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  • Silverlight 2.0 - Can't get the text wrapping behaviour that I want

    - by Anthony
    I am having trouble getting Silverlight 2.0 to lay out text exactly how I want. I want text with line breaks and embedded links, with wrapping, like HTML text in a web page. Here's the closest that I have come: <UserControl x:Class="FlowPanelTest.Page" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:Controls="clr-namespace:Microsoft.Windows.Controls;assembly=Microsoft.Windows.Controls" Width="250" Height="300"> <Border BorderBrush="Black" BorderThickness="2" > <Controls:WrapPanel> <TextBlock x:Name="tb1" TextWrapping="Wrap">Short text. </TextBlock> <TextBlock x:Name="tb2" TextWrapping="Wrap">A bit of text. </TextBlock> <TextBlock x:Name="tb3" TextWrapping="Wrap">About half of a line of text.</TextBlock> <TextBlock x:Name="tb4" TextWrapping="Wrap">More than half a line of longer text.</TextBlock> <TextBlock x:Name="tb5" TextWrapping="Wrap">More than one line of text, so it will wrap onto the following line.</TextBlock> </Controls:WrapPanel> </Border> </UserControl> But the issue is that although the text blocks tb1 and tb2 will go onto the same line because there is room enough for them completely, tb3 onwards will not start on the same line as the previous block, even though it will wrap onto following lines. I want each text block to start where the previous one ends, on the same line. I want to put click event handlers on some of the text. I also want paragraph breaks. Essentially I'm trying to work around the lack of FlowDocument and Hyperlink controls in Silverlight 2.0's subset of XAML. To answer the questions posed in the answers: Why not use runs for the non-clickable text? If I just use individual TextBlocks only on the clickable text, then those bits of text will still suffer from the wrapping problem illustrated above. And the TextBlock just before the link, and the TextBlock just after. Essentially all of it. It doesn't look like I have many opportunities for putting multiple runs in the same TextBlock. Dividing the links from the other text with RegExs and loops is not the issue at all, the issue is display layout. Why not put each word in an individual TextBlock in a WrapPanel Aside from being an ugly hack, this does not play at all well with linebreaks - the layout is incorrect. It would also make the underline style of linked text into a broken line. Here's an example with each word in its own TextBlock. Try running it, note that the linebreak isn't shown in the right place at all. <UserControl x:Class="SilverlightApplication2.Page" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:Controls="clr-namespace:Microsoft.Windows.Controls;assembly=Microsoft.Windows.Controls" Width="300" Height="300"> <Controls:WrapPanel> <TextBlock TextWrapping="Wrap">Short1 </TextBlock> <TextBlock TextWrapping="Wrap">Longer1 </TextBlock> <TextBlock TextWrapping="Wrap">Longerest1 </TextBlock> <TextBlock TextWrapping="Wrap"> <Run>Break</Run> <LineBreak></LineBreak> </TextBlock> <TextBlock TextWrapping="Wrap">Short2</TextBlock> <TextBlock TextWrapping="Wrap">Longer2</TextBlock> <TextBlock TextWrapping="Wrap">Longerest2</TextBlock> <TextBlock TextWrapping="Wrap">Short3</TextBlock> <TextBlock TextWrapping="Wrap">Longer3</TextBlock> <TextBlock TextWrapping="Wrap">Longerest3</TextBlock> </Controls:WrapPanel> </UserControl> What about The LinkLabelControl as here and here. It has the same problems as the approach above, since it's much the same. Try running the sample, and make the link text longer and longer until it wraps. Note that the link starts on a new line, which it shouldn't. Make the link text even longer, so that the link text is longer than a line. Note that it doesn't wrap at all, it cuts off. This control doesn't handle line breaks and paragraph breaks either. Why not put the text all in runs, detect clicks on the containing TextBlock and work out which run was clicked Runs do not have mouse events, but the containing TextBlock does. I can't find a way to check if the run is under the mouse (IsMouseOver is not present in SilverLight) or to find the bounding geometry of the run (no clip property). There is VisualTreeHelper.FindElementsInHostCoordinates() The code below uses VisualTreeHelper.FindElementsInHostCoordinates to get the controls under the click. The output lists the TextBlock but not the Run, since a Run is not a UiElement. private void theText_MouseLeftButtonDown(object sender, System.Windows.Input.MouseButtonEventArgs e) { // get the elements under the click UIElement