards and keyboard/case combinations, there’s the Asus Transformer family, Logitech markets a Windows 8 keyboard that speaks “Android”, and these are just to name a few. So we know that keyboard products that are designed to work with Android exist, but what about an everyday Bluetooth keyboard you might use with Windows or OS X? How-To Geek wanted look at how viable it is to use such a keyboard with Android. We conducted some research and examined some lists of Android keyboard shortcuts. Most of what we found was long outdated. Many of the shortcuts don’t even apply anymore, while others just didn’t work. Regardless, after a little experimentation and a dash of customization, it turns out using a keyboard with Android is kind of fun, and who knows, maybe it will catch on. Setting things up Setting up a Bluetooth keyboard with Android is very easy. First, you’ll need a Bluetooth keyboard and of course an Android device, preferably running version 4.1 (Jelly Bean) or higher. For our test, we paired a second-generation Google Nexus 7 running Android 4.3 with a Samsung Series 7 keyboard. In Android, enable Bluetooth if it isn’t already on. We’d like to note that if you don’t normally use Bluetooth accessories and peripherals with your Android device (or any device really), it’s best practice to leave Bluetooth off because, like GPS, it drains the device’s battery more quickly. To enable Bluetooth, simply go to “Settings” -> “Bluetooth” and tap the slider button to “On”. To set up the keyboard, make sure it is on and then tap “Bluetooth” in the Android settings. On the resulting screen, your Android device should automatically search for and hopefully find your keyboard. If you don’t get it right the first time, simply turn the keyboard on again and then tap “Search for Devices” to try again. If it still doesn’t work, make sure you have fresh batteries and the keyboard isn’t paired to another device. If it is, you will need to unpair it before it will work with your Android device (consult your keyboard manufacturer’s documentation or Google if you don’t know how to do this). When Android finds your keyboard, select it under “Available Devices” … … and you should be prompted to type in a code: If successful, you will see that device is now “Connected” and you’re ready to go. If you want to test things out, try pressing the “Windows” key (“Apple” or “Command”) + ESC, and you will be whisked to your Home screen. So, what can you do? Traditional Mac and Windows users know there’s usually a keyboard shortcut for just about everything (and if there isn’t, there’s all kinds of ways to remap keys to do a variety of commands, tasks, and functions). So where does Android fall in terms of baked-in keyboard commands? There answer to that is kind of enough, but not too much. There are definitely established combos you can use to get around, but they aren’t clear and there doesn’t appear to be any one authority on what they are. Still, there is enough keyboard functionality in Android to make it a viable option, if only for those times when you need to get something done (long e-mail or important document) and an on-screen keyboard simply won’t do. It’s important to remember that Android is, and likely always will be a touch-first interface. That said, it does make some concessions to physical keyboards. In other words, you can get around Android fairly well without having to lift your hands off the keys, but you will still have to tap the screen regularly, unless you add a mouse. For example, you can wake your device by tapping a key rather than pressing its power button. However, if your device is slide or pattern-locked, then you’ll have to use the touchscreen to unlock it – a password or PIN however, works seamlessly with a keyboard – other things like widgets and app controls and features, have to be tapped. You get the idea. Keyboard shortcuts and navigation As we said, baked-in keyboard shortcut combos aren’t necessarily abundant nor apparent. The one thing you can always do is search. Any time you want to Google something, start typing from the Home screen and the search screen will automatically open and begin displaying results. Other than that, here is what we were able to figure out: ESC = go back CTRL + ESC = menu CTRL + ALT + DEL = restart (no questions asked) ALT + SPACE = search page (say “OK Google” to voice search) ALT + TAB (ALT + SHIFT + TAB) = switch tasks Also, if you have designated volume function keys, those will probably work too. There’s also some dedicated app shortcuts like calculator, Gmail, and a few others: CMD + A = calculator CMD + C = contacts CMD + E = e-mail CMD + G = Gmail CMD + L = Calendar CMD + P = Play Music CMD + Y = YouTube Overall, it’s not a long comprehensive list and there’s no dedicated keyboard combos for the full array of Google’s products. Granted, it’s hard to imagine getting a lot of mileage out of a keyboard with Maps but with something like Keep, you could type out long, detailed lists on your tablet, and then view them on your smartphone when you go out shopping. You can also use the arrow keys to navigate your Home screen over shortcuts and open the app drawer. When something on the screen is selected, it will be highlighted in blue. Press “Enter” to open your selection. Additionally, if an app has its own set of shortcuts, e.g. Gmail has quite a few unique shortcuts to it, as does Chrome, some – though not many – will work in Android (not for YouTube though). Also, many “universal” shortcuts such as Copy (CTRL + C), Cut (CTRL + X), Paste (CTRL + V), and Select All (CTRL + A) work where needed – such as in instant messaging, e-mail, social media apps, etc. Creating custom application shortcuts What about custom shortcuts? When we were researching this article, we were under the impression that it was possible to assign keyboard combinations to specific apps, such as you could do on older Android versions such as Gingerbread. This no long seems to be the case and nowhere in “Settings” could we find a way to assign hotkey combos to any of our favorite, oft-used apps or functions. If you do want custom keyboard shortcuts, what can you do? Luckily, there’s an app on Google Play that allows you to, among other things, create custom app shortcuts. It is called External Keyboard Helper (EKH) and while there is a free demo version, the pay version is only a few bucks. We decided to give EKH a whirl and through a little experimentation and finally reading the developer’s how-to, we found we could map custom keyboard combos to just about anything. To do this, first open the application and you’ll see the main app screen. Don’t worry about choosing a custom layout or anything like that, you want to go straight to the “Advanced settings”: In the “Advanced settings” select “Application shortcuts” to continue: You can have up to 16 custom application shortcuts. We are going to create a custom shortcut to the Facebook app. We choose “A0”, and from the resulting list, Facebook. You can do this for any number of apps, services, and settings. As you can now see, the Facebook app has now been linked to application-zero (A0): Go back to the “Advanced settings” and choose “Customize keyboard mappings”: You will be prompted to create a custom keyboard layout so we choose “Custom 1”: When you choose to create a custom layout, you can do a great many more things with your keyboard. For example, many keyboards have predefined function (Fn) keys, which you can map to your tablet’s brightness controls, toggle WiFi on/off, and much more. A word of advice, the application automatically remaps certain keys when you create a custom layout. This might mess up some existing keyboard combos. If you simply want to add some functionality to your keyboard, you can go ahead and delete EKH’s default changes and start your custom layout from scratch. To create a new combo, select “Add new key mapping”: For our new shortcut, we are going to assign the Facebook app to open when we key in “ALT + F”. To do this, we press the “F” key while in the “Scancode” field and we see it returns a value of “33”. If we wanted to use a different key, we can press “Change” and scan another key’s numerical value. We now want to assign the “ALT” key to application “A0”, previously designated as the Facebook app. In the “AltGr” field, we enter “A0” and then “Save” our custom combo. And now we see our new application shortcut. Now, as long as we’re using our custom layout, every time we press “ALT + F”, the Facebook app will launch: External Keyboard Helper extends far beyond simple application shortcuts and if you are looking for deeper keyboard customization options, you should definitely check it out. Among other things, EKH also supports dozens of languages, allows you to quickly switch between layouts using a key or combo, add up to 16 custom text shortcuts, and much more! It can be had on Google Play for $2.53 for the full version, but you can try the demo version for free. More extensive documentation on how to use the app is also available. Android? Keyboard? Sure, why not? Unlike traditional desktop operating systems, you don’t need a physical keyboard and mouse to use a mobile operating system. You can buy an iPad or Nexus 10 or Galaxy Note, and never need another accessory or peripheral – they work as intended right out of the box. It’s even possible you can write the next great American novel on one these devices, though that might require a lot of practice and patience. That said, using a keyboard with Android is kind of fun. It’s not revelatory but it does elevate the experience. You don’t even need to add customizations (though they are nice) because there are enough existing keyboard shortcuts in Android to make it usable. Plus, when it comes to inputting text such as in an editor or terminal application, we fully advocate big, physical keyboards. Bottom line, if you’re looking for a way to enhance your Android tablet, give a keyboard a chance. Do you use your Android device for productivity? Is a physical keyboard an important part of your setup? Do you have any shortcuts that we missed? Sound off in the comments and let us know what you think.     

