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  • C#/.NET Little Wonders: Interlocked CompareExchange()

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Two posts ago, I discussed the Interlocked Add(), Increment(), and Decrement() methods (here) for adding and subtracting values in a thread-safe, lightweight manner.  Then, last post I talked about the Interlocked Read() and Exchange() methods (here) for safely and efficiently reading and setting 32 or 64 bit values (or references).  This week, we’ll round out the discussion by talking about the Interlocked CompareExchange() method and how it can be put to use to exchange a value if the current value is what you expected it to be. Dirty reads can lead to bad results Many of the uses of Interlocked that we’ve explored so far have centered around either reading, setting, or adding values.  But what happens if you want to do something more complex such as setting a value based on the previous value in some manner? Perhaps you were creating an application that reads a current balance, applies a deposit, and then saves the new modified balance, where of course you’d want that to happen atomically.  If you read the balance, then go to save the new balance and between that time the previous balance has already changed, you’ll have an issue!  Think about it, if we read the current balance as $400, and we are applying a new deposit of $50.75, but meanwhile someone else deposits $200 and sets the total to $600, but then we write a total of $450.75 we’ve lost $200! Now, certainly for int and long values we can use Interlocked.Add() to handles these cases, and it works well for that.  But what if we want to work with doubles, for example?  Let’s say we wanted to add the numbers from 0 to 99,999 in parallel.  We could do this by spawning several parallel tasks to continuously add to a total: 1: double total = 0; 2:  3: Parallel.For(0, 10000, next => 4: { 5: total += next; 6: }); Were this run on one thread using a standard for loop, we’d expect an answer of 4,999,950,000 (the sum of all numbers from 0 to 99,999).  But when we run this in parallel as written above, we’ll likely get something far off.  The result of one of my runs, for example, was 1,281,880,740.  That is way off!  If this were banking software we’d be in big trouble with our clients.  So what happened?  The += operator is not atomic, it will read in the current value, add the result, then store it back into the total.  At any point in all of this another thread could read a “dirty” current total and accidentally “skip” our add.   So, to clean this up, we could use a lock to guarantee concurrency: 1: double total = 0.0; 2: object locker = new object(); 3:  4: Parallel.For(0, count, next => 5: { 6: lock (locker) 7: { 8: total += next; 9: } 10: }); Which will give us the correct result of 4,999,950,000.  One thing to note is that locking can be heavy, especially if the operation being locked over is trivial, or the life of the lock is a high percentage of the work being performed concurrently.  In the case above, the lock consumes pretty much all of the time of each parallel task – and the task being locked on is relatively trivial. Now, let me put in a disclaimer here before we go further: For most uses, lock is more than sufficient for your needs, and is often the simplest solution!    So, if lock is sufficient for most needs, why would we ever consider another solution?  The problem with locking is that it can suspend execution of your thread while it waits for the signal that the lock is free.  Moreover, if the operation being locked over is trivial, the lock can add a very high level of overhead.  This is why things like Interlocked.Increment() perform so well, instead of locking just to perform an increment, we perform the increment with an atomic, lockless method. As with all things performance related, it’s important to profile before jumping to the conclusion that you should optimize everything in your path.  If your profiling shows that locking is causing a high level of waiting in your application, then it’s time to consider lighter alternatives such as Interlocked. CompareExchange() – Exchange existing value if equal some value So let’s look at how we could use CompareExchange() to solve our problem above.  The general syntax of CompareExchange() is: T CompareExchange<T>(ref T location, T newValue, T expectedValue) If the value in location == expectedValue, then newValue is exchanged.  Either way, the value in location (before exchange) is returned. Actually, CompareExchange() is not one method, but a family of overloaded methods that can take int, long, float, double, pointers, or references.  It cannot take other value types (that is, can’t CompareExchange() two DateTime instances directly).  Also keep in mind that the version that takes any reference type (the generic overload) only checks for reference equality, it does not call any overridden Equals(). So how does this help us?  Well, we can grab the current total, and exchange the new value if total hasn’t changed.  This would look like this: 1: // grab the snapshot 2: double current = total; 3:  4: // if the total hasn’t changed since I grabbed the snapshot, then 5: // set it to the new total 6: Interlocked.CompareExchange(ref total, current + next, current); So what the code above says is: if the amount in total (1st arg) is the same as the amount in current (3rd arg), then set total to current + next (2nd arg).  This check and exchange pair is atomic (and thus thread-safe). This works if total is the same as our snapshot in current, but the problem, is what happens if they aren’t the same?  Well, we know that in either case we will get the previous value of total (before the exchange), back as a result.  Thus, we can test this against our snapshot to see if it was the value we expected: 1: // if the value returned is != current, then our snapshot must be out of date 2: // which means we didn't (and shouldn't) apply current + next 3: if (Interlocked.CompareExchange(ref total, current + next, current) != current) 4: { 5: // ooops, total was not equal to our snapshot in current, what should we do??? 6: } So what do we do if we fail?  That’s up to you and the problem you are trying to solve.  It’s possible you would decide to abort the whole transaction, or perhaps do a lightweight spin and try again.  Let’s try that: 1: double current = total; 2:  3: // make first attempt... 4: if (Interlocked.CompareExchange(ref total, current + i, current) != current) 5: { 6: // if we fail, go into a spin wait, spin, and try again until succeed 7: var spinner = new SpinWait(); 8:  9: do 10: { 11: spinner.SpinOnce(); 12: current = total; 13: } 14: while (Interlocked.CompareExchange(ref total, current + i, current) != current); 15: } 16:  This is not trivial code, but it illustrates a possible use of CompareExchange().  What we are doing is first checking to see if we succeed on the first try, and if so great!  If not, we create a SpinWait and then repeat the process of SpinOnce(), grab a fresh snapshot, and repeat until CompareExchnage() succeeds.  You may wonder why not a simple do-while here, and the reason it’s more efficient to only create the SpinWait until we absolutely know we need one, for optimal efficiency. Though not as simple (or maintainable) as a simple lock, this will perform better in many situations.  Comparing an unlocked (and wrong) version, a version using lock, and the Interlocked of the code, we get the following average times for multiple iterations of adding the sum of 100,000 numbers: 1: Unlocked money average time: 2.1 ms 2: Locked money average time: 5.1 ms 3: Interlocked money average time: 3 ms So the Interlocked.CompareExchange(), while heavier to code, came in lighter than the lock, offering a good compromise of safety and performance when we need to reduce contention. CompareExchange() - it’s not just for adding stuff… So that was one simple use of CompareExchange() in the context of adding double values -- which meant we couldn’t have used the simpler Interlocked.Add() -- but it has other uses as well. If you think about it, this really works anytime you want to create something new based on a current value without using a full lock.  For example, you could use it to create a simple lazy instantiation implementation.  In this case, we want to set the lazy instance only if the previous value was null: 1: public static class Lazy<T> where T : class, new() 2: { 3: private static T _instance; 4:  5: public static T Instance 6: { 7: get 8: { 9: // if current is null, we need to create new instance 10: if (_instance == null) 11: { 12: // attempt create, it will only set if previous was null 13: Interlocked.CompareExchange(ref _instance, new T(), (T)null); 14: } 15:  16: return _instance; 17: } 18: } 19: } So, if _instance == null, this will create a new T() and attempt to exchange it with _instance.  If _instance is not null, then it does nothing and we discard the new T() we created. This is a way to create lazy instances of a type where we are more concerned about locking overhead than creating an accidental duplicate which is not used.  In fact, the BCL implementation of Lazy<T> offers a similar thread-safety choice for Publication thread safety, where it will not guarantee only one instance was created, but it will guarantee that all readers get the same instance.  Another possible use would be in concurrent collections.  Let’s say, for example, that you are creating your own brand new super stack that uses a linked list paradigm and is “lock free”.  We could use Interlocked.CompareExchange() to be able to do a lockless Push() which could be more efficient in multi-threaded applications where several threads are pushing and popping on the stack concurrently. Yes, there are already concurrent collections in the BCL (in .NET 4.0 as part of the TPL), but it’s a fun exercise!  So let’s assume we have a node like this: 1: public sealed class Node<T> 2: { 3: // the data for this node 4: public T Data { get; set; } 5:  6: // the link to the next instance 7: internal Node<T> Next { get; set; } 8: } Then, perhaps, our stack’s Push() operation might look something like: 1: public sealed class SuperStack<T> 2: { 3: private volatile T _head; 4:  5: public void Push(T value) 6: { 7: var newNode = new Node<int> { Data = value, Next = _head }; 8:  9: if (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next) 10: { 11: var spinner = new SpinWait(); 12:  13: do 14: { 15: spinner.SpinOnce(); 16: newNode.Next = _head; 17: } 18: while (Interlocked.CompareExchange(ref _head, newNode, newNode.Next) != newNode.Next); 19: } 20: } 21:  22: // ... 23: } Notice a similar paradigm here as with adding our doubles before.  What we are doing is creating the new Node with the data to push, and with a Next value being the original node referenced by _head.  This will create our stack behavior (LIFO – Last In, First Out).  Now, we have to set _head to now refer to the newNode, but we must first make sure it hasn’t changed! So we check to see if _head has the same value we saved in our snapshot as newNode.Next, and if so, we set _head to newNode.  This is all done atomically, and the result is _head’s original value, as long as the original value was what we assumed it was with newNode.Next, then we are good and we set it without a lock!  If not, we SpinWait and try again. Once again, this is much lighter than locking in highly parallelized code with lots of contention.  If I compare the method above with a similar class using lock, I get the following results for pushing 100,000 items: 1: Locked SuperStack average time: 6 ms 2: Interlocked SuperStack average time: 4.5 ms So, once again, we can get more efficient than a lock, though there is the cost of added code complexity.  Fortunately for you, most of the concurrent collection you’d ever need are already created for you in the System.Collections.Concurrent (here) namespace – for more information, see my Little Wonders – The Concurent Collections Part 1 (here), Part 2 (here), and Part 3 (here). Summary We’ve seen before how the Interlocked class can be used to safely and efficiently add, increment, decrement, read, and exchange values in a multi-threaded environment.  In addition to these, Interlocked CompareExchange() can be used to perform more complex logic without the need of a lock when lock contention is a concern. The added efficiency, though, comes at the cost of more complex code.  As such, the standard lock is often sufficient for most thread-safety needs.  But if profiling indicates you spend a lot of time waiting for locks, or if you just need a lock for something simple such as an increment, decrement, read, exchange, etc., then consider using the Interlocked class’s methods to reduce wait. Technorati Tags: C#,CSharp,.NET,Little Wonders,Interlocked,CompareExchange,threading,concurrency

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  • (Unity)Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when i was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Is there a better way to avoid an infinite loop using winforms?

