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  • ImageMagick on Mac OSX Snow Leopard. Is there any way to get it to work?

    - by ?????
    It seems that I have more trouble getting standard Unix things to run on Snow Leopard than any other platform--including Windows cygwin For the past couple of days, I've been trying to get ImageMagick to run on Snow Leopard. The most obvious way, Mac Ports, fails: tppllc-Mac-Pro:ImageMagick-sl swirsky$ sudo port install imagemagick ---> Computing dependencies for p5-locale-gettext ---> Configuring p5-locale-gettext Error: Target org.macports.configure returned: configure failure: shell command " cd "/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_perl_p5-locale-gettext/work/gettext-1.05" && /opt/local/bin/perl Makefile.PL INSTALLDIRS=vendor " returned error 2 Command output: checking for gettext... no checking for gettext in -I/opt/local/include -arch i386 -L/opt/local/lib -lintl...gettext function not found. Please install libintl at Makefile.PL line 18. no Error: Unable to upgrade port: 1 Error: Unable to execute port: upgrade xorg-libXt failed Before reporting a bug, first run the command again with the -d flag to get complete output. tppllc-Mac-Pro:ImageMagick-sl swirsky$ Not wanting to spend another two days figuring out why my libintl doesn't have a "gettext" function, I tried a different route: the script mentioned here: http://github.com/masterkain/ImageMagick-sl This script downloads and installs an ImageMagic independently of MacPorts issues tppllc-Mac-Pro:ImageMagick-sl swirsky$ /usr/local/bin/convert dyld: Library not loaded: /opt/local/lib/libiconv.2.dylib Referenced from: /opt/local/lib/libfontconfig.1.dylib Reason: Incompatible library version: libfontconfig.1.dylib requires version 8.0.0 or later, but libiconv.2.dylib provides version 7.0.0 Trace/BPT trap It downloads everything and compiles fine, but fails when I try to run it, with the message above. So now I'm two steps away from ImageMagick, trying to get a newer libiconv on my machine. I downloaded the latest libiconv, compiled and built it. I put the resulting library in /opt/local/lib, and I still get the same error message: tppllc-Mac-Pro:.libs swirsky$ sudo mv libiconv.2.dylib /opt/local/lib/libiconv.2.dylib tppllc-Mac-Pro:.libs swirsky$ convert dyld: Library not loaded: /opt/local/lib/libiconv.2.dylib Referenced from: /opt/local/lib/libfontconfig.1.dylib Reason: Incompatible library version: libfontconfig.1.dylib requires version 8.0.0 or later, but libiconv.2.dylib provides version 7.0.0 Trace/BPT trap So here's my question: Is it possible to get ImageMagick to run on OSX Snow Leopard? Are there any binary distributions that have static libraries baked in so I don't have to worry about these issue/

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  • Can't Prevent Nested Div's from Overflowing when using Percent Sizes and Padding in CSS?

    - by viatropos
    I want to be able to layout nested divs with these properties: width: 100% height: 100% padding: 10px I want it to be such that, the children are 100% width and height of the remaining space after padding is calculated, not before. Otherwise, when I have a document like the below example, the child makes the scrollbars appear. But the scrollbars are not the main issue, the fact that the child stretches beyond the width of the parent container is. I can use all position: absolute declarations, but that doesn't seem right. Here is the code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="X-UA-Compatible" content="IE=7"> <title>Liquid Layout</title> <style> body, html { width:100%; height:100%; margin:0; padding:0; background-color:black; } #container { position:relative; width:100%; height:100%; background-color:red; opacity:0.7; } #child1 { position:relative; width:100%; height:100%; padding:10px; background-color:blue; } #nested1 { position:relative; background-color: white; width:100%; height:100%; } </style> </head> <body> <div id="container"> <div id="child1"> <div id="nested1"></div> </div> </div> </body> </html> How do I make it so, using position:relative or position:static, and percent sizes, the percents size the children according to the parent's width/height minus padding and margins? Do I have to resort to position:absolute and left/right/top/bottom? Thanks for the help, Lance

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  • Vietnamese character in .NET Console Application (UTF-8)

    - by DucDigital
    Im trying to write down an UTF8 string (Vietnamese) into C# Console but no success. Im running on windows 7. I tried to use the Encoding class that convert string to char[] to byte[] and then to String, but no help, the string is input directly fron the database. Here is some example Tôi tên là Ð?c, cu?c s?ng th?t vui v? tuy?t v?i It does not show the special character like : Ð or ?... instead it show up ?, much worse with the Encoding class. Does anyone can try this out or know about this problem? Thank you My code static void Main(string[] args) { XDataContext _new = new XDataContext(); Console.OutputEncoding = Encoding.GetEncoding("UTF-8"); string srcString = _new.Posts.First().TITLE; Console.WriteLine(srcString); // Convert the UTF-16 encoded source string to UTF-8 and ASCII. byte[] utf8String = Encoding.UTF8.GetBytes(srcString); byte[] asciiString = Encoding.ASCII.GetBytes(srcString); // Write the UTF-8 and ASCII encoded byte arrays. Console.WriteLine("UTF-8 Bytes: {0}", BitConverter.ToString(utf8String)); Console.WriteLine("ASCII Bytes: {0}", BitConverter.ToString(asciiString)); // Convert UTF-8 and ASCII encoded bytes back to UTF-16 encoded // string and write. Console.WriteLine("UTF-8 Text : {0}", Encoding.UTF8.GetString(utf8String)); Console.WriteLine("ASCII Text : {0}", Encoding.ASCII.GetString(asciiString)); Console.WriteLine(Encoding.UTF8.GetString(utf8String)); Console.WriteLine(Encoding.ASCII.GetString(asciiString)); } and here is the outstanding output Nhà báo Ä‘i há»™i báo Xuân UTF-8 Bytes: 4E-68-C3-A0-20-62-C3-A1-6F-20-C4-91-69-20-68-E1-BB-99-69-20-62-C3- A1-6F-20-58-75-C3-A2-6E ASCII Bytes: 4E-68-3F-20-62-3F-6F-20-3F-69-20-68-3F-69-20-62-3F-6F-20-58-75-3F- 6E UTF-8 Text : Nhà báo Ä‘i há»™i báo Xuân ASCII Text : Nh? b?o ?i h?i b?o Xu?n Nhà báo Ä‘i há»™i báo Xuân Nh? b?o ?i h?i b?o Xu?n Press any key to continue . . .