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  • htmlunit eofexception

    - by ihtram
    hi, i am using htmlunit to parse a page. but when i tried to get page from url i got an exception, lets have a look on my code: WebClient wc = new WebClient(BrowserVersion.FIREFOX_3); HtmlPage page = wc.getPage(strUrl); when compilet goes to wc.getPage(strUrl) it throws an exception i.e. java.io.EOFException at java.util.zip.GZIPInputStream.readUByte(Unknown Source) at java.util.zip.GZIPInputStream.readUShort(Unknown Source) at java.util.zip.GZIPInputStream.readHeader(Unknown Source) at java.util.zip.GZIPInputStream.(Unknown Source) at java.util.zip.GZIPInputStream.(Unknown Source) at com.gargoylesoftware.htmlunit.WebResponseData.getBody(WebResponseData.java:129) at com.gargoylesoftware.htmlunit.WebResponseData.(WebResponseData.java:87) at com.gargoylesoftware.htmlunit.HttpWebConnection.newWebResponseDataInstance(HttpWebConnection.java:452) at com.gargoylesoftware.htmlunit.HttpWebConnection.makeWebResponse(HttpWebConnection.java:432) at com.gargoylesoftware.htmlunit.HttpWebConnection.getResponse(HttpWebConnection.java:104) at com.gargoylesoftware.htmlunit.WebClient.loadWebResponseFromWebConnection(WebClient.java:1407) at com.gargoylesoftware.htmlunit.WebClient.loadWebResponse(WebClient.java:1340) at com.gargoylesoftware.htmlunit.WebClient.getPage(WebClient.java:299) at com.gargoylesoftware.htmlunit.WebClient.getPage(WebClient.java:360) at com.gargoylesoftware.htmlunit.WebClient.getPage(WebClient.java:345) at com.htmlunit.test.IHGHotelTest.main(IHGHotelTest.java:39) any one have an idea about it

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  • Why do I get a null pointer exception from TabWidget?

