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  • What differences should I know? I just upgraded to 13.10 from 10.10 [on hold]

    - by test
    I ran Ubuntu 10.10 for a long time because I liked the menu style. The change in GUI with the upgrades drove me nuts but I finally gave in and downloaded Saucy Salamander 13.10 x64. It's a fresh install running as a virtual machine guest in VMWare Workstation 9 on a Windows 7 x64 host. Well it looks like all those icons are still there on the side which I would be OK with if there were some way to bring back my menus. I have no organized way of accessing things now, or do I? That is the purpose for this question, maybe there is some functionality I just can't find but is there. Also all my fine tuning was gone. I used to be able to change DPI but that's gone. I went ahead and installed Unity Tweak Tool via sudo apt-get install unity-tweak-tool but I couldn't find an icon for it after I installed it.. because again no menu. So I did a search for it and found it there. I've changed the font and which side the window buttons appear on which is good enough for now. Anyway... any suggestions you may have for me I'm game. I'm a Windows 7 user primarily but I use Ubuntu every once in a while. I really liked the old style where everything was categorized like for Applications there was Accessories, Games, Graphics, Internet, Office, Sound & Video, Wine.

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  • iPhone Serialization problem

    - by Jenicek
    Hi, I need to save my own created class to file, I found on the internet, that good approach is to use NSKeyedArchiver and NSKeyedUnarchiver My class definition looks like this: @interface Game : NSObject <NSCoding> { NSMutableString *strCompleteWord; NSMutableString *strWordToGuess; NSMutableArray *arGuessedLetters; //This array stores characters NSMutableArray *arGuessedLettersPos; //This array stores CGRects NSInteger iScore; NSInteger iLives; NSInteger iRocksFallen; BOOL bGameCompleted; BOOL bGameOver; } I've implemented methods initWithCoder: and encodeWithCoder: this way: - (id)initWithCoder:(NSCoder *)coder { if([coder allowsKeyedCoding]) { strCompleteWord = [[coder decodeObjectForKey:@"CompletedWord"] copy]; strWordToGuess = [[coder decodeObjectForKey:@"WordToGuess"] copy]; arGuessedLetters = [[coder decodeObjectForKey:@"GuessedLetters"] retain]; // arGuessedLettersPos = [[coder decodeObjectForKey:@"GuessedLettersPos"] retain]; iScore = [coder decodeIntegerForKey:@"Score"]; iLives = [coder decodeIntegerForKey:@"Lives"]; iRocksFallen = [coder decodeIntegerForKey:@"RocksFallen"]; bGameCompleted = [coder decodeBoolForKey:@"GameCompleted"]; bGameOver = [coder decodeBoolForKey:@"GameOver"]; } else { strCompleteWord = [[coder decodeObject] retain]; strWordToGuess = [[coder decodeObject] retain]; arGuessedLetters = [[coder decodeObject] retain]; // arGuessedLettersPos = [[coder decodeObject] retain]; [coder decodeValueOfObjCType:@encode(NSInteger) at:&iScore]; [coder decodeValueOfObjCType:@encode(NSInteger) at:&iLives]; [coder decodeValueOfObjCType:@encode(NSInteger) at:&iRocksFallen]; [coder decodeValueOfObjCType:@encode(BOOL) at:&bGameCompleted]; [coder decodeValueOfObjCType:@encode(BOOL) at:&bGameOver]; } return self; } - (void)encodeWithCoder:(NSCoder *)coder { if([coder allowsKeyedCoding]) { [coder encodeObject:strCompleteWord forKey:@"CompleteWord"]; [coder encodeObject:strWordToGuess forKey:@"WordToGuess"]; [coder encodeObject:arGuessedLetters forKey:@"GuessedLetters"]; //[coder encodeObject:arGuessedLettersPos forKey:@"GuessedLettersPos"]; [coder encodeInteger:iScore forKey:@"Score"]; [coder encodeInteger:iLives forKey:@"Lives"]; [coder encodeInteger:iRocksFallen forKey:@"RocksFallen"]; [coder encodeBool:bGameCompleted forKey:@"GameCompleted"]; [coder encodeBool:bGameOver forKey:@"GameOver"]; } else { [coder encodeObject:strCompleteWord]; [coder encodeObject:strWordToGuess]; [coder encodeObject:arGuessedLetters]; //[coder encodeObject:arGuessedLettersPos]; [coder encodeValueOfObjCType:@encode(NSInteger) at:&iScore]; [coder encodeValueOfObjCType:@encode(NSInteger) at:&iLives]; [coder encodeValueOfObjCType:@encode(NSInteger) at:&iRocksFallen]; [coder encodeValueOfObjCType:@encode(BOOL) at:&bGameCompleted]; [coder encodeValueOfObjCType:@encode(BOOL) at:&bGameOver]; } } And I use these methods to archive and unarchive data: [NSKeyedArchiver archiveRootObject:currentGame toFile:strPath]; Game *currentGame = [NSKeyedUnarchiver unarchiveObjectWithFile:strPath]; I have two problems. 1) As you can see, lines with arGuessedLettersPos is commented, it's because every time I try to encode this array, error comes up(this archiver cannot encode structs), and this array is used for storing CGRect structs. I've seen solution on the internet. The thing is, that every CGRect in the array is converted to an NSString (using NSStringFromCGRect()) and then saved. Is it a good approach? 2)This is bigger problem for me. Even if I comment this line and then run the code successfully, then save(archive) the data and then try to load (unarchive) them, no data is loaded. There aren't any error but currentGame object does not have data that should be loaded. Could you please give me some advice? This is first time I'm using archivers and unarchivers. Thanks a lot for every reply.

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  • Using SDL to replace colors using SDL Color Keys

    - by Shawn B
    Hey, I am working an a simple Roguelike game, and using SDL as the display. The Graphics for the game is an image of Codepage 437, with the background being black, and the font white. Instead of using many seperate image files that are already colored, I want to use one image file, and replace the colors when it is being loaded into memory. The code to split the codepage into a sprite sheet works properly, but when attempting to print in color, everything comes out in white. I had it working the past, but somehow I broke the code when changing it from change the color at print, to change the color on load. Here is the code to load the image: SDL_Surface *Screen,*Font[2]; SDL_Rect Character[256]; Uint8 ScreenY,ScreenX; Uint16 PrintX,PrintY,ScreenSizeY,ScreenSizeX; Uint32 Color[2]; void InitDisplay() { if(SDL_Init(SDL_INIT_VIDEO) == -1) { printf("SDL Init failed\n"); return; } ScreenSizeY = 600; ScreenSizeX = 800; Screen = SDL_SetVideoMode(ScreenSizeX,ScreenSizeY,32,SDL_HWSURFACE | SDL_RESIZABLE); SDL_WM_SetCaption("Alpha",NULL); SDL_Surface *Load; Load = IMG_Load("resource/font.png"); Font[0] = SDL_DisplayFormat(Load); SDL_FreeSurface(Load); Color[0] = SDL_MapRGB(Font[0]->format,255,255,255); Color[1] = SDL_MapRGB(Font[0]->format,255,0,0); Uint8 i,j,k = 0; PrintX = 0; PrintY = 0; for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++) { Character[k].x = PrintX; Character[k].y = PrintY; Character[k].w = 8; Character[k].h = 12; k++; PrintX += 8; } PrintX = 0; PrintY += 12; } PrintX = 0; PrintY = 0; for(i = 1; i < 2; i++) { Font[i] = SDL_DisplayFormat(Font[0]); SDL_SetColorKey(Font[i],SDL_SRCCOLORKEY,Color[i]); SDL_FillRect(Font[i],&Font[i]->clip_rect,Color[i]); SDL_BlitSurface(Font[0],NULL,Font[i],NULL); SDL_SetColorKey(Font[0],0,Color[0]); } } The problem is with the last for loop above. I can't figure out why it isn't working. Any help is greatly appreciated!