    - by Hamish Grubijan
    I am using .Net 3.5 for now. Right now I am using a using trick to disable and enable events around certain sections of code. The user can change either days, hours, minutes or total minutes, and that should not cause an infinite cascade of events (e.g. minutes changing total, total changing minutes, etc.) While the code does what I want, there might be a better / more straight-forward way. Do you know of any? For brawny points: This control will be used by multiple teams - I do not want to make it embarrassing. I suspect that I do not need to reinvent the wheel when defining hours in a day, days in week, etc. Some other standard .Net library out there must have it. Any other remarks regarding code? This using (EventHacker.DisableEvents(this)) business - that must be a common pattern in .Net ... changing the setting temporarily. What is the name of it? I'd like to be able to refer to it in a comment and also read up more on current implementations. In the general case not only a handle to the thing being changed needs to be remembered, but also the previous state (in this case previous state does not matter - events are turned on and off unconditionally). Then there is also a possibility of multi-threaded hacking. One could also utilize generics to make the code arguably cleaner. Figuring all this out can lead to a multi-page blog post. I'd be happy to hear some of the answers. P.S. Does it seem like I suffer from obsessive compulsive disorder? Some people like to get things finished and move on; I like to keep them open ... there is always a better way. // Corresponding Designer class is omitted. using System; using System.Windows.Forms; namespace XYZ // Real name masked { interface IEventHackable { void EnableEvents(); void DisableEvents(); } public partial class PollingIntervalGroupBox : GroupBox, IEventHackable { private const int DAYS_IN_WEEK = 7; private const int MINUTES_IN_HOUR = 60; private const int HOURS_IN_DAY = 24; private const int MINUTES_IN_DAY = MINUTES_IN_HOUR * HOURS_IN_DAY; private const int MAX_TOTAL_DAYS = 100; private static readonly decimal MIN_TOTAL_NUM_MINUTES = 1; // Anything faster than once per minute can bog down our servers. private static readonly decimal MAX_TOTAL_NUM_MINUTES = (MAX_TOTAL_DAYS * MINUTES_IN_DAY) - 1; // 99 days should be plenty. // The value above was chosen so to not cause an overflow exception. // Watch out for it - numericUpDownControls each have a MaximumValue setting. public PollingIntervalGroupBox() { InitializeComponent(); InitializeComponentCustom(); } private void InitializeComponentCustom() { this.m_upDownDays.Maximum = MAX_TOTAL_DAYS - 1; this.m_upDownHours.Maximum = HOURS_IN_DAY - 1; this.m_upDownMinutes.Maximum = MINUTES_IN_HOUR - 1; this.m_upDownTotalMinutes.Maximum = MAX_TOTAL_NUM_MINUTES; this.m_upDownTotalMinutes.Minimum = MIN_TOTAL_NUM_MINUTES; } private void m_upDownTotalMinutes_ValueChanged(object sender, EventArgs e) { setTotalMinutes(this.m_upDownTotalMinutes.Value); } private void m_upDownDays_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void m_upDownHours_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void m_upDownMinutes_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void updateTotalMinutes() { this.setTotalMinutes( MINUTES_IN_DAY * m_upDownDays.Value + MINUTES_IN_HOUR * m_upDownHours.Value + m_upDownMinutes.Value); } public decimal TotalMinutes { get { return m_upDownTotalMinutes.Value; } set { m_upDownTotalMinutes.Value = value; } } public decimal TotalHours { set { setTotalMinutes(value * MINUTES_IN_HOUR); } } public decimal TotalDays { set { setTotalMinutes(value * MINUTES_IN_DAY); } } public decimal TotalWeeks { set { setTotalMinutes(value * DAYS_IN_WEEK * MINUTES_IN_DAY); } } private void setTotalMinutes(decimal nTotalMinutes) { if (nTotalMinutes < MIN_TOTAL_NUM_MINUTES) { setTotalMinutes(MIN_TOTAL_NUM_MINUTES); return; // Must be carefull with recursion. } if (nTotalMinutes > MAX_TOTAL_NUM_MINUTES) { setTotalMinutes(MAX_TOTAL_NUM_MINUTES); return; // Must be carefull with recursion. } using (EventHacker.DisableEvents(this)) { // First set the total minutes this.m_upDownTotalMinutes.Value = nTotalMinutes; // Then set the rest this.m_upDownDays.Value = (int)(nTotalMinutes / MINUTES_IN_DAY); nTotalMinutes = nTotalMinutes % MINUTES_IN_DAY; // variable reuse. this.m_upDownHours.Value = (int)(nTotalMinutes / MINUTES_IN_HOUR); nTotalMinutes = nTotalMinutes % MINUTES_IN_HOUR; this.m_upDownMinutes.Value = nTotalMinutes; } } // Event magic public void EnableEvents() { this.m_upDownTotalMinutes.ValueChanged += this.m_upDownTotalMinutes_ValueChanged; this.m_upDownDays.ValueChanged += this.m_upDownDays_ValueChanged; this.m_upDownHours.ValueChanged += this.m_upDownHours_ValueChanged; this.m_upDownMinutes.ValueChanged += this.m_upDownMinutes_ValueChanged; } public void DisableEvents() { this.m_upDownTotalMinutes.ValueChanged -= this.m_upDownTotalMinutes_ValueChanged; this.m_upDownDays.ValueChanged -= this.m_upDownDays_ValueChanged; this.m_upDownHours.ValueChanged -= this.m_upDownHours_ValueChanged; this.m_upDownMinutes.ValueChanged -= this.m_upDownMinutes_ValueChanged; } // We give as little info as possible to the 'hacker'. private sealed class EventHacker : IDisposable { IEventHackable _hackableHandle; public static IDisposable DisableEvents(IEventHackable hackableHandle) { return new EventHacker(hackableHandle); } public EventHacker(IEventHackable hackableHandle) { this._hackableHandle = hackableHandle; this._hackableHandle.DisableEvents(); } public void Dispose() { this._hackableHandle.EnableEvents(); } } } }

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  • ANTS CLR and Memory Profiler In Depth Review (Part 2 of 2 &ndash; Memory Profiler)

    - by ToStringTheory
    One of the things that people might not know about me, is my obsession to make my code as efficient as possible. Many people might not realize how much of a task or undertaking that this might be, but it is surely a task as monumental as climbing Mount Everest, except this time it is a challenge for the mind… In trying to make code efficient, there are many different factors that play a part – size of project or solution, tiers, language used, experience and training of the programmer, technologies used, maintainability of the code – the list can go on for quite some time. I spend quite a bit of time when developing trying to determine what is the best way to implement a feature to accomplish the efficiency that I look to achieve. One program that I have recently come to learn about – Red Gate ANTS Performance (CLR) and Memory profiler gives me tools to accomplish that job more efficiently as well. In this review, I am going to cover some of the features of the ANTS memory profiler set by compiling some hideous example code to test against. Notice As a member of the Geeks With Blogs Influencers program, one of the perks is the ability to review products, in exchange for a free license to the program. I have not let this affect my opinions of the product in any way, and Red Gate nor Geeks With Blogs has tried to influence my opinion regarding this product in any way. Introduction – Part 2 In my last post, I reviewed the feature packed Red Gate ANTS Performance Profiler.  Separate from the Red Gate Performance Profiler is the Red Gate ANTS Memory Profiler – a simple, easy to use utility for checking how your application is handling memory management…  A tool that I wish I had had many times in the past.  This post will be focusing on the ANTS Memory Profiler and its tool set. The memory profiler has a large assortment of features just like the Performance Profiler, with the new session looking nearly exactly alike: ANTS Memory Profiler Memory profiling is not something that I have to do very often…  In the past, the few cases I’ve had to find a memory leak in an application I have usually just had to trace the code of the operations being performed to look for oddities…  Sadly, I have come across more undisposed/non-using’ed IDisposable objects, usually from ADO.Net than I would like to ever see.  Support is not fun, however using ANTS Memory Profiler makes this task easier.  For this round of testing, I am going to use the same code from my previous example, using the WPF application. This time, I will choose the ‘Profile Memory’ option from the ANTS menu in Visual Studio, which launches the solution in its currently configured state/start-up project, and then launches the ANTS Memory Profiler to help.  It prepopulates all of the fields with the current project information, and all I have to do is select the ‘Start Profiling’ option. When the window comes up, it is actually quite barren, just giving ideas on how to work the profiler.  You start by getting to the point in your application that you want to profile, and then taking a ‘Memory Snapshot’.  This performs a full garbage collection, and snapshots the managed heap.  Using the same WPF app as before, I will go ahead and take a snapshot now. As you can see, ANTS is already giving me lots of information regarding the snapshot, however this is just a snapshot.  The whole point of the profiler is to perform an action, usually one where a memory problem is being noticed, and then take another snapshot and perform a diff between them to see what has changed.  I am going to go ahead and generate 5000 primes, and then take another snapshot: As you can see, ANTS is already giving me a lot of new information about this snapshot compared to the last.  Information such as difference in memory usage, fragmentation, class usage, etc…  If you take more snapshots, you can use the dropdown at the top to set your actual comparison snapshots. If you beneath the timeline, you will see a breadcrumb trail showing how best to approach profiling memory using ANTS.  When you first do the comparison, you start on the Summary screen.  You can either use the charts at the bottom, or switch to the class list screen to get to the next step.  Here is the class list screen: As you can see, it lists information about all of the instances between the snapshots, as well as at the bottom giving you a way to filter by telling ANTS what your problem is.  I am going to go ahead and select the Int16[] to look at the Instance Categorizer Using the instance categorizer, you can travel backwards to see where all of the instances are coming from.  It may be hard to see in this image, but hopefully the lightbox (click on it) will help: I can see that all of these instances are rooted to the application through the UI TextBlock control.  This image will probably be even harder to see, however using the ‘Instance Retention Graph’, you can trace an objects memory inheritance up the chain to see its roots as well.  This is a simple example, as this is simply a known element.  Usually you would be profiling an actual problem, and comparing those differences.  I know in the past, I have spotted a problem where a new context was created per page load, and it was rooted into the application through an event.  As the application began to grow, performance and reliability problems started to emerge.  A tool like this would have been a great way to identify the problem quickly. Overview Overall, I think that the Red Gate ANTS Memory Profiler is a great utility for debugging those pesky leaks.  3 Biggest Pros: Easy to use interface with lots of options for configuring profiling session Intuitive and helpful interface for drilling down from summary, to instance, to root graphs ANTS provides an API for controlling the profiler. Not many options, but still helpful. 2 Biggest Cons: Inability to automatically snapshot the memory by interval Lack of complete integration with Visual Studio via an extension panel Ratings Ease of Use (9/10) – I really do believe that they have brought simplicity to the once difficult task of memory profiling.  I especially liked how it stepped you further into the drilldown by directing you towards the best options. Effectiveness (10/10) – I believe that the profiler does EXACTLY what it purports to do.  Features (7/10) – A really great set of features all around in the application, however, I would like to see some ability for automatically triggering snapshots based on intervals or framework level items such as events. Customer Service (10/10) – My entire experience with Red Gate personnel has been nothing but good.  their people are friendly, helpful, and happy! UI / UX (9/10) – The interface is very easy to get around, and all of the options are easy to find.  With a little bit of poking around, you’ll be optimizing Hello World in no time flat! Overall (9/10) – Overall, I am happy with the Memory Profiler and its features, as well as with the service I received when working with the Red Gate personnel.  Thank you for reading up to here, or skipping ahead – I told you it would be shorter!  Please, if you do try the product, drop me a message and let me know what you think!  I would love to hear any opinions you may have on the product. Code Feel free to download the code I used above – download via DropBox

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Nashorn in the Twitterverse, Continued