    - by rushinge
    I'm writing an android program in which I have an activity that uses tabs. The Activity public class UnitActivity extends TabActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); TabHost tabHost = getTabHost(); TabSpec spec; Resources res = getResources(); LayoutInflater.from(this).inflate(R.layout.unit_view, tabHost.getTabContentView(), true); spec = tabHost.newTabSpec("controls"); spec.setIndicator("Control", res.getDrawable(R.drawable.ic_tab_equalizer)); spec.setContent(R.id.txtview); tabHost.addTab(spec); } } The XML referenced by R.layout.unit_view <?xml version="1.0" encoding="utf-8"?> <TabHost xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/tabhost" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="5dp"> <TabWidget android:id="@android:id/tabs" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <FrameLayout android:id="@android:id/tabcontent" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="5dp"> <TextView android:id="@+id/txtview" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="bottom" android:text="nullpointer this!" /> </FrameLayout> </LinearLayout> </TabHost> As far as I can see I'm doing the same thing I see in the tabs1 api sample from the android sdk. I've tried "getLayoutInflator()" instead of "LayoutInflator.from(this)" with the same result. If I replace the LayoutInflater line with "setContentView(R.layout.unit_view)" my program doesn't crash with a null pointer exception but my content is completely blank and empty. I get the tab and that's it. I've checked to make sure R.layout.unit_view and tabHost are not null when it runs the LayoutInflater line and they seem to be fine. They're defenitely not null. I've also checked to make sure LayoutInflater.from(this) returns a valid layout inflater object and it does. The logcat indicating the error says E/AndroidRuntime( 541): java.lang.NullPointerException E/AndroidRuntime( 541): at android.widget.TabWidget.dispatchDraw(TabWidget.java:206) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.View.draw(View.java:6538) E/AndroidRuntime( 541): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime( 541): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime( 541): at android.view.View.draw(View.java:6538) E/AndroidRuntime( 541): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime( 541): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) E/AndroidRuntime( 541): at android.view.ViewRoot.draw(ViewRoot.java:1349) E/AndroidRuntime( 541): at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) E/AndroidRuntime( 541): at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) E/AndroidRuntime( 541): at android.os.Handler.dispatchMessage(Handler.java:99) E/AndroidRuntime( 541): at android.os.Looper.loop(Looper.java:123) E/AndroidRuntime( 541): at android.app.ActivityThread.main(ActivityThread.java:4363) E/AndroidRuntime( 541): at java.lang.reflect.Method.invokeNative(Native Method) E/AndroidRuntime( 541): at java.lang.reflect.Method.invoke(Method.java:521) E/AndroidRuntime( 541): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) E/AndroidRuntime( 541): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) E/AndroidRuntime( 541): at dalvik.system.NativeStart.main(Native Method) I/Process ( 61): Sending signal. PID: 541 SIG: 3 I/dalvikvm( 541): threadid=7: reacting to signal 3 I/dalvikvm( 541): Wrote stack trace to '/data/anr/traces.txt' Anybody have any idea how I can get this content into a tab without crashing my application? My actual program is more complex and has more than one tab but I simplified it down to this in an attempt to find out why it's crashing but it still crashes and I don't know why. If I don't use LayoutInflator my program doesn't crash but I don't get any content either, just tabs.

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  • OutOfMemoryError trying to upload to Blobstore locally

    - by jeanh
    Hi all, I am trying to set up a basic file upload to blobstore, but I get this OutOfMemoryError: WARNING: Error for /_ah/upload/ aghvbWdkcmVzc3IcCxIVX19CbG9iVXBsb2FkU2Vzc2lvbl9fGMACDA java.lang.OutOfMemoryError: Java heap space at java.util.Arrays.copyOf(Arrays.java:2786) at java.io.ByteArrayOutputStream.write(ByteArrayOutputStream.java:71) at javax.mail.internet.MimeMultipart.readTillFirstBoundary(MimeMultipart.java: 316) at javax.mail.internet.MimeMultipart.parse(MimeMultipart.java:186) at javax.mail.internet.MimeMultipart.getCount(MimeMultipart.java:109) at com.google.appengine.api.blobstore.dev.UploadBlobServlet.handleUpload(UploadBlobServlet.java: 135) at com.google.appengine.api.blobstore.dev.UploadBlobServlet.access $000(UploadBlobServlet.java:72) at com.google.appengine.api.blobstore.dev.UploadBlobServlet $1.run(UploadBlobServlet.java:100) at java.security.AccessController.doPrivileged(Native Method) at com.google.appengine.api.blobstore.dev.UploadBlobServlet.doPost(UploadBlobServlet.java: 98) at javax.servlet.http.HttpServlet.service(HttpServlet.java:713) at javax.servlet.http.HttpServlet.service(HttpServlet.java:806) at org.mortbay.jetty.servlet.ServletHolder.handle(ServletHolder.java: 511); I used the Memory Analyzer on Eclipse and it said that the memory leak suspect is QueuedThreadPool. I found this information about a memory leak bug: http://jira.codehaus.org/browse/JETTY-1188 Has anyone else had this issue? Thanks, Jean

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  • Developing professionally for iOS, Android and web - an insight

    - by Scott Roberts
    This is not really a question on how to develop all three, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

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  • How do we add ChoiceGroups dynamically in Java ME (CLDC) based on the answer to previous choice grou

    - by sana
    I am developing a Java ME application for CLDC devices. I have a requirement where the questions are generated based on the previous response. I would start with one choicegroup and then based on the answer to this choices give another set of question to the user- Kind of Yes/No- If Yes this question or No this question. How do we do that? Am novice in mobile app development. Any help in terms of ideas or blog posts or articles is much appreciated and is of great help.

