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  • History of Mobile Technology

    - by David Dorf
    Over the last ten years, mobile phones have gone through several incremental technology leaps that have added capabilities that impact the retail industry.  I've listed the six major ones below, along with their long-lasting impact. 1. Location In the US, the FCC required mobile phones to implement E911 (emergency calls) by 2006, requiring the caller to be located to within 300 meters.  Back in 2000, GPS was opened up for civilian use, and by 2004 Qualcomm had figured out how to use GPS in mobile phones.  So mobile operators moved from cell tower triangulation to GPS, principally for E911.  But then lots of other uses became apparent, especially navigation.  The earliest mobile apps from retailers made it easy to find nearby stores, and companies are looking at ways to use WiFi triangulation inside stores. 2. Computer Vision In 1997 Philippe Kahn shared a photo of his newborn using a mobile phone thus launching the popularity of instant visual communications.  Over the years the quality of the cameras got better, reaching the point where barcodes could be read around 2008.  That's when Occipital came on the scene with their Red Laser application, which was eventually acquired by eBay.  This opened up the ability for consumers to easily price compare inside stores.  Other interesting apps included Tesco's Wine Finder and Amazon's Price Checker, both allowing products to be identified by picture. 3. Augmented Reality Once the mobile phone had GPS, a video camera, and compass functionality it was suddenly possible to overlay digital information on the screen in real-time.  Yelp, which was using GPS to find nearby merchants, created a backdoor called Monocle on the iPhone that showed nearby merchants overlayed on the video camera view.  Today AR apps are mostly used by retailers for marketing, like Moosejaw's app that undresses models in their catalog. 4. Geo-Fencing So if we're able to track the location of a mobile phone, why not use that context to offer timely information?  My first experience with geo-fencing came courtesy of North Face, the outdoor enthusiast store. When a mobile phone enters a predetermined area, like near a store, a text message is sent to phone with an offer or useful information.  Of course retailers can geo-fence their competitors as well and find out which customers are aren't so loyal. 5. Digital Wallet Mobile payments leverage different technologies such as NFC, QRCodes, bluetooth, and SMS to facilitate communication between the consumers's phone and the retailer's point-of-sale. The key here is the potential to consolidate loyalty cards, coupons, and bank cards into the mobile phone and enable faster checkout.  Nobody does this better than Starbucks today, but McDonald's and Duncan Donuts aren't far behind.  Google, Isis, Paypal, Square, and MCX are all vying for leadership in this area.  If NFC does finally take off, it will be leveraged by retailers in more places than just the POS. 6. Voice Response Mobile Phones have had the ability to interpret simple voice commands for a while, but Google and Amazon were the first to use voice to allow searches for products.  Allowing searches by text, barcode, and voice makes it easy to comparison shop in the aisles.  Walmart even uses voice to build shopping lists, and if the Siri API is even opened we could see lots more innovation in this area.

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  • PayPal: IPN vs PDT

    - by Tom
    Hi, I'm having some trouble choosing between PayPal's Instant Payment Notification (IPN) and Payment Data Transfer (PDT). Basically, users buy a one-off product on my site, pay on PayPal, and return to my site. I understand how IPN works but I'm now seeing that I might be able to trigger the various actions that take place after a successful purchase more easily with PDT, as the data gets returned there and then (as opposed to needing a separate listener). However, PayPal's PDT documentation contains this cryptic line: "PDT is not meant to be used with credit card or Express Checkout transactions." ... but I can't find anything further whatsoever on the topic. (1) Are credit cards REALLY not meant to be used with PDT? I would like more than a sentence. (2) Does that mean that a user must have/create a PayPal account to pay? (3) Does it mean that if I want to allow users to pay with their PayPal accounts AND/OR with credit cards directly, I must implement IPN? Could anyone who's gone through this kindly shed some light? Thank you.

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  • Programming Technique: How to create a simple card game

    - by Shyam
    Hi, As I am learning the Ruby language, I am getting closer to actual programming. So I was thinking of creating a simple card game. My question isn't Ruby orientated, but I do know want to learn how to solve this problem with a genuine OOP approach. In my card game I want to have four players. Using a standard deck with 52 cards, no jokers/wildcards. In the game I won't use the Ace as a dual card, it is always the highest card. So, the programming problems I wonder about are the following: How can I sort/randomize the deck of cards? There are four types, each having 13 values. Eventually there can be only unique values, so picking random values could generate duplicates. How can I implement a simple AI? As there are tons of card games, someone would have figured this part out already, so references would be great. I am a truly Ruby nuby, and my goal here is to learn to solve problems, so pseudo code would be great, just to understand how to solve the problem programmatically. I apologize for my grammar and writing style if it's unclear, for it is not my native language. Also pointers to sites where such challenges are explained, would be a great resource! Thank you for your comments, answers and feedback!

