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  • Changing text of TextView -- old text doesn't go away (Android 4.1.2)

    - by Jason Costabile
    I'm pretty new to Android development. Trying to accomplish something fairly simple -- change some displayed text when a timer ticks. Here's the potentially relevant code: CountDownTimer currentTimer; Resources res; TextView timerText; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_exercise); res = getResources(); timerText = (TextView) findViewById(R.id.timer_text); } @Override protected void onStart() { super.onStart(); //"Get ready" countdown currentTimer = new CountDownTimer(5000, 1000) { @Override public void onTick(long millisUntilFinished) { timerText.setText("" + (int)Math.ceil(millisUntilFinished / 1000.0)); } @Override public void onFinish() { ... } }; currentTimer.start(); } This works fine on an emulated 4.2.2 device, but on a 4.1.2 device (both physical and emulated), the changed TextView appears as such while the countdown proceeds: If you can't tell, that's the numbers 5,4,3 overlayed. So, when I set a new string for the TextView, the new string is displayed but without replacing the old string. Any other TextViews used in my app behave in the same way. Any ideas what the problem is and how to fix it? Edit: From the XML layout file: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" tools:context=".ExerciseActivity" android:layout_width="match_parent" android:layout_height="match_parent" android:gravity="center" android:keepScreenOn="true" android:orientation="vertical" > ... <TextView android:id="@+id/timer_text" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_weight="1" android:textIsSelectable="false" android:hint="@string/timer_default" /> ... </LinearLayout> That's all that could be relevant.

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  • How can I load file into web app through certain periods?

    - by Elena
    Hi all! I have next task: I need to load the same file into my web app several times, for example - twice a day! Suppose in that file I have information, that changes, and I need to load this info into my app to change the statistics for example. How can I load file several times (twice an hour, or twice a day)? What should I use? Is any algorithm to do that? I am not allowed to use external libraries like Quartz Scheduler. So I need to do it with Thread and/or Timer. Can anybody give me some example or algorithm how to do it. Where can I create the entry point to my Thread, can I do it in managed bean or I need some sort of filter/listener/servlet. I works with jsf and richFaces. Maybe in this technologies there are some algorithms to solve my problem. Any ideas? Thanks very much for help!

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  • How do you jump to a particular row in a DataGridView by typing (a la Windows Explorer details view)

    - by russcollier
    I have a .NET Winforms app in C# with a DataGridView that's read-only and populated with some number of rows. I'd like to have functionality similar to Windows Explorer's (and many other applications) details view for example. I'd like the DataGridView to behave such that when it has focus if you start typing, the current row selection will jump to the row where the (string) value of cell 0 (i.e. the first column in the row) starts with the characters you typed in. For example, if I have a DataGridView with 1 column and the following rows: Bob Jane Jason John Leroy Sam If the DataGridView has focus and I hit the 'b' key on my keyboard, the selected row is now "Bob". If I quickly type in the keys 'ja', the selected row is Jane. If I quickly type in the letters 'jas', the selected row is Jane. If I hit the 'z' key, nothing is selected (since nothing starts with Z). Likewise if Jane is currently selected and I keep typing the letter 'j', the selection will cycle through to Jason, then John, then back to Jane, each time I hit the 'j' key. I've been doing some Googling (and "stackoverflowing" :-)) for awhile and cannot find any examples of this type of functionality. I have a rough idea in my head to do this via some sort of short lived timer thread, collecting the keystrokes on KeyPress events for the DataGridView, and selecting rows based on those collected keystrokes matching a Cells[0].Value.StartsWith() type of condition. But it seems like there has to be an easier way that I'm just not seeing. Any ideas would be much appreciated. Thanks!