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • Developing professionally for both iOS, Android, web - an insight

    - by Scott Roberts
    This is not really a question on how to develop for both, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

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  • Group Video Chat On iPad With Fring App

    - by Gopinath
    Apple’s Facetime is the simplest and most easy to use video chat application available for iOS devices and Apple Macs. Facetime lets you have a one-to-one video chat, but what about having a group chat on your iPad with a bunch of friends? Here comes Fring App for iPad that lets you group chat up to 4 members at a time. Unlike Facetime Fring does not impose any restriction on the network connectivity for video chatting. You can initiate a group video chatting on any network (3G, Wi-Fi, 4G, etc.) but Wi-Fi is the most preferred option for smooth video streaming. Also Fring is a cross platform application(runs on iOS, Android & Nokia), so your group video chat session can have a mix of devices – iPads, Android smartphones/tablets and Nokia mobiles. Anyone mobile device with a front facing  cam and Fring app is allowed to join the party. Here is the promotional ad of Fring’s group video chatting application By the way did I say that Fring is a free app? Group video on iPad at no cost!!! Download Fring from Apple’s AppStore This article titled,Group Video Chat On iPad With Fring App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • What web technology could I use which would support a decision tree?

    - by Rami Alhamad
    I am a big game development fan but I haven't done any commercial work in the past. I have been asked by a non-profit to look at developing a game similar to the award-winning www.playspent.org They want the following features: support 5 scenarios mobile isn't important but compatibility with older browsers would be a big bonus they want it to be visual and audible bonus is to have it easily modifiable support 4 languages I don't have much knowledge of Flash and would rather avoid using it as a solution. I started breaking down the problem into segments that I will need to examine, they are as follows: ability to read the game flow from a file that they can produce (xml, etc.) db design to store decision tree language challenge browser compatibility I am leaning towards an Google app engine/GWT solution but I am not sure what technology is best for this. I am really hoping to get your opinion/recommendation on my approach and on what technology is best. A special thanks (and beer if you live in Toronto) will be awarded to anyone who can help give me a ballpark estimate on how much such a game should go for. I know it's tough to estimate but any rough figure will help (how much would you charge for building something like playspent.org?) Thanks in advance

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  • Prognostications for the Future of BI

    - by jacqueline.coolidge(at)oracle.com
    Dashboard Insight has published the viewpoints on the future of BI from several vendors' perspectives including ours at Business Intelligence Predictions for 2011 We offered: In 2011, businesses will demand more from BI.  With intense competitive and economic pressures, it's not enough to be interesting.  BI must be actionable and enable people to respond smarter and faster to the opportunities and challenges of the day.  Most companies rely on BI to help them understand what's going on in their business.  Many are ready to make the leap from "What's going on?" to "What are we going to do about it?" Seamless integration from reporting to what-if analysis and scenario modeling helps businesses decide the right course of action.  The integration of BI with SOA and BPEL will deliver the true payoff for BI by enabling companies to initiate business processes directly from their analysis, turning insight to action for more agile and competitive business.  And, I must admit, it's tough to argue with the trends identified by other vendors. Enabling true self-service and engaging a larger community of users Accelerating the adoption of BI on mobile devices Embracing more advanced analytics such as data/text mining and location intelligence Price/performance breakthroughs It's singing to the choir.  I look forward to hearing the voices of some customers who are pushing the envelope and will post those stories as I capture them.  

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  • Displaying device contacts with an indication that the contact is registered to the app

    - by Prasanna Aarthi
    We are developing a mobile app that needs to pick up device contacts, display them and indicate if the contact has already registered with this app. We have our DB in the server and the app fetches data using web services. What will be the best approach to implement the above scenario taking performance into consideration. Option 1: Every time user opens the app,fetch the contacts and send the list of email addresses to the server, check with the registered email ids and return the list of registered users in the contact list. In this approach whenever user opens the particular page, he needs to wait for few seconds to load data, but the contacts will be the latest from the device. Option 2: First time when the user opens the app, fetch contacts ,send the entire list of contacts and save it in the DB, retrieve list of registered users in the contacts then save this to local DB. From now on, data will be fetched from local DB and displayed. When a new user registers in the app, again check with records in central DB and send list of new users who are in your contacts that have registered to your app. This list will be added to local DB. and the process continues. In this case the new contacts added by user will not be updated in the app but retrieval and display of records would be quick. What would be the correct approach? In case there is a better way of doing this, please let me know.

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  • What are the disadvantages of self-encapsulation?

    - by Dave Jarvis
    Background Tony Hoare's billion dollar mistake was the invention of null. Subsequently, a lot of code has become riddled with null pointer exceptions (segfaults) when software developers try to use (dereference) uninitialized variables. In 1989, Wirfs-Brock and Wikerson wrote: Direct references to variables severely limit the ability of programmers to re?ne existing classes. The programming conventions described here structure the use of variables to promote reusable designs. We encourage users of all object-oriented languages to follow these conventions. Additionally, we strongly urge designers of object-oriented languages to consider the effects of unrestricted variable references on reusability. Problem A lot of software, especially in Java, but likely in C# and C++, often uses the following pattern: public class SomeClass { private String someAttribute; public SomeClass() { this.someAttribute = "Some Value"; } public void someMethod() { if( this.someAttribute.equals( "Some Value" ) ) { // do something... } } public void setAttribute( String s ) { this.someAttribute = s; } public String getAttribute() { return this.someAttribute; } } Sometimes a band-aid solution is used by checking for null throughout the code base: public void someMethod() { assert this.someAttribute != null; if( this.someAttribute.equals( "Some Value" ) ) { // do something... } } public void anotherMethod() { assert this.someAttribute != null; if( this.someAttribute.equals( "Some Default Value" ) ) { // do something... } } The band-aid does not always avoid the null pointer problem: a race condition exists. The race condition is mitigated using: public void anotherMethod() { String someAttribute = this.someAttribute; assert someAttribute != null; if( someAttribute.equals( "Some Default Value" ) ) { // do something... } } Yet that requires two statements (assignment to local copy and check for null) every time a class-scoped variable is used to ensure it is valid. Self-Encapsulation Ken Auer's Reusability Through Self-Encapsulation (Pattern Languages of Program Design, Addison Wesley, New York, pp. 505-516, 1994) advocated self-encapsulation combined with lazy initialization. The result, in Java, would resemble: public class SomeClass { private String someAttribute; public SomeClass() { setAttribute( "Some Value" ); } public void someMethod() { if( getAttribute().equals( "Some Value" ) ) { // do something... } } public void setAttribute( String s ) { this.someAttribute = s; } public String getAttribute() { String someAttribute = this.someAttribute; if( someAttribute == null ) { setAttribute( createDefaultValue() ); } return someAttribute; } protected String createDefaultValue() { return "Some Default Value"; } } All duplicate checks for null are superfluous: getAttribute() ensures the value is never null at a single location within the containing class. Efficiency arguments should be fairly moot -- modern compilers and virtual machines can inline the code when possible. As long as variables are never referenced directly, this also allows for proper application of the Open-Closed Principle. Question What are the disadvantages of self-encapsulation, if any? (Ideally, I would like to see references to studies that contrast the robustness of similarly complex systems that use and don't use self-encapsulation, as this strikes me as a fairly straightforward testable hypothesis.)