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  • Memory Leak question

    - by franz
    I am having a memory leak issue with the following code. As much as I can tell I don't see why the problem persists but it still does not release when called. I am detecting the problem in instruments and the following code is keeping its "cards" classes alive even when it should had released them. Any help welcome. ... ... -(id)initDeckWithCardsPicked: (NSMutableArray*)cardsPicked andColors:(NSMutableArray*)cardColors { self = [self init]; if (self != nil) { int count = [cardsPicked count]; for (int i=0; i<count; i++) { int cardNum = [[cardsPicked objectAtIndex:i] integerValue]; Card * card = [[MemoryCard alloc] initWithSerialNumber:cardNum position: CGPointZero color:[cardColors objectAtIndex:i]]; [_cards addObject: card]; [card release]; } } return self; } - (id) init { self = [super init]; if (self != nil) { self.bounds = (CGRect){{0,0},[Card cardSize]}; self.cornerRadius = 8; self.backgroundColor = kAlmostInvisibleWhiteColor; self.borderColor = kHighlightColor; self.cards = [NSMutableArray array]; } return self; } ... ...

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  • Detecting an online poker cheat

    - by Tom Gullen
    It recently emerged on a large poker site that some players were possibly able to see all opponents cards as they played through exploiting a security vulnerability that was discovered. A naïve cheater would win at an incredibly fast rate, and these cheats are caught very quickly usually, and if not caught quickly they are easy to detect through a quick scan through their hand histories. The more difficult problem occurs when the cheater exhibits intelligence, bluffing in spots they are bound to be called in, calling river bets with the worst hands, the basic premise is that they lose pots on purpose to disguise their ability to see other players cards, and they win at a reasonably realistic rate. Given: A data set of millions of verified and complete information hand histories Theoretical unlimited computer power Assume the game No Limit Hold'em, although suggestions on Omaha or limit poker may be beneficial How could we reasonably accurately classify these cheaters? The original 2+2 thread appeals for ideas, and I thought that the SO community might have some useful suggestions. It's an interesting problem also because it is current, and has real application in bettering the world if someone finds a creative solution, as there is a good chance genuine players will have funds refunded to them when identified cheaters are discovered.

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  • Driver denied access to PCI card

    - by Corin
    We wrote a Windows device driver to access our custom PCI card. The driver uses CreateFile to get a handle to the card. We recently had trouble at one installation were the card appeared to stop working. We tried replacing the card (the replacement appeared not work either). The computer vendor replaced the motherboard and both cards still failed to work. We put the cards in a different computer and both worked fine. We now have the computer at our office for examination. The Windows Device Manager lists our card in Other Devices as usual and says it's working fine. However, our driver initialization fails when it attempts to connect to the card. We created a test version of our driver with some extra debugging and determined that CreateFile is failing. It returns INVALID_HANDLE_VALUE as it is supposed to on failure. GetLastError indicates the error is Access is Denied. Since we're logged into the system as a local administrator, what can deny access to the device?

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  • How to use a class's type as the type argument for an inherited collection property in C#

    - by Edelweiss Peimann
    I am trying to create a representation of various types of card that inherit from a generic card class and which all contain references to their owning decks. I tried re-declaring them, as suggested here, but it still won't convert to the specific card type. The code I currently have is as such: public class Deck<T> : List<T> where T : Card { void Shuffle() { throw new NotImplementedException("Shuffle not yet implemented."); } } public class Card { public Deck<Card> OwningDeck { get; set; } } public class FooCard : Card { public Deck<FooCard> OwningDeck { get { return (Deck<FooCard>)base.OwningDeck; } set { OwningDeck = value; } } } The compile-time error I am getting: Error 2 Cannot convert type 'Game.Cards.Deck' to 'Game.Cards.Deck' And a warning suggesting I use a new operator to specify that the hiding is intentional. Would doing so be a violation of convention? Is there a better way? My question to stackoverflow is this: Can what I am trying to do be done elegantly in the .NET type system? If so, can some examples be provided?

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  • How can I use TDD to solve a puzzle with an unknown answer?

