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  • Trying to implement fling events on an object

    - by Adam Short
    I have a game object, well a bitmap, which I'd like to "fling". I'm struggling to get it to fling ontouchlistener due to it being a bitmap and not sure how to proceed and I'm struggling to find the resources to help. Here's my code so far: https://github.com/addrum/Shapes GameActivity class: package com.main.shapes; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.os.Bundle; import android.view.GestureDetector; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View.OnTouchListener; import android.view.Window; public class GameActivity extends Activity { private GestureDetector gestureDetector; View view; Bitmap ball; float x, y; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Remove title bar this.requestWindowFeature(Window.FEATURE_NO_TITLE); view = new View(this); ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball); gestureDetector = new GestureDetector(this, new GestureListener()); x = 0; y = 0; setContentView(view); ball.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(android.view.View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }); } @Override protected void onPause() { super.onPause(); view.pause(); } @Override protected void onResume() { super.onResume(); view.resume(); } public class View extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; boolean canRun = false; public View(Context context) { super(context); holder = getHolder(); } public void run() { while (canRun) { if (!holder.getSurface().isValid()) { continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 255, 255, 255); c.drawBitmap(ball, x - (ball.getWidth() / 2), y - (ball.getHeight() / 2), null); holder.unlockCanvasAndPost(c); } } public void pause() { canRun = false; while (true) { try { thread.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } thread = null; } public void resume() { canRun = true; thread = new Thread(this); thread.start(); } } } GestureListener class: package com.main.shapes; import android.view.GestureDetector.SimpleOnGestureListener; import android.view.MotionEvent; public class GestureListener extends SimpleOnGestureListener { private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_THRESHOLD_VELOCITY = 200; @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { if (e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Right to Left return true; } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Left to Right return true; } if (e1.getY() - e2.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Bottom to Top return true; } else if (e2.getY() - e1.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Top to Bottom return true; } return false; } @Override public boolean onDown(MotionEvent e) { //always return true since all gestures always begin with onDown and<br> //if this returns false, the framework won't try to pick up onFling for example. return true; } }

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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

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

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  • How to import ejb project classes into web project on eclipse?

    - by Jhonnytunes
    I have 3 projects on eclipse, maven ejb project, maven wicket webapp project and a enterprise application project that includes ejb and web I mentioned before, as modules. But my question is, How from my web project can I use classes on the ejb project. Lets say ClassA is on the ejb project and I want to say from web project: ClassA cl = new ClassA. I wont be allowed since web project doesnt have ClassA but ejb project. I want to use ejb project as a Business Logic, JPA part. Also I want to include here some not beans classes that I want to use from the web. Dont know if its possible. The web project goes without Business logic, just the wicket pages calling ejb, and using ther classes. Im new in the EE world. Never made an ear file including a war and ejb jar for deploying it on Glassfish. Thanks in advanced.

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

    - by nathan
    I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the above specifications, i decided to use an uniform grid for space partitioning. The problem i have right know is how to efficiently choose in which cells an entity should be added. ATM i'm doing something like this: for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { GridCell cell = grid[x][y]; cell.clear(); //remove the previously added entities for (int i = 0; i < entities.size(); i++) { Entity e = entities.get(i); if (cell.isEntityOverlap(e)) { cell.add(e); } } } } The isEntityOverlap is a simple method i added my GridCell class. public boolean isEntityOverlap(Shape s) { return cellArea.intersects(s); } Where cellArea is a Rectangle. cellArea = new Rectangle(x, y, CollisionGrid.CELL_SIZE, CollisionGrid.CELL_SIZE); It works but it's damn slow. What would be a fast way to know all the cells an entity overlaps? Note: by "it works" i mean, the entities are contained in the good cells over the time after movements etc.