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  • Core Data Model Design Question - Changing "Live" Objects also Changes Saved Objects

    - by mwt
    I'm working on my first Core Data project (on iPhone) and am really liking it. Core Data is cool stuff. I am, however, running into a design difficulty that I'm not sure how to solve, although I imagine it's a fairly common situation. It concerns the data model. For the sake of clarity, I'll use an imaginary football game app as an example to illustrate my question. Say that there are NSMO's called Downs and Plays. Plays function like templates to be used by Downs. The user creates Plays (for example, Bootleg, Button Hook, Slant Route, Sweep, etc.) and fills in the various properties. Plays have a to-many relationship with Downs. For each Down, the user decides which Play to use. When the Down is executed, it uses the Play as its template. After each down is run, it is stored in history. The program remembers all the Downs ever played. So far, so good. This is all working fine. The question I have concerns what happens when the user wants to change the details of a Play. Let's say it originally involved a pass to the left, but the user now wants it to be a pass to the right. Making that change, however, not only affects all the future executions of that Play, but also changes the details of the Plays stored in history. The record of Downs gets "polluted," in effect, because the Play template has been changed. I have been rolling around several possible fixes to this situation, but I imagine the geniuses of SO know much more about how to handle this than I do. Still, the potential fixes I've come up with are: 1) "Versioning" of Plays. Each change to a Play template actually creates a new, separate Play object with the same name (as far as the user can tell). Underneath the hood, however, it is actually a different Play. This would work, AFAICT, but seems like it could potentially lead to a wild proliferation of Play objects, esp. if the user keeps switching back and forth between several versions of the same Play (creating object after object each time the user switches). Yes, the app could check for pre-existing, identical Plays, but... it just seems like a mess. 2) Have Downs, upon saving, record the details of the Play they used, but not as a Play object. This just seems ridiculous, given that the Play object is there to hold those just those details. 3) Recognize that Play objects are actually fulfilling 2 functions: one to be a template for a Down, and the other to record what template was used. These 2 functions have a different relationship with a Down. The first (template) has a to-many relationship. But the second (record) has a one-to-one relationship. This would mean creating a second object, something like "Play-Template" which would retain the to-many relationship with Downs. Play objects would get reconfigured to have a one-to-one relationship with Downs. A Down would use a Play-Template object for execution, but use the new kind of Play object to store what template was used. It is this change from a to-many relationship to a one-to-one relationship that represents the crux of the problem. Even writing this question out has helped me get clearer. I think something like solution 3 is the answer. However if anyone has a better idea or even just a confirmation that I'm on the right track, that would be helpful. (Remember, I'm not really making a football game, it's just faster/easier to use a metaphor everyone understands.) Thanks.

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  • Placing Varibles into an external Sheet

    - by Leslie Peer
    Trying to Build an Online D&d program which stores the character info into Tables my problem is the game works just fine while your playing but as soon as you exit game all varibles are lost which means you have to restart from scratch the next time you log on... So this is a Two Fold Question What is the Best type of External Sheet to save it on... and two How to access sheet for saving and Loading Below are Varibles <SCRIPT> Name1="Tabor Bloomfield"; Name2="Sam Wrightfield"; Name3="Gavin Hartfild"; Name4="Gail Quickfoot"; Name5="Robert Gragorian"; Name6="Peter Shain"; Class1="MagicUser"; Class2="Fighter"; Class3="Fighter"; Class4="Thief"; Class5="Cleric"; Class6="Fighter"; Level1=23; Level2=1; Level3=1; Level4=2; Level5=2; Level6=1; Hpts1=145; Hpts2=14; Hpts3=13; Hpts4=8; Hpts5=12; Hpts6=15; Armor1="Robe of Protection +5"; Armor2="Splinted Armor"; Armor3="Chain Armor"; Armor4="Leather Armor"; Armor5="Chain Armor"; Armor6="Splinted Armor"; Ac1a=5; Ac2a=3; Ac3a=3; Ac4a=4; Ac5a=2; Ac6a=3; Armor1b="Ring of Protection +5"; Armor2b="Small Shield"; Armor3b="Small Shield"; Armor4b="Wooden Shield"; Armor5b="Large Shield"; Armor6b="Small Shield"; Ac1b=5; Ac2b=1; Ac3b=1; Ac4b=1; Ac5b=1; Ac6b=1; Str1=21; Str2=16; Str3=14; Str4=13; Str5=14; Str6=13; Int1=19; Int2=11; Int3=12; Int4=13; Int5=14; Int6=13; Wis1=18; Wis2=12; Wis3=14; Wis4=13; Wis5=14; Wis6=12; Dex1=19; Dex2=14; Dex3=13; Dex4=15; Dex5=14; Dex6=12; Con1=19; Con2=15; Con3=16; Con4=13; Con5=12; Con6=10; Chr1=21; Chr2=14; Chr3=13; Chr4=12; Chr5=14; Chr6=13; </SCRIPT> File name ="gamestats" Path="trellian Webpage/droves E and F/gamestats have tryed html Page,Javascript,Creating a serperate table page and putting the varibles into cells...But at a lost on how to arrive at a solution

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  • Need help looping through text file in Objective-C and looping through multidimensional array of dat

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a text file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my text file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method to call level based on separator? -(void)renderLevel:(NSString) levelNumber; e.g. Text file example? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 9; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • Fatal error on a non-object

    - by Chris Leah
    Hey, so I have created a function to check the DB for unique entries, but when I call the function it doesn't seem to work and gives me a fatal error any ideas ? Thanks :) //Check for unique entries function checkUnique($table, $field, $compared) { $query = $mysqli->query('SELECT '.$mysqli->real_escape_string($field).' FROM '.$mysqli->real_escape_string($table).' WHERE "'.$mysqli->real_escape_string($field).'" = "'.$mysqli->real_escape_string($compared).'"'); if(!$query){ return TRUE; } else { return FALSE; } } The page calling it..... //Start session session_start(); //Check if the session is already set, if so re-direct to the game if(isset($_SESSION['id'], $_SESSION['logged_in'])){ Header('Location: ../main/index.php'); }; //Require database connection require_once('../global/includes/db.php'); require_once('../global/functions/functions.php'); //Check if the form has been submitted if (isset($_POST['signup'])){ //Validate input if (!empty($_POST['username']) && !empty($_POST['password']) && $_POST['password']==$_POST['password_confirm'] && !empty($_POST['email']) && validateEmail($_POST['email']) == TRUE && checkUnique('users', 'email', $_POST['email']) == TRUE && checkUnique('users', 'username', $_POST['username']) == TRUE) { //Insert user to the database $insert_user = $mysqli->query('INSERT INTO (`username, `password`, `email`, `verification_key`) VALUES ("'.$mysqli->real_escape_string($_POST['username']).'", "'.$mysqli-real_escape_string(md5($_POST['password'])).'", "'.$mysqli->real_escape_string($_POST['email']).'", "'.randomString('alnum', 32). '"') or die($mysqli->error()); //Get user information $getUser = $mysqli->query('SELECT id, username, email, verification_key FROM users WHERE username = "'.$mysqli->real_escape_string($_POST['username']).'"' or die($mysqli->error())); //Check if the $getUser returns true if ($getUser->num_rows == 1) { //Fetch associated fields to this user $row = $getUser->fetch_assoc(); //Set mail() variables $headers = 'From: [email protected]'."\r\n". 'Reply-To: [email protected]'."\r\n". 'X-Mailer: PHP/'.phpversion(); $subject = 'Activate your account (Music Battles.net)'; //Set verification email message $message = 'Dear '.$row['username'].', I would like to welcome you to Music Battles. Although in order to enjoy the gmae you must first activate your account. \n\n Click the following link: http://www.musicbattles.net/home/confirm.php?id='.$row['id'].'key='.$row['verification_key'].'\n Thanks for signing up, enjoy the game! \n Music Battles Team'; //Attempts to send the email if (mail($row['email'], $subject, $message, $headers)) { $msg = '<p class="success">Accound has been created, please go activate it from your email.</p>'; } else { $error = '<p class="error">The account was created but your email was not sent.</p>'; } } else { $error = '<p class="error">Your account was not created.</p>'; } } else { $error = '<p class="error">One or more fields contain non or invalid data.</p>'; } } Erorr.... Fatal error: Call to a member function query() on a non-object in /home/mbattles/public_html/global/functions/functions.php on line 5