    - by matthewsteele
    Recently I wrote a Ruby program to determine solutions to a "Scramble Squares" tile puzzle: I used TDD to implement most of it, leading to tests that looked like this: it "has top, bottom, left, right" do c = Cards.new card = c.cards[0] card.top.should == :CT card.bottom.should == :WB card.left.should == :MT card.right.should == :BT end This worked well for the lower-level "helper" methods: identifying the "sides" of a tile, determining if a tile can be validly placed in the grid, etc. But I ran into a problem when coding the actual algorithm to solve the puzzle. Since I didn't know valid possible solutions to the problem, I didn't know how to write a test first. I ended up writing a pretty ugly, untested, algorithm to solve it: def play_game working_states = [] after_1 = step_1 i = 0 after_1.each do |state_1| step_2(state_1).each do |state_2| step_3(state_2).each do |state_3| step_4(state_3).each do |state_4| step_5(state_4).each do |state_5| step_6(state_5).each do |state_6| step_7(state_6).each do |state_7| step_8(state_7).each do |state_8| step_9(state_8).each do |state_9| working_states << state_9[0] end end end end end end end end end So my question is: how do you use TDD to write a method when you don't already know the valid outputs? If you're interested, the code's on GitHub: Tests: https://github.com/mattdsteele/scramblesquares-solver/blob/master/golf-creator-spec.rb Production code: https://github.com/mattdsteele/scramblesquares-solver/blob/master/game.rb

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  • Game design flaw, need help investigating

    - by Snake
    I am not sure if I will be able to get help here but I would give it a shot. The problem is I dont know where the problem is. I have a cards game, in which when you "human" play by dragging a card, then at the end of card being dragged, a handler using postExecute is called with delay of 0.5 sec to start the next player in turn (which is a bot) The bot chooses the color and plays it and at the end of the animation (the card moving to the middle) a handler is started for the next bot and so on. Once the play reaches again to the human player, it waits for his touchs to drag the crad and start the cycle again. The problem that in production, sometimes I am getting errors. The error is resulting in somehow messing up the sequence which ends up with players having more cards than others. After investigation, I found that the transition from human to bot is the problem. Somehow, the transition is happening twice (meaning handler calling post execute twice and the bot is playing twice and everything is messed up). Its been mutliple months and I can't reproduce it (to fix it) and I cna't figure out why this is happeneing? ANY IDEA how I can go after it? How can I get more info about or how can I solve something like that? any pointer would help me

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  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

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  • Command /usr/bin/ codesign failed with exit code 1

    - by sarmenhba
    i was playing with the keychain certificates i wanted to remove them all and do it all again so that i learn how to do it. i have a simple app it worked perfectly before i started playing with the certificates so the code is fine. when i tried to compile my app to sent it to my iphone device it would give the error you see in the title. i looked at the log and here is what i see: Build Untitled of project Untitled with configuration Debug CodeSign build/Debug-iphoneos/Untitled.app cd /Users/sarmenhb/Desktop/myapp/Untitled setenv IGNORE_CODESIGN_ALLOCATE_RADAR_7181968 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/codesign_allocate setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /usr/bin/codesign -f -s "iPhone Developer: sarm bo (2ZDTN5FTAL)" --resource-rules=/Users/sarmenhb/Desktop/myapp/Untitled/build/Debug-iphoneos/Untitled.app/ResourceRules.plist --entitlements /Users/sarmenhb/Desktop/myapp/Untitled/build/Untitled.build/Debug-iphoneos/Untitled.build/Untitled.xcent /Users/sarmenhb/Desktop/myapp/Untitled/build/Debug-iphoneos/Untitled.app iPhone Developer: sarm bo (2ZDTN5FTAL): no identity found Command /usr/bin/codesign failed with exit code 1 how do i fix this?

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  • Hitting the Done button does not dismiss the View of a MPMoviePlayerController on OS 4.0 beta

    - by Hakim
    Hi All Hope someone can help me on this, on the old OS version 3.0 and down , hitting the done button one playing a Video would automatically dismiss the view, but now since we have to control the view appearance, hitting the Done just stops the movie but does not dismiss the view, I tried to check if it was linked to any notification and found that each time the Done button was hit, MPMoviePlayerPlaybackStateDidChangeNotification is triggered the problem is that the same notification is received for any change of state pausing /playing... so dismissing the view when MPMoviePlayerPlaybackStateDidChangeNotification is triggered is not an option. does anyone have an answer for this problem Thx for your help

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  • Video/audio streaming does not stop even if UIWebView is closed - iPad

    - by lostInTransit
    Hi I see this issue only on the iPad. The same things works as expected on the iPhone. I am opening the URL from my application in a UIWebView. If the URL is a normal web page, it works fine as expected. But if the URL is that of a remote video/audio file, the UIWebView opens the default player which is again good. Now when I dismiss the UIWebView (by clicking on the Done button on the player), the streaming doesn't stop and the audio/video keeps playing in the background (I cannot see it but it does keep playing in the background, can hear it). The UIViewController in which the webview was created is also dealloced (I put in a log statement in the dealloc method) but the streaming doesn't stop. Can someone please help me out on why this could be happening? And how can I stop the audio/video streaming when the UIWebView is closed? Thanks.