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  • Access external xml using xslt document function return 401

    - by Ciprian Grosu
    On MOSS2007, I have a webpart that display the content of a xml feed. I use a xslt with parameters for transforamtions. There is a situation when I receive a 401 Authorisation exception. I realize that this happen when a document() function from my xslt try to open an external xml. If I try to open this xml in browser all work ok. I provided my admin credentials to the web part and to the XmlSecureResolver. Same problem. The webpart is on server1 and the xml feed and external xml required by xslt is on server2. What can be ? protected override void RenderContents(HtmlTextWriter writer) { base.RenderContents(writer); if (string.IsNullOrEmpty(this.xmlUrl) || this.xmlResponseStream == null) return; try { XslCompiledTransform transform = new XslCompiledTransform(); if (UseXslt) { XmlTextReader stylesheet = null; try { SPSite site = new SPSite(xsltlUrl); SPWeb web = site.OpenWeb(); SPFile file = web.GetFile(xsltlUrl); if (file != null) { stylesheet = new XmlTextReader(file.OpenBinaryStream()); } } catch(Exception ex) { stylesheet = new XmlTextReader(xsltlUrl); } if (stylesheet != null) { transform.Load(stylesheet, new XsltSettings(true, true), GetAResolver()); } using (XmlReader reader = new XmlTextReader(this.xmlResponseStream)) { string theParams = xsltProperties; XsltArgumentList xslAgrs = GetXsltArgumentList(xsltProperties); XmlTextWriter results = new XmlTextWriter(writer.InnerWriter); if (UseProperties) { transform.Transform(reader, xslAgrs, results, GetASecureResolver()); } else { transform.Transform(reader, results); } reader.Close(); } } else { string feedAsString = null; using (StreamReader rssReader = new StreamReader(this.xmlResponseStream)) { feedAsString = rssReader.ReadToEnd(); writer.InnerWriter.Write(SPHttpUtility.HtmlEncode(feedAsString)); } } } catch (Exception ex) { writer.Write(ex.Message); if (this.xmlResponseStream != null) { this.xmlResponseStream.Close(); this.xmlResponseStream.Dispose(); } } } private static XmlSecureResolver GetASecureResolver() { // Create a secure resolver XmlSecureResolver resolver = new XmlSecureResolver(new XmlUrlResolver(), "http://externalservername.com/thesite/"); string proxyUserName = RssFeedUtility.GetConfigFileReader().ProxyUserName; string proxyUserPwd = RssFeedUtility.GetConfigFileReader().ProxyUserPassword; string proxyUserDomain = RssFeedUtility.GetConfigFileReader().ProxyUserDomain; resolver.Credentials = new NetworkCredential(proxyUserName, proxyUserPwd, proxyUserDomain); return resolver; }

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  • Help with Linq Expression - INotifyPropertyChanged

    - by Stephen Patten
    Hello, I'm reading the source code from the latest Prism 4 drop and am interested in solving this problem. There is a base class for the ViewModels that implements INotifyPropertyChanged and INotifyDataErrorInfo and provides some refactoring friendly change notification. protected void RaisePropertyChanged<T>(Expression<Func<T>> propertyExpresssion) { var propertyName = ExtractPropertyName(propertyExpresssion); this.RaisePropertyChanged(propertyName); } private string ExtractPropertyName<T>(Expression<Func<T>> propertyExpresssion) { if (propertyExpresssion == null) { throw new ArgumentNullException("propertyExpression"); } var memberExpression = propertyExpresssion.Body as MemberExpression; if (memberExpression == null) { throw new ArgumentException("The expression is not a member access expression.", "propertyExpression"); } var property = memberExpression.Member as PropertyInfo; if (property == null) { throw new ArgumentException("The member access expression does not access property.","propertyExpression"); } if (!property.DeclaringType.IsAssignableFrom(this.GetType())) { throw new ArgumentException("The referenced property belongs to a different type.", "propertyExpression"); } var getMethod = property.GetGetMethod(true); if (getMethod == null) { // this shouldn't happen - the expression would reject the property before reaching this far throw new ArgumentException("The referenced property does not have a get method.", "propertyExpression"); } if (getMethod.IsStatic) { throw new ArgumentException("The referenced property is a static property.", "propertyExpression"); } return memberExpression.Member.Name; } and as an example of it's usage private void RetrieveNewQuestionnaire() { this.Questions.Clear(); var template = this.questionnaireService.GetQuestionnaireTemplate(); this.questionnaire = new Questionnaire(template); foreach (var question in this.questionnaire.Questions) { this.Questions.Add(this.CreateQuestionViewModel(question)); } this.RaisePropertyChanged(() => this.Name); this.RaisePropertyChanged(() => this.UnansweredQuestions); this.RaisePropertyChanged(() => this.TotalQuestions); this.RaisePropertyChanged(() => this.CanSubmit); } My question is this. What would it take to pass an array of the property names to an overloaded method (RaisePropertyChanged) and condense this last bit of code from 4 lines to 1? Thank you, Stephen

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  • nhibernate subclass in code

    - by Antonio Nakic Alfirevic
    I would like to set up table-per-classhierarchy inheritance in nhibernate thru code. Everything else is set in XML mapping files except the subclasses. If i up the subclasses in xml all is well, but not from code. This is the code i use - my concrete subclass never gets created:( //the call NHibernate.Cfg.Configuration config = new NHibernate.Cfg.Configuration(); SetSubclass(config, typeof(TAction), typeof(tActionSub1), "Procedure"); //the method public static void SetSubclass(Configuration configuration, Type baseClass, Type subClass, string discriminatorValue) { PersistentClass persBaseClass = configuration.ClassMappings.Where(cm => cm.MappedClass == baseClass).Single(); SingleTableSubclass persSubClass = new SingleTableSubclass(persBaseClass); persSubClass.ClassName = subClass.AssemblyQualifiedName; persSubClass.DiscriminatorValue = discriminatorValue; persSubClass.EntityPersisterClass = typeof(SingleTableEntityPersister); persSubClass.ProxyInterfaceName = (subClass).AssemblyQualifiedName; persSubClass.NodeName = subClass.Name; persSubClass.EntityName = subClass.FullName; persBaseClass.AddSubclass(persSubClass); } the Xml mapping looks like this: <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Riz.Pcm.Domain.BusinessObjects" assembly="Riz.Pcm.Domain"> <class name="Riz.Pcm.Domain.BusinessObjects.TAction, Riz.Pcm.Domain" table="dbo.tAction" lazy="true"> <id name="Id" column="ID"> <generator class="guid" /> </id> <discriminator type="String" formula="(select jt.Name from TJobType jt where jt.Id=JobTypeId)" insert="true" force="false"/> <many-to-one name="Session" column="SessionID" class="TSession" /> <property name="Order" column="Order1" /> <property name="ProcessStart" column="ProcessStart" /> <property name="ProcessEnd" column="ProcessEnd" /> <property name="Status" column="Status" /> <many-to-one name="JobType" column="JobTypeID" class="TJobType" /> <many-to-one name="Unit" column="UnitID" class="TUnit" /> <bag name="TActionProperties" lazy="true" cascade="all-delete-orphan" inverse="true" > <key column="ActionID"></key> <one-to-many class="TActionProperty"></one-to-many> </bag> <!--<subclass name="Riz.Pcm.Domain.tActionSub" discriminator-value="ZPower"></subclass>--> </class> </hibernate-mapping> What am I doing wrong? I can't find any examples on google:(

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  • Linux Device Driver: Symbol "memcpy" not found