uiElementSender = sender as UIElement; Point clickPos = e.GetPosition(uiElementSender); var UiElementsUnderClick = VisualTreeHelper.FindElementsInHostCoordinates(clickPos, uiElementSender); // show the controls string outputText = ""; foreach (var uiElement in UiElementsUnderClick) { outputText += uiElement.GetType().ToString() + "\n"; } this.outText.Text = outputText; } Use an empty text block with a margin to space following content onto a following line I'm still thinking about this one. How do you calculate the right width for a line-breaking block to force following content onto the following line? Too short and the following content will still be on the same line, at the right. Too long and the "linebreak" will be on the following line, with content after it. You would have to resize the breaks when the control is resized. Some of the code for this is: TextBlock lineBreak = new TextBlock(); lineBreak.TextWrapping = TextWrapping.Wrap; lineBreak.Text = " "; // need adaptive width lineBreak.Margin = new Thickness(0, 0, 200, 0);

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  • header confusion. Compiler not recognizing datatypes

    - by numerical25
    I am getting confused on why the compiler is not recognizing my classes. So I am just going to show you my code and let you guys decide. My error is this error C2653: 'RenderEngine' : is not a class or namespace name and it's pointing to this line std::vector<RenderEngine::rDefaultVertex> m_verts; Here is the code for rModel, in its entirety. It contains the varible. the class that holds it is further down. #ifndef _MODEL_H #define _MODEL_H #include "stdafx.h" #include <vector> #include <string> //#include "RenderEngine.h" #include "rTri.h" class rModel { public: typedef tri<WORD> sTri; std::vector<sTri> m_tris; std::vector<RenderEngine::rDefaultVertex> m_verts; std::wstring m_name; ID3D10Buffer *m_pVertexBuffer; ID3D10Buffer *m_pIndexBuffer; rModel( const TCHAR *filename ); rModel( const TCHAR *name, int nVerts, int nTris ); ~rModel(); float GenRadius(); void Scale( float amt ); void Draw(); //------------------------------------ Access functions. int NumVerts(){ return m_verts.size(); } int NumTris(){ return m_tris.size(); } const TCHAR *Name(){ return m_name.c_str(); } RenderEngine::cDefaultVertex *VertData(){ return &m_verts[0]; } sTri *TriData(){ return &m_tris[0]; } }; #endif at the very top of the code there is a header file #include "stdafx.h" that includes this // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #include "targetver.h" #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include <windows.h> // C RunTime Header Files #include <stdlib.h> #include <malloc.h> #include <memory.h> #include <tchar.h> #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #include "RenderEngine.h" #include "rModel.h" // TODO: reference additional headers your program requires here as you can see, RenderEngine.h comes before rModel.h #include "RenderEngine.h" #include "rModel.h" According to my knowledge, it should recognize it. But on the other hand, I am not really that great with organizing headers. Here my my RenderEngine Declaration. #pragma once #include "stdafx.h" #define MAX_LOADSTRING 100 #define MAX_LIGHTS 10 class RenderEngine { public: class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); void AddLight(D3DCOLOR color, D3DXVECTOR3 pos); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; m_iNumLights = 0; } protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs system D3DXMATRIX m_mtxWorld; D3DXMATRIX m_mtxView; D3DXMATRIX m_mtxProj; //pointers to shaders matrix varibles ID3D10EffectMatrixVariable* m_pmtxWorldVar; ID3D10EffectMatrixVariable* m_pmtxViewVar; ID3D10EffectMatrixVariable* m_pmtxProjVar; //Application Lights rLight m_aLights[MAX_LIGHTS]; // Light array int m_iNumLights; // Number of active lights //light pointers from shader ID3D10EffectVectorVariable* m_pLightDirVar; ID3D10EffectVectorVariable* m_pLightColorVar; ID3D10EffectVectorVariable* m_pNumLightsVar; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3D10InputLayout* m_pDefaultInputLayout; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); void UpdateMatrices(); void UpdateLights(); }; The classes are defined within the class class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; Not sure if thats good practice, but I am just going by the book. In the end, I just need a good way to organize it so that rModel recognizes RenderEngine. and if possible, the other way around.

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Problem to display 3D google map.