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  • Flash swf to play PCM WAV files?

    - by Geuis
    I am in need of a Flash swf that is capable of loading PCM WAV files via a url passed to it. An example of the file can be found here: http://msdn.microsoft.com/en-us/library/ff512405.aspx The swf does not need a visible interface, as it is meant for audio playing only and not user interaction. The swf should have a simple javascript interface for page-level interactions. These include: load(url): loads a PCM WAV file over the internet using the url that is passed through it. play(): Should play the PCM WAV file that was loaded stop(): Should stop playing the current file. I can provide a sample audio file that matches the specifications if the developer is unable to obtain a url from the link posted above.

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  • moviePlayBackDidFinish: is not called in application.

    - by srikanth rongali
    In my application I have used these notifications when playing a video. But, The problem is the control of the program is not entering in to the first two methods(moviePreLoadDidFinish and moviePlayBackDidFinish). It is entering into last method. So, after the video is played and I pressed Done button in the video, I cannot touch any object in screen. I mean I used play button for video to play in a view. After the video played the play button is deactivated. - (void) moviePreloadDidFinish:(NSNotification*)notification { } // Notification called when the movie finished playing. - (void) moviePlayBackDidFinish:(NSNotification*)notification { } // Notification called when the movie scaling mode has changed. - (void) movieScalingModeDidChange:(NSNotification*)notification { } I could not get where I was wrong ? Thank You.

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  • Flash / actionscript 3 sound delay.

    - by Ole
    Hey. Im working on a flash project where I am loading multiple sounds from external files. The problem is that when I play them within my project there is a small delay from when they should be played until they are actually playing. My sounds are very short and are loaded before the project is actually using them. I have looked up the problem online and it looks like the problem is not something that is only happening for me. But, non of the resources I found had any clear ways of fixing this. Some resources say that you can fix this my constantly having a sound playing in the background. I have that but it does not help. I have also looked at the actual sound file in a sound tool and there is a small delay before the sound starts, but it is very very small and should not result in the delay im seeing in my flash project. Does anyone know of a good way to fix it?

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  • Streaming Flash Video Problem - Clipping

    - by Stanley
    I have a simple flash video player that streams the video from a streaming media server. The stream plays fine and I have no problems with playing the video and doing simple functions. However, my problem is that on a mouse over of the video, I have the controls come up and when I do a seek or scrub on the video, I get little weird boxes that show over the video - like little pockets - of the video playing super fast (you can basically see it seeking) until it gets to the point it needs to be at and then these little boxes disappear. Is anybody else having these problems and if so, how do I fix this? I thought it might be some kind of masking problem, but I haven't been able to figure it out. Please Help!!!

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  • AVAudioPlayer not looping

    - by Nick
    Hey guys, I have this code: - (id<SelfReleasingSound>) initWithFilepath: (NSString *) filepath { self = [super init]; if(self != nil){ NSData * soundFileData = [NSData dataWithContentsOfFile: filepath]; NSError * error; player = [[AVAudioPlayer alloc] initWithData: soundFileData error: &error]; if(error != nil){ JNLogAlert(@"Failed to load sound(%@)", filepath); } volume = 1.0; loops = 0; player.volume = volume; player.numberOfLoops = loops; [player prepareToPlay]; } return self; } - (void) play { player.numberOfLoops = loops; JNLogString(@"PLAYING: %D LOOPS", player.numberOfLoops); [player play]; } JNLogString is a wrapper for NSLog, and while my program says this: 2010-03-24 03:39:40.882 Bubbleeh[50766:207] JNSoundFile.m:40 PLAYING: 5 LOOPS It actually only plays 1 time, as if numberOfLoops were 0. Am I doing something wrong? Thanks in advance,

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  • Howto: Download local copy of Google's Pacman game

    - by macek
    It looks like this is HTML+JavaScript. Is there a way I can download a copy so I can continue playing after they take it down? Thanks for any help :) Edit Ok, ok, I wasn't completely forthcoming. Not only would I like to continue playing it, I kinda want to look at the source code, too... I was able to find this: Google pacman10-hp.2.js See it reformatted on Github here. Thanks @SteD Github repo I setup a github repo: macek/google_pacman. Check out the README, I think we're very close! Send me pull request if you make any progress. Put any useful details in the README. Let's get this working! :)

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  • Warning: Ignoring library 'com.motorola.android.iextdispservice', missing property value