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  • Cannot understand NullPointerException with custom adapter

    - by ganesh
    hi, I am trying to create a list view which as TextView that can display html content , an WebView and other basic TextViews.I tried to extend SimpleAdapter but i struck with the problem ,I will be glad if someone can point out the mistake i am doing. In onCreate method ArrayList mylist= resultfromXmlparser(); adap = new MyAdapter(TourLandingPage.this, mylist, R.layout.row, new String[] {"Name", "desc","Duration","Price","imgurl"}, new int[] {R.id.productname,R.id.des,R.id.duration,R.id.pricefrom,R.id.photo}); setListAdapter(adap); My custom Adapter looks like this private class MyAdapter extends SimpleAdapter { ArrayList<HashMap<String,String>> elements; Context ctx; public MyAdapter(Context context, ArrayList<HashMap<String,String>> mylist,int textViewResourceId,String[] names,int[] resouceid) { super(context, mylist,textViewResourceId, names,resouceid); this.elements=mylist; this.ctx=context; } @Override public int getCount() { return elements.size(); } @Override public Object getItem(int position) { return elements.get(position); } @Override public long getItemId(int position) { return position; } @Override public View getView(int position, View convertView, ViewGroup parent) { RelativeLayout rowLayout; if (convertView == null) { rowLayout = (RelativeLayout) LayoutInflater.from(ctx).inflate(R.layout.rowfor_tourlist, parent, false); } else { rowLayout = (RelativeLayout) convertView; } TextView in = (TextView)rowLayout.findViewById(R.id.introduction); TextView du = (TextView)rowLayout.findViewById(R.id.duration); TextView pf = (TextView)rowLayout.findViewById(R.id.pricefrom); TextView pn = (TextView)rowLayout.findViewById(R.id.productname); WebView wv=(WebView)rowLayout.findViewById(R.id.photo); in.setText(Html.fromHtml(mylist.get(position).get("desc"))); du.setText(mylist.get(position).get("Duration")); pf.setText(mylist.get(position).get("Price")); pn.setText(mylist.get(position).get("Name")); wv.getSettings().setJavaScriptEnabled(true); wv.loadUrl(mylist.get(position).get("imgurl")); return convertView; } }//class and my row.xml file looks like RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" TextView android:id="@+id/productname" ...... LinearLayout android:layout_width="wrap_content" android:layout_height="60dip" android:layout_margin="5dip" android:layout_below="@id/productname" android:orientation="horizontal" android:id="@+id/lay1" WebView android:id="@+id/photo" .... TextView android:id="@+id/introduction" ...... LinearLayout TextView android:id="@+id/duration" .... TextView android:id="@+id/pricefrom" ..... RelativeLayout The error i was getting was 04-28 19:46:17.749: ERROR/AndroidRuntime(976): Uncaught handler: thread main exiting due to uncaught exception 04-28 19:46:17.769: ERROR/AndroidRuntime(976): java.lang.NullPointerException 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.ListView.setupChild(ListView.java:1693) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.ListView.makeAndAddView(ListView.java:1671) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.ListView.fillDown(ListView.java:637) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.ListView.fillFromTop(ListView.java:694) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.ListView.layoutChildren(ListView.java:1521) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.AbsListView.onLayout(AbsListView.java:1113) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.View.layout(View.java:6831) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1108) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.onLayout(LinearLayout.java:920) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.View.layout(View.java:6831) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.View.layout(View.java:6831) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.View.layout(View.java:6831) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.View.layout(View.java:6831) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.View.layout(View.java:6831) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.ViewRoot.performTraversals(ViewRoot.java:996) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.os.Handler.dispatchMessage(Handler.java:99) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.os.Looper.loop(Looper.java:123) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at android.app.ActivityThread.main(ActivityThread.java:4338) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at java.lang.reflect.Method.invokeNative(Native Method) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at java.lang.reflect.Method.invoke(Method.java:521) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 04-28 19:46:17.769: ERROR/AndroidRuntime(976): at dalvik.system.NativeStart.main(Native Method) 04-28 19:46:17.789: INFO/Process(52): Sending signal. PID: 976 SIG: 3 04-28 19:46:17.799: INFO/dalvikvm(976): threadid=7: reacting to signal 3 04-28 19:46:17.829: INFO/dalvikvm(976): Wrote stack trace to '/data/anr/traces.txt'