    - by Hinton
    Hello, I'm trying to write a Linux device driver. I've got it to work really well, until I tried to use "memcpy". I don't even get a compiler error, when I "make" it just warns me: WARNING: "memcpy" [/root/homedir/sv/main.ko] undefined! OK and when I try to load via insmod, I get on the console: insmod: error inserting './main.ko': -1 Unknown symbol in module and on dmesg: main: Unknown symbol memcpy (err 0) I include the following: #include <linux/module.h> #include <linux/moduleparam.h> #include <linux/init.h> #include <linux/kernel.h> /* printk() */ #include <linux/slab.h> /* kmalloc() */ #include <linux/fs.h> /* everything... */ #include <linux/errno.h> /* error codes */ #include <linux/types.h> /* size_t */ #include <linux/fcntl.h> /* O_ACCMODE */ #include <linux/cdev.h> #include <asm/system.h> /* cli(), *_flags */ #include <asm/uaccess.h> /* copy_*_user */ The function using memcpy: static int dc_copy_to_user(char __user *buf, size_t count, loff_t *f_pos, struct sv_data_dev *dev) { char data[MAX_KEYLEN]; size_t i = 0; /* Copy the bulk as long as there are 10 more bytes to copy */ while (i < (count + MAX_KEYLEN)) { memcpy(data, &dev->data[*f_pos + i], MAX_KEYLEN); ec_block(dev->key, data, MAX_KEYLEN); if (copy_to_user(&buf[i], data, MAX_KEYLEN)) { return -EFAULT; } i += MAX_KEYLEN; } return 0; } Could someone help me? I thought the thing was in linux/string.h, but I get the error just the same. I'm using kernel 2.6.37-rc1 (I'm doing in in user-mode-linux, which works only since 2.6.37-rc1). Any help is greatly appreciated. # Context dependent makefile that can be called directly and will invoke itself # through the kernel module building system. KERNELDIR=/usr/src/linux ifneq ($(KERNELRELEASE),) EXTRA_CFLAGS+=-I $(PWD) -ARCH=um obj-m := main.o else KERNELDIR ?= /lib/modules/$(shell uname -r)/build PWD = $(shell pwd) all: $(MAKE) V=1 ARCH=um -C $(KERNELDIR) M=$(PWD) modules clean: rm -rf Module.symvers .*.cmd *.ko .*.o *.o *.mod.c .tmp_versions *.order endif

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  • ListActivity problem when using with RelativeLayout

    - by tomgamer
    Newb alert, I'm sure I'm doing something dumb here. I've been progressively expanding my UI, and I want to add a ListView in the middle of my UI. When I add it and change the activity to extend a ListActivity instead of just an Activity, I'm getting a Force Close. Using 1.5. Does a ListView not work embedded in a RelativeLayout? Thanks public class Categories extends ListActivity{ final static String[] ITEMS = {"blah", "floop", "gnarlp", "stuff"}; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.categories); ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, R.layout.listrow, R.id.textview, ITEMS); setListAdapter(adapter); XML looks like this: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <ImageView android:id="@+id/ImageView01" android:layout_height="fill_parent" android:layout_width="fill_parent" android:scaleType="center" android:background="@drawable/background"> </ImageView> <ImageView android:id="@+id/ImageView02" android:src="@drawable/cat_heading" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_centerHorizontal="true"> </ImageView> <ListView android:id="@+id/ListView01" android:layout_below="@id/ImageView02" android:layout_width="wrap_content" android:layout_height="wrap_content"></ListView> <RelativeLayout android:id="@+id/RelativeLayout02" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_alignBottom="@+id/RelativeLayout01" android:layout_centerHorizontal="true"> <ImageButton android:id="@+id/ImageButtonRecipes" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:src="@drawable/recipes"></ImageButton> <ImageButton android:id="@+id/ImageButtonSearch" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:layout_toRightOf="@+id/ImageButtonRecipes" android:src="@drawable/search"></ImageButton> </RelativeLayout> </RelativeLayout> and the listrow.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/textview"/> </LinearLayout>

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  • Deleting items from a ListView using a custom BaseAdapter

    - by HXCaine
    I am using a customised BaseAdapter to display items on a ListView. The items are just strings held in an ArrayList. The list items have a delete button on them (big red X), and I'd like to remove the item from the ArrayList, and notify the ListView to update itself. However, every implementation I've tried gets mysterious position numbers given to it, so for example clicking item 2's delete button will delete item 5's. It seems to be almost entirely random. One thing to note is that elements may be repeated, but must be kept in the same order. For example, I can have "Irish" twice, as elements 3 and 7. My code is below: private static class ViewHolder { TextView lang; int position; } public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; if (convertView == null) { convertView = mInflater.inflate(R.layout.language_link_row, null); holder = new ViewHolder(); holder.lang = (TextView)convertView.findViewById(R.id.language_link_text); holder.position = position; final ImageView deleteButton = (ImageView) convertView.findViewById(R.id.language_link_cross_delete); deleteButton.setOnClickListener(this); convertView.setTag(holder); deleteButton.setTag(holder); } else { holder = (ViewHolder) convertView.getTag(); } holder.lang.setText(mLanguages.get(position)); return convertView; } I later attempt to retrieve the deleted element's position by grabbing the tag, but it's always the wrong position in the list. There is no noticeable pattern to the position given here, it always seems random. // The delete button's listener public void onClick(View v) { ViewHolder deleteHolder = (ViewHolder) v.getTag(); int pos = deleteHolder.position; ... ... ... } I would be quite happy to just delete the item from the ArrayList and have the ListView update itself, but the position I'm getting is incorrect so I can't do that. Please note that I did, at first, have the deleteButton clickListener inside the getView method, and used 'position' to delete the value, but I had the same problem. Any suggestions appreciated, this is really irritating me.

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  • C#: BackgroundWorker cloning resources?

    - by Dav
    The problem I've been struggling with this partiular problem for two days now and just run out of ideas. A little... background: we have a WinForms app that needs to access a database, construct a list of related in-memory objects from that data, and then display on a DataGridView. Important point is that we first populate an app-wide cache (List), and then create a mirror of the cache local to the form on which the DGV lives (using List constructor param). Because fetching the data takes a good few seconds (DB sits on a LAN server) to load, we decided to use a BackgroundWorker, and only refresh the DGV once the data is loaded. However, it seems that doing the loading via a BGW results in some memory leak... or an error on my part. When loaded using a blocking method call, the app consumes about 30MB of RAM; with a BGW this jumps to 80MB! While it may not seem as much anyway, our clients are not too happy about it. Relevant code Form private void MyForm_Load(object sender, EventArgs e) { MyRepository.Instance.FinishedEvent += RefreshCache; } private void RefreshCache(object sender, EventArgs e) { dgvProducts.DataSource = new List<MyDataObj>(MyRepository.Products); } Repository private static List<MyDataObj> Products { get; set; } public event EventHandler ProductsLoaded; public void GetProductsSync() { List<MyDataObj> p; using (MyL2SDb db = new MyL2SDb(MyConfig.ConnectionString)) { p = db.PRODUCTS .Select(p => new MyDataObj {Id = p.ID, Description = p.DESCR}) .ToList(); } Products = p; // tell the form to refresh UI if (ProductsLoaded != null) ProductsLoaded(this, null); } public void GetProductsAsync() { using (BackgroundWorker myWorker = new BackgroundWorker()) { myWorker.DoWork += delegate { List<MyDataObj> p; using (MyL2SDb db = new MyL2SDb(MyConfig.ConnectionString)) { p = db.PRODUCTS .Select(p => new MyDataObj {Id = p.ID, Description = p.DESCR}) .ToList(); } Products = p; }; // tell the form to refresh UI when finished myWorker.RunWorkerCompleted += GetProductsCompleted; myWorker.RunWorkerAsync(); } } private void GetProductsCompleted(object sender, RunWorkerCompletedEventArgs e) { if (ProductsLoaded != null) ProductsLoaded(this, null); } End! GetProductsSync or GetProductsAsync are called on the main thread, not shown above. Could it be that the GarbageCollector just gets lost with two threads? Or is it the task manager that shows incorrect values? Will be greateful for any responses, suggestions, criticism.