    - by user1342684
    Hi I am trying to get my eclipse environment setup so I can start playing with programming for android... The Android SDK Manager is installing the following packages (everything else says installed except these two): Android 2.3.3 (API 10) Dual Screen APIs - Not Installed Android 2.2 (API 8) Dual Screen APIs - Not Installed Error Messages: [2012-04-19 13:06:41 - SDK Manager] Warning: Ignoring library 'com.motorola.android.iextdispservice', missing property value [2012-04-19 13:15:27 - SDK Manager] Operation timed out [2012-04-19 13:18:16 - SDK Manager] Operation timed out Any tips? So close to getting the environment ready! I want to start playing around!

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  • Taking learning into account in a development process

    - by Thiago
    How to deal with the fact that you don't know the language/framework in a development process? For instance, suppose a group of Java developers are about to start a .NET project, they don't know the platform well and might end up finding solutions that the framework already solves or solves better. The sort of questions I have are: which are the best practices in this case? Is RTFM before going on a good pratice? When should one stop RTFM and start asking/searching/playing? Is not RTFM and just searching/asking/playing a good practice? What about estimatives? I'd like to hear from your experience :-)

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  • Dice face value recognition

    - by Jakob Gade
    I’m trying to build a simple application that will recognize the values of two 6-sided dice. I’m looking for some general pointers, or maybe even an open source project. The two dice will be black and white, with white and black pips respectively. Their distance to the camera will always be the same, but their position on the playing surface will be random. (not the best example, the surface will be a different color and the shadows will be gone) I have no prior experience with developing this kind of recognition software, but I would assume the trick is to first isolate the faces by searching for the square profile with a dominating white or black color (the rest of the image, i.e. the table/playing surface, will in distinctly different colors), and then isolate the pips for the count. Shadows will be eliminated by top down lighting. I’m hoping the described scenario is so simple (read: common) it may even be used as an “introductory exercise” for developers working on OCR technologies or similar computer vision challenges.

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  • Hyphens in Lucene

    - by user72185
    Hi, I'm playing around with Lucene and noticed that the use of a hyphen (e.g. "semi-final") will result in two words ("semi" and "final" in the index. How is this supposed to match if the users searches for "semifinal", in one word? Edit: I'm just playing around with the StandardTokenizer class actually, maybe that is why? Am I missing a filter? Thanks! (Edit) My code looks like this: StandardAnalyzer sa = new StandardAnalyzer(); TokenStream ts = sa.TokenStream("field", new StringReader("semi-final")); while (ts.IncrementToken()) { string t = ts.ToString(); Console.WriteLine("Token: " + t); }

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  • Blackberry Player, custom data source