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  • Junit test bluej [closed]

    - by user1721929
    Can someone make a junit test of this? public class PersonName { int NumberNames(String wholename) { // store the name passed in to the method String testname=wholename; // initialize number of names found int numnames=0; // on each iteration remove one name while(testname.length()>numnames) { // take the "white space" from the beginning and end testname = testname.trim(); // determine the position of the first blank // .. end of the first word int posBlank= testname.indexOf(' '); // cut off word /** * it continues to the stop sign because that is where you commanded it to end */ testname=testname.substring(posBlank+1,testname.length()); // System.out.println(numnames); // System.out.println(testname); numnames++; System.out.println(testname); } return numnames; } public static void main(String args[]) { PersonName One= new PersonName(); System.out.println(One.NumberNames("Bobby")); System.out.println(One.NumberNames("Bobby Smith")); System.out.println(One.NumberNames("Bobby L. Smith")); System.out.println(One.NumberNames(" Bobby Paul Smith Jr. ")); } }

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  • Open GL Android frame-by-frame animation tutorial/example code

    - by Trick
    My first question was asked wrong, so I need to ask again :) I found out, that I will have to do an OpenGL animation for my Android game. The closest (known) example is Talking Tom (but I don't know how they did the animations). I have large PNGs which I would like to put into a animation. For example - 30 PNGs 427×240px at 8 FPS. I know some things already about Open GL, but I am used to learn from example code. And it is quicker that way (so I don't need to invent hot water all over again :)). Does anybody has any points to direct me?

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  • Long polling using Spring MVC 3.2M1

    - by Dangling Piyush
    I want to implement Long polling Using Spring 3.2 DeferredResult. I got only this tutorial available on internet Long Polling with Spring MVC. It's a good tutorial but I could not understand it fully because I am pretty new to Spring MVC. So if anyone could explain me how to use DeferredResult for implenting long polling efficiently (server-side code) I would be grateful. I have posted this question before on Stack Overflow but got zero response so I thought of reposting it here again.

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  • Why maven so slow compared to automake?

    - by ???'Lenik
    I have a Maven project consists of around 100 modules. I have reason to decompose the project to so many modules, and I don't think I should merge them in order to speed up the build process. I have read a lot of projects by other people, e.g., the Maven project itself, and Apache Archiva, and Hudson project, they all consists of a lot of modules, nearly 100 maybe, more or less. The problem is, to build them all need so much time, 3 hours for the first time build (this is acceptable because a lot of artifacts to download), and 15 minutes for the second build (this is not acceptable). For automake, things are similarly, the first time you need to configure the project, to prepare the magical config.h file, it's far more complex then what maven does. But it's still fast, maybe 10 seconds on my Debian box. After then, make install requires maybe 10 minutes for the first time build. However, when everything get prepared, the .o object files are generated, they don't have to be rebuild at all for the second time build. (In Maven, everything rebuild at everytime.) I'm very wondering, how guys working for Maven projects can bare this long time for each build, I'm just can't sit down calmly during each time Maven build, it took too long time, really.

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  • Hadoop and Object Reuse, Why?

    - by Andrew White
    In Hadoop, objects passed to reducers are reused. This is extremely surprising and hard to track down if you're not expecting it. Furthermore, the original tracker for this "feature" doesn't offer any evidence that this change actually improved performance (unless I missed it). It would speed up the system substantially if we reused the keys and values [...] but I think it is worth doing. This seems completely counter to this very popular answer. Is there some credence to the Hadoop developer's claim? Is there something "special" about Hadoop that would invalidate the notion of object creation being cheap?

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  • When not to use Spring to instantiate a bean?

    - by Rishabh
    I am trying to understand what would be the correct usage of Spring. Not syntactically, but in term of its purpose. If one is using Spring, then should Spring code replace all bean instantiation code? When to use or when not to use Spring, to instantiate a bean? May be the following code sample will help in you understanding my dilemma: List<ClassA> caList = new ArrayList<ClassA>(); for (String name : nameList) { ClassA ca = new ClassA(); ca.setName(name); caList.add(ca); } If I configure Spring it becomes something like: List<ClassA> caList = new ArrayList<ClassA>(); for (String name : nameList) { ClassA ca = (ClassA)SomeContext.getBean(BeanLookupConstants.CLASS_A); ca.setName(name); caList.add(ca); } I personally think using Spring here is an unnecessary overhead, because The code the simpler to read/understand. It isn't really a good place for Dependency Injection as I am not expecting that there will be multiple/varied implementation of ClassA, that I would like freedom to replace using Spring configuration at a later point in time. Am I thinking correct? If not, where am I going wrong?