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  • How to get dropdown menu to open/close on click rather than hover?

    - by TankDriver
    Hello! I am very new to java and ajax/jquery and have been working on trying to get a script to open and close the drop menu on click rather that hover. The menu in question is found on http://www.gamefriction.com/Coded/ and is the dark menu on the right side under the header. I would like it to open and close like the other menu that is further below it (it is light gray and is in the "Select Division" module). The gray menu is part of a menu and the language menu is not. I have a jquery import as well which can be found in the view source of the above link. My Java: <script type="text/javascript"> /* Language Selector */ $(function() { $("#lang-selector li").hover(function() { $('ul:first',this).css('display', 'block'); }, function() { $('ul:first',this).css('display', 'none'); }); }); $(document).ready(function(){ /* Navigation */ $('.subnav-game').hide(); $('.subnav-game:eq(0)').show(); $('.preorder-type').hide(); $('.preorder-type:eq(3)').show(); }); </script> My CSS: #lang-selector { font-size: 11px; height: 21px; margin: 7px auto 17px auto; width: 186px; } #lang-selector span { color: #999; float: left; margin: 4px 0 0 87px; padding-right: 4px; text-align: right; } #lang-selector ul { float: left; list-style: none; margin: 0; padding: 0; } #lang-selector ul li a { padding: 3px 10px 1px 10px; } #lang-selector ul, #lang-selector a { width: 186px; } #lang-selector ul ul { display: none; position: absolute; } #lang-selector ul ul li { border-top: 1px solid #666; float: left; position: relative; } #lang-selector a { background: url("http://www.gamefriction.com/Coded/images/language_bg.png") no-repeat; color: #666; display: block; font-size: 10px; height: 17px; padding: 4px 10px 0 10px; text-align: left; text-decoration: none; width: 166px; } #lang-selector ul ul li a { background: #333; color: #999; } #lang-selector ul ul li a:hover { background: #c4262c; color: #fff; } My HTML: <div id="lang-selector"> <ul> <li> <a href="#">Choose a Language</a> <ul> <li><a href="?iw_lang=en">English</a></li> <li><a href="?iw_lang=de">Deutsch</a></li> <li><a href="?iw_lang=es">Espa&ntilde;ol</a></li> <li><a href="?iw_lang=fr">Fran&ccedil;ais</a></li> <li><a href="?iw_lang=it">Italiano</a></li> </ul> </li> </ul> </div> Thanks!

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  • Need help with a possible memory management problem(leak) regarding NSMutableArray

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Dialog created after first becomes unresponsive unless created first?

    - by Justin Sterling
    After creating the initial dialog box that works perfectly fine, I create another dialog box when the Join Game button is pressed. The dialog box is created and show successfully, however I am unable to type in the edit box or even press or exit the dialog. Does anyone understand how to fix this or why it happens? I made sure the dialog box itself was not the problem by creating and displaying it from the main loop in the application. It worked fine when I created it that way. So why does it error when being created from another dialog? My code is below. This code is for the DLGPROC function that each dialog uses. #define WIN32_LEAN_AND_MEAN #include "Windows.h" #include ".\Controllers\Menu\MenuSystem.h" #include ".\Controllers\Game Controller\GameManager.h" #include ".\Controllers\Network\Network.h" #include "resource.h" #include "main.h" using namespace std; extern GameManager g; extern bool men; NET_Socket server; extern HWND d; HWND joinDlg; char ip[64]; void JoinMenu(){ joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), NULL, (DLGPROC)GameJoinDialogPrompt); SetFocus(joinDlg); // ShowWindow(joinDlg, SW_SHOW); ShowWindow(d, SW_HIDE); } LRESULT CALLBACK GameJoinDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDCONNECT:{ GetDlgItemText(joinDlg, IDC_IP, ip, 63); if(server.ConnectToServer(ip, 7890, NET_UDP) == NET_INVALID_SOCKET){ LogString("Failed to connect to server! IP: %s", ip); MessageBox(NULL, "Failed to connect!", "Error", MB_OK); ShowWindow(joinDlg, SW_SHOW); break; }   } LogString("Connected!"); break; case IDCANCEL: ShowWindow(d, SW_SHOW); ShowWindow(joinDlg, SW_HIDE); break; } break; } case WM_CLOSE: PostQuitMessage(0); break; } return 0; } LRESULT CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_PAINT:{ PAINTSTRUCT ps; RECT rect; HDC hdc = GetDC(Dialogwindow);    hdc = BeginPaint(Dialogwindow, &ps); GetClientRect (Dialogwindow, &rect); FillRect(hdc, &rect, CreateSolidBrush(RGB(0, 0, 0)));    EndPaint(Dialogwindow, &ps);    break;  } case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDC_HOST: if(!NET_Initialize()){ break; } if(server.CreateServer(7890, NET_UDP) != 0){ MessageBox(NULL, "Failed to create server.", "Error!", MB_OK); PostQuitMessage(0); return -1; } ShowWindow(d, SW_HIDE); break; case IDC_JOIN:{ JoinMenu(); } break; case IDC_EXIT: PostQuitMessage(0); break; default: break; } break; } return 0; } } I call the first dialog using the below code void EnterMenu(){ // joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), g_hWnd, (DLGPROC)GameJoinDialogPrompt);// d = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_SELECTMENU), g_hWnd, (DLGPROC)GameMainDialogPrompt); } The dialog boxes are not DISABLED by default, and they are visible by default. Everything is set to be active on creation and no code deactivates the items on the dialog or the dialog itself.

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  • Android - determine specific locations (X,Y coordinates) on a Bitmap on different resolutions?