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  • Why isn't my new object being seen? C#

    - by Dan
    I am getting ready to take a class at a college on C#. I have been reading up on it a lot and decided to start a fun project. Here is what my project consists of: Main Control Form Configuration Form Arduino Program.cs calls Configuration.cs at start. This is where pin modes for the Arduino are set and where a timer is set. When I set these values, they get sent to MainControl.cs. When I hit the "Save" button in Configuration.cs, a MainControl.cs object is created [[I am correct in that?]] All of those values that were sent by Configuration.cs had corresponding setters that set private static variables in MainControl.cs [[ I don't really know if that is the preferred way, I am most definetly open to any suggestion anyone has]] MainControl.cs uses its default constructor, and this constructor calls a method that creates an arduino object from one of the private variables (serialPort) [[ Using this Arduino class Firmata.NET ]] When the arduino object is created, I know (I guess I do) because the form takes a few seconds to come up (As opposed to not using serial port) My problem is this: I do not understand why nothing can see the object I have been very wordy, I apologize if I wasn't concise. Here is the code: public partial class CMainControl : Form { private static string serialPort; public CMainControl() { InitializeComponent(); createArduino(); updateConfig(); // Change label values to values set in configuration } private void createArduino() { Arduino arduino = new Arduino(serialPort); } In Configuration.cs, when I set the serial port through a combobox, the value is sent to MainControl.cs just fine. Here is the error I get: Error 1 The name 'arduino' does not exist in the current context C:\Programming\Visual Studio\Workhead Demo\Workhead Demo\CMainControl.cs 94 13 Workhead Demo Please let me know if anyone can help and/or offer pointers, and please let me know if I didn't post or format anything correctly. Thank you very much :)

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  • iOS 5 Audio Alarms Don't Sound Without kAudioSessionProperty_OverrideCategoryMixWithOthers On

    - by coneybeare
    I have an audio app that is having some problems with the way iOS 5 has changed audio behaviors. When my app's audio is playing (AVAudioSessionCategoryPlayback), and a Clock.app alarm or timer is fired from the OS, the UIAlertView notification pops up, but without the audio alert. My application sound ducks fine to get out of the way of the audio alert, but the alarm app's audio alert does not sound. Naturally, tons of support requests poured in over the iOS 5 change. I have solved this temporarily by setting kAudioSessionProperty_OverrideCategoryMixWithOthers which lets the alarm audio come through, but there are a few very undesirable side-effects when doing this: Other app's audio can play with/over mine. The remote control events are not routed to my app, but to iPod.app. None of the above drawbacks are acceptable for my app's requirements. I have been hacking away at this for some time now but haven't been able to crack it. How can I setup my audio such that: My app's audio still uses the AVAudioSessionCategoryPlayback category for background audio. The Clock.app alarms still have their audio alerts make sound The app still responds to remote control notifications

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  • Process Close does not close a process when performed in a SetTimer label

    - by NbdNnm
    The script below creates a child process to perform FileExist() separately from the main script so that it avoids halting the script when an unknown network path is passed. However, the command, Process close, does not close the given process despite its ErrorLevel indicates it succeeded to close. Task Manager shows the child process still exists. FileExistTimeout() ; this checks if the necessary parameters are passed ; this checks if the given path exists by creating a child process with the given timeout PathToCheck := "\\1.2.3.4\test" msgbox, 64, Test Result, % FileExistTimeout(PathToCheck) "`n" ErrorLevel FileExistTimeout(strPath="", nTimeout=1000, strSwitch="/fe") { global strParam1 = %1% strParam2 = %2% ; if the function is used to check the script parameters if (strPath="") { if (strParam2 = strSwitch) && strParam1 ; this means the function is placed at the beginning of the script. ExitApp % (FileExist(strParam1) != "") + 1 ; Return 1 or 2. Return } ; create a child process to check the path tooltip, RunWait is performing.... SetTimer, FileExistTimeout, % -1 * nTimeout RunWait "%A_AhkPath%" "%A_ScriptFullPath%" "%strPath%" "%strSwitch%",,, nPID SetTimer, FileExistTimeout, Off ; Disable the timer (if it hasn't fired already). tooltip ; ErrorLevel contains the exit code of the process (from RunWait). if ErrorLevel = 2 ; found return true else if ErrorLevel = 1 ; not found return return ; timeout FileExistTimeout: Process Close, %nPID% ; Timed out - terminate the process. tooltip, % "Process Closed: " ErrorLevel "`n" "Used Pid: " nPID,,, 2 return }

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  • OpenGL behaving strangely