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  • Best peer-to-peer game architecture

    - by Dejw
    Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer game, without an external server. One solution is to host an authoritative server on one phone, which in this case would be also a client. Considering point 1 this solution is not acceptable, since the phone's computing resources are not sufficient. So, I want to design a peer-to-peer architecture that will distribute the game's simulation load among the clients. Because of point 2 the system needn't be complex with regards to optimization; the latency will be very low. Each client can be an authoritative source of data about himself and his immediate environment (for example bullets.) What would be the best approach to designing such an architecture? Are there any known examples of such a LAN-level peer-to-peer protocol? Notes: Some of the problems are addressed here, but the concepts listed there are too high-level for me. Security I know that not having one authoritative server is a security issue, but it is not relevant in this case as I'm willing to trust the clients. Edit: I forgot to mention: it will be a rather fast-paced game (a shooter). Also, I have already read about networking architectures at Gaffer on Games.

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Trouble rotating viewplatform in Java3D [closed]

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • JNI String Corruption

    - by Chris Dennett
    Hi everyone, I'm getting weird string corruption across JNI calls which is causing problems on the the Java side. Every so often, I'll get a corrupted string in the passed array, which sometimes has existing parts of the original non-corrupted string. The C++ code is supposed to set the first index of the array to the address, it's a nasty hack to get around method call limitations. Additionally, the application is multi-threaded. remoteaddress[0]: 10.1.1.2:49153 remoteaddress[0]: 10.1.4.2:49153 remoteaddress[0]: 10.1.6.2:49153 remoteaddress[0]: 10.1.2.2:49153 remoteaddress[0]: 10.1.9.2:49153 remoteaddress[0]: {garbage here} java.lang.NullPointerException at kokuks.KKSAddress.<init>(KKSAddress.java:139) at kokuks.KKSAddress.createAddress(KKSAddress.java:48) at kokuks.KKSSocket._recvFrom(KKSSocket.java:963) at kokuks.scheduler.RecvOperation$1.execute(RecvOperation.java:144) at kokuks.scheduler.RecvOperation$1.execute(RecvOperation.java:1) at kokuks.KKSEvent.run(KKSEvent.java:58) at kokuks.KokuKS.handleJNIEventExpiry(KokuKS.java:872) at kokuks.KokuKS.handleJNIEventExpiry_fjni(KokuKS.java:880) at kokuks.KokuKS.runSimulator_jni(Native Method) at kokuks.KokuKS$1.run(KokuKS.java:773) at java.lang.Thread.run(Thread.java:717) remoteaddress[0]: 10.1.7.2:49153 The null pointer exception comes from trying to use the corrupt string. In C++, the address prints to standard out normally, but doing this reduces the rate of errors, from what I can see. The C++ code (if it helps): /* * Class: kokuks_KKSSocket * Method: recvFrom_jni * Signature: (Ljava/lang/String;[Ljava/lang/String;Ljava/nio/ByteBuffer;IIJ)I */ JNIEXPORT jint JNICALL Java_kokuks_KKSSocket_recvFrom_1jni (JNIEnv *env, jobject obj, jstring sockpath, jobjectArray addrarr, jobject buf, jint position, jint limit, jlong flags) { if (addrarr && env->GetArrayLength(addrarr) > 0) { env->SetObjectArrayElement(addrarr, 0, NULL); } jboolean iscopy; const char* cstr = env->GetStringUTFChars(sockpath, &iscopy); std::string spath = std::string(cstr); env->ReleaseStringUTFChars(sockpath, cstr); // release me! if (KKS_DEBUG) { std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << std::endl; } ns3::Ptr<ns3::Socket> socket = ns3::Names::Find<ns3::Socket>(spath); if (!socket) { std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " socket not found for path!!" << std::endl; return -1; // not found } if (!addrarr) { std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " array to set sender is null" << std::endl; return -1; } jsize arrsize = env->GetArrayLength(addrarr); if (arrsize < 1) { std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " array too small to set sender!" << std::endl; return -1; } uint8_t* bufaddr = (uint8_t*)env->GetDirectBufferAddress(buf); long bufcap = env->GetDirectBufferCapacity(buf); uint8_t* realbufaddr = bufaddr + position; uint32_t remaining = limit - position; if (KKS_DEBUG) { std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " bufaddr: " << bufaddr << ", cap: " << bufcap << std::endl; } ns3::Address aaddr; uint32_t mflags = flags; int ret = socket->RecvFrom(realbufaddr, remaining, mflags, aaddr); if (ret > 0) { if (KKS_DEBUG) std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " addr: " << aaddr << std::endl; ns3::InetSocketAddress insa = ns3::InetSocketAddress::ConvertFrom(aaddr); std::stringstream ss; insa.GetIpv4().Print(ss); ss << ":" << insa.GetPort() << std::ends; if (KKS_DEBUG) std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " addr: " << ss.str() << std::endl; jsize index = 0; const char *cstr = ss.str().c_str(); jstring jaddr = env->NewStringUTF(cstr); if (jaddr == NULL) std::cout << "[kks-c~" << spath << "] " << __PRETTY_FUNCTION__ << " jaddr is null!!" << std::endl; //jaddr = (jstring)env->NewGlobalRef(jaddr); env->SetObjectArrayElement(addrarr, index, jaddr); //if (env->ExceptionOccurred()) { // env->ExceptionDescribe(); //} } jint jret = ret; return jret; } The Java code (if it helps): /** * Pass an array of size 1 into remote address, and this will be set with * the sender of the packet (hax). This emulates C++ references. * * @param remoteaddress * @param buf * @param flags * @return */ public int _recvFrom(final KKSAddress remoteaddress[], ByteBuffer buf, long flags) { if (!kks.isCurrentlyThreadSafe()) throw new RuntimeException( "Not currently thread safe for ns-3 functions!" ); //lock.lock(); try { if (!buf.isDirect()) return -6; // not direct!! final String[] remoteAddrStr = new String[1]; int ret = 0; ret = recvFrom_jni( path.toPortableString(), remoteAddrStr, buf, buf.position(), buf.limit(), flags ); if (ret > 0) { System.out.println("remoteaddress[0]: " + remoteAddrStr[0]); remoteaddress[0] = KKSAddress.createAddress(remoteAddrStr[0]); buf.position(buf.position() + ret); } return ret; } finally { errNo = _getErrNo(); //lock.unlock(); } } public int recvFrom(KKSAddress[] fromaddress, final ByteBuffer bytes, long flags, long timeoutMS) { if (KokuKS.DEBUG_MODE) printMessage("public synchronized int recvFrom(KKSAddress[] fromaddress, final ByteBuffer bytes, long flags, long timeoutMS)"); if (kks.isCurrentlyThreadSafe()) { return _recvFrom(fromaddress, bytes, flags); // avoid event } fromaddress[0] = null; RecvOperation ro = new RecvOperation( kks, this, flags, true, bytes, timeoutMS ); ro.start(); fromaddress[0] = ro.getFrom(); return ro.getRetCode(); }