    - by Alex
    Hello I must create a custom media player within the application with support for mp3 and wav files. I read in the documentation i cant seek or get the media file duration without a custom datasoruce. I checked the demo in the JDE 4.6 but i have still problems... I cant get the duration, it return much more then the expected so i`m sure i screwed up something while i modified the code to read the mp3 file locally from the filesystem. Somebody can help me what i did wrong ? (I can hear the mp3, so the player plays it correctly from start to end) I must support OSs = 4.6. Thank You Here is my modified datasource LimitedRateStreaminSource.java * Copyright © 1998-2009 Research In Motion Ltd. Note: For the sake of simplicity, this sample application may not leverage resource bundles and resource strings. However, it is STRONGLY recommended that application developers make use of the localization features available within the BlackBerry development platform to ensure a seamless application experience across a variety of languages and geographies. For more information on localizing your application, please refer to the BlackBerry Java Development Environment Development Guide associated with this release. */ package com.halcyon.tawkwidget.model; import java.io.IOException; import java.io.InputStream; import java.io.OutputStream; import javax.microedition.io.Connector; import javax.microedition.io.file.FileConnection; import javax.microedition.media.Control; import javax.microedition.media.protocol.ContentDescriptor; import javax.microedition.media.protocol.DataSource; import javax.microedition.media.protocol.SourceStream; import net.rim.device.api.io.SharedInputStream; /** * The data source used by the BufferedPlayback's media player. / public final class LimitedRateStreamingSource extends DataSource { /* The max size to be read from the stream at one time. */ private static final int READ_CHUNK = 512; // bytes /** A reference to the field which displays the load status. */ //private TextField _loadStatusField; /** A reference to the field which displays the player status. */ //private TextField _playStatusField; /** * The minimum number of bytes that must be buffered before the media file * will begin playing. */ private int _startBuffer = 200000; /** The maximum size (in bytes) of a single read. */ private int _readLimit = 32000; /** * The minimum forward byte buffer which must be maintained in order for * the video to keep playing. If the forward buffer falls below this * number, the playback will pause until the buffer increases. */ private int _pauseBytes = 64000; /** * The minimum forward byte buffer required to resume * playback after a pause. */ private int _resumeBytes = 128000; /** The stream connection over which media content is passed. */ //private ContentConnection _contentConnection; private FileConnection _fileConnection; /** An input stream shared between several readers. */ private SharedInputStream _readAhead; /** A stream to the buffered resource. */ private LimitedRateSourceStream _feedToPlayer; /** The MIME type of the remote media file. */ private String _forcedContentType; /** A counter for the total number of buffered bytes */ private volatile int _totalRead; /** A flag used to tell the connection thread to stop */ private volatile boolean _stop; /** * A flag used to indicate that the initial buffering is complete. In * other words, that the current buffer is larger than the defined start * buffer size. */ private volatile boolean _bufferingComplete; /** A flag used to indicate that the remote file download is complete. */ private volatile boolean _downloadComplete; /** The thread which retrieves the remote media file. */ private ConnectionThread _loaderThread; /** The local save file into which the remote file is written. */ private FileConnection _saveFile; /** A stream for the local save file. */ private OutputStream _saveStream; /** * Constructor. * @param locator The locator that describes the DataSource. */ public LimitedRateStreamingSource(String locator) { super(locator); } /** * Open a connection to the locator. * @throws IOException */ public void connect() throws IOException { //Open the connection to the remote file. _fileConnection = (FileConnection)Connector.open(getLocator(), Connector.READ); //Cache a reference to the locator. String locator = getLocator(); //Report status. System.out.println("Loading: " + locator); //System.out.println("Size: " + _contentConnection.getLength()); System.out.println("Size: " + _fileConnection.totalSize()); //The name of the remote file begins after the last forward slash. int filenameStart = locator.lastIndexOf('/'); //The file name ends at the first instance of a semicolon. int paramStart = locator.indexOf(';'); //If there is no semicolon, the file name ends at the end of the line. if (paramStart < 0) { paramStart = locator.length(); } //Extract the file name. String filename = locator.substring(filenameStart, paramStart); System.out.println("Filename: " + filename); //Open a local save file with the same name as the remote file. _saveFile = (FileConnection) Connector.open("file:///SDCard/blackberry/music" + filename, Connector.READ_WRITE); //If the file doesn't already exist, create it. if (!