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  • WMI: Editing the Registry Remotely

    - by Quanta
    I'm trying to use the following code (poorly written, but it's just a proof of concept) to edit the registry of a computer on a domain. I have a domain account, and I've verified that the domain admin group is present in the local admin group on the machines I'm attempting to affect. I've connected to these other machines to perform other administrative type tasks, so I'm sure that I have administrative privileges on these hosts. All of StdRegProv's "get" methods work fine (http://msdn.microsoft.com/en-us/library/aa393664%28VS.85%29.aspx) but the "set" or "create" methods as well as check access all return "5" which is "Error_Access_Denied" according to winerror.h. So there's the problem: why do I get access denied when attempting to modify the registry? If anyone can help me figure this out, you'd have my utmost appreciation! I almost forgot, when I fire up Visual Studio in admin mode on my local machine and run the code against the local machine, it works flawlessly. If I don't start in admin mode on the local machine, the code fails, so I suspect there's a UAC problem maybe? using System; using System.Management; public class EditRemoteRegistry { public static void Main(string[] args) { ConnectionOptions options = new ConnectionOptions(); options.EnablePrivileges = true; options.Impersonation = ImpersonationLevel.Impersonate; options.Password = "password goes here"; //options.Authority = "my company's domain"; //options.Username = "Admin username"; ManagementScope scope = new ManagementScope("\\\\arbitraryhost\\root\\default", options); scope.Connect(); ManagementClass mc = new ManagementClass("StdRegProv"); ManagementBaseObject inParams = mc.GetMethodParameters("CreateKey"); inParams["hDefKey"] = (UInt32)2147483650; inParams["sSubKeyName"] = "Software\\Test"; ManagementBaseObject outParams = mc.InvokeMethod("CreateKey", inParams, null); //Should return a 0, but returns a 5, "Error_Access_Denied" Console.WriteLine("CreateKey Method returned " + outParams["returnValue"]); //This chunk works fine ManagementBaseObject inParams5 = mc.GetMethodParameters("GetDWORDValue"); inParams5["hDefKey"] = 2147483650; inParams5["sSubKeyName"] = "Software\\Test"; inParams5["sValueName"] = "testDWORDvalue"; ManagementBaseObject outParams5 = mc.InvokeMethod("GetDWORDValue", inParams5, null); Console.WriteLine("GetDWORDValue returned " + (UInt32)outParams5["returnValue"] + " "); Console.WriteLine((UInt32)outParams5["uValue"]); ManagementBaseObject inParams6 = mc.GetMethodParameters("SetStringValue"); inParams6["hDefKey"] = 2147483650; inParams6["sSubKeyName"] = "Software\\Test"; inParams6["sValueName"] = "TestStringValue"; inParams6["sValue"] = "Hello World!"; ManagementBaseObject outParams6 = mc.InvokeMethod("SetStringValue", inParams6, null); //Should return a 0, but returns a 5, "Error_Access_Denied" Console.WriteLine("SetStringValue returned " + outParams6["returnValue"]); Console.ReadKey(); } }

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  • Freetype2 failing under WoW64

    - by Necrolis
    I built a tff to D3D texture function using freetype2(2.3.9) to generate grayscale maps from the fonts. it works great under native win32, however, on WoW64 it just explodes (well, FT_Done and FT_Load_Glyph do). from some debugging, it seems to be a problem with HeapFree as called by free from FT_Free. I know it should work, as games like WCIII, which to the best of my knowledge use freetype2, run fine, this is my code, stripped of the D3D code(which causes no problems on its own): FT_Face pFace = NULL; FT_Error nError = 0; FT_Byte* pFont = static_cast<FT_Byte*>(ARCHIVE_LoadFile(pBuffer,&nSize)); if((nError = FT_New_Memory_Face(pLibrary,pFont,nSize,0,&pFace)) == 0) { FT_Set_Char_Size(pFace,nSize << 6,nSize << 6,96,96); for(unsigned char c = 0; c < 95; c++) { if(!FT_Load_Glyph(pFace,FT_Get_Char_Index(pFace,c + 32),FT_LOAD_RENDER)) { FT_Glyph pGlyph; if(!FT_Get_Glyph(pFace->glyph,&pGlyph)) { LOG("GET: %c",c + 32); FT_Glyph_To_Bitmap(&pGlyph,FT_RENDER_MODE_NORMAL,0,1); FT_BitmapGlyph pGlyphMap = reinterpret_cast<FT_BitmapGlyph>(pGlyph); FT_Bitmap* pBitmap = &pGlyphMap->bitmap; const size_t nWidth = pBitmap->width; const size_t nHeight = pBitmap->rows; //add to texture atlas } } } } else { FT_Done_Face(pFace); delete pFont; return FALSE; } FT_Done_Face(pFace); delete pFont; return TRUE; } ARCHIVE_LoadFile returns blocks allocated with new. As a secondary question, I would like to render a font using pixel sizes, I came across FT_Set_Pixel_Sizes, but I'm unsure as to whether this stretches the font to fit the size, or bounds it to a size. what I would like to do is render all the glyphs at say 24px (MS Word size here), then turn it into a signed distance field in a 32px area. Update After much fiddling, I got a test app to work, which leads me to think the problems are arising from threading, as my code is running in a secondary thread. I have compiled freetype into a static lib using the multithread DLL, my app uses the multithreaded libs. gonna see if i can set up a multithreaded test. Also updated to 2.4.4, to see if the problem was a known but fixed bug, didn't help however. Update 2 After some more fiddling, it turns out I wasn't using the correct lib for 2.4.4 -.- after fixing that, the test app works 100%, but the main app still crashes when FT_Done_Face is called, still seems to be a crash in the memory heap management of windows. is it possible that there is a bug in freetype2 that makes it blow up under user threads?

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  • AES code throwing NoSuchPaddingException: Padding NoPaddin unknown