    - by Mk12
    OpenGL is acting very strangely for some reason. In my subclass of NSOpenGLView, I have the following code in -prepareOpenGL: - (void)prepareOpenGL { GLfloat lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat lightPosition[] = { 0.0f, 0.0f, 2.0f }; quality = 0; zCoord = -6; [self loadTextures]; glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.2f, 0.2f, 0.2f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); glEnable(GL_LIGHT1); gameState = kGameStateRunning; int i = 0; // HERE ******** [NSTimer scheduledTimerWithTimeInterval:0.03f target:self selector:@selector(processKeys) userInfo:nil repeats:YES]; // Synchronize buffer swaps with vertical refresh rate GLint swapInt = 1; [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; // Setup and start displayLink [self setupDisplayLink]; } I wanted to assign the timer that processes key input to an ivar so that I could invalidate it when the game is paused (and reinstantiate it on resume), however when I did that (as apposed to leaving it at [NSTimer scheduledTimer…), OpenGL doesn't display the cube I draw. When I take it away, it's fine. So i tried just adding a harmless statement, int i = 0; (maked // HERE *******), and that makes the lighting not work! When I take it away, everything is fine, but when I put it back, everything is dark. Can someone come up with a rational explanation for this? Thanks.

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  • python scritp problem once build and package it

    - by Apache
    hi expert, i've written python script to scan wifi and send data to the server, i set interval value, so it keep on scanning and send the data, it read from config.txt file where i set the interval value to scan, i also add yes/no in my config file, so is 'no' it will scan only once and if 'yes' it will scan according to the interval level, my code as below import time,..... from threading import Event, Thread class RepeatTimer(Thread): def __init__(self, interval, function, iterations=0, args=[], kwargs={}): Thread.__init__(self) self.interval = interval self.function = function self.iterations = iterations self.args = args self.kwargs = kwargs self.finished = Event() def run(self): count = 0 while not self.finished.is_set() and (self.iterations <= 0 or count < self.iterations): self.finished.wait(self.interval) if not self.finished.is_set(): self.function(*self.args, **self.kwargs) count += 1 def cancel(self): self.finished.set() def scanWifi(self): #scanning process and sending data done here obj = JW() if status == "yes": t = RepeatTimer(int(intervalTime),obj.scanWifi) t.start() else: obj.scanWifi() once i package my code, its only run when i set my config file set to 'no' where it scan only once, but when i set my config file to 'yes', there is no progress at all, so i found that there is problem with my class RepeatTimer(Timer) once build, but don't know how to solve can anyone help me thanks

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  • ETL , Esper or Drools?

    - by geoaxis
    Hello, The question environment relates to JavaEE, Spring I am developing a system which can start and stop arbitrary TCP (or other) listeners for incoming messages. There could be a need to authenticate these messages. These messages need to be parsed and stored in some other entities. These entities model which fields they store. So for example if I have property1 that can have two text fields FillLevel1 and FillLevel2, I could receive messages on TCP which have both fill levels specified in text as F1=100;F2=90 Later I could add another filed say FillLevel3 when I start receiving messages F1=xx;F2=xx;F3=xx. But this is a conscious decision on the part of system modeler. My question is what do you think is better to use for parsing and storing the message. ETL (using Pantaho, which is used in other system) where you store the raw message and use task executor to consume them one by one and store the transformed messages as per your rules. One could use Espr or Drools to do the same thing , storing rules and executing them with timer, but I am not sure how dynamic you could get with making rules (they have to be made by end user in a running system and preferably in most user friendly way, ie no scripts or code, only GUI) The end user should be capable of changing the parse rules. It is also possible that end user might want to change the archived data as well (for example in the above example if a new value of FillLevel is added, one would like to put a FillLevel=-99 in the previous values to make the data consistent). Please ask for explanations, I have the feeling that I need to revise this question a bit. Thanks

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  • setInterval alternative

    - by spyder
    Hi folks, In my app I am polling the webserver for messages every second and displaying them in the frontend. I use setInterval to achieve this. However as long as the user stays on that page the client keeps polling the server with requests even if there is no data. The server does give an indication when no more messages are being generated by setting a variable. I thought of using this variable to clearInterval and stop the timer but that didn't work. What else can I use in this situation? I am using jquery and django. Here is my code: jquery: var refresh = setInterval( function () { var toLoad = '/myMonitor'+' #content'; $('#content').load(toLoad).show(); }, 1000); // refresh every 1000 milliseconds }); html: div id=content is here I can access the django variable for completion in html with each refresh. How can I set clearInterval if at all ? Note: stack overflow does not let me put is &gt &lt so html is incomplete Thanks