_saveFile.exists()) { _saveFile.create(); } System.out.println("---------- 1"); //Open the file for writing. _saveFile.setReadable(true); //Open a shared input stream to the local save file to //allow many simultaneous readers. SharedInputStream fileStream = SharedInputStream.getSharedInputStream(_saveFile.openInputStream()); //Begin reading at the beginning of the file. fileStream.setCurrentPosition(0); System.out.println("---------- 2"); //If the local file is smaller than the remote file... if (_saveFile.fileSize() < _fileConnection.totalSize()) { System.out.println("---------- 3"); //Did not get the entire file, set the system to try again. _saveFile.setWritable(true); System.out.println("---------- 4"); //A non-null save stream is used as a flag later to indicate that //the file download was incomplete. _saveStream = _saveFile.openOutputStream(); System.out.println("---------- 5"); //Use a new shared input stream for buffered reading. _readAhead = SharedInputStream.getSharedInputStream(_fileConnection.openInputStream()); System.out.println("---------- 6"); } else { //The download is complete. System.out.println("---------- 7"); _downloadComplete = true; //We can use the initial input stream to read the buffered media. _readAhead = fileStream; System.out.println("---------- 8"); //We can close the remote connection. _fileConnection.close(); System.out.println("---------- 9"); } if (_forcedContentType != null) { //Use the user-defined content type if it is set. System.out.println("---------- 10"); _feedToPlayer = new LimitedRateSourceStream(_readAhead, _forcedContentType); System.out.println("---------- 11"); } else { System.out.println("---------- 12"); //Otherwise, use the MIME types of the remote file. // _feedToPlayer = new LimitedRateSourceStream(_readAhead, _fileConnection)); } System.out.println("---------- 13"); } /** * Destroy and close all existing connections. */ public void disconnect() { try { if (_saveStream != null) { //Destroy the stream to the local save file. _saveStream.close(); _saveStream = null; } //Close the local save file. _saveFile.close(); if (_readAhead != null) { //Close the reader stream. _readAhead.close(); _readAhead = null; } //Close the remote file connection. _fileConnection.close(); //Close the stream to the player. _feedToPlayer.close(); } catch (Exception e) { System.err.println(e.getMessage()); } } /** * Returns the content type of the remote file. * @return The content type of the remote file. */ public String getContentType() { return _feedToPlayer.getContentDescriptor().getContentType(); } /** * Returns a stream to the buffered resource. * @return A stream to the buffered resource. */ public SourceStream[] getStreams() { return new SourceStream[] { _feedToPlayer }; } /** * Starts the connection thread used to download the remote file. */ public void start() throws IOException { //If the save stream is null, we have already completely downloaded //the file. if (_saveStream != null) { //Open the connection thread to finish downloading the file. _loaderThread = new ConnectionThread(); _loaderThread.start(); } } /** * Stop the connection thread. */ public void stop() throws IOException { //Set the boolean flag to stop the thread. _stop = true; } /** * @see javax.microedition.media.Controllable#getControl(String) */ public Control getControl(String controlType) { // No implemented Controls. return null; } /** * @see javax.microedition.media.Controllable#getControls() */ public Control[] getControls() { // No implemented Controls. return null; } /** * Force the lower level stream to a given content type. Must be called * before the connect function in order to work. * @param contentType The content type to use. */ public void setContentType(String contentType) { _forcedContentType = contentType; } /** * A stream to the buffered media resource. */ private final class LimitedRateSourceStream implements SourceStream { /** A stream to the local copy of the remote resource. */ private SharedInputStream _baseSharedStream; /** Describes the content type of the media file. */ private ContentDescriptor _contentDescriptor; /** * Constructor. Creates a LimitedRateSourceStream from * the given InputStream. * @param inputStream The input stream used to create a new reader. * @param contentType The content type of the remote file. */ LimitedRateSourceStream(InputStream inputStream, String contentType) { System.out.println("[LimitedRateSoruceStream]---------- 1"); _baseSharedStream = SharedInputStream.getSharedInputStream(inputStream); System.out.println("[LimitedRateSoruceStream]---------- 2"); _contentDescriptor = new ContentDescriptor(contentType); System.out.println("[LimitedRateSoruceStream]---------- 3"); } /** * Returns the content descriptor for this stream. * @return The content descriptor for this stream. */ public ContentDescriptor getContentDescriptor() { return _contentDescriptor; } /** * Returns the length provided by the connection. * @return long The length provided by the connection. */ public long getContentLength() { return _fileConnection.totalSize(); } /** * Returns the seek type of the stream. */ public int getSeekType() { return RANDOM_ACCESSIBLE; //return SEEKABLE_TO_START; } /** * Returns the maximum size (in bytes) of a single read. */ public int getTransferSize() { return _readLimit; } /** * Writes bytes from the buffer into a byte array for playback. * @param bytes The buffer into which the data is read. * @param off The start offset in array b at which the data is written. * @param len The maximum number of bytes to read. * @return the total number of bytes read into the buffer, or -1 if * there is no more data because the end of the stream has been reached. * @throws IOException */ public int read(byte[] bytes, int off, int len) throws IOException { System.out.println("[LimitedRateSoruceStream]---------- 5"); System.out.println("Read Request for: " + len + " bytes"); //Limit bytes read to our readLimit. int readLength = len; System.out.println("[LimitedRateSoruceStream]---------- 6"); if (readLength > getReadLimit()) { readLength = getReadLimit(); } //The number of available byes in the buffer. int available; //A boolean flag indicating that the thread should pause //until the buffer has increased sufficiently. boolean paused = false; System.out.println("[LimitedRateSoruceStream]---------- 7"); for (;;) { available = _baseSharedStream.available(); System.out.println("[LimitedRateSoruceStream]---------- 8"); if (_downloadComplete) { //Ignore all restrictions if downloading is complete. System.out.println("Complete, Reading: " + len + " - Available: " + available); return _baseSharedStream.read(bytes, off, len); } else if(_bufferingComplete) { if (paused && available > getResumeBytes()) { //If the video is paused due to buffering, but the //number of available byes is sufficiently high, //resume playback of the media. System.out.println("Resuming - Available: " + available); paused = false; return _baseSharedStream.read(bytes, off, readLength); } else if(!paused && (available > getPauseBytes() || available > readLength)) { //We have enough information for this media playback. if (available < getPauseBytes()) { //If the buffer is now insufficient, set the //pause flag. paused = true; } System.out.println("Reading: " + readLength + " - Available: " + available); return _baseSharedStream.read(bytes, off, readLength); } else if(!paused) { //Set pause until loaded enough to resume. paused = true; } } else { //We are not ready to start yet, try sleeping to allow the //buffer to increase. try { Thread.sleep(500); } catch (Exception e) { System.err.println(e.getMessage()); } } } } /** * @see javax.microedition.media.protocol.SourceStream#seek(long) */ public long seek(long where) throws IOException { _baseSharedStream.setCurrentPosition((int) where); return _baseSharedStream.getCurrentPosition(); } /** * @see javax.microedition.media.protocol.SourceStream#tell() */ public long tell() { return _baseSharedStream.getCurrentPosition(); } /** * Close the stream. * @throws IOException */ void close() throws IOException { _baseSharedStream.close(); } /** * @see javax.microedition.media.Controllable#getControl(String) */ public Control getControl(String controlType) { // No implemented controls. return null; } /** * @see javax.microedition.media.Controllable#getControls() */ public Control[] getControls() { // No implemented controls. return null; } } /** * A thread which downloads the remote file and writes it to the local file. */ private final class ConnectionThread extends Thread { /** * Download the remote media file, then write it to the local * file. * @see java.lang.Thread#run() */ public void run() { try { byte[] data = new byte[READ_CHUNK]; int len = 0; //Until we reach the end of the file. while (-1 != (len = _readAhead.read(data))) { _totalRead += len; if (!_bufferingComplete && _totalRead > getStartBuffer()) { //We have enough of a buffer to begin playback. _bufferingComplete = true; System.out.println("Initial Buffering Complete"); } if (_stop) { //Stop reading. return; } } System.out.println("Downloading Complete"); System.out.println("Total Read: " + _totalRead); //If the downloaded data is not the same size //as the remote file, something is wrong. if (_totalRead != _fileConnection.totalSize()) { System.err.println("* Unable to Download entire file *"); } _downloadComplete = true; _readAhead.setCurrentPosition(0); //Write downloaded data to the local file. while (-1 != (len = _readAhead.read(data))) { _saveStream.write(data); } } catch (Exception e) { System.err.println(e.toString()); } } } /** * Gets the minimum forward byte buffer which must be maintained in * order for the video to keep playing. * @return The pause byte buffer. */ int getPauseBytes() { return _pauseBytes; } /** * Sets the minimum forward buffer which must be maintained in order * for the video to keep playing. * @param pauseBytes The new pause byte buffer. */ void setPauseBytes(int pauseBytes) { _pauseBytes = pauseBytes; } /** * Gets the maximum size (in bytes) of a single read. * @return The maximum size (in bytes) of a single read. */ int getReadLimit() { return _readLimit; } /** * Sets the maximum size (in bytes) of a single read. * @param readLimit The new maximum size (in bytes) of a single read. */ void setReadLimit(int readLimit) { _readLimit = readLimit; } /** * Gets the minimum forward byte buffer required to resume * playback after a pause. * @return The resume byte buffer. */ int getResumeBytes() { return _resumeBytes; } /** * Sets the minimum forward byte buffer required to resume * playback after a pause. * @param resumeBytes The new resume byte buffer. */ void setResumeBytes(int resumeBytes) { _resumeBytes = resumeBytes; } /** * Gets the minimum number of bytes that must be buffered before the * media file will begin playing. * @return The start byte buffer. */ int getStartBuffer() { return _startBuffer; } /** * Sets the minimum number of bytes that must be buffered before the * media file will begin playing. * @param startBuffer The new start byte buffer. */ void setStartBuffer(int startBuffer) { _startBuffer = startBuffer; } } And in this way i use it: LimitedRateStreamingSource source = new LimitedRateStreamingSource("file:///SDCard/music3.mp3"); source.setContentType("audio/mpeg"); mediaPlayer = javax.microedition.media.Manager.createPlayer(source); mediaPlayer.addPlayerListener(this); mediaPlayer.realize(); mediaPlayer.prefetch(); After start i use mediaPlayer.getDuration it returns lets say around 24:22 (the inbuild media player in the blackberry say the file length is 4:05) I tried to get the duration in the listener and there unfortunatly returned around 64 minutes, so im sure something is not good inside the datasoruce....

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  • calling a function or communicating from one browser window to another using Jquery / javascript

    - by Shanon
    Hello, I am designing a web site that plays music. The music player itself will be in a separate window along with the now playing list. I want to be able to refresh the now playing list when a new song is added to it from the main window. Essentially I need to figure out how to communicate between the two windows. I was only able to find one plugin on line that defines the player page as a child of the main page but then this reference would be lost after the parent page i.e my main page was refreshed. So this was not very useful to me and I'm kinda lost atm. Any help is greatly appreciated PS: here is the link to that plugin (http://www.sfpeter.com/2008/03/13/communication-between-browser-windows-with-jquery-my-new-plugin/)

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