    - by Mike
    My app that I am trying to create is a board game. It will have one bitmap as the board and pieces that will move to different locations on the board. The general design of the board is square, has a certain number of columns and rows and has a border for looks. Think of a chess board or scrabble board. Before using bitmaps, I first created the board and boarder by manually drawing it - drawLine & drawRect. I decided how many pixels in width the border would be based on the screen width and height passed in on "onSizeChanged". The remaining screen I divided by the number of columns or rows I needed. For examples sake, let's say the screen dimensions are 102 x 102. I may have chosen to set the border at 1 and set the number of rows & columns at 10. That would leave 100 x 100 left (reduced by two to account for the top & bottom border, as well as left/right border). Then with columns and rows set to 10, that would leave 10 pixels left for both height and width. No matter what screen size is passed in, I store exactly how many pixels in width the boarder is and the height & width of each square on the board. I know exactly what location on the screen to move the pieces to based on a simple formula and I know exactly what cell a user touched to make a move. Now how does that work with bitmaps? Meaning, if I create 3 different background bitmaps, once for each density, won't they still be resized to fit each devices screen resolution, because from what I read there were not just 3 screen resolutions, but 5 and now with tablets - even more. If I or Android scales the bitmaps up or down to fit the current devices screen size, how will I know how wide the border is scaled to and the dimensions of each square in order to figure out where to move a piece or calculate where a player touched. So far the examples I have looked at just show how to scale the overall bitmap and get the overall bitmaps width and height. But, I don't see how to tell how many pixels wide or tall each part of the board would be after it was scaled. When I draw each line and rectangle myself based in the screen dimensions from onSizeChanged, I always know these dimensions. If anyone has any sample code or a URL to point me to that I can a read about this with bitmaps, I would appreciate it. Thanks, --Mike BTW, here is some sample code (very simplified) on how I know the dimensions of my game board (border and squares) no matter the screen size. Now I just need to know how to do this with the board as a bitmap that gets scaled to any screen size. @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { intScreenWidth = w; intScreenHeight = h; // Set Border width - my real code changes this value based on the dimensions of w // and h that are passed in. In other words bigger screens get a slightly larger // border. intOuterBorder = 1; /** Reserve part of the board for the boardgame and part for player controls & score My real code forces this to be square, but this is good enough to get the point across. **/ floatBoardHeight = intScreenHeight / 4 * 3; // My real code actually causes floatCellWidth and floatCellHeight to // be equal (Square). floatCellWidth = (intScreenWidth - intOuterBorder * 2 ) / intNumColumns; floatCellHeight = (floatBoardHeight - intOuterBorder * 2) / intNumRows; super.onSizeChanged(w, h, oldw, oldh); }

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  • Are all <canvas> tag dimensions in pixels?

    - by Simon Omega
    Are all tag dimensions in pixels? I am asking because I understood them to be. But my math is broken or I am just not grasping something here. I have been doing python mostly and just jumped back into Java Scripting. If I am just doing something stupid let me know. For a game I am writing, I wanted to have a blocky gradient. I have the following: HTML <canvas id="heir"></canvas> CSS @media screen { body { font-size: 12pt } /* Game Rendering Space */ canvas { width: 640px; height: 480px; border-style: solid; border-width: 1px; } } JavaScript (Shortened) function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 480; i = i + 10 ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, i, 640, 10); myblue = myblue - 2; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } function main () { var targetcontext = document.getElementById(“main”).getContext("2d"); testDraw(targetcontext); } To me this should produce a series of 640w by 10h pixel bars. In Google Chrome and Fire Fox I get 15 bars. To me that means ( 480 / 15 ) is 32 pixel high bars. So I change the code to: function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 16; i++ ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, (i * 10), 640, 10); myblue = myblue - 10; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } And get a true 32 pixel height result for comparison. Other than the fact that the first code snippet has shades of blue rendering in non-visible portions of the they are measuring 32 pixels. Now back to the Original Java Code... If I inspect the tag in Chrome it reports 640 x 480. If I inspect it in Fire Fox it reports 640 x 480. BUT! Fire Fox exports the original code to png at 300 x 150 (which is 15 rows of 10). Is it some how being resized to 640 x 480 by the CSS instead of being set to a true 640 x 480? Why, how, what? O_o I confused...

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  • iOS: Interpreted code - where do they draw the line?

    - by d7samurai
    Apple's iOS developer guidelines state: 3.3.2 — An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). Assuming that downloading data - like XML and images (or a game level description), for example - at run-time is allowed (as is my impression), I am wondering where they draw the line between "data" and "code". Picture the scenario of an app that delivers interactive "presentations" to users (like a survey, for instance). Presentations are added continuously to the server and different presentations are made available to different users, so they cannot be part of the initial app download (this is the whole point). They are described in XML format, but being interactive, they might contain conditional branching of this sort (shown in pseudo form to exemplify): <options id="Gender"> <option value="1">Male</option> <option value="2">Female</option> </options> <branches id="Gender"> <branch value="1"> <image src="Man" /> </branch> <branch value="2"> <image src="Woman" /> </branch> </branches> When the presentation is "played" within the app, the above would be presented in two steps. First a selection screen where the user can click on either of the two choices presented ("Male" or "Female"). Next, an image will be [downloaded dynamically] and displayed based on the choice made in the previous step. Now, it's easy to imagine additional tags describing further logic still. For example, a containing tag could be added: <loop count="3"> <options... /> <branches... /> </loop> The result here being that the selection screen / image screen pair would be sequentially presented three times over, of course. Or imagine some description of a level in a game. It's easy to view that as passive "data", but if it includes, say, several doorways that the user can go through and with various triggers, traps and points attached to them etc - isn't that the same as using a script - or, indeed, interpreted code - to describe options and their conditional responses? Assuming that the interpretation engine for this XML data is already present in the app and that such presentations can only be consumed (not created or edited) in the app, how would this fare against Apple's iOS guidelines? Doesn't XML basically constitute a scripting language (couldn't any interpreted programming language simply be described by XML) in this sense? Would it be OK if the proprietary scripting language (ref the XML used above) was strictly sandboxed (how can they tell?) and not given access to the operating system in any way (but able to download content dynamically - and upload results to the authoring server)? Where does the line go?

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  • How to maintain GridPane's fixed-size after adding elemnts dynamically

    - by Eviatar G.
    I need to create board game that can be dynamically change. Its size can be 5x5, 6x6, 7x7 or 8x8. I am jusing JavaFX with NetBeans and Scene builder for the GUI. When the user choose board size greater than 5x5 this is what happens: This is the template on the scene builder before adding cells dynamically: To every cell in the GridPane I am adding StackPane + label of the cell number: @FXML GridPane boardGame; public void CreateBoard() { int boardSize = m_Engine.GetBoard().GetBoardSize(); int num = boardSize * boardSize; int maxColumns = m_Engine.GetNumOfCols(); int maxRows = m_Engine.GetNumOfRows(); for(int row = 0; row < maxRows ; row++) { for(int col = maxColumns - 1; col >= 0 ; col--) { StackPane stackPane = new StackPane(); stackPane.setPrefSize(150.0, 200.0); stackPane.getChildren().add(new Label(String.valueOf(num))); boardGame.add(stackPane, col, row); num--; } } boardGame.setGridLinesVisible(true); boardGame.autosize(); } The problem is the stack panes's size on the GridPane are getting smaller. I tried to set them equal minimum and maximum size but it didn't help they are still getting smaller. I searched on the web but didn't realy find same problem as mine. The only similar problem to mine was found here: Dynamically add elements to a fixed-size GridPane in JavaFX But his suggestion is to use TilePane and I need to use GridPane because this is a board game and it more easier to use GridPane when I need to do tasks such as getting to cell on row = 1 and column = 2 for example. EDIT: I removed the GridPane from the FXML and created it manually on the Controller but now it print a blank board: @FXML GridPane boardGame; public void CreateBoard() { int boardSize = m_Engine.GetBoard().GetBoardSize(); int num = boardSize * boardSize; int maxColumns = m_Engine.GetNumOfCols(); int maxRows = m_Engine.GetNumOfRows(); boardGame = new GridPane(); boardGame.setAlignment(Pos.CENTER); Collection<StackPane> stackPanes = new ArrayList<StackPane>(); for(int row = 0; row < maxRows ; row++) { for(int col = maxColumns - 1; col >= 0 ; col--) { StackPane stackPane = new StackPane(); stackPane.setPrefSize(150.0, 200.0); stackPane.getChildren().add(new Label(String.valueOf(num))); boardGame.add(stackPane, col, row); stackPanes.add(stackPane); num--; } } this.buildGridPane(boardSize); boardGame.setGridLinesVisible(true); boardGame.autosize(); boardGamePane.getChildren().addAll(stackPanes); } public void buildGridPane(int i_NumOfRowsAndColumns) { RowConstraints rowConstraint; ColumnConstraints columnConstraint; for(int index = 0 ; index < i_NumOfRowsAndColumns; index++) { rowConstraint = new RowConstraints(3, Control.USE_COMPUTED_SIZE, Double.POSITIVE_INFINITY, Priority.ALWAYS, VPos.CENTER, true); boardGame.getRowConstraints().add(rowConstraint); columnConstraint = new ColumnConstraints(3, Control.USE_COMPUTED_SIZE, Double.POSITIVE_INFINITY, Priority.ALWAYS, HPos.CENTER, true); boardGame.getColumnConstraints().add(columnConstraint); } }