    - by jlaskey
    After doing the Twitter example, it seemed reasonable to try graphing the result with JavaFX.  At this time the Nashorn project doesn't have an JavaFX shell, so we have to go through some hoops to create an JavaFX application.  I thought showing you some of those hoops might give you some idea about what you can do mixing Nashorn and Java (we'll add a JavaFX shell to the todo list.) First, let's look at the meat of the application.  Here is the repackaged version of the original twitter example. var twitter4j      = Packages.twitter4j; var TwitterFactory = twitter4j.TwitterFactory; var Query          = twitter4j.Query; function getTrendingData() {     var twitter = new TwitterFactory().instance;     var query   = new Query("nashorn OR nashornjs");     query.since("2012-11-21");     query.count = 100;     var data = {};     do {         var result = twitter.search(query);         var tweets = result.tweets;         for each (tweet in tweets) {             var date = tweet.createdAt;             var key = (1900 + date.year) + "/" +                       (1 + date.month) + "/" +                       date.date;             data[key] = (data[key] || 0) + 1;         }     } while (query = result.nextQuery());     return data; } Instead of just printing out tweets, getTrendingData tallies "tweets per date" during the sample period (since "2012-11-21", the date "New Project: Nashorn" was posted.)   getTrendingData then returns the resulting tally object. Next, use JavaFX BarChart to display that data. var javafx         = Packages.javafx; var Stage          = javafx.stage.Stage var Scene          = javafx.scene.Scene; var Group          = javafx.scene.Group; var Chart          = javafx.scene.chart.Chart; var FXCollections  = javafx.collections.FXCollections; var ObservableList = javafx.collections.ObservableList; var CategoryAxis   = javafx.scene.chart.CategoryAxis; var NumberAxis     = javafx.scene.chart.NumberAxis; var BarChart       = javafx.scene.chart.BarChart; var XYChart        = javafx.scene.chart.XYChart; var Series         = XYChart.Series; var Data           = XYChart.Data; function graph(stage, data) {     var root = new Group();     stage.scene = new Scene(root);     var dates = Object.keys(data);     var xAxis = new CategoryAxis();     xAxis.categories = FXCollections.observableArrayList(dates);     var yAxis = new NumberAxis("Tweets", 0.0, 200.0, 50.0);     var series = FXCollections.observableArrayList();     for (var date in data) {         series.add(new Data(date, data[date]));     }     var tweets = new Series("Tweets", series);     var barChartData = FXCollections.observableArrayList(tweets);     var chart = new BarChart(xAxis, yAxis, barChartData, 25.0);     root.children.add(chart); } I should point out that there is a lot of subtlety going on in the background.  For example; stage.scene = new Scene(root) is equivalent to stage.setScene(new Scene(root)). If Nashorn can't find a property (scene), then it searches (via Dynalink) for the Java Beans equivalent (setScene.)  Also note, that Nashorn is magically handling the generic class FXCollections.  Finally,  with the call to observableArrayList(dates), Nashorn is automatically converting the JavaScript array dates to a Java collection.  It really is hard to identify which objects are JavaScript and which are Java.  Does it really matter? Okay, with the meat out of the way, let's talk about the hoops. When working with JavaFX, you start with a main subclass of javafx.application.Application.  This class handles the initialization of the JavaFX libraries and the event processing.  This is what I used for this example; import java.io.IOException; import java.io.InputStream; import java.io.InputStreamReader; import javafx.application.Application; import javafx.stage.Stage; import javax.script.ScriptEngine; import javax.script.ScriptEngineManager; import javax.script.ScriptException; public class TrendingMain extends Application { private static final ScriptEngineManager MANAGER = new ScriptEngineManager(); private final ScriptEngine engine = MANAGER.getEngineByName("nashorn"); private Trending trending; public static void main(String[] args) { launch(args); } @Override public void start(Stage stage) throws Exception { trending = (Trending) load("Trending.js"); trending.start(stage); } @Override public void stop() throws Exception { trending.stop(); } private Object load(String script) throws IOException, ScriptException { try (final InputStream is = TrendingMain.class.getResourceAsStream(script)) { return engine.eval(new InputStreamReader(is, "utf-8")); } } } To initialize Nashorn, we use JSR-223's javax.script.  private static final ScriptEngineManager MANAGER = new ScriptEngineManager(); private final ScriptEngine engine = MANAGER.getEngineByName("nashorn"); This code sets up an instance of the Nashorn engine for evaluating scripts. The  load method reads a script into memory and then gets engine to eval that script.  Note, that load also returns the result of the eval. Now for the fun part.  There are several different approaches we could use to communicate between the Java main and the script.  In this example we'll use a Java interface.  The JavaFX main needs to do at least start and stop, so the following will suffice as an interface; public interface Trending {     public void start(Stage stage) throws Exception;     public void stop() throws Exception; } At the end of the example's script we add; (function newTrending() {     return new Packages.Trending() {         start: function(stage) {             var data = getTrendingData();             graph(stage, data);             stage.show();         },         stop: function() {         }     } })(); which instantiates a new subclass instance of Trending and overrides the start and stop methods.  The result of this function call is what is returned to main via the eval. trending = (Trending) load("Trending.js"); To recap, the script Trending.js contains functions getTrendingData, graph and newTrending, plus the call at the end to newTrending.  Back in the Java code, we cast the result of the eval (call to newTrending) to Trending, thus, we end up with an object that we can then use to call back into the script.  trending.start(stage); Voila. ?

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  • Portable class libraries and fetching JSON

    - by Jeff
    After much delay, we finally have the Windows Phone 8 SDK to go along with the Windows 8 Store SDK, or whatever ridiculous name they’re giving it these days. (Seriously… that no one could come up with a suitable replacement for “metro” is disappointing in an otherwise exciting set of product launches.) One of the neat-o things is the potential for code reuse, particularly across Windows 8 and Windows Phone 8 apps. This is accomplished in part with portable class libraries, which allow you to share code between different types of projects. With some other techniques and quasi-hacks, you can share some amount of code, and I saw it mentioned in one of the Build videos that they’re seeing as much as 70% code reuse. Not bad. However, I’ve already hit a super annoying snag. It appears that the HttpClient class, with its idiot-proof async goodness, is not included in the Windows Phone 8 class libraries. Shock, gasp, horror, disappointment, etc. The delay in releasing it already caused dismay among developers, and I’m sure this won’t help. So I started refactoring some code I already had for a Windows 8 Store app (ugh) to accommodate the use of HttpWebRequest instead. I haven’t tried it in a Windows Phone 8 project beyond compiling, but it appears to work. I used this StackOverflow answer as a starting point since it’s been a long time since I used HttpWebRequest, and keep in mind that it has no exception handling. It needs refinement. The goal here is to new up the client, and call a method that returns some deserialized JSON objects from the Intertubes. Adding facilities for headers or cookies is probably a good next step. You need to use NuGet for a Json.NET reference. So here’s the start: using System.Net; using System.Threading.Tasks; using Newtonsoft.Json; using System.IO; namespace MahProject {     public class ServiceClient<T> where T : class     {         public ServiceClient(string url)         {             _url = url;         }         private readonly string _url;         public async Task<T> GetResult()         {             var response = await MakeAsyncRequest(_url);             var result = JsonConvert.DeserializeObject<T>(response);             return result;         }         public static Task<string> MakeAsyncRequest(string url)         {             var request = (HttpWebRequest)WebRequest.Create(url);             request.ContentType = "application/json";             Task<WebResponse> task = Task.Factory.FromAsync(                 request.BeginGetResponse,                 asyncResult => request.EndGetResponse(asyncResult),                 null);             return task.ContinueWith(t => ReadStreamFromResponse(t.Result));         }         private static string ReadStreamFromResponse(WebResponse response)         {             using (var responseStream = response.GetResponseStream())                 using (var reader = new StreamReader(responseStream))                 {                     var content = reader.ReadToEnd();                     return content;                 }         }     } } Calling it in some kind of repository class may look like this, if you wanted to return an array of Park objects (Park model class omitted because it doesn’t matter): public class ParkRepo {     public async Task<Park[]> GetAllParks()     {         var client = new ServiceClient<Park[]>(http://superfoo/endpoint);         return await client.GetResult();     } } And then from inside your WP8 or W8S app (see what I did there?), when you load state or do some kind of UI event handler (making sure the method uses the async keyword): var parkRepo = new ParkRepo(); var results = await parkRepo.GetAllParks(); // bind results to some UI or observable collection or something Hopefully this saves you a little time.

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Detect when mouse leaves my app

    - by user593747
    Hello I am creating an app in win32 that will display the x, y position(In screen coords) of the mouse whereever the mouse is (inside my app client/NC area & outside). I am at the stage where I want to detect when the mouse leaves my application completely. I have written a simple win32 app that should detect & notify myself when the mouse leaves my app, BUT its not working, I never receive the messages WM_MOUSELEAVE & WM_NCMOUSELEAVE. What do you think is wrong? Am I using the wrong win32 functions? // Track Mouse.cpp : Defines the entry point for the application. // #include "stdafx.h" #include <windows.h> #include <vector> #include <string> #include <cstdlib> static HINSTANCE gInstance; // Globals // enum MouseStatus { DEFAULT = 50001, LEFT_CLIENT, LEFT_NCLIENT }; static MouseStatus mouseState = DEFAULT; static COLORREF bkCol = RGB(0,255,255); // Functions List // BOOL TrackMouse( HWND hwnd ) { // Post: TRACKMOUSEEVENT mouseEvt; ZeroMemory( &mouseEvt, sizeof(TRACKMOUSEEVENT) ); mouseEvt.cbSize = sizeof(TRACKMOUSEEVENT); mouseEvt.dwFlags = TME_LEAVE | TME_NONCLIENT; //mouseEvt.dwHoverTime = HOVER_DEFAULT; mouseEvt.hwndTrack = hwnd; return TrackMouseEvent( &mouseEvt ); } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_CREATE: { // Track mouse so I can be notified when it leaves my application (Client & NC areas) BOOL trackSuccess = TrackMouse( hwnd ); // Returns successful, so I correctly track the mouse if ( trackSuccess == 0 ) { MessageBoxW( hwnd, L"Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); } break; case WM_MOUSELEAVE: { // I never receive this message // Detect when the mouse leaves the client area mouseState = LEFT_CLIENT; bkCol = RGB(50,50,50); InvalidateRect( hwnd, NULL, true ); } break; case WM_NCMOUSELEAVE : { // I never receive this message // If the mouse has left the client area & then leaves the NC area then I know // that the mouse has left my app if ( mouseState == LEFT_CLIENT ) { mouseState = LEFT_NCLIENT; BOOL trackSuccess = TrackMouse( hwnd ); if ( trackSuccess == 0 ) { bkCol = RGB(255,255,0); MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); InvalidateRect( hwnd, NULL, true ); } } break; case WM_ACTIVATE: case WM_MOUSEHOVER: { // The mouse is back in my app mouseState = DEFAULT; bkCol = RGB(0,255,255); InvalidateRect( hwnd, NULL, true ); } break; case WM_PAINT: { HDC hdc; PAINTSTRUCT ps; hdc = BeginPaint( hwnd, &ps ); SetBkColor( hdc, bkCol ); Rectangle( hdc, 10, 10, 200, 200 ); EndPaint( hwnd, &ps ); } break; case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: break; } return DefWindowProc(hwnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE gInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hwnd; MSG Msg; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = gInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(DKGRAY_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = L"Custom Class"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // if registration of main class fails if(!RegisterClassEx(&wc)) { MessageBoxW(NULL, L"Window Registration Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } hwnd = CreateWindowEx( WS_EX_CLIENTEDGE, L"Custom Class", L"App Name", WS_CAPTION|WS_MINIMIZEBOX|WS_VISIBLE|WS_OVERLAPPED|WS_SYSMENU, CW_USEDEFAULT, CW_USEDEFAULT, 600, 500, NULL, NULL, gInstance, NULL); if(hwnd == NULL) { MessageBoxW(NULL, L"Window Creation Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&Msg, NULL, 0, 0) > 0) { TranslateMessage(&Msg); DispatchMessage(&Msg); } return Msg.wParam; }

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Java RMI cannot connect to host from external client.