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  • CPU friendly infinite loop

    - by Adi
    Writing an infinite loop is simple: while(true){ //add whatever break condition here } But this will trash the CPU performance. This execution thread will take as much as possible from CPU's power. What is the best way to lower the impact on CPU? Adding some Thread.Sleep(n) should do the trick, but setting a high timeout value for Sleep() method may indicate an unresponsive application to the operating system. Let's say I need to perform a task each minute or so in a console app. I need to keep Main() running in an "infinite loop" while a timer will fire the event that will do the job. I would like to keep Main() with the lowest impact on CPU. What methods do you suggest. Sleep() can be ok, but as I already mentioned, this might indicate an unresponsive thread to the operating system. LATER EDIT: I want to explain better what I am looking for: I need a console app not Windows service. Console apps can simulate the Windows services on Windows Mobile 6.x systems with Compact Framework. I need a way to keep the app alive as long as the Windows Mobile device is running. We all know that the console app runs as long as its static Main() function runs, so I need a way to prevent Main() function exit. In special situations (like: updating the app), I need to request the app to stop, so I need to infinitely loop and test for some exit condition. For example, this is why Console.ReadLine() is no use for me. There is no exit condition check. Regarding the above, I still want Main() function as resource friendly as possible. Let asside the fingerprint of the function that checks for the exit condition.

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  • iPhone OpenGL and NSTimer issues

    - by Kyle
    I have an NSTimer that runs at 60hz. With an OpenGL scene loaded and rendering, my game can get 60fps, solid, all day long.. Then if I go and recompile the app, or reload it, it will get 40fps. Same resources loaded. I've been running into this problem for years, and I just want to know why. It's crazy, and I want to know if I should just abandon this stupid Timer. Conditions are not different on my 3GS between loads. It will just get 40fps sometimes. Obviously the clockrate is not different between loads, so the performance figures should be constant given a constant scene. Here is a log of my framerates: A good load: :-) FrameRate: 61 FrameRate: 61 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 61 Now, I'll go ahead and do nothing, recompile, and run: FrameRate: 43 FrameRate: 50 FrameRate: 45 FrameRate: 48 FrameRate: 40 FrameRate: 45 FrameRate: 42 FrameRate: 41 FrameRate: 42 FrameRate: 44 FrameRate: 41 FrameRate: 46 ^- Massive difference visually. What the flying heck could cause this? SAME area of the scene, SAME camera setup. No variables are different.

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  • Raphael JS image animation performance.

    - by michael
    Hi, I'm trying to create an image animation using Raphael JS. I want the effect of a bee moving randomly across the page, I've got a working example but it's a bit "jittery", and I'm getting this warning in the console: "Resource interpreted as image but transferred with MIME type text/html" I'm not sure if the warning is causing the "jittery" movement or its just the way I approached it using maths. If anyone has a better way to create the effect, or improvements please let me know. I have a demo online here and heres my javascript code: function random(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } function BEE(x, y, scale) { this.x = x; this.y = y; this.s = scale; this.paper = Raphael("head", 915, 250); this.draw = function() { this.paper.clear(); this.paper.image("bee.png", this.x, this.y, 159*this.s, 217*this.s); } this.update = function() { var deg = random(-25, 25); var newX = Math.cos(Raphael.rad(deg)) * 2; var newY = Math.sin(Raphael.rad(deg)) * 2; this.x += newX; this.y += newY; if( this.x > 915) { this.x = 0; } if( this.y > 250 || this.y < 0 ) { this.y = 125; } } } $(document).ready(function() { var bee = new BEE(100, 150, 0.4); var timer = setInterval(function(){ bee.draw(); bee.update(); }, 15); }

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  • Make winform run away from the mouse.