    - by Tom Brito
    The following code is a try to encrypt data using AES with asymmetric key: import java.io.OutputStream; import java.math.BigInteger; import java.security.Key; import java.security.KeyFactory; import java.security.interfaces.RSAPrivateKey; import java.security.interfaces.RSAPublicKey; import java.security.spec.RSAPrivateKeySpec; import java.security.spec.RSAPublicKeySpec; import javax.crypto.Cipher; public class AsyncronousKeyTest { private final Cipher cipher; private final KeyFactory keyFactory; private final RSAPrivateKey privKey; private AsyncronousKeyTest() throws Exception { cipher = Cipher.getInstance("AES/CBC/NoPaddin", "BC"); keyFactory = KeyFactory.getInstance("AES", "BC"); // create the keys // TODO should this numbers be random? RSAPrivateKeySpec privKeySpec = new RSAPrivateKeySpec(new BigInteger( "d46f473a2d746537de2056ae3092c451", 16), new BigInteger("57791d5430d593164082036ad8b29fb1", 16)); privKey = (RSAPrivateKey) keyFactory.generatePrivate(privKeySpec); } public void generateAuthorizationAct(OutputStream outputStream) throws Exception { // TODO Ticket #14 - GenerateAuthorization action KeyFactory keyFactory = KeyFactory.getInstance("AES", "BC"); // TODO should this numbers be random? RSAPublicKeySpec pubKeySpec = new RSAPublicKeySpec(new BigInteger("d46f473a2d746537de2056ae3092c451", 16), new BigInteger("11", 16)); RSAPublicKey pubKey = (RSAPublicKey) keyFactory.generatePublic(pubKeySpec); byte[] data = new byte[] {0x01}; byte[] encrypted = encryptAO(pubKey, data); outputStream.write(encrypted); } /** Encrypt the AuthorizationObject. */ public byte[] encryptAO(Key pubKey, byte[] data) throws Exception { cipher.init(Cipher.ENCRYPT_MODE, pubKey); byte[] cipherText = cipher.doFinal(data); return cipherText; } public byte[] decrypt(byte[] cipherText) throws Exception { cipher.init(Cipher.DECRYPT_MODE, privKey); byte[] decyptedData = cipher.doFinal(cipherText); return decyptedData; } public static void main(String[] args) throws Exception { System.out.println("start"); AsyncronousKeyTest auth = new AsyncronousKeyTest(); auth.generateAuthorizationAct(System.out); System.out.println("done"); } } but at line cipher = Cipher.getInstance(AesEncrypter.getTransformation(), "BC"); it throws NoSuchPaddingException: Padding NoPaddin unknown. What is this? And how to solve?

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  • Help with a logic problem

    - by Stradigos
    I'm having a great deal of difficulty trying to figure out the logic behind this problem. I have developed everything else, but I really could use some help, any sort of help, on the part I'm stuck on. Back story: *A group of actors waits in a circle. They "count off" by various amounts. The last few to audition are thought to have the best chance of getting the parts and becoming stars. Instead of actors having names, they are identified by numbers. The "Audition Order" in the table tells, reading left-to-right, the "names" of the actors who will be auditioned in the order they will perform.* Sample output: etc, all the way up to 10. What I have so far: using System; using System.Collections; using System.Text; namespace The_Last_Survivor { class Program { static void Main(string[] args) { //Declare Variables int NumOfActors = 0; System.DateTime dt = System.DateTime.Now; int interval = 3; ArrayList Ring = new ArrayList(10); //Header Console.Out.WriteLine("Actors\tNumber\tOrder"); //Add Actors for (int x = 1; x < 11; x++) { NumOfActors++; Ring.Insert((x - 1), new Actor(x)); foreach (Actor i in Ring) { Console.Out.WriteLine("{0}\t{1}\t{2}", NumOfActors, i, i.Order(interval, x)); } Console.Out.WriteLine("\n"); } Console.In.Read(); } public class Actor { //Variables protected int Number; //Constructor public Actor(int num) { Number = num; } //Order in circle public string Order(int inter, int num) { //Variable string result = ""; ArrayList myArray = new ArrayList(num); //Filling Array for (int i = 0; i < num; i++) myArray.Add(i + 1); //Formula foreach (int element in myArray) { if (element == inter) { result += String.Format(" {0}", element); myArray.RemoveAt(element); } } return result; } //String override public override string ToString() { return String.Format("{0}", Number); } } } } The part I'm stuck on is getting some math going that does this: Can anyone offer some guidance and/or sample code?

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  • ASP.NET Client to Server communication

    - by Nelson
    Can you help me make sense of all the different ways to communicate from browser to client in ASP.NET? I have made this a community wiki so feel free to edit my post to improve it. Specifically, I'm trying to understand in which scenario to use each one by listing how each works. I'm a little fuzzy on UpdatePanel vs CallBack (with ViewState): I know UpdatePanel always returns HTML while CallBack can return JSON. Any other major differences? ...and CallBack (without ViewState) vs WebMethod. CallBack goes through most of the Page lifecycle, WebMethod doesn't. Any other major differences? IHttpHandler Custom handler for anything (page, image, etc.) Only does what you tell it to do (light server processing) Page is an implementation of IHttpHandler If you don't need what Page provides, create a custom IHttpHandler If you are using Page but overriding Render() and not generating HTML, you probably can do it with a custom IHttpHandler (e.g. writing binary data such as images) By default can use the .axd or .ashx file extensions -- both are functionally similar .ashx doesn't have any built-in endpoints, so it's preferred by convention Regular PostBack (System.Web.UI.Page : IHttpHandler) Inherits Page Full PostBack, including ViewState and HTML control values (heavy traffic) Full Page lifecycle (heavy server processing) No JavaScript required Webpage flickers/scrolls since everything is reloaded in browser Returns full page HTML (heavy traffic) UpdatePanel (Control) Control inside Page Full PostBack, including ViewState and HTML control values (heavy traffic) Full Page lifecycle (heavy server processing) Controls outside the UpdatePanel do Render(NullTextWriter) Must use ScriptManager If no client-side JavaScript, it can fall back to regular PostBack with no JavaScript (?) No flicker/scroll since it's an async call, unless it falls back to regular postback. Can be used with master pages and user controls Has built-in support for progress bar Returns HTML for controls inside UpdatePanel (medium traffic) Client CallBack (Page, System.Web.UI.ICallbackEventHandler) Inherits Page Most of Page lifecycle (heavy server processing) Takes only data you specify (light traffic) and optionally ViewState (?) (medium traffic) Client must support JavaScript and use ScriptManager No flicker/scroll since it's an async call Can be used with master pages and user controls Returns only data you specify in format you specify (e.g. JSON, XML...) (?) (light traffic) WebMethod Class implements System.Web.Service.WebService HttpContext available through this.Context Takes only data you specify (light traffic) Server only runs the called method (light server processing) Client must support JavaScript No flicker/scroll since it's an async call Can be used with master pages and user controls Returns only data you specify, typically JSON (light traffic) Can create instance of server control to render HTML and sent back as string, but events, paging in GridView, etc. won't work PageMethods Essentially a WebMethod contained in the Page class, so most of WebMethod's bullet's apply Method must be public static, therefore no Page instance accessible HttpContext available through HttpContext.Current Accessed directly by URL Page.aspx/MethodName (e.g. with XMLHttpRequest directly or with library such as jQuery) Setting ScriptManager property EnablePageMethods="True" generates a JavaScript proxy for each WebMethod Cannot be used directly in user controls with master pages and user controls Any others?