    - by Koe
    I've been using RMI in this project for a while. I've gotten the client program to connect (amongst other things) to the server when running it over my LAN, however when running it over the internet I'm running into the following exception: java.rmi.ConnectException: Connection refused to host: (private IP of host machine); nested exception is: java.net.ConnectException: Connection timed out: connect at sun.rmi.transport.tcp.TCPEndpoint.newSocket(Unknown Source) at sun.rmi.transport.tcp.TCPChannel.createConnection(Unknown Source) at sun.rmi.transport.tcp.TCPChannel.newConnection(Unknown Source) at sun.rmi.server.UnicastRef.invoke(Unknown Source) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(Unknown Source) at java.rmi.server.RemoteObjectInvocationHandler.invoke(Unknown Source) at $Proxy1.ping(Unknown Source) at client.Launcher$PingLabel.runPing(Launcher.java:366) at client.Launcher$PingLabel.<init>(Launcher.java:353) at client.Launcher.setupContentPane(Launcher.java:112) at client.Launcher.<init>(Launcher.java:99) at client.Launcher.main(Launcher.java:59) Caused by: java.net.ConnectException: Connection timed out: connect at java.net.PlainSocketImpl.socketConnect(Native Method) at java.net.PlainSocketImpl.doConnect(Unknown Source) at java.net.PlainSocketImpl.connectToAddress(Unknown Source) at java.net.PlainSocketImpl.connect(Unknown Source) at java.net.SocksSocketImpl.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.<init>(Unknown Source) at java.net.Socket.<init>(Unknown Source) at sun.rmi.transport.proxy.RMIDirectSocketFactory.createSocket(Unknown Source) at sun.rmi.transport.proxy.RMIMasterSocketFactory.createSocket(Unknown Source) ... 12 more This error is remeniscent of my early implementation of RMI and I can obtain the error verbatum if I run the client locally without the server program running as well. To me Connection Timed Out means a problem with the server's response. Here's the client initiation: public static void main(String[] args) { try { String host = "<WAN IP>"; Registry registry = LocateRegistry.getRegistry(host, 1099); Login lstub = (Login) registry.lookup("Login Server"); Information istub = (Information) registry.lookup("Game Server"); new Launcher(istub, lstub); } catch (RemoteException e) { System.err.println("Client exception: " + e.toString()); e.printStackTrace(); } catch (NotBoundException e) { System.err.println("Client exception: " + e.toString()); e.printStackTrace(); } } Interestingly enough no Remote Exception is thrown here. Here's the server initiation: public static void main(String args[]) { try { GameServer gobj = new GameServer(); Information gstub = (Information) UnicastRemoteObject.exportObject( gobj, 1099); Registry registry = LocateRegistry.createRegistry(1099); registry.bind("Game Server", gstub); LoginServer lobj = new LoginServer(gobj); Login lstub = (Login) UnicastRemoteObject.exportObject(lobj, 7099); // Bind the remote object's stub in the registry registry.bind("Login Server", lstub); System.out.println("Server ready"); } catch (Exception e) { System.err.println("Server exception: " + e.toString()); e.printStackTrace(); } } Bad practice with the catch(Exception e) I know but bear with me. Up to this stage I know it works fine over the LAN, here's where the exception occurs over the WAN and is the first place a method in the server is called: private class PingLabel extends JLabel { private static final long serialVersionUID = 1L; public PingLabel() { super(""); runPing(); } public void setText(String text) { super.setText("Ping: " + text + "ms"); } public void runPing() { try { PingThread pt = new PingThread(); gameServer.ping(); pt.setRecieved(true); setText("" + pt.getTime()); } catch (RemoteException e) { e.printStackTrace(); } } } That's a label placed on the launcher as a ping test. the method ping(), in gameserver does nothing, as in is a null method. It's worth noting also that ports 1099 and 7099 are forwarded to the server machine (which should be obvious from the stack trace). Can anyone see anyting I'm missing/doing wrong? If you need any more information just ask. EDIT: I'm practically certain the problem has nothing to do with my router settings. When disabling my port forwarding settings I get a slightly different error: Client exception: java.rmi.ConnectException: Connection refused to host: (-WAN IP NOT LOCAL IP-); but it appears both on the machine locally connected to the server and on the remote machine. In addition, I got it to work seamlessly when connecting the server straight tho the modem (cutting out the router. I can only conclude the problem is in my router's settings but can't see where (I've checked and double checked the port forwarding page). That's the only answer i can come up with.

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  • how to use Thread in java ?

    - by tiendv
    Hi all i have code use googleseach API I want to use Thread to improve speed of my program. But i have a problem here is code import java.io.BufferedReader; import java.io.DataInputStream; import java.io.DataOutputStream; import java.io.InputStreamReader; import java.net.URL; import java.net.URLConnection; import java.net.URLEncoder; import java.util.ArrayList; import java.util.Enumeration; import java.util.Hashtable; import java.util.List; import org.json.JSONArray; import org.json.JSONObject; import com.yahoo.search.WebSearchResult; /** * Simple Search using Google ajax Web Services * * @author Daniel Jones Copyright 2006 Daniel Jones Licensed under BSD open * source license http://www.opensource.org/licenses/bsd-license.php */ public class GoogleSearchEngine extends Thread { private String queryString; private int maxResult; private ArrayList<String> resultGoogleArrayList = null; public ArrayList<String> getResultGoogleArrayList() { return resultGoogleArrayList; } public void setResultGoogleArrayList(ArrayList<String> resultGoogleArrayList) { this.resultGoogleArrayList = resultGoogleArrayList; } public String getQueryString() { return queryString; } public void setQueryString(String queryString) { this.queryString = queryString; } public int getMaxResult() { return maxResult; } public void setMaxResult(int maxResult) { this.maxResult = maxResult; } // Put your website here public final static String HTTP_REFERER = "http://www.example.com/"; public static ArrayList<String> makeQuery(String query, int maxResult) { ArrayList<String> finalArray = new ArrayList<String>(); ArrayList<String> returnArray = new ArrayList<String>(); try { query = URLEncoder.encode(query, "UTF-8"); int i = 0; String line = ""; StringBuilder builder = new StringBuilder(); while (true) { // Call GoogleAjaxAPI to submit the query URL url = new URL("http://ajax.googleapis.com/ajax/services/search/web?start=" + i + "&rsz=large&v=1.0&q=" + query); URLConnection connection = url.openConnection(); if (connection == null) { break; } // Value i to stop while or Max result if (i >= maxResult) { break; } connection.addRequestProperty("Referer", HTTP_REFERER); BufferedReader reader = new BufferedReader(new InputStreamReader(connection.getInputStream(),"utf-8")); while ((line = reader.readLine()) != null) { builder.append(line); } String response = builder.toString(); JSONObject json = new JSONObject(response); JSONArray ja = json.getJSONObject("responseData").getJSONArray("results"); for (int j = 0; j < ja.length(); j++) { try { JSONObject k = ja.getJSONObject(j); // Break string into 2 parts: URL and Title by <br> returnArray.add(k.getString("url") + "<br>" + k.getString("titleNoFormatting")); } catch (Exception e) { e.printStackTrace(); } } i += 8; } // Remove objects that is over the max number result required if (returnArray.size() > maxResult) { for (int k=0; k<maxResult; k++){ finalArray.add(returnArray.get(k)); } } else return returnArray; return finalArray; } catch (Exception e) { e.printStackTrace(); } return null; } @Override public void run() { // TODO Auto-generated method stub //super.run(); this.resultGoogleArrayList = GoogleSearchEngine.makeQuery(queryString, maxResult); System.out.println("Code run here "); } public static void main(String[] args) { Thread test = new GoogleSearchEngine(); ((GoogleSearchEngine) test).setQueryString("data "); ((GoogleSearchEngine) test).setMaxResult(10); test.start(); ArrayList<String> returnGoogleArrayList = null; returnGoogleArrayList = ((GoogleSearchEngine) test).getResultGoogleArrayList(); System.out.print("contents of al:" + returnGoogleArrayList); } } when i run it, it can run into run method but it don't excute make query methor and return null array. when i do't use Thread it can nomal . Can you give me the reason why ? or give a sulution Thanks

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  • Why does this code generate an error? [closed]