    - by nemade-vipin
    hello friends, I have implemented one Flex application in which I want to display 3D google map.In which I am getting the error the NUll object reference during map display. Here is my code:- import com.google.maps.controls.MapTypeControl; import adobe.utils.XMLUI; import mx.rpc.events.FaultEvent; import mx.controls.Alert; import generated.webservices.*; import mx.collections.ArrayCollection; import mx.controls.*; import generated.webservices.*; import com.google.maps.LatLng; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapMouseEvent; import com.google.maps.services.GeocodingEvent; import com.google.maps.services.ClientGeocoder; import com.google.maps.overlays.Marker; import com.google.maps.InfoWindowOptions; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import mx.controls.Alert; [Bindable] private var childName:ArrayCollection; [Bindable] private var childId:ArrayCollection; private var photoFeed:ArrayCollection; private var trackinginfochild:TrackingInfo; private var arrayOfchild:Array; private var newEntry:GetSBTSMobileAuthentication; private var trackinginfo:GetSBTSTrackingInfo; private var childObj:Child; private var UserId:int; private var lat:int; private var long:int; private var latlong:LatLng; public var user:SBTSWebService; public function authentication():void { // Instantiate a new Entry object. user = new SBTSWebService(); if(user!=null) { user.addSBTSWebServiceFaultEventListener(handleFaults); user.addgetSBTSMobileAuthenticationEventListener(authenticationResult); newEntry = new GetSBTSMobileAuthentication(); if(newEntry!=null) { newEntry.mobile=mobileno.text; newEntry.password=password.text; user.getSBTSMobileAuthentication(newEntry); } } } public function handleFaults(event:FaultEvent):void { Alert.show("A fault occured contacting the server. Fault message is: " + event.fault.faultString); } public function authenticationResult(event:GetSBTSMobileAuthenticationResultEvent):void { if(event.result != null && event.result._return>0) { if(event.result._return > 0) { UserId = event.result._return; loginform.enabled = false; getChildList(UserId); viewstack2.selectedIndex=1; } else { Alert.show("Authentication fail"); } } } public function getChildList(userId:int):void { var childEntry:GetSBTSMobileChildrenInfo = new GetSBTSMobileChildrenInfo(); childEntry.UserId = userId; user.addgetSBTSMobileChildrenInfoEventListener(sbtsChildrenInfoResult); user.getSBTSMobileChildrenInfo(childEntry); } public function sbtsChildrenInfoResult(event:GetSBTSMobileChildrenInfoResultEvent):void { if( event.result._return!=null) { arrayOfchild = event.result._return as Array; photoFeed = new ArrayCollection(arrayOfchild); childName = new ArrayCollection(); for( var count:int=0;count<photoFeed.length;count++) { childObj = photoFeed.getItemAt(count,0) as Child; childName.addItem(childObj.strName); } } } private function trackingInfo():void { for( var count:int=0;count user.getSBTSTrackingInfo(trackinginfo); } } } } private function getTrackingInfo(event:GetSBTSTrackingInfoResultEvent):void { if(event.result._return != null) { trackinginfochild = event.result._return as TrackingInfo; lat = trackinginfochild.dblLatitude; long = trackinginfochild.dblLongitude; latlong = new LatLng(lat,long); } } private function onMapPreinitialize(event:MapEvent):void { var myMapOptions:MapOptions = new MapOptions(); myMapOptions.zoom = 12; myMapOptions.center = latlong; myMapOptions.mapType = MapType.NORMAL_MAP_TYPE; myMapOptions.viewMode = View.VIEWMODE_PERSPECTIVE; myMapOptions.attitude = new Attitude(20,30,0); buslocation.setInitOptions(myMapOptions); buspath.setInitOptions(myMapOptions); } private function onMapReady(event:MapEvent):void { this.buslocation.addControl(new NavigationControl()); this.buslocation.addControl( new MapTypeControl()); } ]]> <mx:Move id="hideEffect" yTo="-500" /> <mx:Move id="showEffect" xFrom="500"/> <mx:Panel width="100%" height="100%" headerColors="[#000000,#FFFFFF]" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:TabNavigator id="viewstack2" selectedIndex="0" creationPolicy="all" width="100%" height="100%"> <mx:Form label="Login Form" id="loginform" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:FormItem label="Mobile NO:" creationPolicy="all"> <mx:TextInput id="mobileno"/> </mx:FormItem> <mx:FormItem label="Password:" creationPolicy="all"> <mx:TextInput displayAsPassword="true" id="password" /> </mx:FormItem> <mx:FormItem> <mx:Button label="Login" click="authentication()"/> </mx:FormItem> </mx:Form> <mx:Form label="Child List" id="childForm" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:Label width="100%" color="blue" text="Select Child."