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  • why my code still cannot connect with database? [closed]

    - by Wen Teng
    package com.mems.travis; import java.util.ArrayList; import java.util.List; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONObject; import android.app.Activity; import android.app.AlertDialog; import android.content.DialogInterface; import android.content.Intent; import android.os.AsyncTask; import android.os.Bundle; import android.util.Log; import android.view.View; import android.widget.Button; import android.widget.EditText; import android.widget.RadioButton; public class UserRegister extends Activity { JSONParser jsonParser = new JSONParser(); EditText inputName; EditText inputUsername; EditText inputEmail; EditText inputPassword; RadioButton button1; RadioButton button2; Button button3; int success = 0; // url to create new product private static String url_register_user = "http://192.168.1.100/MEMS/add_user.php"; // JSON Node names private static final String TAG_SUCCESS = "success"; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_user_register); // Edit Text inputName = (EditText) findViewById(R.id.nameTextBox); inputUsername = (EditText) findViewById(R.id.usernameTextBox); inputEmail = (EditText) findViewById(R.id.emailTextBox); inputPassword = (EditText) findViewById(R.id.pwTextBox); // Create button //RadioButton button1 = (RadioButton) findViewById(R.id.studButton); // RadioButton button2 = (RadioButton) findViewById(R.id.shopownerButton); Button button3 = (Button) findViewById(R.id.regSubmitButton); // button click event button3.setOnClickListener(new View.OnClickListener() { public void onClick(View view) { String name = inputName.getText().toString(); String username = inputUsername.getText().toString(); String email = inputEmail.getText().toString(); String password = inputPassword.getText().toString(); if (name.contentEquals("")||username.contentEquals("")||email.contentEquals("")||password.contentEquals("")) { AlertDialog.Builder builder = new AlertDialog.Builder(UserRegister.this); // 2. Chain together various setter methods to set the dialog characteristics builder.setMessage(R.string.nullAlert) .setTitle(R.string.alertTitle); builder.setPositiveButton(R.string.ok, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { // User clicked OK button } }); // 3. Get the AlertDialog from create() AlertDialog dialog = builder.show(); } else { new RegisterNewUser().execute(); } } }); } class RegisterNewUser extends AsyncTask<String, String, String>{ protected String doInBackground(String... args) { String name = inputName.getText().toString(); String username = inputUsername.getText().toString(); String email = inputEmail.getText().toString(); String password = inputPassword.getText().toString(); // Building Parameters List<NameValuePair> params = new ArrayList<NameValuePair>(); params.add(new BasicNameValuePair("name", name)); params.add(new BasicNameValuePair("username", username)); params.add(new BasicNameValuePair("email", email)); params.add(new BasicNameValuePair("password", password)); // getting JSON Object // Note that create product url accepts POST method JSONObject json = jsonParser.makeHttpRequest(url_register_user, "GET", params); // check log cat for response Log.d("Send Notification", json.toString()); try { int success = json.getInt(TAG_SUCCESS); if (success == 1) { // successfully created product Intent i = new Intent(getApplicationContext(), StudentLogin.class); startActivity(i); finish(); } else { // failed to register } } catch (Exception e) { e.printStackTrace(); } return null; } } }

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • problem in connecting Reliance booadband +

    - by Athira R
    I tried connceting reliance broadband in ubuntu. then an autorun prompt will come. when i click install another pop up coming saying autorun file not found. And when i checked in Internet connection to add connection. Reliance broadband option iteself is not there as connected device. This is Athira. I could not find any add comment option on my main question. So i created a new account and adding as new answer to ur question. athira@athira-laptop:~$ sudo lsusb Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 004: ID 12d1:1505 Huawei Technologies Co., Ltd. Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 002: ID 08ff:1600 AuthenTec, Inc. AES1600 Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 002: ID 0421:0508 Nokia Mobile Phones E65 (PC Suite mode) Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 002: ID 064e:a103 Suyin Corp. Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub athira@athira-laptop:~$ i got this after running it in ubuntu 10.04