    - by user559601
    <link rel="search" type="application/opensearchdescription+xml" href="http://b.static.ak.fbcdn.net/rsrc.php/yJ/r/H2SSvhJMJA-.xml" title="" /> <link rel="shortcut icon" href="http://static.ak.fbcdn.net/rsrc.php/y7/r/5875srnzL-I.ico" /></head> <body class="WelcomePage UIPage_LoggedOut mac Locale_en_US"> <div id="FB_HiddenContainer" style="position:absolute; top:-10000px; width:0px; height:0px;" ></div> <div id="blueBar" class="loggedOut"></div> <div id="globalContainer"><div id="dialogContainer"></div><div id="dropmenu_container"></div> <div id="content" class="fb_content clearfix"><div ><!-- 2365fa3194ecdc0cab15721ce967a9f8663937c7 --> <div class="WelcomePage_Container"><div class="loggedout_menubar_container"><div class="clearfix loggedout_menubar"><a class="lfloat" href="/" title="Go to Home"><img class="fb_logo img" src="http://static.ak.fbcdn.net/rsrc.php/yp/r/kk8dc2UJYJ4.png" alt="Facebook logo" width="170" height="36" /></a><div class="rfloat"><div class="menu_login_container"><form method="POST" action="https://login.facebook.com/login.php?login_attempt=1" id="login_form" onsubmit="return Event.__inlineSubmit(this,event)"><input type="hidden" name="charset_test" value="&euro;,&acute;,€,´,?,?,?" /><input type="hidden" name="lsd" value="hEICz" autocomplete="off" /><input type="hidden" id="locale" name="locale" value="en_US" autocomplete="off" /><table cellspacing="0"><tr><td class="html7magic"><label for="email">Email</label></td><td class="html7magic"><label for="pass">Password</label></td></tr><tr><td><input type="text" class="inputtext" name="email" id="email" tabindex="1" /></td><td><input type="password" class="inputtext" name="pass" id="pass" tabindex="2" /></td><td><label class="uiButton uiButtonConfirm"><input value="Login" tabindex="4" type="submit" /></label></td></tr><tr><td class="login_form_label_field"><input type="checkbox" class="inputcheckbox" value="1" id="persistent" name="persistent" checked="1" /><input type="hidden" name="default_persistent" value="1" /><label id="label_persistent" for="persistent">Keep me logged in</label></td><td class="login_form_label_field"><a href="http://www.facebook.com/reset.php" rel="nofollow">Forgot your password?</a></td></tr></table><input type="hidden" name="charset_test" value="&euro;,&acute;,€,´,?,?,?" /><input type="hidden" id="lsd" name="lsd" value="hEICz" autocomplete="off" /></form> </div></div></div></div><div class="WelcomePage_MainSell"><div class="WelcomePage_MainSellCenter clearfix"><div class="WelcomePage_MainSellLeft"><div class="WelcomePage_MainMessage">Facebook helps you connect and share with the people in your life.</div><div class="WelcomePage_MainMap">&nbsp;</div></div><div class="WelcomePage_MainSellRight"><div class="WelcomePage_SignUpSection"><div class="WelcomePage_SignUpMessage"><div class="WelcomePage_SignUpHeadline">Sign Up</div><div class="WelcomePage_SignUpSubheadline">It's free, and always will be.</div></div><div class="WelcomePage_SimpleReg" id="registration_container"><div><noscript><div id="no_js_box"><h2>Javascript is disabled on your browser.</h2><p>Please enable JavaScript on your browser or upgrade to a Javascript-capable browser to register for Facebook.</p></div></noscript><div id="simple_registration_container" class="simple_registration_container"><div id="reg_box"><form method="post" id="reg" name="reg" onsubmit="return function(event)&#123;return false;&#125;.call(this,event)!==false &amp;&amp; Event.__inlineSubmit(this,event)"><input type="hidden" autocomplete="off" name="post_form_id" value="c3a2bed7243b9a85f53d69f23a38da9d" /><input type="hidden" name="lsd" value="hEICz" autocomplete="off" /><input type="hidden" autocomplete="off" id="reg_instance" name="reg_instance" value="bpgeTawHFSiHa5-7SR4gbif7" /><input type="hidden" autocomplete="off" id="locale" name="locale" value="en_US" /><input type="hidden" autocomplete="off" id="terms" name="terms" value="on" /><input type="hidden" autocomplete="off" id="abtest_registration_group" name="abtest_registration_group" value="1" /><input type="hidden" autocomplete="off" id="referrer" name="referrer" value="" /><input type="hidden" autocomplete="off" id="md5pass" name="md5pass" value="" /><input type="hidden" autocomplete="off" id="validate_mx_records" name="validate_mx_records" value="1" /><input type="hidden" autocomplete="off" id="ab_test_data" name="ab_test_data" value="" /><div id="reg_form_box" class="large_form"><table class="uiGrid editor" cellspacing="0" cellpadding="1"><tbody><tr><td class="label">First Name:</td><td><div class="field_container"><input type="text" class="inputtext" id="firstname" name="firstname" /></div></td></tr><tr><td class="label">Last Name:</td><td><div class="field_container"><input type="text" class="inputtext" id="lastname" name="lastname" /></div></td></tr><tr><td class="label">Your Email:</td><td><div class="field_container"><input type="text" class="inputtext" id="reg_email__" name="reg_email__" /></div></td></tr><tr><td class="label">Re-enter Email:</td><td><div class="field_container"><input type="text" class="inputtext" id="reg_email_confirmation__" name="reg_email_confirmation__" /></div></td></tr><tr><td class="label">New Password:</td><td><div class="field_container"><input type="password" class="inputtext" id="reg_passwd__" name="reg_passwd__" value="" /></div></td></tr><tr><td class="label">I am:</td><td><div class="field_container"><div class="hidden_elem"><select><option></option><option></option></select><select><option></option><option></option></select></div><select class="select" name="sex" id="sex"><option value="0">Select Sex:</option><option value="1">Female</option><option value="2">Male</option></select></div></td></tr><tr><td class="label">Birthday:</td><td><div class="field_container"> <select class="" id="birthday_month" name="birthday_month" onchange="return run_with(this, [&quot;editor&quot;], function() &#123;editor_date_month_change(this, &quot;birthday_day&quot;, &quot;birthday_year&quot;);&#125;);"><option value="-1">Month:</option><option value="1">Jan</option>

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  • Runtime error on UVa Online Judge on Erdos Number

    - by 2012 - End of the World
    I am solving the Erdos number problem from the programming challenges in JAVA. The code runs perfectly in my machine. However on the online judge it results in a runtime error. Could anyone point out the mistake i made? http://uva.onlinejudge.org/index.php?option=com_onlinejudge&Itemid=8&page=show_problem&problem=985 Here is the code import java.util.*; import java.io.*; class Main { private String inputLines[]; private String namesToBeFound[]; private String namesInEachBook[][]; private String searchItem; private boolean solnfound=false; private static final BufferedReader br =new BufferedReader(new InputStreamReader(System.in)); static String read() throws IOException { String line; while(true) { line=br.readLine(); if(line==null) break; //eof else if(line.length()==0) continue; //blank line else { line=line.trim().replaceAll("\\s+"," "); return line; } } return null; } public static void main(String args[]) throws IOException { Main ob=new Main(); int totalPapers,calcAuthors,totalScenarios; //First input number of scenarios totalScenarios=Integer.parseInt(read()); //Now start a loop for reading total number of scenarios for(int scenario=1;scenario<=totalScenarios;scenario++) { //Now read the line containing the number of papers and authors StringTokenizer line=new StringTokenizer(read()," "); totalPapers=Integer.parseInt(line.nextToken()); calcAuthors=Integer.parseInt(line.nextToken()); //Read a line containing author names along with book names ob.inputLines=new String[totalPapers]; for(int i=0;i<totalPapers;i++) ob.inputLines[i]=read(); //Read a line containing the names to be searched ob.namesToBeFound=new String[calcAuthors]; for(int i=0;i<calcAuthors;i++) ob.namesToBeFound[i]=read(); //Now generate the array ob.buildArray(); //Now search System.out.println("Scenario "+scenario); for(int i=0;i<calcAuthors;i++) { ob.searchItem=ob.namesToBeFound[i]; if(ob.searchItem.equals("Erdos, P.")) { System.out.println("Erdos, P. 0"); continue; } ob.search(ob.namesToBeFound[i],1,new ArrayList()); if(ob.solnfound==false) System.out.println(ob.searchItem+" infinity"); ob.solnfound=false; } } } private void buildArray() { String str; namesInEachBook=new String[inputLines.length][]; for(int i=0;i<inputLines.length;i++) { str=inputLines[i]; str=str.substring(0,str.indexOf(':')); str+=","; namesInEachBook[i]=new String[(countCommas(str)+1)>>1]; for(int j=0;j<namesInEachBook[i].length;j++) { str=str.trim(); namesInEachBook[i][j]=""; namesInEachBook[i][j]+=str.substring(0,str.indexOf(','))+","; str=str.substring(str.indexOf(',')+1); namesInEachBook[i][j]+=str.substring(0,str.indexOf(',')); str=str.substring(str.indexOf(',')+1); } } } private int countCommas(String s) { int num=0; for(int i=0;i<s.length();i++) if(s.charAt(i)==',') num++; return num; } private void search(String searchElem,int ernosDepth,ArrayList searchedElem) { ArrayList searchSpace=new ArrayList(); searchedElem.add(searchElem); for(int i=0;i<namesInEachBook.length;i++) for(int j=0;j<namesInEachBook[i].length;j++) { if(namesInEachBook[i][j].equals(searchElem)) //Add all authors name in this group { for(int k=0;k<namesInEachBook[i].length;k++) { if(namesInEachBook[i][k].equals("Erdos, P.")) //Found { solnfound=true; System.out.println(searchItem+" "+ernosDepth); return; } else if(searchedElem.contains(namesInEachBook[i][k]) || searchSpace.contains(namesInEachBook[i][k])) continue; searchSpace.add(namesInEachBook[i][k]); } break; } } Iterator i=searchSpace.iterator(); while(i.hasNext()) { String cSearchElem=(String)i.next(); search(cSearchElem,ernosDepth+1,searchedElem); } } }

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  • Image not loading onto JPanel?

    - by None None
    I have been trying to figure out how to add an image to a JPanel as a background, but still have complete control over the placing of JButtons, JLabels, and etc. This is one method I found, but it is crashing and not loading the image or buttons. Here is the code: import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JButton; import java.awt.BorderLayout; import java.awt.FlowLayout; import java.awt.GridLayout; public class PanelDemo extends JFrame { private static final long serialVersionUID = 1L; private JButton btn1 = new JButton("EASY"); private JButton btn2 = new JButton("MEDIUM"); private JButton btn3 = new JButton("HARD"); private JButton btn4 = new JButton("High Score"); public PanelDemo() { super("Image Panel Demo"); JPanel panel = new ImagePanel( new FlowLayout(FlowLayout.CENTER, 50, 180)); JPanel panelbtn = new JPanel(new GridLayout(4, 1)); btn1.setBackground(new java.awt.Color(0, 0, 0)); btn1.setFont(new java.awt.Font("Showcard Gothic", 1, 24)); btn1.setForeground(new java.awt.Color(0, 255, 102)); btn2.setBackground(new java.awt.Color(0, 0, 0)); btn2.setFont(new java.awt.Font("Showcard Gothic", 1, 24)); btn2.setForeground(new java.awt.Color(0, 255, 102)); btn3.setBackground(new java.awt.Color(0, 0, 0)); btn3.setFont(new java.awt.Font("Showcard Gothic", 1, 24)); btn3.setForeground(new java.awt.Color(0, 255, 102)); btn4.setBackground(new java.awt.Color(0, 0, 0)); btn4.setFont(new java.awt.Font("Showcard Gothic", 1, 24)); btn4.setForeground(new java.awt.Color(0, 255, 102)); panel.add(panelbtn); panelbtn.add(btn1); panelbtn.add(btn2); panelbtn.add(btn3); panelbtn.add(btn4); add(panel, BorderLayout.CENTER); setSize(640, 480); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } public static void main(String... args) { new PanelDemo().setVisible(true); } } ImagePanel.java import java.awt.Graphics; import java.awt.Image; import java.awt.LayoutManager; import javax.swing.ImageIcon; import javax.swing.JPanel; public class ImagePanel extends JPanel { private static final long serialVersionUID = 1L; String imageFile = "/rsc/img/background.jpg"; public ImagePanel() { super(); } public ImagePanel(String image) { super(); this.imageFile = image; } public ImagePanel(LayoutManager layout) { super(layout); } public void paintComponent(Graphics g) { ImageIcon imageicon = new ImageIcon(getClass().getResource(imageFile)); Image image = imageicon.getImage(); super.paintComponent(g); if (image != null) g.drawImage(image, 0, 0, getWidth(), getHeight(), this); } } Error: Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(Unknown Source) at ImagePanel.paintComponent(ImagePanel.java:27) at javax.swing.JComponent.paint(Unknown Source) at javax.swing.JComponent.paintChildren(Unknown Source) at javax.swing.JComponent.paint(Unknown Source) at javax.swing.JComponent.paintChildren(Unknown Source) at javax.swing.JComponent.paint(Unknown Source) at javax.swing.JLayeredPane.paint(Unknown Source) at javax.swing.JComponent.paintChildren(Unknown Source) at javax.swing.JComponent.paintToOffscreen(Unknown Source) at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source) at javax.swing.RepaintManager$PaintManager.paint(Unknown Source) at javax.swing.RepaintManager.paint(Unknown Source) at javax.swing.JComponent.paint(Unknown Source) at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source) at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source) at sun.awt.SunGraphicsCallback.runComponents(Unknown Source) at java.awt.Container.paint(Unknown Source) at java.awt.Window.paint(Unknown Source) at javax.swing.RepaintManager$3.run(Unknown Source) at javax.swing.RepaintManager$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source) at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source) at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source) at javax.swing.RepaintManager.access$1000(Unknown Source) at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source) at java.awt.event.InvocationEvent.dispatch(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$200(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Also, if anyone knows of a better way to put a background image on a JPanel, pease do tell. Thank you in advance.