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  • Android popup style activity which sits on top of any other apps

    - by RenegadeAndy
    What I want to create is a popup style application. I have a service in the background - something arrives on the queue and i want an activity to start to inform the user - very very similar to the functionality of SMSPopup app. So I have the code where something arrives on the queue and it calls my activity. However for some reason the activity always shows on top of the originally started activity instead of just appearing on the main desktop of the android device. As an example: I have the main activity which is shown when the application is run I have the service which checks queue I have a popup activity. When i start the main activity it starts the service - I can now close this. I then have something on the queue and it creates the popup activity which launches the main activity with the popup on top of it :S How do I stop this and have it behave as i want... The popup class is : package com.andy.tabletsms.work; import com.andy.tabletsms.tablet.R; import android.app.Activity; import android.content.Context; import android.content.Intent; import android.os.Bundle; import android.view.Gravity; import android.view.LayoutInflater; import android.view.View; import android.view.View.OnClickListener; import android.view.ViewGroup; import android.widget.Button; import android.widget.PopupWindow; import android.widget.TextView; import android.widget.Toast; public class SMSPopup extends Activity implements OnClickListener{ public static String msg; @Override public void onCreate(Bundle bundle){ super.onCreate(bundle); // Toast.makeText(getApplicationContext(), msg, Toast.LENGTH_LONG).show(); this.setContentView(R.layout.popup); TextView tv = (TextView)findViewById(R.id.txtLbl); Intent intent = getIntent(); if (intent != null){ Bundle bb = intent.getExtras(); if (bb != null){ msg = bb.getString("com.andy.tabletsms.message"); } } if(msg == null){ msg = "LOLOLOL"; } tv.setText(msg); Button b = (Button)findViewById(R.id.closeBtn); b.setOnClickListener(this); } @Override public void onClick(View v) { this.finish(); } } and I call the activity from a broadcast receiver which checks the queue every 30 seconds or so : if(main.msgs.size()0){ Intent testActivityIntent = new Intent(context.getApplicationContext(), com.andy.tabletsms.work.SMSPopup.class); testActivityIntent.putExtra("com.andy.tabletsms.message", main.msgs.get(0)); testActivityIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); context.startActivity(testActivityIntent); } The layout is here : http://pastebin.com/F25u6wdM

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  • Reusing xalan transformer causing its extension functions break

    - by Leslie Norman
    I am using xalan 2.7.1 to validate my xml docs with xslt style sheet. It works fine for the first document and returns error message in case of error along with correct line and column number of xml source by making use of NodeInfo.lineNumber and NodeInfo.columnNumber extensions. The problem is when I try to reuse transformer to validate other xml docs, it successfully transforms the document but always returns lineNumber=columnNumber=-1 for all errors. Any idea? Here is my code: TransformerFactory tFactory = TransformerFactory.newInstance("org.apache.xalan.processor.TransformerFactoryImpl", null); tFactory.setAttribute(TransformerFactoryImpl.FEATURE_SOURCE_LOCATION, Boolean.TRUE); StreamSource xsltStreamSource = new StreamSource(new File("E:\\Temp\\Test\\myXslt.xsl")); Transformer transformer=null; try { transformer = tFactory.newTransformer(xsltStreamSource); ByteArrayOutputStream outStream = new ByteArrayOutputStream(); File srcFolder = new File("E:\\Temp\\Test"); for (File file :srcFolder.listFiles()) { if (file.getName().endsWith("xml")) { transformer.transform(new StreamSource(file), new StreamResult(outStream)); transformer.reset(); } } System.out.println(outStream.toString()); } catch (TransformerException e) { e.printStackTrace(); } Edit: New code after implementing @rsp suggestions: package mycompany; import java.io.File; import javax.xml.transform.ErrorListener; import javax.xml.transform.Source; import javax.xml.transform.Transformer; import javax.xml.transform.TransformerException; import javax.xml.transform.TransformerFactory; import javax.xml.transform.stream.StreamResult; import javax.xml.transform.stream.StreamSource; import org.apache.xalan.processor.TransformerFactoryImpl; public class XsltTransformer { public static void main(String[] args) { TransformerFactory tFactory = TransformerFactory.newInstance("org.apache.xalan.processor.TransformerFactoryImpl", null); tFactory.setAttribute(TransformerFactoryImpl.FEATURE_SOURCE_LOCATION, Boolean.TRUE); StreamSource xsltStreamSource = new StreamSource(new File("E:\\Temp\\Test\\myXslt.xsl")); try { Transformer transformer = tFactory.newTransformer(xsltStreamSource); File srcFolder = new File("E:\\Temp\\Test"); for (File file : srcFolder.listFiles()) { if (file.getName().endsWith("xml")) { Source source = new StreamSource(file); StreamResult result = new StreamResult(System.out); XsltTransformer xsltTransformer = new XsltTransformer(); ErrorListenerImpl errorHandler = xsltTransformer.new ErrorListenerImpl(); transformer.setErrorListener(errorHandler); transformer.transform(source, result); if (errorHandler.e != null) { System.out.println("Transformation Exception: " + errorHandler.e.getMessage()); } transformer.reset(); } } } catch (TransformerException e) { e.printStackTrace(); } } private class ErrorListenerImpl implements ErrorListener { public TransformerException e = null; public void error(TransformerException exception) { this.e = exception; } public void fatalError(TransformerException exception) { this.e = exception; } public void warning(TransformerException exception) { this.e = exception; } } }

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Flex - Problem with auto resizing datagrid

    - by Marty Pitt
    Hi All I'm trying to create a datagrid which will resize vertically to ensure all the renderers are displayed in full. Additionally, Renderers are of variable height Renderers can resize themselves Generally speaking, the flow of events is as follows : One of the item renderers resizes itself (normally in response to a user click etc) It dispatches a bubbling event which the parent datagrid picks up The DataGrid attempts to resize to ensure that all renderers remain visible in full. I'm currently using this code within the datagrid to calculate the height: height = measureHeightOfItems(0, dataProvider.length ) + headerHeight; This appears to get an incorrect height. I've tried a number of variations including callLater ( to ensure the resize has completed so measure can work correctly), and overriding meausre() and calling invalidateSize() / validateSize(), but neither works. Below are 3 classes which will illustrate the problem. Clicking the button in the item renderers resizes the renderer. The grid should also expand so that all of the 3 renderers are shown in their entirety. Any suggestions would be greatly appreciated. Regards Marty DataGridProblem.mxml (Application file) <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="vertical" xmlns:view="view.*"> <mx:ArrayCollection id="dataProvider"> <mx:String>Item A</mx:String> <mx:String>Item B</mx:String> <mx:String>Item C</mx:String> </mx:ArrayCollection> <view:TestDataGrid id="dg" dataProvider="{ dataProvider }" width="400"> <view:columns> <mx:DataGridColumn dataField="text" /> <mx:DataGridColumn itemRenderer="view.RendererButton" /> </view:columns> </view:TestDataGrid> </mx:Application> view.TestDataGrid.as package view { import flash.events.Event; import mx.controls.DataGrid; import mx.core.ScrollPolicy; public class TestDataGrid extends DataGrid { public function TestDataGrid() { this.verticalScrollPolicy = ScrollPolicy.OFF; this.variableRowHeight = true; this.addEventListener( RendererButton.RENDERER_RESIZE , onRendererResize ); } private function onRendererResize( event : Event ) : void { resizeDatagrid(); } private function resizeDatagrid():void { height = measureHeightOfItems(0, dataProvider.length ) + headerHeight; } } } view.RendererButton.mxml <?xml version="1.0" encoding="utf-8"?> <mx:HBox xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Button width="50" height="50" click="onClick()" /> <mx:Script> <![CDATA[ public static const RENDERER_RESIZE : String = "resizeRenderer"; private function onClick() : void { this.height += 20; dispatchEvent( new Event( RENDERER_RESIZE , true ) ); } ]]> </mx:Script> </mx:HBox>

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  • ListBox item doesn't get refresh in WPF?