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  • C# MP3 Player using winmm.dll

    - by JoeBeez
    I'm trying to bash together a (very) rough MP3 player during my lunch hour, and so far I've got it to play the files, and I'm working on a way of building a list of filenames to enable random songs, but I think I've just hit a snag. Is there a way of knowing when the currently playing MP3 has finished? An event or some such? As it stands I don't think I'd be able to have playlists etc unless this was possible due to it stopping after every playback. I've attatched the whole source below, feel free to pick it apart and give me any feedback you may have, cheers. using System; using System.IO; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Runtime.InteropServices; namespace X { public partial class Form1 : Form { List<string> Names = new List<string>(); StreamReader reader = File.OpenText(@"C:\X.txt"); string line; OpenFileDialog ofd = new OpenFileDialog(); StringBuilder buffer = new StringBuilder(128); string CommandString; [DllImport("winmm.dll")] private static extern long mciSendString(string lpstrCommand, StringBuilder lpstrReturnString, int uReturnLength, int hwndCallback); public Form1() { InitializeComponent(); while ((line = reader.ReadLine()) != null) { if (line.Trim() != "") { Names.Add(line.Trim()); } } } private void btnplay_Click(object sender, EventArgs e) { if (ofd.FileName == "") { if (ofd.ShowDialog() == DialogResult.OK) { ofd.Filter = "MP3 Files|*.mp3"; CommandString = "open " + "\"" + ofd.FileName + "\"" + " type MPEGVideo alias Mp3File"; mciSendString(CommandString, null, 0, 0); CommandString = "play Mp3File"; mciSendString(CommandString, null, 0, 0); } } else { CommandString = "play Mp3File"; mciSendString(CommandString, null, 0, 0); } } private void btnpause_Click(object sender, EventArgs e) { CommandString = "pause mp3file"; mciSendString(CommandString, null, 0, 0); } private void btnbrowse_Click(object sender, EventArgs e) { ofd.Filter = "Mp3 files |*.mp3"; if (ofd.ShowDialog() == DialogResult.OK) { txtpath.Text = ofd.FileName; CommandString = "close Mp3File"; mciSendString(CommandString, null, 0, 0); CommandString = "open " + "\"" + ofd.FileName + "\"" + " type MPEGVideo alias Mp3File"; mciSendString(CommandString, null, 0, 0); } } } }

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  • GWT & HTML5 Video in Mobile Safari

    - by KevMo
    I'm trying to code a site in GWT that plays videos with HTML5. Everything works great on the desktop, but mobile Safari on both the iPhone and iPad do not play the video. I can play a video using Video for Everybody. I've even copied the code to my own plain HTML page, and it works flawlessly. If I serve that same code via a GWT widget, mobile safari will not play the video. On the iPhone I see a gray box with a prohibitory sign around the play button, and on the iPad it shows up as a black box. I've made sure my doctype is <!DOCTYPE html>, but I don't know where else to start debugging. Perhaps it it because the code is injected via javascript? Any pointers on where to start looking would be greatly appreciated. Here is the exact code I am using for the video: <!-- "Video For Everybody" by Kroc Camen. see <camendesign.com/code/video_for_everybody> for documented code =================================================================================================================== --> <video width="640" height="360" poster="poster.jpg" controls autoplay> <source src="http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4" type="video/mp4"></source> <source src="http://clips.vorwaerts-gmbh.de/big_buck_bunny.ogv" type="video/ogg"></source> <!--[if gt IE 6]> <object width="640" height="375" classid="clsid:02BF25D5-8C17-4B23-BC80-D3488ABDDC6B"><! [endif]--><!--[if !IE]><!--> <object width="640" height="375" type="video/quicktime" data="http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4"> <!--<![endif]--> <param name="src" value="http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4" /> <param name="autoplay" value="true" /> <param name="showlogo" value="false" /> <object width="640" height="384" type="application/x-shockwave-flash" data="player.swf?autostart=true&amp;image=poster.jpg&amp;file=http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4"> <param name="movie" value="player.swf?autostart=true&amp;image=poster.jpg&amp;file=http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4" /> <!-- fallback image --> <img src="poster.jpg" width="640" height="360" alt="Big Buck Bunny" title="No video playback capabilities, please download the video below" /> </object><!--[if gt IE 6]><!--> </object><!--<![endif]--> </video>

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  • AVAudioRecorder Memory Leak

    - by Eric Ranschau
    I'm hoping someone out there can back me up on this... I've been working on an application that allows the end user to record a small audio file for later playback and am in the process of testing for memory leaks. I continue to very consistently run into a memory leak when the AVAudioRecorder's "stop" method attempts to close the audio file to which it's been recording. This really seems to be a leak in the framework itself, but if I'm being a bonehead you can tell me. To illustrate, I've worked up a stripped down test app that does nothing but start/stop a recording w/ the press of a button. For the sake of simplicty, everything happens in app. delegate as follows: @synthesize audioRecorder, button; @synthesize window; - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // create compplete path to database NSString *tempPath = NSTemporaryDirectory(); NSString *audioFilePath = [tempPath stringByAppendingString:@"/customStatement.caf"]; // define audio file url NSURL *audioFileURL = [[NSURL alloc] initFileURLWithPath:audioFilePath]; // define audio recorder settings NSDictionary *settings = [[NSDictionary alloc] initWithObjectsAndKeys: [NSNumber numberWithInt:kAudioFormatAppleIMA4], AVFormatIDKey, [NSNumber numberWithInt:1], AVNumberOfChannelsKey, [NSNumber numberWithInt:AVAudioQualityLow], AVSampleRateConverterAudioQualityKey, [NSNumber numberWithFloat:44100], AVSampleRateKey, [NSNumber numberWithInt:8], AVLinearPCMBitDepthKey, nil ]; // define audio recorder audioRecorder = [[AVAudioRecorder alloc] initWithURL:audioFileURL settings:settings error:nil]; [audioRecorder setDelegate:self]; [audioRecorder setMeteringEnabled:YES]; [audioRecorder prepareToRecord]; // define record button button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [button addTarget:self action:@selector(handleTouch_recordButton) forControlEvents:UIControlEventTouchUpInside]; [button setFrame:CGRectMake(110.0, 217.5, 100.0, 45.0)]; [button setTitle:@"Record" forState:UIControlStateNormal]; [button setTitle:@"Stop" forState:UIControlStateSelected]; // configure the main view controller UIViewController *viewController = [[UIViewController alloc] init]; [viewController.view addSubview:button]; // add controllers to window [window addSubview:viewController.view]; [window makeKeyAndVisible]; // release [audioFileURL release]; [settings release]; [viewController release]; return YES; } - (void) handleTouch_recordButton { if ( ![button isSelected] ) { [button setSelected:YES]; [audioRecorder record]; } else { [button setSelected:NO]; [audioRecorder stop]; } } - (void) dealloc { [audioRecorder release]; [button release]; [window release]; [super dealloc]; } The stack trace from Instruments that shows pretty clearly that the "closeFile" method in the AVFoundation code is leaking...something. You can see a screen shot of the Instruments session here: Developer Forums: AVAudioRecorder Memory Leak Any thoughts would be greatly appreciated!