/> <mx:RadioButtonGroup id="radioGroup" itemClick="trackingInfo()"/> <mx:Repeater id="fieldRepeater" dataProvider="{childName}"> <mx:RadioButton groupName="radioGroup" label="{fieldRepeater.currentItem}" value="{fieldRepeater.currentItem}"/> </mx:Repeater> </mx:Form> <mx:Form label="Child Information" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:FormItem> <mx:DataGrid id="childinfo"> <mx:columns> <mx:DataGridColumn headerText="Child Name" dataField="strName"/> <mx:DataGridColumn headerText="School Name" dataField="strSchoolName"/> <mx:DataGridColumn headerText="Pick Up Point" dataField="strPickUpPointName"/> <mx:DataGridColumn headerText="Drop Down Point" dataField="strDropDownPointName"/> </mx:columns> </mx:DataGrid> </mx:FormItem> <mx:FormItem> <mx:Button label="click here to see bus location"/> </mx:FormItem> </mx:Form> <mx:Form label="Bus Location" hideEffect="{hideEffect}" showEffect="{showEffect}"> <maps:Map3D xmlns:maps="com.google.maps.*" mapevent_mappreinitialize="onMapPreinitialize(event)" id="buslocation" width="100%" height="100%" url="http://code.google.com/apis/maps/" key="ABQIAAAAXuX6aG-r_N0-tQNxUEV-vRSE8al1BQssMxLXJiP75kIjR3ssLxT3D52_u94hI-dMIkD72FmnK-P4og"/> </mx:Form> <mx:Form label="Bus path" hideEffect="{hideEffect}" showEffect="{showEffect}"> <maps:Map3D xmlns:maps="com.google.maps.*" mapevent_mappreinitialize="onMapPreinitialize(event)" id="buspath" width="100%" height="100%" url="http://code.google.com/apis/maps/" key="ABQIAAAAXuX6aG-r_N0-tQNxUEV-vRSE8al1BQssMxLXJiP75kIjR3ssLxT3D52_u94hI-dMIkD72FmnK-P4og"/> </mx:Form> </mx:TabNavigator> </mx:Panel> I am getting this error :- TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.google.maps.geom::Geometry$/computeSeparatingAxes() at com.google.maps.geom::TileEnumerator/enumerateTiles() at com.google.maps.core::PerspectiveTilePane/computeOptimalSet() at com.google.maps.core::PerspectiveTilePane/render() at com.google.maps.core::PerspectiveTilePane/configure() at com.google.maps.managers::PerspectiveTileManager/updateView() at com.google.maps.managers::PerspectiveTileManager/initializePanes() at com.google.maps.managers::PerspectiveTileManager/onInitialize() at MethodInfo-190() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at mx.core::UIComponent/dispatchEvent()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:9298] at com.google.maps.wrappers::BaseEventDispatcher/dispatchEvent() at com.google.maps.wrappers::EventDispatcherWrapper/dispatchEvent() at com.google.maps.core::MapImpl/size() at com.google.maps.core::MapImpl/setSize() at com.google.maps.wrappers::IMapWrapper/setSize() at com.google.maps::Map/internalSetSize() at com.google.maps::Map/onUIComponentResized() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at mx.core::UIComponent/dispatchEvent()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:9298] at mx.core::UIComponent/dispatchResizeEvent()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:7077] at mx.core::UIComponent/setActualSize()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:6706] at mx.containers.utilityClasses::BoxLayout/updateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\containers\utilityClasses\BoxLayout.as:219] at mx.containers::Form/updateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\containers\Form.as:375] at mx.core::UIComponent/validateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:6351] at mx.core::Container/validateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\Container.as:2677] at mx.managers::LayoutManager/validateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\managers\LayoutManager.as:622] at mx.managers::LayoutManager/doPhasedInstantiation()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\managers\LayoutManager.as:695] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.core::UIComponent/callLaterDispatcher2()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:8628] at mx.core::UIComponent/callLaterDispatcher()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:8568] Please resolve my issue.