    - by sanjeev40084
    I have a listbox which has couple of items. When double clicked on each item, the user get option to edit item (text of item). Now once i update the item, my item in listbox doesn't get updated. The first window (one which has listbox) is in MainWindow.xaml file and second window is in EditTaskView.xaml(one which let's edit the items text) file. The code that displays items in lists is: Main.Windows.cs public static ObservableCollection TaskList; public void GetTask() { TaskList = new ObservableCollection<Task> { new Task("Task1"), new Task("Task2"), new Task("Task3"), new Task("Task4") }; lstBxTask.ItemsSource = TaskList; } private void lstBxTask_MouseDoubleClick(object sender, MouseButtonEventArgs e) { var selectedTask = (Task)lstBxTask.SelectedItem; EditTask.txtBxEditedText.Text = selectedTask.Taskname; EditTask.PreviousTaskText = selectedTask.Taskname; EditTask.Visibility = Visibility.Visible; } The xaml code that displays the list: <ListBox x:Name="lstBxTask" Style="{StaticResource ListBoxItems}" MouseDoubleClick="lstBxTask_MouseDoubleClick"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel> <Rectangle Style="{StaticResource LineBetweenListBox}"/> <StackPanel Orientation="Horizontal"> <TextBlock Text="{Binding Taskname}" Style="{StaticResource TextInListBox}"/> <Button Name="btnDelete" Style="{StaticResource DeleteButton}" Click="btnDelete_Click"/> </StackPanel> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> <ToDoTask:EditTaskView x:Name="EditTask" Grid.Row="1" Grid.RowSpan="2" Grid.ColumnSpan="2" Visibility="Collapsed"/> The Save button in TaskEditView.xaml does this: public string PreviousTaskText { get; set; } private void btnSaveEditedText_Click(object sender, RoutedEventArgs e) { foreach (var t in MainWindow.TaskList) { if (t.Taskname == PreviousTaskText) { t.Taskname = txtBxEditedText.Text; } } Visibility = Visibility.Collapsed; } TaskList is the ObservableCollection, and i though once you update the value the UI gets refreshed. But doesn't seem to work that way. What am i missing?

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  • Complex HashMap has different hashCode after serialization

    - by woezelmann
    I am parsing a xml file into a complex HashMap looking like this: Map<String, Map<String, EcmObject> EcmObject: public class EcmObject implements Comparable, Serializable { private final EcmObjectType type; private final String name; private final List<EcmField> fields; private final boolean pages; // getter, equals, hashCode } EcmObjectType: public enum EcmObjectType implements Serializable { FOLDER, REGISTER, DOCUMENT } EcmField public class EcmField implements Comparable, Serializable { private final EcmFieldDataType dataType; private final EcmFieldControlType controlType; private final String name; private final String dbname; private final String internalname; private final Integer length; // getter, equals, hashCode } EcmFieldDataType public enum EcmFieldDataType implements Serializable { TEXT, DATE, NUMBER, GROUP, DEC; } and EcmFieldControlType public enum EcmFieldControlType implements Serializable{ DEFAULT, CHECKBOX, LIST, DBLIST, TEXTAREA, HIERARCHY, TREE, GRID, RADIO, PAGECONTROL, STATIC; } I have overwritten all hashCode and equal methods by usind commons lang's EqualsBuilder and HashCodeBuilder. Now when I copy a A HashMap this way: Map<String, Map<String, EcmObject>> m = EcmUtil.convertXmlObjectDefsToEcmEntries(new File("e:\\objdef.xml")); Map<String, Map<String, EcmObject>> m2; System.out.println(m.hashCode()); ByteArrayOutputStream baos = new ByteArrayOutputStream(8 * 4096); ObjectOutputStream oos = new ObjectOutputStream(baos); oos.writeObject(m); ByteArrayInputStream bais = new ByteArrayInputStream(baos.toByteArray()); ObjectInputStream ois = new ObjectInputStream(bais); m2 = (Map<String, Map<String, EcmObject>>) ois.readObject(); System.out.println(m.hashCode()); System.out.println(m2.hashCode()); m.hashCode() is not equal to m2.hashCode() here is my output: -1639352210 -2071553208 1679930154 Another strange thing is, that eg. 10 times m has the same hashcode and suddenly on the 11th time the hashcode is different... Any ideas what this is about?

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  • access exception when invoking method of an anonymous class using java reflection

    - by Asaf David
    Hello I'm trying to use an event dispatcher to allow a model to notify subscribed listeners when it changes. the event dispatcher receives a handler class and a method name to call during dispatch. the presenter subscribes to the model changes and provide a Handler implementation to be called on changes. Here's the code (I'm sorry it's a bit long). EventDispacther: package utils; public class EventDispatcher<T> { List<T> listeners; private String methodName; public EventDispatcher(String methodName) { listeners = new ArrayList<T>(); this.methodName = methodName; } public void add(T listener) { listeners.add(listener); } public void dispatch() { for (T listener : listeners) { try { Method method = listener.getClass().getMethod(methodName); method.invoke(listener); } catch (Exception e) { System.out.println(e.getMessage()); } } } } Model: package model; public class Model { private EventDispatcher<ModelChangedHandler> dispatcher; public Model() { dispatcher = new EventDispatcher<ModelChangedHandler>("modelChanged"); } public void whenModelChange(ModelChangedHandler handler) { dispatcher.add(handler); } public void change() { dispatcher.dispatch(); } } ModelChangedHandler: package model; public interface ModelChangedHandler { void modelChanged(); } Presenter: package presenter; public class Presenter { private final Model model; public Presenter(Model model) { this.model = model; this.model.whenModelChange(new ModelChangedHandler() { @Override public void modelChanged() { System.out.println("model changed"); } }); } } Main: package main; public class Main { public static void main(String[] args) { Model model = new Model(); Presenter presenter = new Presenter(model); model.change(); } } Now, I except to get the "model changed" message. However, I'm getting an java.lang.IllegalAccessException: Class utils.EventDispatcher can not access a member of class presenter.Presenter$1 with modifiers "public". I understand that the class to blame is the anonymous class i created inside the presenter, however I don't know how to make it any more 'public' than it currently is. If i replace it with a named nested class it seem to work. It also works if the Presenter and the EventDispatcher are in the same package, but I can't allow that (several presenters in different packages should use the EventDispatcher) any ideas?

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  • reCaptcha issue with Spring MVC