    - by JACK IN THE CRACK
    Okay so I'm trying to make a little gag program that will "run away" from the mouse. So, to get the mouse coordinates for the whole screen and not just the form control I had to create a little helper: static class MouseHelper { [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] internal static extern bool GetCursorPos(ref Point pt); public static Point GetPosition() { Point w32Mouse = new Point(); GetCursorPos(ref w32Mouse); return w32Mouse; } } Now I thought I was going to use the MouseMove event... but that doesn't work for outside the form control either so I have an auto-enabled timer on a 10ms loop called timerMouseMove. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private bool CollisionCheck() { Point win32Mouse = MouseHelper.GetPosition(); if (win32Mouse.X <= Location.X || win32Mouse.X >= (Location.X + Width)) return false; if (win32Mouse.Y <= Location.Y || win32Mouse.Y >= (Location.Y + Height)) return false; return true; } private void timerMouseMove_Tick(object sender, EventArgs e) { if (CollisionCheck()) Location = new Point(Location.X + 1, Location.Y + 1); } } So this works out nicely, at least I have the collision checking working and whatnot. But now, how should I go about figuring which side of the form the mouse has collided with, so that I can update its location to move in the opposite direction the mouse collides with it? And such halp

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  • Measuring execution time of selected loops

    - by user95281
    I want to measure the running times of selected loops in a C program so as to see what percentage of the total time for executing the program (on linux) is spent in these loops. I should be able to specify the loops for which the performance should be measured. I have tried out several tools (vtune, hpctoolkit, oprofile) in the last few days and none of them seem to do this. They all find the performance bottlenecks and just show the time for those. Thats because these tools only store the time taken that is above a threshold (~1ms). So if one loop takes lesser time than that then its execution time won't be reported. The basic block counting feature of gprof depends on a feature in older compilers thats not supported now. I could manually write a simple timer using gettimeofday or something like that but for some cases it won't give accurate results. For ex: for (i = 0; i < 1000; ++i) { for (j = 0; j < N; ++j) { //do some work here } } Now here I want to measure the total time spent in the inner loop and I will have to put a call to gettimeofday inside the first loop. So gettimeofday itself will get called a 1000 times which introduces its own overhead and the result will be inaccurate.

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  • Is ASP.NET MVC is really MVC? Or how to separate model from controller?

    - by Andrey
    Hi all, This question is a bit rhetorical. At some point i got a feeling that ASP.NET MVC is not that authentic implementation of MVC pattern. Or i didn't understood it. Consider following domain: electric bulb, switch and motion detector. They are connected together and when you enter the room motion detector switches on the bulb. If i want to represent them as MVC: switch is model, because it holds the state and contains logic bulb is view, because it presents the state of model to human motion detector is controller, because it converts user actions to generic model commands Switch has one private field (On/Off) as a State and two methods (PressOn, PressOff). If you call PressOn when it is Off it goes to On, if you call it again state doesn't change. Bulb can be replaced with buzzer, motion detector with timer or button, but the model still represent the same logic. Eventually system will have same behavior. This is how i understand classical MVC decomposition, please correct me if i am wrong. Now let's decompose it in ASP.Net MVC way. Bulb is still a view Controller will be switch + motion detector Model is some object that will just pass state to bulb. So the logic that defines behavior moves to controller. Question 1: Is my understanding of MVC and ASP.NET MVC correct? Question 2: If yes, do you agree that ASP.NET MVC is not 100% accurate implementation? And back to life. The final question is how to separate model from controller in case of ASP.NET MVC. There can be two extremes. Controller does basic stuff and call model to do all the logic. Another is controller does all the logic and model is just something like class with properties that is mapped to DB. Question 3: Where should i draw the line between this extremes? How to balance? Thanks, Andrey

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  • continueTrackingWithTouch: withEvent: not being called continuously.

    - by Steven Noyes
    I have a very simply subclass of UIButton that will fire off a custom event when the button has been held for 2 seconds. To accomplish this, I overrode: // // Mouse tracking // - (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super beginTrackingWithTouch:touch withEvent:event]; [self setTimeButtonPressed:[NSDate date]]; return (YES); } - (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super continueTrackingWithTouch:touch withEvent:event]; if ([[self timeButtonPressed] timeIntervalSinceNow] > 2.0) { // // disable the button. This will eventually fire the event // but this is just stubbed to act as a break point area. // [self setEnabled:NO]; [self setSelected:NO]; } return (YES); } My problem is (this is in the simulator, can't do on device work quite yet) "continueTrackingWithTouch: withEvent:" is not being called unless the mouse is actually moved. It does not take much motion, but it does take some motion. By returning "YES" in both of these, I should be setup to receive continuous events. Is this an oddity of the simulator or am I doing something wrong? NOTE: userInteractionEnabled is set to YES. NOTE2: I could setup a timer in beginTrackingWithTouch: withEvent: but that seems like more effort for something that should be simple.