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  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • symbolicatecrash - space in bundle name preventing method names to be show in the crash report

    - by Brett Hamlin
    I'm trying to debug a crash but when I run symbolicatecrash against my crash log I get every method call in the stack trace except for my method calls. Here is the crash report: Incident Identifier: C3A58923-5D49-4767-A3C2-3AFFEF00DFEF CrashReporter Key: 165f7337feeb98394ab7477fc0b7280d14a16e43 Hardware Model: iPad1,1 Process: Log Jam [2862] Path: /var/mobile/Applications/625E17A7-F0FF-4109-9E62-99FE8D6C6889/Log Jam.app/Log Jam Identifier: Log Jam Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2010-12-13 23:31:20.762 -0500 OS Version: iPhone OS 4.2.1 (8C148) Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 Crashed: 0 libSystem.B.dylib 0x30d7c2d4 __kill + 8 1 libSystem.B.dylib 0x30d7c2c4 kill + 4 2 libSystem.B.dylib 0x30d7c2b6 raise + 10 3 libSystem.B.dylib 0x30d90d72 abort + 50 4 libstdc++.6.dylib 0x34981a20 __gnu_cxx::__verbose_terminate_handler() + 376 5 libobjc.A.dylib 0x34a83594 _objc_terminate + 104 6 libstdc++.6.dylib 0x3497fdf2 __cxxabiv1::__terminate(void (*)()) + 46 7 libstdc++.6.dylib 0x3497fe46 std::terminate() + 10 8 libstdc++.6.dylib 0x3497ff16 __cxa_throw + 78 9 libobjc.A.dylib 0x34a824c4 objc_exception_throw + 64 10 CoreFoundation 0x3587a7c2 +[NSException raise:format:arguments:] + 62 11 CoreFoundation 0x3587a7fc +[NSException raise:format:] + 28 12 QuartzCore 0x31071222 CALayerSetPosition(CALayer*, CA::Vec2<double> const&, bool) + 134 13 QuartzCore 0x31071190 -[CALayer setPosition:] + 32 14 QuartzCore 0x310710dc -[CALayer setFrame:] + 384 15 UIKit 0x341aa0e2 -[UIView(Geometry) setFrame:] + 182 16 UIKit 0x341aad64 -[UILabel setFrame:] + 204 17 Log Jam 0x00052dec 0x1000 + 335340 18 Log Jam 0x0004934c 0x1000 + 295756 19 Log Jam 0x00048ffa 0x1000 + 294906 20 UIKit 0x341ef630 -[UINavigationController _startTransition:fromViewController:toViewController:] + 604 21 UIKit 0x341ef358 -[UINavigationController _startDeferredTransitionIfNeeded] + 176 22 UIKit 0x341e30be -[UINavigationController pushViewController:transition:forceImmediate:] + 634 23 UIKit 0x341e2e34 -[UINavigationController pushViewController:animated:] + 28 24 Log Jam 0x0002f792 0x1000 + 190354 25 UIKit 0x3420b834 -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] + 656 26 UIKit 0x342cb60c -[UITableView _userSelectRowAtPendingSelectionIndexPath:] + 124 27 Foundation 0x31181df6 __NSFireDelayedPerform + 362 28 CoreFoundation 0x3583109c __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 8 29 CoreFoundation 0x35830b54 __CFRunLoopDoTimer + 844 30 CoreFoundation 0x358021ae __CFRunLoopRun + 1082 31 CoreFoundation 0x35801c80 CFRunLoopRunSpecific + 224 32 CoreFoundation 0x35801b88 CFRunLoopRunInMode + 52 33 GraphicsServices 0x320c84a4 GSEventRunModal + 108 34 GraphicsServices 0x320c8550 GSEventRun + 56 35 UIKit 0x341dc322 -[UIApplication _run] + 406 36 UIKit 0x341d9e8c UIApplicationMain + 664 37 Log Jam 0x00002172 0x1000 + 4466 38 Log Jam 0x0000213c 0x1000 + 4412 Thread 1: 0 libSystem.B.dylib 0x30d30974 kevent + 24 1 libSystem.B.dylib 0x30dda704 _dispatch_mgr_invoke + 88 2 libSystem.B.dylib 0x30dda174 _dispatch_queue_invoke + 96 3 libSystem.B.dylib 0x30dd9b98 _dispatch_worker_thread2 + 120 4 libSystem.B.dylib 0x30d7e24a _pthread_wqthread + 258 5 libSystem.B.dylib 0x30d76970 start_wqthread + 0 Thread 2: 0 libSystem.B.dylib 0x30d7e9e0 __workq_kernreturn + 8 1 libSystem.B.dylib 0x30d7e364 _pthread_wqthread + 540 2 libSystem.B.dylib 0x30d76970 