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  • Problem with waveOutWrite and waveOutGetPosition deadlock

    - by MusiGenesis
    I'm working on an app that plays audio continuously using the waveOut... API from winmm.dll. The app uses "leapfrog" buffers, which are basically a bunch of arrays of samples that you dump into the audio queue. Windows plays them seamlessly in sequence, and as each buffer completes Windows calls a callback function. Inside this function, I load the next set of samples into the buffer, process them however, and then dump the buffer back into the audio queue. In this way, the audio plays indefinitely. For animation purposes, I'm trying to incorporate waveOutGetPosition into the application (since the "buffer done" callbacks are irregular enough to cause jerky animation). waveOutGetPosition returns the current position of playback, so it's hyper-precise. The problem is that in my application, making calls to waveOutGetPosition eventually causes the application to lock up - the sound stops and the call never returns. I've boiled things down to a simple app that demonstrates the problem. You can run the app here: http://www.musigenesis.com/SO/waveOut%20demo.exe If you just hear a tiny bit of piano over and over, it's working. It's just meant to demonstrate the problem. The source code for this project is here: http://www.musigenesis.com/SO/WaveOutDemo.zip The first button runs the app in leapfrog mode without making the calls to waveOutGetPosition. If you click this, the app will play forever without breaking (the X button will close it and shut it off). The second button starts the leapfrogger and also starts a forms timer that calls the waveOutGetPosition and displays the current position. Click this and the app will run for a short while and then lock up. On my laptop, it usually locks up in 15-30 seconds; at most it's taken a minute. I have no idea how to fix this, so any help or suggestions would be most welcome. I've found very few posts on this issue, but it seems that there is a potential deadlock, either from multiple calls to waveOutGetPosition or from calls to that and waveOutWrite that occur at the same time. It's possible that I'm calling this too frequently for the system to handle.

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  • iPhone SDK: Audio Queue control

    - by codemercenary
    Hi all, I am new to the audio queue services so I have taken an example from a book called iPhone Cool Projects where it describes how to stream audio. I want to extend this to being able to play a continuous playlist of links to mp3 files like an internet radio. The problem with the example code it that it does not detect when a stream ends and does not call AudioQueueStop at any point, so I added a counter to number of buffers added to the queue, and then decrement this counter each time audioQueueOutputCallback is called by the queue. This works fine except if when the buffer count goes to 0, and then I add a call AudioQueueFlush(audioQueue) and then AudioQueueStop(audioQueue, false) I get an error. If I only call AudioQueueReset, it continues to load the buffers again, but plays them out faster then it loads them... getting stuck in a loop and then crashing. 2010-04-14 13:56:29.745 AudioPlayer[2269:207] init player with URL 2010-04-14 13:56:29.941 AudioPlayer[2269:207] did recieve data 2010-04-14 13:56:29.942 AudioPlayer[2269:207] audio request didReceiveData 2010-04-14 13:56:29.944 AudioPlayer[2269:207] >>> start audio queue 2010-04-14 13:56:29.960 AudioPlayer[2269:207] packetCallback count 2 2010-04-14 13:56:29.961 AudioPlayer[2269:207] add buffer: 1 2010-04-14 13:56:29.962 AudioPlayer[2269:207] did recieve data 2010-04-14 13:56:29.963 AudioPlayer[2269:207] audio request didReceiveData 2010-04-14 13:56:29.963 AudioPlayer[2269:207] packetCallback count 1 2010-04-14 13:56:29.964 AudioPlayer[2269:207] add buffer: 2 2010-04-14 13:56:29.965 AudioPlayer[2269:207] packetCallback count 13 2010-04-14 13:56:29.967 AudioPlayer[2269:207] add buffer: 3 2010-04-14 13:56:29.968 AudioPlayer[2269:207] done with buffer: 3 2010-04-14 13:56:29.969 AudioPlayer[2269:207] done with buffer: 2 2010-04-14 13:56:29.974 AudioPlayer[2269:207] done with buffer: 1 So this loop continues some 20 - 30 times and then it crashes. The first time it plays an audio file it queues up the buffers and then plays sound, but doesn't callback to delete them until some 100 or more have been played. Can anyone explain this behavior? I read that there was a limit of 1 audio queue for MP3 playback for the iPhone. Is that still true? If not then I suppose I should use another audio queue for the next mp3 stream. I've had a look through the apple docs but it doesn't explain this in any particular detail. A better insight into this would be great. TIA.

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  • Segmentation fault when creating a Phonon MediaObject