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • Can the overuse of custom taglibs disrupt the outsourcing of html designers?

    - by Renato Gama
    Yesterday me and a friend were talking about the overuse of custom taglibs! We create taglibs for everything! We create taglibs in order to wrap jQuery UI elements (tabs, button, etc), and other plugins elements as well. We often wrap them together in a single component. We use taglibs in a point that we almost have no pure html within the body tag. Our question is: is this a healthy habit??? Imagine two situations: 1) We hire an html designer and have the cost of a month for him to learn all this stuff. 2) We want to outsource the html development but no company would get our taglib library to learn, OR it become more expensive. We love taglibs as its been a lovely shortcut for javascipt development as we write it only once. What would be the best practices in this sense, and what would you suggest? We are looking for a future-proof solution (or an argument that agrees with ours).

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • design pattern for unit testing? [duplicate]

    - by Maddy.Shik
    This question already has an answer here: Unit testing best practices for a unit testing newbie 4 answers I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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  • Is event sourcing ready for prime time?

    - by Dakotah North
    Event Sourcing was popularized by LMAX as a means to provide speed, performance scalability, transparent persistence and transparent live mirroring. Before being rebranded as Event Sourcing, this type of architectural pattern was known as System Prevalence but yet I was never familiar with this pattern before the LMAX team went public. Has this pattern proved itself in numerous production systems and therefore even conservative individuals should feel empowered to embrace this pattern or is event sourcing / system prevalence an exotic pattern that is best left for the fearless?

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  • Why do Windows Forms / Swing frameworks favour inheritance instead of Composition?

    - by devoured elysium
    Today a professor of mine commented that he found it odd that while SWT's philosophy is one of making your own controls by composition, Swing seems to favour inheritance. I have almost no contact with both frameworks, but from what I remember in C#'s Windows Forms one usually extends controls, just like Swing. Being that generally people tend to prefer composition over inheritance, why didn't Swing/Windows Forms folks favour composition instead of inheritance?

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  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Spring can commit Transaction in finally block with RunTimeException in try block [migrated]

    - by Chance Lai
    The project used Spring + Hibernate Sample code: public void method(){ try{ dao.saveA(entityA); throw RuntimeException; dao.saveB(entityB); }catch(RuntimeException e){ throw e; }finally{ dao.saveC(entityC) } } Finally, just entityC will be saved in database in test. I think saveA, saveB, saveC in the same transaction,they should not be committed. In this case, I want to know why entityC is committed. How does Spring do this in the finally block?

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  • sending credential to linkedIn website and get oauth_verifier without sign in again

    - by akash kumar
    i am facing problem regarding sending credentials to other website and after login(automatically not clicked on sign in here) and get oauth_verifier value Detail is bellow.... I want to send emailaddress and password through form(submit button)from my website(i.e liferay portal) to another website(suppose linkedIn) it should automatically authorize and return oauth_verifier to my website. that mean i dont want my website user to submit emailaddress and password to linkedIn again. actually i want to take emailaddress and password in my website and show the user LinkedIn connection,message,job posting in my website it self,i dont want to redirect user to LinkedIn website and sign in there and again come back to my website. I have taken consumer key and secret key from LinkedIn for my aplication. i am using linkedIn api and getting oauth_verifier for access token but for that i have to take user to LinkedIn for signIn, actually it should happen in backend

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  • What is bootstrap listener in the context of Spring framework?

    - by jillionbug2fix
    I am studying Spring framework, in web.xml I added following which is a bootstrap listener. Can anyone give me a proper idea of what is a bootstrap listener? <listener> <listener-class>org.springframework.web.context.ContextLoaderListener</listener-class> </listener> You can see the doc here: ContextLoadListener Bootstrap listener to start up and shut down Spring's root WebApplicationContext. Simply delegates to ContextLoader as well as to ContextCleanupListener. This listener should be registered after Log4jConfigListener in web.xml, if the latter is used. As of Spring 3.1, ContextLoaderListener supports injecting the root web application context via the ContextLoaderListener(WebApplicationContext) constructor, allowing for programmatic configuration in Servlet 3.0+ environments. See WebApplicationInitializer for usage examples...

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