start_wqthread + 0 Thread 3: 0 libSystem.B.dylib 0x30d04268 mach_msg_trap + 20 1 libSystem.B.dylib 0x30d06354 mach_msg + 44 2 CoreFoundation 0x35802648 __CFRunLoopServiceMachPort + 88 3 CoreFoundation 0x35801ed2 __CFRunLoopRun + 350 4 CoreFoundation 0x35801c80 CFRunLoopRunSpecific + 224 5 CoreFoundation 0x35801b88 CFRunLoopRunInMode + 52 6 WebCore 0x34bf6124 RunWebThread(void*) + 332 7 libSystem.B.dylib 0x30d7d886 _pthread_start + 242 8 libSystem.B.dylib 0x30d72a88 thread_start + 0 Thread 4: 0 libSystem.B.dylib 0x30d04268 mach_msg_trap + 20 1 libSystem.B.dylib 0x30d06354 mach_msg + 44 2 AudioToolbox 0x33c0eb96 AURemoteIO::IOThread::Entry(void*) + 54 3 AudioToolbox 0x33b4a1d2 CAPThread::Entry(CAPThread*) + 138 4 libSystem.B.dylib 0x30d7d886 _pthread_start + 242 5 libSystem.B.dylib 0x30d72a88 thread_start + 0 Thread 5: 0 libSystem.B.dylib 0x30d04268 mach_msg_trap + 20 1 libSystem.B.dylib 0x30d06354 mach_msg + 44 2 CoreFoundation 0x35802648 __CFRunLoopServiceMachPort + 88 3 CoreFoundation 0x35801ed2 __CFRunLoopRun + 350 4 CoreFoundation 0x35801c80 CFRunLoopRunSpecific + 224 5 CoreFoundation 0x35801b88 CFRunLoopRunInMode + 52 6 Foundation 0x3118e5f6 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 206 7 Foundation 0x3116c192 -[NSThread main] + 38 8 Foundation 0x31165242 __NSThread__main__ + 966 9 libSystem.B.dylib 0x30d7d886 _pthread_start + 242 10 libSystem.B.dylib 0x30d72a88 thread_start + 0 Thread 6: 0 libSystem.B.dylib 0x30d2868c select$DARWIN_EXTSN + 20 1 CoreFoundation 0x35839662 __CFSocketManager + 582 2 libSystem.B.dylib 0x30d7d886 _pthread_start + 242 3 libSystem.B.dylib 0x30d72a88 thread_start + 0 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x3e3d52e8 r4: 0x00000006 r5: 0x3497f989 r6: 0x03b74ccc r7: 0x2fdfe3ac r8: 0x00000000 r9: 0x00000065 r10: 0x00236e70 r11: 0x344b5cd8 ip: 0x00000025 sp: 0x2fdfe3ac lr: 0x30d7c2cb pc: 0x30d7c2d4 cpsr: 0x000f0010 Binary Images: 0x1000 - 0xabfff +Log Jam armv7 <467edd9ddbc1a52a6bb7009036bc5360> /var/mobile/Applications/625E17A7-F0FF-4109-9E62-99FE8D6C6889/Log Jam.app/Log Jam 0x1ed000 - 0x1eefff dns.so armv7 <fcefecb2d5e095ba88127eec3af57ec0> /usr/lib/info/dns.so 0x2fe00000 - 0x2fe27fff dyld armv7 <06e6959cebb4a72e66c833e26ae64d26> /usr/lib/dyld 0x3001f000 - 0x30026fff libbz2.1.0.dylib armv7 <2989ea7a5cad2cfe91bd632b041d0ff4> /usr/lib/libbz2.1.0.dylib 0x30054000 - 0x3016afff libicucore.A.dylib armv7 <e7fbb2ac586567e574dc33d7bb5c4dc9> /usr/lib/libicucore.A.dylib 0x301cd000 - 0x302b6fff AudioCodecs armv7 <be315c1e4982718460819fb240042952> /System/Library/Frameworks/AudioToolbox.framework/AudioCodecs 0x302b7000 - 0x30366fff WebKit armv7 <644a1c6120578f896bed7121307aa2af> /System/Library/PrivateFrameworks/WebKit.framework/WebKit 0x30367000 - 0x3037dfff EAP8021X armv7 <36659ec2b9def7b5798a05327e369247> /System/Library/PrivateFrameworks/EAP8021X.framework/EAP8021X 0x303fc000 - 0x3051cfff CoreGraphics 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/System/Library/PrivateFrameworks/CrashReporterSupport.framework/CrashReporterSupport 0x30821000 - 0x30853fff AppSupport armv7 <47c8055ac99f187174ca373b702ffa68> /System/Library/PrivateFrameworks/AppSupport.framework/AppSupport 0x30854000 - 0x30854fff Accelerate armv7 <29dd5f17440bbb6e8e42e11b6fceda9a> /System/Library/Frameworks/Accelerate.framework/Accelerate 0x3091c000 - 0x30931fff libresolv.9.dylib armv7 <ea156820997ae9a2baf664d0f79f18d7> /usr/lib/libresolv.9.dylib 0x30b44000 - 0x30b46fff IOMobileFramebuffer armv7 <1040629f37795146c9dcac8ab1a868fc> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/IOMobileFramebuffer 0x30c45000 - 0x30c74fff SystemConfiguration armv7 <3f982c11b5526fc39a92d585c60d8a90> /System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration 0x30c78000 - 0x30c8dfff OpenAL armv7 <8ea22c729b71c6e7e19566b91a03afd2> /System/Library/Frameworks/OpenAL.framework/OpenAL 0x30c8e000 - 0x30c98fff AccountSettings armv7 <19c79f81d5d55fe2e6b618fcdc28258e> /System/Library/PrivateFrameworks/AccountSettings.framework/AccountSettings 0x30d03000 - 0x30e14fff libSystem.B.dylib armv7 <138a43ab528bb428651e6aa7a2a7293c> /usr/lib/libSystem.B.dylib 