    - by Luke Hansford
    I have music playing program made using PySide which uses Phonon to playback audio. I updated to MacOS X Mavericks a few days ago, which meant I needed to reinstall PySide. I'm not sure which of these actions has caused this, but now whenever I try to create a Phonon MediaObject I get a Segmentation Fault: 11 from Python. It's not just in my program, it happens when trying to create a MediaObject in Python without any other actions. I'm getting the following error message from my Mac whenever it crashes: Process: Python [13711] Path: /usr/local/Cellar/python/2.7.5/Frameworks/Python.framework/Versions/2.7/Resources/Python.app/Contents/MacOS/Python Identifier: org.python.python Version: 2.7.5 (2.7.5) Code Type: X86-64 (Native) Parent Process: bash [13707] Responsible: Terminal [13704] User ID: 501 Date/Time: 2013-11-01 19:47:53.164 +1000 OS Version: Mac OS X 10.9 (13A603) Report Version: 11 Anonymous UUID: C2686854-18CA-9D37-26E9-60050E3C4DA6 Sleep/Wake UUID: BB983BF6-CCE2-44D1-82A0-1C73382DFFE4 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000008 VM Regions Near 0x8: --> __TEXT 00000001082e8000-00000001082e9000 [ 4K] r-x/rwx SM=COW /usr/local/Cellar/python/2.7.5/Frameworks/Python.framework/Versions/2.7/Resources/Python.app/Contents/MacOS/Python Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 QtCore 0x000000010a1b34cb QObject::moveToThread(QThread*) + 17 1 QtDBus 0x000000010d55f98b QDBusDefaultConnection::QDBusDefaultConnection(QDBusConnection::BusType, char const*) + 171 2 QtDBus 0x000000010d55ebdf QDBusConnection::sessionBus() + 71 3 phonon 0x000000010d50228d Phonon::FactoryPrivate::FactoryPrivate() + 189 4 phonon 0x000000010d5024d5 Phonon::$_249::operator->() + 99 5 phonon 0x000000010d502991 Phonon::Factory::registerFrontendObject(Phonon::MediaNodePrivate*) + 17 6 phonon 0x000000010d50b27e Phonon::MediaNodePrivate::MediaNodePrivate(Phonon::MediaNodePrivate::CastId) + 80 7 phonon 0x000000010d50f570 Phonon::MediaObjectPrivate::MediaObjectPrivate() + 24 8 phonon 0x000000010d50be9d Phonon::MediaObject::MediaObject(QObject*) + 45 9 phonon.so 0x000000010d42f24a Sbk_Phonon_MediaObject_Init + 458 10 org.python.python 0x0000000108338707 type_call + 189 11 org.python.python 0x00000001082f74fd PyObject_Call + 101 12 org.python.python 0x00000001083714f0 PyEval_EvalFrameEx + 15525 13 org.python.python 0x0000000108373aaf fast_function + 182 14 org.python.python 0x0000000108370919 PyEval_EvalFrameEx + 12494 15 org.python.python 0x000000010836d721 PyEval_EvalCodeEx + 1638 16 org.python.python 0x000000010836d0b5 PyEval_EvalCode + 54 17 org.python.python 0x000000010838beb8 run_mod + 53 18 org.python.python 0x000000010838bf5f PyRun_FileExFlags + 137 19 org.python.python 0x000000010838baad PyRun_SimpleFileExFlags + 718 20 org.python.python 0x000000010839c58b Py_Main + 3039 21 libdyld.dylib 0x00007fff8e4fb5fd start + 1 Thread 1:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff8c938662 kevent64 + 10 1 libdispatch.dylib 0x00007fff923e743d _dispatch_mgr_invoke + 239 2 libdispatch.dylib 0x00007fff923e7152 _dispatch_mgr_thread + 52 Thread 2: 0 libsystem_kernel.dylib 0x00007fff8c937e6a __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff90bd8f08 _pthread_wqthread + 330 2 libsystem_pthread.dylib 0x00007fff90bdbfb9 start_wqthread + 13 Thread 3: 0 libsystem_kernel.dylib 0x00007fff8c937e6a __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff90bd8f08 _pthread_wqthread + 330 2 libsystem_pthread.dylib 0x00007fff90bdbfb9 start_wqthread + 13 Thread 4: 0 libsystem_kernel.dylib 0x00007fff8c937e6a __workq_kernreturn + 10 1 libsystem_pthread.dylib 0x00007fff90bd8f08 _pthread_wqthread + 330 2 libsystem_pthread.dylib 0x00007fff90bdbfb9 start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit): rax: 0x00007feba0d19700 rbx: 0x000000010d5b7098 rcx: 0x00000000002f4180 rdx: 0x000000000012c040 rdi: 0x0000000000000000 rsi: 0x00007feba0d19700 rbp: 0x00007fff57917210 rsp: 0x00007fff579171d0 r8: 0x00007feba0fd5d10 r9: 0x00007feba0ff5310 r10: 0x0000000019c04cbe r11: 0x0000000070769b38 r12: 0x00007fff57917220 r13: 0x00007feba0c07190 r14: 0x0000000000000000 r15: 0x00007feba0fe1430 rip: 0x000000010a1b34cb rfl: 0x0000000000010202 cr2: 0x0000000000000008 Logical CPU: 0 Error Code: 0x00000004 Trap Number: 14 Anyone have any ideas about what is happening?

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  • AVAudioPlayer crash after playing from an AVAudioRecorder

    - by munchine
    I've got a button the user tap to start recording and tap again to stop. When it stop I want the recorded voice 'echo' back so the user can hear what was recorded. This works fine the first time. If I hit the button for the third time, it starts a new recording and when I hit stop it crashes with EXC_BAD_ACCESS. - (IBAction) readToMeTapped { if(recording) { recording = NO; [readToMeButton setTitle:@"Stop Recording" forState: UIControlStateNormal ]; NSMutableDictionary *recordSetting = [[NSDictionary alloc] initWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; // Create a new dated file NSDate *now = [NSDate dateWithTimeIntervalSinceNow:0]; NSString *caldate = [now description]; recordedTmpFile = [NSURL fileURLWithPath:[[NSString stringWithFormat:@"%@/%@.caf", DOCUMENTS_FOLDER, caldate] retain]]; error = nil; recorder = [[ AVAudioRecorder alloc] initWithURL:recordedTmpFile settings:recordSetting error:&error]; [recordSetting release]; if(!recorder){ NSLog(@"recorder: %@ %d %@", [error domain], [error code], [[error userInfo] description]); UIAlertView *alert = [[UIAlertView alloc] initWithTitle: @"Warning" message: [error localizedDescription] delegate: nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; return; } NSLog(@"Using File called: %@",recordedTmpFile); //Setup the recorder to use this file and record to it. [recorder setDelegate:self]; [recorder prepareToRecord]; [recorder recordForDuration:(NSTimeInterval) 5]; //recording for a limited time } else { // it crashes the second time it gets here! recording = YES; NSLog(@"Recording YES Using File called: %@",recordedTmpFile); [readToMeButton setTitle:@"Start Recording" forState:UIControlStateNormal ]; [recorder stop]; //Stop the recorder. //playback recording AVAudioPlayer * newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:recordedTmpFile error:&error]; [recordedTmpFile release]; self.aPlayer = newPlayer; [newPlayer release]; [aPlayer setDelegate:self]; [aPlayer prepareToPlay]; [aPlayer play]; } } - (void)audioRecorderDidFinishRecording:(AVAudioRecorder *)sender successfully:(BOOL)flag { NSLog (@"audioRecorderDidFinishRecording:successfully:"); [recorder release]; recorder = nil; } Checking the debugger, it flags the error here @synthesize aPlayer, recorder; This is the part I don't understand. I thought it may have something to do with releasing memory but I've been careful. Have I missed something?

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  • AVAudioPlayer crash after playing from an AVAudioRecord

    - by munchine
    I've got a button the user tap to start recording and tap again to stop. When it stop I want the recorded voice 'echo' back so the user can hear what was recorded. This works fine the first time. If I hit the button for the third time, it starts a new recording and when I hit stop it crashes with EXC_BAD_ACCESS. - (IBAction) readToMeTapped { if(recording) { recording = NO; [readToMeButton setTitle:@"Stop Recording" forState: UIControlStateNormal ]; NSMutableDictionary *recordSetting = [[NSDictionary alloc] initWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; // Create a new dated file NSDate *now = [NSDate dateWithTimeIntervalSinceNow:0]; NSString *caldate = [now description]; recordedTmpFile = [NSURL fileURLWithPath:[[NSString stringWithFormat:@"%@/%@.caf", DOCUMENTS_FOLDER, caldate] retain]]; error = nil; recorder = [[ AVAudioRecorder alloc] initWithURL:recordedTmpFile settings:recordSetting error:&error]; if(!recorder){ NSLog(@"recorder: %@ %d %@", [error domain], [error code], [[error userInfo] description]); UIAlertView *alert = [[UIAlertView alloc] initWithTitle: @"Warning" message: [error localizedDescription] delegate: nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; return; } NSLog(@"Using File called: %@",recordedTmpFile); //Setup the recorder to use this file and record to it. [recorder setDelegate:self]; [recorder prepareToRecord]; [recorder recordForDuration:(NSTimeInterval) 5]; //recording for a limited time } else { // it crashes the second time it gets here! recording = YES; NSLog(@"Recording YES Using File called: %@",recordedTmpFile); [readToMeButton setTitle:@"Start Recording" forState:UIControlStateNormal ]; [recorder stop]; //Stop the recorder. //playback recording AVAudioPlayer * newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:recordedTmpFile error:&error]; [recordedTmpFile release]; self.aPlayer = newPlayer; [newPlayer release]; [aPlayer setDelegate:self]; [aPlayer prepareToPlay]; [aPlayer play]; } } - (void)audioRecorderDidFinishRecording:(AVAudioRecorder *)sender successfully:(BOOL)flag { NSLog (@"audioRecorderDidFinishRecording:successfully:"); [recorder release]; recorder = nil; } Checking the debugger, it flags the error here @synthesize aPlayer, recorder; This is the part I don't understand. I thought it may have something to do with releasing memory but I've been careful. Have I missed something?