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  • javascript setTimeout function out of scope.

    - by Keyo
    I am trying to call showUpload(); from within two setTimeouts. Neither works. It seems to be out of scope and I'm not sure why. I tried this.showUpload() which didn't work either. $(document).ready(function(){ var progress_key = $('#progress_key').val(); // this sets up the progress bar $('#uploadform').submit(function() { setTimeout("showUpload()",1500); $("#progressbar").progressbar({ value:0}).fadeIn(); }); // uses ajax to poll the uploadprogress.php page with the id // deserializes the json string, and computes the percentage (integer) // update the jQuery progress bar // sets a timer for the next poll in 750ms function showUpload() { $.get("/myid/videos/uploadprogress/" + progress_key, function(data) { if (!data) return; var response; eval ("response = " + data); if (!response) return; var percentage = Math.floor(100 * parseInt(response['bytes_uploaded']) / parseInt(response['bytes_total'])); $("#progressbar").progressbar({ value:percentage}) }); setTimeout("showUpload()", 750); } }); Thank you for your time.

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  • Why is this SocketException not caught by a generic catch routine?

    - by Tarnschaf
    Our company provides a network component (DLL) for a GUI application. It uses a Timer that checks for disconnections. If it wants to reconnect, it calls: internal void timClock_TimerCallback(object state) { lock (someLock) { // ... try { DoConnect(); } catch (Exception e) { // Log e.Message omitted // Raise event with e as parameter ErrorEvent(this, new ErrorEventArgs(e)); DoDisconnect(); } // ... } } So the problem is, inside of the DoConnect() routine a SocketException is thrown (and not caught). I would assume, that the catch (Exception e) should catch ALL exceptions but somehow the SocketException was not caught and shows up to the GUI application. protected void DoConnect() { // client = new TcpClient(); client.NoDelay = true; // In the following call the SocketException is thrown client.Connect(endPoint.Address.ToString(), endPoint.Port); // ... (login stuff) } The doc confirmed that SocketException extends Exception. The stacktrace that showed up is: TcpClient.Connect() -> DoConnect() -> timClock_TimerCallback So the exception is not thrown outside the try/catch block. Any ideas why it doesn't work?

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  • Drawing only part of a texture OpenGL ES iPhone

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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  • C# Multithreaded Domain Design

    - by Thijs Cramer
    Let's say i have a Domain Model that im trying to make compatible with multithreading. The prototype domain is a game domain that consists of Space, SpaceObject, and Location objects. A SpaceObject has the Move method and Asteroid and Ship extend this object with specific properties for the object (Ship has a name and Asteroid has a color) Let's say i want to make the Move method for each object run in a seperate thread. That would be stupid because with 10000 objects, i would have 10000 threads. What would be the best way to seperate the workload between cores/threads? I'm trying to learn the basics of concurrency, and building a small game to prototype a lot of concepts. What i've already done, is build a domain, and a threading model with a timer that launches events based on intervals. If the event occurs i want to update my entire model with the new locations of any SpaceObject. But i don't know how and when to launch new threads with workloads when the event occurs. Some people at work told me that u can't update your core domain multithreaded, because you have to synch everything. But in that case i can't run my game on a dual quadcore server, because it would only use 1 CPU for the hardest tasks. Anyone know what to do here?

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  • javascript plugin - singleton pattern?