    - by skip
    Hi I've been trying to integrate reCaptcha with my application built on Spring framework, but I am getting this error: org.springframework.web.bind.MissingServletRequestParameterException: Required String parameter 'recaptcha_challenge_field' is not present Could someone help me understand that why am I getting this error. I've got both recaptcha_challenge_field and recaptcha_response_field parameters bound to the User domain object. Could anybody help me understand what am I missing? Thanks Here is the code of the controller I am using, all I am trying to do is register a user with reCaptcha functionality but what I am getting is a http status 400 with the error org.springframework.web.bind.MissingServletRequestParameterException: Required String parameter 'recaptcha_challenge_field' is not present: UserManagementController.java @Controller public class UserManagementController { private static final String RECAPTCHA_HTML = "reCaptchaHtml"; @Autowired private UserService userService; @Autowired private ReCaptcha reCaptcha; @RequestMapping(method=RequestMethod.GET, value="/addNewUser.do") public ModelAndView addNewUser() { User user = new User(); String html = reCaptcha.createRecaptchaHtml(null, null); ModelMap modelMap = new ModelMap(); modelMap.put("user", user); modelMap.put(RECAPTCHA_HTML, html); return new ModelAndView("/addNewUser", modelMap); } @RequestMapping(method=RequestMethod.POST, value="/addNewUser.do") public String addNewUser(@Valid User user, BindingResult result, @RequestParam("recaptcha_challenge_field") String challenge, @RequestParam("recaptcha_response_field") String response, HttpServletRequest request, Model model) { verifyBinding(result); String remoteAddr = request.getRemoteAddr(); ReCaptchaResponse reCaptchaResponse = reCaptcha.checkAnswer(remoteAddr, challenge, response); if (!reCaptchaResponse.isValid()) { result.rejectValue("captcha", "errors.badCaptcha"); } model.addAttribute("user", user); if (result.hasErrors()) { result.reject("form.problems"); return "addNewUser"; } return "redirect:showContent.do"; } @InitBinder public void initBinder(WebDataBinder binder) { binder.setAllowedFields(new String[] { "firstName", "lastName", "email", "username", "password", "recaptcha_challenge_field", "recaptcha_response_field" }); } private void verifyBinding(BindingResult result) { String[] suppressedFields = result.getSuppressedFields(); if (suppressedFields.length > 0) { throw new RuntimeException("You've attempted to bind fields that haven't been allowed in initBinder(): " + StringUtils.join(suppressedFields, ", ")); } } } Here is the addNewUser.jsp element on the form page for the above controller: <tr> <td>Please prove you're a person</td> <td>${reCaptchaHtml}</td> <td><form:errors path="captcha" cssStyle="color:red"></form:errors></td> </tr> Could you help me understand what am I missing here? Thanks for reply.

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  • MemoryStream, XmlTextWriter and Warning 4 CA2202 : Microsoft.Usage

    - by rasx
    The Run Code Analysis command in Visual Studio 2010 Ultimate returns a warning when seeing a certain pattern with MemoryStream and XmlTextWriter. This is the warning: Warning 7 CA2202 : Microsoft.Usage : Object 'ms' can be disposed more than once in method 'KinteWritePages.GetXPathDocument(DbConnection)'. To avoid generating a System.ObjectDisposedException you should not call Dispose more than one time on an object.: Lines: 421 C:\Visual Studio 2010\Projects\Songhay.DataAccess.KinteWritePages\KinteWritePages.cs 421 Songhay.DataAccess.KinteWritePages This is the form: static XPathDocument GetXPathDocument(DbConnection connection) { XPathDocument xpDoc = null; var ms = new MemoryStream(); try { using(XmlTextWriter writer = new XmlTextWriter(ms, Encoding.UTF8)) { using(DbDataReader reader = CommonReader.GetReader(connection, Resources.KinteRssSql)) { writer.WriteStartDocument(); writer.WriteStartElement("data"); do { while(reader.Read()) { writer.WriteStartElement("item"); for(int i = 0; i < reader.FieldCount; i++) { writer.WriteRaw(String.Format("<{0}>{1}</{0}>", reader.GetName(i), reader[i].ToString())); } writer.WriteFullEndElement(); } } while(reader.NextResult()); writer.WriteFullEndElement(); writer.WriteEndDocument(); writer.Flush(); ms.Position = 0; xpDoc = new XPathDocument(ms); } } } finally { ms.Dispose(); } return xpDoc; } The same kind of warning is produced for this form: XPathDocument xpDoc = null; using(var ms = new MemoryStream()) { using(XmlTextWriter writer = new XmlTextWriter(ms, Encoding.UTF8)) { using(DbDataReader reader = CommonReader.GetReader(connection, Resources.KinteRssSql)) { //... } } } return xpDoc; By the way, the following form produces another warning: XPathDocument xpDoc = null; var ms = new MemoryStream(); using(XmlTextWriter writer = new XmlTextWriter(ms, Encoding.UTF8)) { using(DbDataReader reader = CommonReader.GetReader(connection, Resources.KinteRssSql)) { //... } } return xpDoc; The above produces the warning: Warning 7 CA2000 : Microsoft.Reliability : In method 'KinteWritePages.GetXPathDocument(DbConnection)', object 'ms' is not disposed along all exception paths. Call System.IDisposable.Dispose on object 'ms' before all references to it are out of scope. C:\Visual Studio 2010\Projects\Songhay.DataAccess.KinteWritePages\KinteWritePages.cs 383 Songhay.DataAccess.KinteWritePages In addition to the following, what are my options?: Supress warning CA2202. Supress warning CA2000 and hope that Microsoft is disposing of MemoryStream (because Reflector is not showing me the source code). Rewrite my legacy code to recognize the wonderful XDocument and LINQ to XML.

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  • PNGException "crc corruption" when attempting to create ImageIcon objects from ZIP archive

    - by Nathan Strong
    I've got a ZIP file containing a number of PNG images that I am trying to load into my Java application as ImageIcon resources directly from the archive. Here's my code: import java.io.*; import java.util.Enumeration; import java.util.zip.*; import javax.swing.ImageIcon; public class Test { public static void main( String[] args ) { if( args.length == 0 ) { System.out.println("usage: java Test.java file.zip"); return; } File archive = new File( args[0] ); if( !archive.exists() || !archive.canRead() ) { System.err.printf("Unable to find/access %s.\n", archive); return; } try { ZipFile zip = new ZipFile(archive); Enumeration <? extends ZipEntry>e = zip.entries(); while( e.hasMoreElements() ) { ZipEntry entry = (ZipEntry) e.nextElement(); int size = (int) entry.getSize(); int count = (size % 1024 == 0) ? size / 1024 : (size / 1024)+1; int offset = 0; int nread, toRead; byte[] buffer = new byte[size]; for( int i = 0; i < count; i++ ) { offset = 1024*i; toRead = (size-offset > 1024) ? 1024 : size-offset; nread = zip.getInputStream(entry).read(buffer, offset, toRead); } ImageIcon icon = new ImageIcon(buffer); // boom -- why? } zip.close(); } catch( IOException ex ) { System.err.println(ex.getMessage()); } } } The sizes reported by entry.getSize() match the uncompressed size of the PNG files, and I am able to read the data out of the archive without any exceptions, but the creation of the ImageIcon blows up. The stacktrace: sun.awt.image.PNGImageDecoder$PNGException: crc corruption at sun.awt.image.PNGImageDecoder.getChunk(PNGImageDecoder.java:699) at sun.awt.image.PNGImageDecoder.getData(PNGImageDecoder.java:707) at sun.awt.image.PNGImageDecoder.produceImage(PNGImageDecoder.java:234) at sun.awt.image.InputStreamImageSource.doFetch(InputStreamImageSource.java:246) at sun.awt.image.ImageFetcher.fetchloop(ImageFetcher.java:172) at sun.awt.image.ImageFetcher.run(ImageFetcher.java:136) sun.awt.image.PNGImageDecoder$PNGException: crc corruption at sun.awt.image.PNGImageDecoder.getChunk(PNGImageDecoder.java:699) at sun.awt.image.PNGImageDecoder.getData(PNGImageDecoder.java:707) at sun.awt.image.PNGImageDecoder.produceImage(PNGImageDecoder.java:234) at sun.awt.image.InputStreamImageSource.doFetch(InputStreamImageSource.java:246) at sun.awt.image.ImageFetcher.fetchloop(ImageFetcher.java:172) at sun.awt.image.ImageFetcher.run(ImageFetcher.java:136) Can anyone shed some light on it? Google hasn't turned up any useful information.

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