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  • Android Consistent Crash - NullPointerException

    - by Jesse
    I have tested my app on numerous devices and this never happens, but when I look in my Android Developer Console, I am seeing a lot of these: java.lang.RuntimeException: Unable to start activity ComponentInfo{com.MyApp/com.MyApp.ProductMain}: java.lang.NullPointerException at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1696) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1716) at android.app.ActivityThread.access$1500(ActivityThread.java:124) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:968) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:130) at android.app.ActivityThread.main(ActivityThread.java:3806) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:507) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) at dalvik.system.NativeStart.main(Native Method) Caused by: java.lang.NullPointerException at com.MyApp.ProductMain.onCreate(Unknown Source) at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1660) ... 11 more To me, this really doesnt tell me much, but maybe someone can read this better than I???

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  • Best way to load application settings

    - by enzom83
    A simple way to keep the settings of a Java application is represented by a text file with ".properties" extension containing the identifier of each setting associated with a specific value (this value may be a number, string, date, etc..). C# uses a similar approach, but the text file must be named "App.config". In both cases, in source code you must initialize a specific class for reading settings: this class has a method that returns the value (as string) associated with the specified setting identifier. // Java example Properties config = new Properties(); config.load(...); String valueStr = config.getProperty("listening-port"); // ... // C# example NameValueCollection setting = ConfigurationManager.AppSettings; string valueStr = setting["listening-port"]; // ... In both cases we should parse strings loaded from the configuration file and assign the ??converted values to the related typed objects (parsing errors could occur during this phase). After the parsing step, we must check that the setting values ??belong to a specific domain of validity: for example, the maximum size of a queue should be a positive value, some values ??may be related (example: min < max), and so on. Suppose that the application should load the settings as soon as it starts: in other words, the first operation performed by the application is to load the settings. Any invalid values for the settings ??must be replaced automatically with default values??: if this happens to a group of related settings, those settings are all set with default values. The easiest way to perform these operations is to create a method that first parses all the settings, then checks the loaded values ??and finally sets any default values??. However maintenance is difficult if you use this approach: as the number of settings increases while developing the application, it becomes increasingly difficult to update the code. In order to solve this problem, I had thought of using the Template Method pattern, as follows. public abstract class Setting { protected abstract bool TryParseValues(); protected abstract bool CheckValues(); public abstract void SetDefaultValues(); /// <summary> /// Template Method /// </summary> public bool TrySetValuesOrDefault() { if (!TryParseValues() || !CheckValues()) { // parsing error or domain error SetDefaultValues(); return false; } return true; } } public class RangeSetting : Setting { private string minStr, maxStr; private byte min, max; public RangeSetting(string minStr, maxStr) { this.minStr = minStr; this.maxStr = maxStr; } protected override bool TryParseValues() { return (byte.TryParse(minStr, out min) && byte.TryParse(maxStr, out max)); } protected override bool CheckValues() { return (0 < min && min < max); } public override void SetDefaultValues() { min = 5; max = 10; } } The problem is that in this way we need to create a new class for each setting, even for a single value. Are there other solutions to this kind of problem? In summary: Easy maintenance: for example, the addition of one or more parameters. Extensibility: a first version of the application could read a single configuration file, but later versions may give the possibility of a multi-user setup (admin sets up a basic configuration, users can set only certain settings, etc..). Object oriented design.

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • Static vs. dynamic memory allocation - lots of constant objects, only small part of them used at runtime

    - by k29
    Here are two options: Option 1: enum QuizCategory { CATEGORY_1(new MyCollection<Question>() .add(Question.QUESTION_A) .add(Question.QUESTION_B) .add...), CATEGORY_2(new MyCollection<Question>() .add(Question.QUESTION_B) .add(Question.QUESTION_C) .add...), ... ; public MyCollection<Question> collection; private QuizCategory(MyCollection<Question> collection) { this.collection = collection; } public Question getRandom() { return collection.getRandomQuestion(); } } Option 2: enum QuizCategory2 { CATEGORY_1 { @Override protected MyCollection<Question> populateWithQuestions() { return new MyCollection<Question>() .add(Question.QUESTION_A) .add(Question.QUESTION_B) .add...; } }, CATEGORY_2 { @Override protected MyCollection<Question> populateWithQuestions() { return new MyCollection<Question>() .add(Question.QUESTION_B) .add(Question.QUESTION_C) .add...; } }; public Question getRandom() { MyCollection<Question> collection = populateWithQuestions(); return collection.getRandomQuestion(); } protected abstract MyCollection<Question> populateWithQuestions(); } There will be around 1000 categories, each containing 10 - 300 questions (100 on average). At runtime typically only 10 categories and 30 questions will be used. Each question is itself an enum constant (with its fields and methods). I'm trying to decide between those two options in the mobile application context. I haven't done any measurements since I have yet to write the questions and would like to gather more information before committing to one or another option. As far as I understand: (a) Option 1 will perform better since there will be no need to populate the collection and then garbage-collect the questions; (b) Option 1 will require extra memory: 1000 categories x 100 questions x 4 bytes for each reference = 400 Kb, which is not significant. So I'm leaning to Option 1, but just wondered if I'm correct in my assumptions and not missing something important? Perhaps someone has faced a similar dilemma? Or perhaps it doesn't actually matter that much?

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