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  • Creating ActionEvent object for CustomButton in Java

    - by Crystal
    For a hw assignment, we were supposed to create a custom button to get familiar with swing and responding to events. We were also to make this button an event source which confuses me. I have an ArrayList to keep track of listeners that would register to listen to my CustomButton. What I am getting confused on is how to notify the listeners. My teacher hinted at having a notify and overriding actionPerformed which I tried doing, but then I wasn't sure how to create an ActionEvent object looking at the constructor documentation. The source, id, string all confuses me. Any help would be appreciated. Thanks! code: import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.util.List; import java.util.ArrayList; public class CustomButton { public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { CustomButtonFrame frame = new CustomButtonFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } }); } public void addActionListener(ActionListener al) { listenerList.add(al); } public void removeActionListener(ActionListener al) { listenerList.remove(al); } public void actionPerformed(ActionEvent e) { System.out.println("Button Clicked!"); } private void notifyListeners() { ActionEvent event = new ActionEvent(CONFUSED HERE!!!!; for (ActionListener action : listenerList) { action.actionPerfomed(event); } } List<ActionListener> listenerList = new ArrayList<ActionListener>(); } class CustomButtonFrame extends JFrame { // constructor for CustomButtonFrame public CustomButtonFrame() { setTitle("Custom Button"); CustomButtonSetup buttonSetup = new CustomButtonSetup(); this.add(buttonSetup); this.pack(); } } class CustomButtonSetup extends JComponent { public CustomButtonSetup() { ButtonAction buttonClicked = new ButtonAction(); this.addMouseListener(buttonClicked); } // because frame includes borders and insets, use this method public Dimension getPreferredSize() { return new Dimension(200, 200); } public void paintComponent(Graphics g) { Graphics2D g2 = (Graphics2D) g; // first triangle coords int x[] = new int[TRIANGLE_SIDES]; int y[] = new int[TRIANGLE_SIDES]; x[0] = 0; y[0] = 0; x[1] = 200; y[1] = 0; x[2] = 0; y[2] = 200; Polygon firstTriangle = new Polygon(x, y, TRIANGLE_SIDES); // second triangle coords x[0] = 0; y[0] = 200; x[1] = 200; y[1] = 200; x[2] = 200; y[2] = 0; Polygon secondTriangle = new Polygon(x, y, TRIANGLE_SIDES); g2.drawPolygon(firstTriangle); g2.setColor(firstColor); g2.fillPolygon(firstTriangle); g2.drawPolygon(secondTriangle); g2.setColor(secondColor); g2.fillPolygon(secondTriangle); // draw rectangle 10 pixels off border int s1[] = new int[RECT_SIDES]; int s2[] = new int[RECT_SIDES]; s1[0] = 5; s2[0] = 5; s1[1] = 195; s2[1] = 5; s1[2] = 195; s2[2] = 195; s1[3] = 5; s2[3] = 195; Polygon rectangle = new Polygon(s1, s2, RECT_SIDES); g2.drawPolygon(rectangle); g2.setColor(thirdColor); g2.fillPolygon(rectangle); } private class ButtonAction implements MouseListener { public void mousePressed(MouseEvent e) { System.out.println("Click!"); firstColor = Color.GRAY; secondColor = Color.WHITE; repaint(); } public void mouseReleased(MouseEvent e) { System.out.println("Released!"); firstColor = Color.WHITE; secondColor = Color.GRAY; repaint(); } public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} public void mouseClicked(MouseEvent e) {} } public static final int TRIANGLE_SIDES = 3; public static final int RECT_SIDES = 4; private Color firstColor = Color.WHITE; private Color secondColor = Color.DARK_GRAY; private Color thirdColor = Color.LIGHT_GRAY; }

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  • JTable how to change BackGround Color

    - by mKorbel
    I inspired by MeBigFatGuy interesting question, in this conection I have very specific question about Graphisc2D, how to change BackGround Color by depends if is JTables Row visible in the JViewPort, 1) if 1st. & last JTables Row will be visible in the JViewPort, then BackGround would be colored to the Color.red 2) if 1st. & last JTables Row will not be visible in the JViewPort, then BackGround would be colored to the Color.whatever from SSCCE import java.awt.*; import java.awt.event.ActionEvent; import java.awt.image.BufferedImage; import javax.swing.*; import javax.swing.RepaintManager; import javax.swing.event.ChangeEvent; import javax.swing.event.ChangeListener; import javax.swing.table.TableModel; /* http://stackoverflow.com/questions/1249278/ how-to-disable-the-default-painting-behaviour-of-wheel-scroll-event-on-jscrollpan * and * http://stackoverflow.com/questions/8195959/ swing-jtable-event-when-row-is-visible-or-when-scrolled-to-the-bottom */ public class ViewPortFlickering { private JFrame frame = new JFrame("Table"); private JViewport viewport = new JViewport(); private Rectangle RECT = new Rectangle(); private Rectangle RECT1 = new Rectangle(); private JTable table = new JTable(50, 3); private javax.swing.Timer timer; private int count = 0; public ViewPortFlickering() { GradientViewPort tableViewPort = new GradientViewPort(table); viewport = tableViewPort.getViewport(); viewport.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { RECT = table.getCellRect(0, 0, true); RECT1 = table.getCellRect(table.getRowCount() - 1, 0, true); Rectangle viewRect = viewport.getViewRect(); if (viewRect.intersects(RECT)) { System.out.println("Visible RECT -> " + RECT); } else if (viewRect.intersects(RECT1)) { System.out.println("Visible RECT1 -> " + RECT1); } else { // } } }); frame.add(tableViewPort); frame.setPreferredSize(new Dimension(600, 300)); frame.pack(); frame.setLocation(50, 100); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); RepaintManager.setCurrentManager(new RepaintManager() { @Override public void addDirtyRegion(JComponent c, int x, int y, int w, int h) { Container con = c.getParent(); while (con instanceof JComponent) { if (!con.isVisible()) { return; } if (con instanceof GradientViewPort) { c = (JComponent) con; x = 0; y = 0; w = con.getWidth(); h = con.getHeight(); } con = con.getParent(); } super.addDirtyRegion(c, x, y, w, h); } }); frame.setVisible(true); start(); } private void start() { timer = new javax.swing.Timer(100, updateCol()); timer.start(); } public Action updateCol() { return new AbstractAction("text load action") { private static final long serialVersionUID = 1L; @Override public void actionPerformed(ActionEvent e) { System.out.println("updating row " + (count + 1)); TableModel model = table.getModel(); int cols = model.getColumnCount(); int row = 0; for (int j = 0; j < cols; j++) { row = count; table.changeSelection(row, 0, false, false); timer.setDelay(100); Object value = "row " + (count + 1) + " item " + (j + 1); model.setValueAt(value, count, j); } count++; if (count >= table.getRowCount()) { timer.stop(); table.changeSelection(0, 0, false, false); java.awt.EventQueue.invokeLater(new Runnable() { @Override public void run() { table.clearSelection(); } }); } } }; } public static void main(String[] args) { java.awt.EventQueue.invokeLater(new Runnable() { @Override public void run() { ViewPortFlickering viewPortFlickering = new ViewPortFlickering(); } }); } } class GradientViewPort extends JScrollPane { private static final long serialVersionUID = 1L; private final int h = 50; private BufferedImage img = null; private BufferedImage shadow = new BufferedImage(1, h, BufferedImage.TYPE_INT_ARGB); private JViewport viewPort; public GradientViewPort(JComponent com) { super(com); viewPort = this.getViewport(); viewPort.setScrollMode(JViewport.BLIT_SCROLL_MODE); viewPort.setScrollMode(JViewport.BACKINGSTORE_SCROLL_MODE); viewPort.setScrollMode(JViewport.SIMPLE_SCROLL_MODE); Graphics2D g2 = shadow.createGraphics(); g2.setPaint(new Color(250, 150, 150)); g2.fillRect(0, 0, 1, h); g2.setComposite(AlphaComposite.DstIn); g2.setPaint(new GradientPaint(0, 0, new Color(0, 0, 0, 0f), 0, h, new Color(0.5f, 0.8f, 0.8f, 0.5f))); g2.fillRect(0, 0, 1, h); g2.dispose(); } @Override public void paint(Graphics g) { if (img == null || img.getWidth() != getWidth() || img.getHeight() != getHeight()) { img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB); } Graphics2D g2 = img.createGraphics(); super.paint(g2); Rectangle bounds = getViewport().getVisibleRect(); g2.scale(bounds.getWidth(), -1); int y = (getColumnHeader() == null) ? 0 : getColumnHeader().getHeight(); g2.drawImage(shadow, bounds.x, -bounds.y - y - h, null); g2.scale(1, -1); g2.drawImage(shadow, bounds.x, bounds.y + bounds.height - h + y, null); g2.dispose(); g.drawImage(img, 0, 0, null); } }

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  • Transferring data from 2d Dynamic array in C to CUDA and back

    - by Soumya
    I have a dynamically declared 2D array in my C program, the contents of which I want to transfer to a CUDA kernel for further processing. Once processed, I want to populate the dynamically declared 2D array in my C code with the CUDA processed data. I am able to do this with static 2D C arrays but not with dynamically declared C arrays. Any inputs would be welcome! I mean the dynamic array of dynamic arrays. The test code that I have written is as below. #include "cuda_runtime.h" #include "device_launch_parameters.h" #include <stdio.h> #include <conio.h> #include <math.h> #include <stdlib.h> const int nItt = 10; const int nP = 5; __device__ int d_nItt = 10; __device__ int d_nP = 5; __global__ void arr_chk(float *d_x_k, float *d_w_k, int row_num) { int index = (blockIdx.x * blockDim.x) + threadIdx.x; int index1 = (row_num * d_nP) + index; if ( (index1 >= row_num * d_nP) && (index1 < ((row_num +1)*d_nP))) //Modifying only one row data pertaining to one particular iteration { d_x_k[index1] = row_num * d_nP; d_w_k[index1] = index; } } float **mat_create2(int r, int c) { float **dynamicArray; dynamicArray = (float **) malloc (sizeof (float)*r); for(int i=0; i<r; i++) { dynamicArray[i] = (float *) malloc (sizeof (float)*c); for(int j= 0; j<c;j++) { dynamicArray[i][j] = 0; } } return dynamicArray; } /* Freeing memory - here only number of rows are passed*/ void cleanup2d(float **mat_arr, int x) { int i; for(i=0; i<x; i++) { free(mat_arr[i]); } free(mat_arr); } int main() { //float w_k[nItt][nP]; //Static array declaration - works! //float x_k[nItt][nP]; // if I uncomment this dynamic declaration and comment the static one, it does not work..... float **w_k = mat_create2(nItt,nP); float **x_k = mat_create2(nItt,nP); float *d_w_k, *d_x_k; // Device variables for w_k and x_k int nblocks, blocksize, nthreads; for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { x_k[i][j] = (nP*i); w_k[i][j] = j; } } for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } int size1 = nItt * nP * sizeof(float); printf("\nThe array size in memory bytes is: %d\n",size1); cudaMalloc( (void**)&d_x_k, size1 ); cudaMalloc( (void**)&d_w_k, size1 ); if((nP*nItt)<32) { blocksize = nP*nItt; nblocks = 1; } else { blocksize = 32; // Defines the number of threads running per block. Taken equal to warp size nthreads = blocksize; nblocks = ceil(float(nP*nItt) / nthreads); // Calculated total number of blocks thus required } for(int i = 0; i< nItt; i++) { cudaMemcpy( d_x_k, x_k, size1,cudaMemcpyHostToDevice ); //copy of x_k to device cudaMemcpy( d_w_k, w_k, size1,cudaMemcpyHostToDevice ); //copy of w_k to device arr_chk<<<nblocks, blocksize>>>(d_x_k,d_w_k,i); cudaMemcpy( x_k, d_x_k, size1, cudaMemcpyDeviceToHost ); cudaMemcpy( w_k, d_w_k, size1, cudaMemcpyDeviceToHost ); } printf("\nVerification after return from gpu\n"); for(int i = 0; i<nItt; i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } cudaFree( d_x_k ); cudaFree( d_w_k ); cleanup2d(x_k,nItt); cleanup2d(w_k,nItt); getch(); return 0;