    - by Adam Kiss
    intro Hello, I'm trying to develop some plugin or/*and* object in javascript, which will control some properties over some object. It will also use jQuery, to ease development. idea This is in pseudocode to give you an idea, since I can't really describe it in english with the right words, it's impossible to go and use google to find out what I want to use (and learn). I will have plugin (maybe object?) with some variables and methods: plugin hideshow(startupconfig){ var c, //collection add: function(what){ c += what; }, do: function(){ c.show().hide().stop(); //example code } } and I will use it this way (or sort-of): var p = new Plugin(); p .add($('p#simple')) .add($('p#simple2')) .do(); note I'm not really looking for jQuery plugin tutorials - it's more like usage of singleton pattern in document in javascript, jQuery is mentione only because it will be used to modify dom and simplify selectors, jQuery plugin maybe just for that one little function add. I'm looking for something, that will sit on top of my document and call functions from itselft based on timer, or user actions, or whatever. problems I don't really know where to start with construction of this object/plugin I'm not really sure how to maintain one variable, which is collection of jQuery objects (something like $('#simple, #simple2');) I would maybe like to extedn jQuery with $.fn.addToPlugin to use chaining of objects, but that should be simple (really just each( p.add($(this)); )) I hope I make any sense, ideas, links or advices appreciated.

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  • Drawing only part of a

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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  • What is causing my HTTP server to fail with "exit status -1073741819"?

    - by Keeblebrox
    As an exercise I created a small HTTP server that generates random game mechanics, similar to this one. I wrote it on a Windows 7 (32-bit) system and it works flawlessly. However, when I run it on my home machine, Windows 7 (64-bit), it always fails with the same message: exit status -1073741819. I haven't managed to find anything on the web which references that status code, so I don't know how important it is. Here's code for the server, with redundancy abridged: package main import ( "fmt" "math/rand" "time" "net/http" "html/template" ) // Info about a game mechanic type MechanicInfo struct { Name, Desc string } // Print a mechanic as a string func (m MechanicInfo) String() string { return fmt.Sprintf("%s: %s", m.Name, m.Desc) } // A possible game mechanic var ( UnkillableObjects = &MechanicInfo{"Avoiding Unkillable Objects", "There are objects that the player cannot touch. These are different from normal enemies because they cannot be destroyed or moved."} //... Race = &MechanicInfo{"Race", "The player must reach a place before the opponent does. Like \"Timed\" except the enemy as a \"timer\" can be slowed down by the player's actions, or there may be multiple enemies being raced against."} ) // Slice containing all game mechanics var GameMechanics []*MechanicInfo // Pseudorandom number generator var prng *rand.Rand // Get a random mechanic func RandMechanic() *MechanicInfo { i := prng.Intn(len(GameMechanics)) return GameMechanics[i] } // Initialize the package func init() { prng = rand.New(rand.NewSource(time.Now().Unix())) GameMechanics = make([]*MechanicInfo, 34) GameMechanics[0] = UnkillableObjects //... GameMechanics[33] = Race } // serving var index = template.Must(template.ParseFiles( "templates/_base.html", "templates/index.html", )) func randMechHandler(w http.ResponseWriter, req *http.Request) { mechanics := [3]*MechanicInfo{RandMechanic(), RandMechanic(), RandMechanic()} if err := index.Execute(w, mechanics); err != nil { http.Error(w, err.Error(), http.StatusInternalServerError) } } func main() { http.HandleFunc("/", randMechHandler) if err := http.ListenAndServe(":80", nil); err != nil { panic(err) } } In addition, the unabridged code, the _base.html template, and the index.html template. What could be causing this issue? Is there a process for debugging a cryptic exit status like this?

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  • NSTimer to smooth out playback position

    - by Michael
    I have an audio player and I want to show the current time of the the playback. I'm using a custom play class. The app downloads the mp3 to a file then plays from the file when 5% has been downloaded. I have a progress view update as the file plays and update a label on each call to the progress view. However, this is jerky... sometimes even going backward a digit or two. I was considering using an NSTimer to smooth things out. I would be fired every second to a method and pass the percentage played figure to the method then update the label. First, does this seem reasonable? Second, how do I pass the percentage (a float) over to the target of the timer. Right now I am putting the percent played into a dictionary but this seems less than optimal. This is what is called update the progress bar: -(void)updateAudioProgress:(Percentage)percent { audio = percent; if (!seekChanging) slider.value = percent; NSMutableDictionary *myDictionary = [[NSMutableDictionary alloc] init]; [myDictionary setValue:[NSNumber numberWithFloat:percent] forKey:@"myPercent"]; [NSTimer scheduledTimerWithTimeInterval:5 target:self selector:@selector(myTimerMethod:) userInfo:myDictionary repeats:YES]; [myDictionary release]; } This is called first after 5 seconds but then updates each time the method is called. As always, comments and pointers appreciated.

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