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  • Audio/video streaming on Windows platform

    - by bushtucker
    I'm building an interactive language learning application to be used in a classroom environment. The idea is that a teacher should be able to talk to the students (=audio stream to all students), let students talk to each other (= audio P2P) in groups of two or more, let students watch a video coming from a the DVD player or coming from a media server. It should be possible to save the audio/video streams. The teacher should also be able to monitor, take-over or block the desktop of the students. The platform is Windows and it's a desktop application, no web application. The audio delay should be as minimal as poosible. Optionally a student sitting at home should be supported, but it's not a high priority. I am now finished with the classroom control part of the application (login, monitor, block, ...) and want to start the audio and video part. I've been evaluating several options like DirectX, GStreamer and SIP but now I have to make a decision. DirectX seems an obvious choice for the Windows platform, but it only lets me capture and playback audio and video. The encoding/decoding/network part I should do myself. GStreamer contains all kinds of options to capture/encode/stream/save audio and video streams. I've experimented a bit with it (ossbuild) and it does seem to involve a lot of trial and error to make something work: - microphone capture (via directsoundsrc) produces cracking noises on some computers - rtpL16 payloader didn't work well - streaming raw audio over the network only working at a sampling rate of 8000, no higher - there are a lot of errors when receiving mpeg4 video (bad I-frame), on some computers worse than others It is my impression that gstreamer is primary targetted at linux platforms. Development and support for the Windows platform seems to be a little behind. Nevertheless it's a powerful framework that could save me months and years of work. SIP seems to be able to do everything I want, but it is targeted towards telephony and IM. I don't know how flexible SIP is. It seems to me that the SIP layer would just be overhead as I already have a central (teacher) application that can control and setup all the streams. The interesting parts of frameworks like opalvoip and freeswitch are the actual audio/video capture, the encoding and transmission. Does anyone know how these interesting parts relate a framework like gstreamer? Are they easy to integrate into a custom application? Are they flexible enough? Does anyone have experience with all or one of these technologies? Maybe there are even other options I can look at? Many thanks for your advice

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  • Sound Complete Not Firing (AS3)

    - by JasonMc92
    I have a bit of a quandary. I need to call a function inside a MovieClip once a particular sound has finished playing. The sound is played via a sound channel in an external class which I have imported. Playback is working perfectly. Here is the relevent code from my external class, Sonus. public var SFXPRChannel:SoundChannel = new SoundChannel; var SFXPRfishbeg:Sound = new sfxpr_fishbeg(); var SFXPRfishmid:Sound = new sfxpr_fishmid(); var SFXPRfishend3:Sound = new sfxpr_fishend3(); var SFXPRfishend4:Sound = new sfxpr_fishend4() public function PlayPrompt(promptname:String):void { var sound:String = "SFXPR" + promptname; SFXPRChannel = this[sound].play(); } This is called via an import in the document class "osr", thus I access it in my project via "osr.Sonus.---" In my project, I have the following line of code. osr.Sonus.SFXPRChannel.addEventListener(Event.SOUND_COMPLETE, promptIsFinished); function prompt():void { var level = osr.Gradua.Fetch("fish", "arr_con_level"); Wait(true); switch(level) { case 1: osr.Sonus.PlayPrompt("fishbeg"); break; case 2: osr.Sonus.PlayPrompt("fishmid"); break; case 3: osr.Sonus.PlayPrompt("fishend3"); break; case 4: osr.Sonus.PlayPrompt("fishend4"); break; } } function Wait(yesno):void { gui.Wait(yesno); } function promptIsFinished(evt:Event):void { Wait(false); } osr.Sonus.PlayPrompt(...) and gui.Wait(...) both work perfectly, as I use them in other contexts in this part of the project without error. Basically, after the sound finishes playing, I need Wait(false); to be called, but the event listener does not appear to be "hearing" the SOUND_COMPLETE event. Did I make a mistake somewhere? For the record, due to my project structure, I cannot call the appropriate Wait(...) function from within Sonus. Help?

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  • AudioTrack lag: obtainBuffer timed out

    - by BTR
    I'm playing WAVs on my Android phone by loading the file and feeding the bytes into AudioTrack.write() via the FileInputStream BufferedInputStream DataInputStream method. The audio plays fine and when it is, I can easily adjust sample rate, volume, etc on the fly with nice performance. However, it's taking about two full seconds for a track to start playing. I know AudioTrack has an inescapable delay, but this is ridiculous. Every time I play a track, I get this: 03-13 14:55:57.100: WARN/AudioTrack(3454): obtainBuffer timed out (is the CPU pegged?) 0x2e9348 user=00000960, server=00000000 03-13 14:55:57.340: WARN/AudioFlinger(72): write blocked for 233 msecs, 9 delayed writes, thread 0xba28 I've noticed that the delayed write count increases by one every time I play a track -- even across multiple sessions -- from the time the phone has been turned on. The block time is always 230 - 240ms, which makes sense considering a minimum buffer size of 9600 on this device (9600 / 44100). I've seen this message in countless searches on the Internet, but it usually seems to be related to not playing audio at all or skipping audio. In my case, it's just a delayed start. I'm running all my code in a high priority thread. Here's a truncated-yet-functional version of what I'm doing. This is the thread callback in my playback class. Again, this works (only playing 16-bit, 44.1kHz, stereo files right now), it just takes forever to start and has that obtainBuffer/delayed write message every time. public void run() { // Load file FileInputStream mFileInputStream; try { // mFile is instance of custom file class -- this is correct, // so don't sweat this line mFileInputStream = new FileInputStream(mFile.path()); } catch (FileNotFoundException e) {} BufferedInputStream mBufferedInputStream = new BufferedInputStream(mFileInputStream, mBufferLength); DataInputStream mDataInputStream = new DataInputStream(mBufferedInputStream); // Skip header try { if (mDataInputStream.available() > 44) mDataInputStream.skipBytes(44); } catch (IOException e) {} // Initialize device mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, ConfigManager.SAMPLE_RATE, AudioFormat.CHANNEL_CONFIGURATION_STEREO, AudioFormat.ENCODING_PCM_16BIT, ConfigManager.AUDIO_BUFFER_LENGTH, AudioTrack.MODE_STREAM); mAudioTrack.play(); // Initialize buffer byte[] mByteArray = new byte[mBufferLength]; int mBytesToWrite = 0; int mBytesWritten = 0; // Loop to keep thread running while (mRun) { // This flag is turned on when the user presses "play" while (mPlaying) { try { // Check if data is available if (mDataInputStream.available() > 0) { // Read data from file and write to audio device mBytesToWrite = mDataInputStream.read(mByteArray, 0, mBufferLength); mBytesWritten += mAudioTrack.write(mByteArray, 0, mBytesToWrite); } } catch (IOException e) { } } } } If I can get past the artificially long lag, I can easily deal with the inherit latency by starting my write at a later, predictable position (ie, skip past the minimum buffer length when I start playing a file).

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