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  • Multiple windows services in a single project = mystery

    - by Remoh
    I'm having a bizarre issue that I haven't seen before and I'm thinking it MUST be something simple that I'm not seeing in my code. I have a project with 2 windows services defined. One I've called DataSyncService, the other SubscriptionService. Both are added to the same project installer. Both use a timer control from System.Timers. If I start both services together, they seem to work fine. The timers elapse at the appropriate time and everything looks okay. However, if I start either service individually, leaving the other stopped, everything goes haywire. The timer elapses constantly and on the wrong service. In other words, if I start the DataSyncService, the SubscriptionService timer elapses over and over. ...which is obviously strange. The setup is similar to what I've done in the past so I'm really stumped. I even tried deleting both service and starting over but it doesn't seem to make a difference. At this point, I'm thinking I've made a simple error in the way I'm defining the services and my brain just won't let me see it. It must be creating some sort of threading issue that causes one service to race when the other is stopped. Here the code.... From Program.cs: static void Main() { ServiceBase[] ServicesToRun; ServicesToRun = new ServiceBase[] { new DataSyncService(), new SubscriptionService() }; ServiceBase.Run(ServicesToRun); } From ProjectInstaller.designer.cs: private void InitializeComponent() { this.serviceProcessInstaller1 = new System.ServiceProcess.ServiceProcessInstaller(); this.dataSyncInstaller = new System.ServiceProcess.ServiceInstaller(); this.subscriptionInstaller = new System.ServiceProcess.ServiceInstaller(); // // serviceProcessInstaller1 // this.serviceProcessInstaller1.Account = System.ServiceProcess.ServiceAccount.LocalSystem; this.serviceProcessInstaller1.Password = null; this.serviceProcessInstaller1.Username = null; // // dataSyncInstaller // this.dataSyncInstaller.DisplayName = "Data Sync Service"; this.dataSyncInstaller.ServiceName = "DataSyncService"; this.dataSyncInstaller.StartType = System.ServiceProcess.ServiceStartMode.Automatic; // // subscriptionInstaller // this.subscriptionInstaller.DisplayName = "Subscription Service"; this.subscriptionInstaller.ServiceName = "SubscriptionService"; this.subscriptionInstaller.StartType = System.ServiceProcess.ServiceStartMode.Automatic; // // ProjectInstaller // this.Installers.AddRange(new System.Configuration.Install.Installer[] { this.serviceProcessInstaller1, this.dataSyncInstaller, this.subscriptionInstaller}); } private System.ServiceProcess.ServiceProcessInstaller serviceProcessInstaller1; private System.ServiceProcess.ServiceInstaller dataSyncInstaller; private System.ServiceProcess.ServiceInstaller subscriptionInstaller; From DataSyncService.cs: public static readonly int _defaultInterval = 43200000; //log4net.ILog log; public DataSyncService() { InitializeComponent(); //log = LogFactory.Instance.GetLogger(this); } protected override void OnStart(string[] args) { timer1.Interval = _defaultInterval; //GetInterval(); timer1.Enabled = true; EventLog.WriteEntry("MyProj", "Data Sync Service Started", EventLogEntryType.Information); //log.Info("Data Sync Service Started"); } private void timer1_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { EventLog.WriteEntry("MyProj", "Data Sync Timer Elapsed.", EventLogEntryType.Information); } private void InitializeComponent() { this.timer1 = new System.Timers.Timer(); ((System.ComponentModel.ISupportInitialize)(this.timer1)).BeginInit(); // // timer1 // this.timer1.Enabled = true; this.timer1.Elapsed += new System.Timers.ElapsedEventHandler(this.timer1_Elapsed); // // DataSyncService // this.ServiceName = "DataSyncService"; ((System.ComponentModel.ISupportInitialize)(this.timer1)).EndInit(); } From SubscriptionService: public static readonly int _defaultInterval = 300000; //log4net.ILog log; public SubscriptionService() { InitializeComponent(); } protected override void OnStart(string[] args) { timer1.Interval = _defaultInterval; //GetInterval(); timer1.Enabled = true; EventLog.WriteEntry("MyProj", "Subscription Service Started", EventLogEntryType.Information); //log.Info("Subscription Service Started"); } private void timer1_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { EventLog.WriteEntry("MyProj", "Subscription Service Time Elapsed", EventLogEntryType.Information); } private void InitializeComponent() //in designer { this.timer1 = new System.Timers.Timer(); ((System.ComponentModel.ISupportInitialize)(this.timer1)).BeginInit(); // // timer1 // this.timer1.Enabled = true; this.timer1.Elapsed += new System.Timers.ElapsedEventHandler(this.timer1_Elapsed); // // SubscriptionService // this.ServiceName = "SubscriptionService"; ((System.ComponentModel.ISupportInitialize)(this.timer1)).EndInit(); } Again, the problem is that the timer1_elapsed handler runs constantly when only one of the services is started. And it's the handler on the OPPOSITE service. Anybody see anything?

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  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

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  • How do I make my applet turn the user's input into an integer and compare it to the computer's random number?

    - by Kitteran
    I'm in beginning programming and I don't fully understand applets yet. However, (with some help from internet tutorials) I was able to create an applet that plays a game of guess with the user. The applet compiles fine, but when it runs, this error message appears: "Exception in thread "main" java.lang.NumberFormatException: For input string: "" at java.lang.NumberFormatException.forInputString(NumberFormatException.java:48) at java.lang.Integer.parseInt(Integer.java:470) at java.lang.Integer.parseInt(Integer.java:499) at Guess.createUserInterface(Guess.java:101) at Guess.<init>(Guess.java:31) at Guess.main(Guess.java:129)" I've tried moving the "userguess = Integer.parseInt( t1.getText() );" on line 101 to multiple places, but I still get the same error. Can anyone tell me what I'm doing wrong? The Code: // Creates the game GUI. import javax.swing.*; import java.awt.*; import java.awt.event.*; public class Guess extends JFrame{ private JLabel userinputJLabel; private JLabel lowerboundsJLabel; private JLabel upperboundsJLabel; private JLabel computertalkJLabel; private JButton guessJButton; private JPanel guessJPanel; static int computernum; int userguess; static void declare() { computernum = (int) (100 * Math.random()) + 1; //random number picked (1-100) } // no-argument constructor public Guess() { createUserInterface(); } // create and position GUI components private void createUserInterface() { // get content pane and set its layout Container contentPane = getContentPane(); contentPane.setLayout( null ); contentPane.setBackground( Color.white ); // set up userinputJLabel userinputJLabel = new JLabel(); userinputJLabel.setText( "Enter Guess Here -->" ); userinputJLabel.setBounds( 0, 65, 120, 50 ); userinputJLabel.setHorizontalAlignment( JLabel.CENTER ); userinputJLabel.setBackground( Color.white ); userinputJLabel.setOpaque( true ); contentPane.add( userinputJLabel ); // set up lowerboundsJLabel lowerboundsJLabel = new JLabel(); lowerboundsJLabel.setText( "Lower Bounds Of Guess = 1" ); lowerboundsJLabel.setBounds( 0, 0, 170, 50 ); lowerboundsJLabel.setHorizontalAlignment( JLabel.CENTER ); lowerboundsJLabel.setBackground( Color.white ); lowerboundsJLabel.setOpaque( true ); contentPane.add( lowerboundsJLabel ); // set up upperboundsJLabel upperboundsJLabel = new JLabel(); upperboundsJLabel.setText( "Upper Bounds Of Guess = 100" ); upperboundsJLabel.setBounds( 250, 0, 170, 50 ); upperboundsJLabel.setHorizontalAlignment( JLabel.CENTER ); upperboundsJLabel.setBackground( Color.white ); upperboundsJLabel.setOpaque( true ); contentPane.add( upperboundsJLabel ); // set up computertalkJLabel computertalkJLabel = new JLabel(); computertalkJLabel.setText( "Computer Says:" ); computertalkJLabel.setBounds( 0, 130, 100, 50 ); //format (x, y, width, height) computertalkJLabel.setHorizontalAlignment( JLabel.CENTER ); computertalkJLabel.setBackground( Color.white ); computertalkJLabel.setOpaque( true ); contentPane.add( computertalkJLabel ); //Set up guess jbutton guessJButton = new JButton(); guessJButton.setText( "Enter" ); guessJButton.setBounds( 250, 78, 100, 30 ); contentPane.add( guessJButton ); guessJButton.addActionListener( new ActionListener() // anonymous inner class { // event handler called when Guess button is pressed public void actionPerformed( ActionEvent event ) { guessActionPerformed( event ); } } // end anonymous inner class ); // end call to addActionListener // set properties of application's window setTitle( "Guess Game" ); // set title bar text setSize( 500, 500 ); // set window size setVisible( true ); // display window //create text field TextField t1 = new TextField(); // Blank text field for user input t1.setBounds( 135, 78, 100, 30 ); contentPane.add( t1 ); userguess = Integer.parseInt( t1.getText() ); //create section for computertalk Label computertalkLabel = new Label(""); computertalkLabel.setBounds( 115, 130, 300, 50); contentPane.add( computertalkLabel ); } // Display computer reactions to user guess private void guessActionPerformed( ActionEvent event ) { if (userguess > computernum) //if statements (computer's reactions to user guess) computertalkJLabel.setText( "Computer Says: Too High" ); else if (userguess < computernum) computertalkJLabel.setText( "Computer Says: Too Low" ); else if (userguess == computernum) computertalkJLabel.setText( "Computer Says:You Win!" ); else computertalkJLabel.setText( "Computer Says: Error" ); } // end method oneJButtonActionPerformed // end method createUserInterface // main method public static void main( String args[] ) { Guess application = new Guess(); application.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE); } // end method main } // end class Phone

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  • pfsense peer-to-peer OpenVPN not connecting