0x30e16000 - 0x30e28fff PersistentConnection armv7 <cd2a699aa5036bdad0517603ba4db839> /System/Library/PrivateFrameworks/PersistentConnection.framework/PersistentConnection 0x30e37000 - 0x30f1ffff libGLProgrammability.dylib armv7 <1f478a71783cd7eb4ae9ef6f2dcea803> /System/Library/Frameworks/OpenGLES.framework/libGLProgrammability.dylib 0x30f20000 - 0x30f2bfff libz.1.dylib armv7 <fabaddbcbc8c02bab0261df9d78e0e25> /usr/lib/libz.1.dylib 0x30fc4000 - 0x31065fff Celestial armv7 <b411f4662383ec24dbfbcde8f4c23d67> /System/Library/PrivateFrameworks/Celestial.framework/Celestial 0x31066000 - 0x31114fff QuartzCore armv7 <83a8e5f0033369e437069c1e758fed83> /System/Library/Frameworks/QuartzCore.framework/QuartzCore 0x31161000 - 0x31280fff Foundation armv7 <81d36041f04318cb51db5aafed9ce504> /System/Library/Frameworks/Foundation.framework/Foundation 0x312af000 - 0x312b4fff libMobileGestalt.dylib armv7 <5f73c7138ee1cb7103a98aec99f9ed88> /usr/lib/libMobileGestalt.dylib 0x312c3000 - 0x31306fff ManagedConfiguration armv7 <27ac7f05482a8aa9977150f34f9be6eb> /System/Library/PrivateFrameworks/ManagedConfiguration.framework/ManagedConfiguration 0x31307000 - 0x31347fff CoreAudio armv7 <f32e03ee4c68f0db23f05afc9a3cc94c> /System/Library/Frameworks/CoreAudio.framework/CoreAudio 0x31429000 - 0x3142cfff ApplePushService armv7 <9d1eb7b11f0f146c941efbab2c055606> /System/Library/PrivateFrameworks/ApplePushService.framework/ApplePushService 0x318b5000 - 0x318d5fff PrintKit armv7 <02a9c6f4173a0673c4637a3b570345cd> /System/Library/PrivateFrameworks/PrintKit.framework/PrintKit 0x31bd9000 - 0x31c02fff MobileCoreServices armv7 <54484a513761868149405df7fc29b5c0> /System/Library/Frameworks/MobileCoreServices.framework/MobileCoreServices 0x31c5e000 - 0x31c66fff MobileBluetooth armv7 <6d6c62f52219d27be50f1d7c39a68dc6> /System/Library/PrivateFrameworks/MobileBluetooth.framework/MobileBluetooth 0x31c68000 - 0x31c6bfff CaptiveNetwork armv7 <a2af7147f5538d7669b14fa7b19b5a7c> /System/Library/PrivateFrameworks/CaptiveNetwork.framework/CaptiveNetwork 0x31c6d000 - 0x31d16fff libxml2.2.dylib armv7 <b3d82f80a777cb1434052ea2d232e3df> /usr/lib/libxml2.2.dylib 0x31d29000 - 0x31d2cfff IOSurface armv7 <deff02882166bf16d0765d68f0542cc8> /System/Library/PrivateFrameworks/IOSurface.framework/IOSurface 0x31d2d000 - 0x31d2ffff MobileInstallation armv7 <8e6b0d9f642be06729ffdaaee97053b0> /System/Library/PrivateFrameworks/MobileInstallation.framework/MobileInstallation 0x31d46000 - 0x31d4dfff AggregateDictionary armv7 <71372c95d4af7af787d0682a939e40ac> /System/Library/PrivateFrameworks/AggregateDictionary.framework/AggregateDictionary 0x31e09000 - 0x31e4bfff CoreTelephony armv7 <96d3af505b9f2887e62c7e99c157733e> /System/Library/Frameworks/CoreTelephony.framework/CoreTelephony 0x320c4000 - 0x320d0fff GraphicsServices armv7 <0099670dccd99466653956bf918d667a> /System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices 0x33ae9000 - 0x33aebfff libAccessibility.dylib armv7 <3f0b58ea13d30f0cdb73f6ffe6d4e75c> /usr/lib/libAccessibility.dylib 0x33b49000 - 0x33c82fff AudioToolbox armv7 <657b327f2ceee9f22f9474f2f9bddbe6> /System/Library/Frameworks/AudioToolbox.framework/AudioToolbox 0x33cf8000 - 0x33d29fff VideoToolbox armv7 <bb7ff9014b1dabec2acce95d41f05b59> /System/Library/PrivateFrameworks/VideoToolbox.framework/VideoToolbox 0x33d2c000 - 0x33d2ffff libGFXShared.dylib armv7 <3a385ed495379116abbe50bc8cd5a612> /System/Library/Frameworks/OpenGLES.framework/libGFXShared.dylib 0x33d30000 - 0x33d31fff CoreSurface armv7 <f7caaf43609cfe0e475dfe83790edb4d> /System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface 0x33d61000 - 0x33d7afff libRIP.A.dylib armv7 <ee16b5cee12a8947c8e511ed51ae7fef> /System/Library/Frameworks/CoreGraphics.framework/Resources/libRIP.A.dylib 0x340dc000 - 0x34112fff CoreText armv7 <b9b5c21b2d2a28abc47842c78c026ddf> /System/Library/Frameworks/CoreText.framework/CoreText 0x3415c000 - 0x3418ffff AddressBook armv7 <7c87e0175c8649d6832419da8a1cfac1> /System/Library/Frameworks/AddressBook.framework/AddressBook 0x341a5000 - 0x34526fff UIKit armv7 <de1cbd3219a74e4d41b30428f428e223> /System/Library/Frameworks/UIKit.framework/UIKit 0x34527000 - 0x345bafff ImageIO armv7 <5b5a294d4250eff866fdbf891b1e8b34> /System/Library/Frameworks/ImageIO.framework/ImageIO 0x345ca000 - 0x34607fff CoreMedia armv7 <4ea4d349e886206d1ecf5bae870f3f04> /System/Library/Frameworks/CoreMedia.framework/CoreMedia 0x34632000 - 0x34636fff AssetsLibraryServices armv7 <e861a330d14702f148ca5133dcbe954c> /System/Library/PrivateFrameworks/AssetsLibraryServices.framework/AssetsLibraryServices 0x34637000 - 0x34774fff MediaToolbox armv7 <a18bbcc41a38917fe0ae5e183d3f6b07> /System/Library/PrivateFrameworks/MediaToolbox.framework/MediaToolbox 0x34775000 - 0x34822fff JavaScriptCore armv7 <3f2df600942dc72aad312b3cc98ec479> /System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore 0x34852000 - 0x3485bfff CoreVideo armv7 <2092d5deb6b234e04678b7c1878ccd81> /System/Library/Frameworks/CoreVideo.framework/CoreVideo 0x3492e000 - 0x3493afff SpringBoardServices armv7 <137b75e19b2450c234dec88d538798ff> /System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServices 0x3493d000 - 0x34987fff libstdc++.6.dylib armv7 <53a6e7239c3908fa8c2915b65ff3b056> /usr/lib/libstdc++.6.dylib 0x34a7d000 - 0x34b3efff libobjc.A.dylib armv7 <aaf5671a35f9ac20d5846703dafaf4c6> /usr/lib/libobjc.A.dylib 0x34b3f000 - 0x35127fff WebCore armv7 <d6bd9cf88ee82ab6b0e33e0ae1190772> /System/Library/PrivateFrameworks/WebCore.framework/WebCore 0x3520f000 - 0x352fcfff libiconv.2.dylib armv7 <c72b45f471df092dbd849081f7a3ef53> /usr/lib/libiconv.2.dylib 0x353e7000 - 0x353ecfff MobileKeyBag armv7 <cec3f3271fc267c32c169ed03e312d63> /System/Library/PrivateFrameworks/MobileKeyBag.framework/MobileKeyBag 0x3549d000 - 0x354d5fff libCGFreetype.A.dylib armv7 <374bd566263e8929c10d50d6a6a48a46> /System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dylib 0x35553000 - 0x35560fff OpenGLES armv7 <a12565ffb5bb42e3019f1957cd4951d0> /System/Library/Frameworks/OpenGLES.framework/OpenGLES 0x355b6000 - 0x355bcfff liblockdown.dylib armv7 <5bbd9b3f5cfece328f80c403a8805ce9> /usr/lib/liblockdown.dylib 0x357da000 - 0x358c0fff CoreFoundation armv7 <01441e01f5141a50ee723362e59ca400> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation 0x35992000 - 0x3599ffff libbsm.0.dylib armv7 <0f4e595e6eb2170aceb729f32b5de8c2> /usr/lib/libbsm.0.dylib 0x35b60000 - 0x35babfff libBLAS.dylib armv7 <251c5ac7380802a16e30d827c027c637> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libBLAS.dylib 0x35bac000 - 0x35e46fff libLAPACK.dylib armv7 <2e77d87e96af938aacf0a6008e6fb89d> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libLAPACK.dylib 0x35fca000 - 0x35fd2fff MobileWiFi armv7 <b29d4c5e300ef81060e38f72bb583c02> /System/Library/PrivateFrameworks/MobileWiFi.framework/MobileWiFi 0x3601b000 - 0x3603afff Bom armv7 <0f5fd6057bad5e1677869500d636821f> /System/Library/PrivateFrameworks/Bom.framework/Bom 0x3603b000 - 0x3603cfff DataMigration armv7 <babbc72d4d48325de147d5103d7bc00d> /System/Library/PrivateFrameworks/DataMigration.framework/DataMigration 0x3603d000 - 0x360acfff ProofReader armv7 <d2e62a8ab7e1460c7f6de8913c703e6d> /System/Library/PrivateFrameworks/ProofReader.framework/ProofReader 0x360ad000 - 0x36129fff AVFoundation armv7 <4c7356c795e01bd5c21b00a409a07476> /System/Library/Frameworks/AVFoundation.framework/AVFoundation 0x3612f000 - 0x36137fff libkxld.dylib armv7 <854e82fe66feef01e54c7c8a209851ac> /usr/lib/system/libkxld.dylib 0x36138000 - 0x3616ffff Security armv7 <cd28e102950634ae7167ddee9c686d36> /System/Library/Frameworks/Security.framework/Security 0x36170000 - 0x361bdfff libsqlite3.dylib armv7 <55038e5c1d4d0dbdd94295e8cad7a9a4> /usr/lib/libsqlite3.dylib 0x361be000 - 0x361f8fff IOKit armv7 <eb932cc42d60e55d9a4d0691bcc3d9ad> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0x3623f000 - 0x3627efff libGLImage.dylib armv7 <a7c117c92607a512823d307b8fdd0151> /System/Library/Frameworks/OpenGLES.framework/libGLImage.dylib As you can see, its not very helpful :-( Any help symbolicating this report would be much appreciated.

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

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