    - by John P
    I'm trying to setup a peer-to-peer OpenVPN between two pfsense servers running 2.0.1-RELEASE, but the client keeps getting the connection dropped, with a status of "reconnecting; ping-restart" and nothing appears to be routing between them. Both these firewalls are also doing PPTP VPNs that are working correctly. FW01 ("server") ======================= LAN: 10.1.1.2/24 WAN: xx.xx.126.34/27 ServerMode: Peer to Peer (Shared Key) Protocol: UDP DeviceMode: tun Interface: WAN Port 1194 Tunnel: 10.0.8.1/30 Local Network: 10.1.1.0/24 Remote Network: 192.168.1.0/24 Firewall Rule in OpenVPN tab: UDP * * * * * none FW03 (client) LAN: 192.168.1.2/24 WAN: xx.xx.9.66/27 ServerMode: Peer to Peer (Shared Key) Protocol: UDP DeviceMode: tun Interface: WAN Server Host: xx.xx.126.34 Tunnel: -- also tried 10.1.8.0/24 Remote Network: 10.1.1.0/24 Client Logs: System Log Apr 6 18:00:08 kernel: ... Restarting packages. Apr 6 18:00:13 check_reload_status: Starting packages Apr 6 18:00:19 php: : Restarting/Starting all packages. Apr 6 18:00:56 kernel: ovpnc1: link state changed to DOWN Apr 6 18:00:56 check_reload_status: Reloading filter Apr 6 18:00:57 check_reload_status: Reloading filter Apr 6 18:00:57 kernel: ovpnc1: link state changed to UP Apr 6 18:00:57 check_reload_status: rc.newwanip starting ovpnc1 Apr 6 18:00:57 check_reload_status: Syncing firewall Apr 6 18:01:02 php: : rc.newwanip: Informational is starting ovpnc1. Apr 6 18:01:02 php: : rc.newwanip: on (IP address: ) (interface: ) (real interface: ovpnc1). Apr 6 18:01:02 php: : rc.newwanip: Failed to update IP, restarting... Apr 6 18:01:02 php: : send_event: sent interface reconfigure got ERROR: incomplete command. all reload reconfigure restart newip linkup sync Client OpenVPN log Apr 6 18:39:14 openvpn[12177]: Inactivity timeout (--ping-restart), restarting Apr 6 18:39:14 openvpn[12177]: SIGUSR1[soft,ping-restart] received, process restarting Apr 6 18:39:16 openvpn[12177]: NOTE: the current --script-security setting may allow this configuration to call user-defined scripts Apr 6 18:39:16 openvpn[12177]: Re-using pre-shared static key Apr 6 18:39:16 openvpn[12177]: Preserving previous TUN/TAP instance: ovpnc1 Apr 6 18:39:16 openvpn[12177]: UDPv4 link local (bound): [AF_INET]64.94.9.66 Apr 6 18:39:16 openvpn[12177]: UDPv4 link remote: [AF_INET]64.74.126.34:1194 Server OpenVPN log Apr 6 14:40:36 openvpn[22117]: UDPv4 link remote: [undef] Apr 6 14:40:36 openvpn[22117]: UDPv4 link local (bound): [AF_INET]xx.xx.126.34:1194 Apr 6 14:40:36 openvpn[21006]: /usr/local/sbin/ovpn-linkup ovpns1 1500 1557 10.1.8.1 10.1.8.2 init Apr 6 14:40:36 openvpn[21006]: /sbin/ifconfig ovpns1 10.1.8.1 10.1.8.2 mtu 1500 netmask 255.255.255.255 up Apr 6 14:40:36 openvpn[21006]: do_ifconfig, tt-ipv6=0, tt-did_ifconfig_ipv6_setup=0 Apr 6 14:40:36 openvpn[21006]: TUN/TAP device /dev/tun1 opened Apr 6 14:40:36 openvpn[21006]: Control Channel Authentication: using '/var/etc/openvpn/server1.tls-auth' as a OpenVPN static key file Apr 6 14:40:36 openvpn[21006]: NOTE: the current --script-security setting may allow this configuration to call user-defined scripts Apr 6 14:40:36 openvpn[21006]: OpenVPN 2.2.0 amd64-portbld-freebsd8.1 [SSL] [LZO2] [eurephia] [MH] [PF_INET6] [IPv6 payload 20110424-2 (2.2RC2)] built on Aug 11 2011 Apr 6 14:40:36 openvpn[17171]: SIGTERM[hard,] received, process exiting Apr 6 14:40:36 openvpn[17171]: /usr/local/sbin/ovpn-linkdown ovpns1 1500 1557 10.1.8.1 10.1.8.2 init Apr 6 14:40:36 openvpn[17171]: ERROR: FreeBSD route delete command failed: external program exited with error status: 1 Apr 6 14:40:36 openvpn[17171]: event_wait : Interrupted system call (code=4) Apr 6 14:06:32 openvpn[17171]: Initialization Sequence Completed Apr 6 14:06:32 openvpn[17171]: UDPv4 link remote: [undef] Apr 6 14:06:32 openvpn[17171]: UDPv4 link local (bound): [AF_INET]xx.xx.126.34:1194

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  • Networking issues with Linux server (CentOS 5.3)

    - by sxanness
    I have a Linux server hosting our bug tracking software (CentOS 5.2 Kernel 2.6.18-128.4.1.el5) that I have having some strange network problems with. The machine is configured with two NICS, one for the public interface and the other for our server back end network. The problem is that after doing a service network restart I can ping the public interface and it sends anywhere from 200-500 ICMP packets and then all of a sudden I start getting a request timed out error. Strange but as soon as I connect to the private interface the ping starts working again to the public interface. I clearly have a routing issue somewhere. I have a Juniper Router with the following configuration. Interface 0/0 -- Connect subnet to the ISP at our co-location Interface 0/2 -- For our DRAC network Interface 0/3 -- The Server-backend network (plugs directly into a switch that feeds to all the NICs that are on the 10.3.20.x network. Interface 0/4 -- Plugs directly into another switch that feeds our public interfaces, that interface as all the gateways from our public ip rangs as secondary IP addresses. I hope that someone can ask the right questions that can lead me to check things and figure out what is going on. Has anyone had similar problems and what kind of things should I be checking? Routing issue or something even more complicated? [root@fogbugz ~]# cat /etc/sysconfig/network-scripts/ifcfg-eth0 # Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ DEVICE=eth0 BOOTPROTO=static IPADDR=72.249.134.98 NETMASK=255.255.255.248 BROADCAST=72.249.134.103 HWADDR=00:16:3E:AA:BB:EE ONBOOT=yes [root@fogbugz ~]# cat /etc/sysconfig/network-scripts/ifcfg-eth1 # Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ DEVICE=eth1 BOOTPROTO=static BROADCAST=10.3.20.255 HWADDR=00:17:3E:AA:BB:EE IPADDR=10.3.20.25 NETMASK=255.255.255.0 NETWORK=10.3.20.0 ONBOOT=yes [root@fogbugz ~]# cat /etc/sysconfig/network NETWORKING=yes NETWORKING_IPV6=no HOSTNAME=fogbugz.dfw.hisg-it.net GATEWAY=72.249.134.97 [root@fogbugz ~]# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 72.249.134.96 0.0.0.0 255.255.255.248 U 0 0 0 eth0 10.3.20.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth1 10.0.0.0 10.3.20.1 255.0.0.0 UG 0 0 0 eth1 0.0.0.0 72.249.134.97 0.0.0.0 UG 0 0 0 eth0

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  • Networking issues with Linux server (CentOS 5.3)

    - by sxanness
    I have a Linux server hosting our bug tracking software (CentOS 5.2 Kernel 2.6.18-128.4.1.el5) that I have having some strange network problems with. The machine is configured with two NICS, one for the public interface and the other for our server back end network. The problem is that after doing a service network restart I can ping the public interface and it sends anywhere from 200-500 ICMP packets and then all of a sudden I start getting a request timed out error. Strange but as soon as I connect to the private interface the ping starts working again to the public interface. I clearly have a routing issue somewhere. I have a Juniper Router with the following configuration. Interface 0/0 -- Connect subnet to the ISP at our co-location Interface 0/2 -- For our DRAC network Interface 0/3 -- The Server-backend network (plugs directly into a switch that feeds to all the NICs that are on the 10.3.20.x network. Interface 0/4 -- Plugs directly into another switch that feeds our public interfaces, that interface as all the gateways from our public ip rangs as secondary IP addresses. I hope that someone can ask the right questions that can lead me to check things and figure out what is going on. Has anyone had similar problems and what kind of things should I be checking? Routing issue or something even more complicated? [root@fogbugz ~]# cat /etc/sysconfig/network-scripts/ifcfg-eth0 # Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ DEVICE=eth0 BOOTPROTO=static IPADDR=72.249.134.98 NETMASK=255.255.255.248 BROADCAST=72.249.134.103 HWADDR=00:16:3E:AA:BB:EE ONBOOT=yes [root@fogbugz ~]# cat /etc/sysconfig/network-scripts/ifcfg-eth1 # Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ DEVICE=eth1 BOOTPROTO=static BROADCAST=10.3.20.255 HWADDR=00:17:3E:AA:BB:EE IPADDR=10.3.20.25 NETMASK=255.255.255.0 NETWORK=10.3.20.0 ONBOOT=yes [root@fogbugz ~]# cat /etc/sysconfig/network NETWORKING=yes NETWORKING_IPV6=no HOSTNAME=fogbugz.dfw.hisg-it.net GATEWAY=72.249.134.97 [root@fogbugz ~]# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 72.249.134.96 0.0.0.0 255.255.255.248 U 0 0 0 eth0 10.3.20.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth1 10.0.0.0 10.3.20.1 255.0.0.0 UG 0 0 0 eth1 0.0.0.0 72.249.134.97 0.0.0.0 UG 0 0 0 eth0

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  • Uwsgi starts from root but not as a service

    - by vittore
    I have nginx + uwsgi setup for flask website. thats my nginx server { listen 80; server_name _; location /static/ { alias /var/www/site/app/static/; } location / { uwsgi_pass 127.0.0.1:5080; include uwsgi_params; } } And here is my uwsgi config.xml <uwsgi> <socket>127.0.0.1:5080</socket> <autoload/> <daemonize>/var/log/uwsgi_webapp.log</daemonize> <pythonpath>/var/www/site/</pythonpath> <module>run:app</module> <plugins>python27</plugins> <virtualenv>/var/www/venv/</virtualenv> <processes>1</processes> <enable-threads/> <master /> <harakiri>60</harakiri> <max-requests>2000</max-requests> <limit-as>512</limit-as> <reload-on-as>256</reload-on-as> <reload-on-rss>192</reload-on-rss> <no-orphans/> <vacuum/> </uwsgi> When I trying to start uwsgi service (service uwsgi start) it says ok but there is no uwsgi process and I see the following in the log: *** Starting uWSGI 1.0.3-debian (64bit) on [Fri Oct 25 00:43:13 2013] *** compiled with version: 4.6.3 on 17 July 2012 02:26:54 current working directory: / writing pidfile to /run/uwsgi/app/gsk/pid detected binary path: /usr/bin/uwsgi-core setgid() to 33 setuid() to 33 limiting address space of processes... your process address space limit is 536870912 bytes (512 MB) your memory page size is 4096 bytes *** WARNING: you have enabled harakiri without post buffering. Slow upload could be rejected on post-unbuffered webservers *** uwsgi socket 0 bound to TCP address 127.0.0.1:5080 fd 6 bind(): Permission denied [socket.c line 107] However when I start uwsgi as a root uwsgi --socket 127.0.0.1:5080 --module run --callab app --harakiri 15 --harakiri-verbose --logto2 tmp/uwsgi.log It starts just fine and after restarting nginx I can access website. What can be an issue ?

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