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  • Is there a way to transfrom a list of key/value pairs into a data transfer object

    - by weevie
    ...apart from the obvious looping through the list and a dirty great case statement! I've turned over a few Linq queries in my head but nothing seems to get anywhere close. Here's the an example DTO if it helps: class ClientCompany { public string Title { get; private set; } public string Forenames { get; private set; } public string Surname { get; private set; } public string EmailAddress { get; private set; } public string TelephoneNumber { get; private set; } public string AlternativeTelephoneNumber { get; private set; } public string Address1 { get; private set; } public string Address2 { get; private set; } public string TownOrDistrict { get; private set; } public string CountyOrState { get; private set; } public string PostCode { get; private set; } } We have no control over the fact that we're getting the data in as KV pairs, I'm afraid.

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  • What is the difference between Unidirectional and Bidirectional associations?

    - by hguser
    Hi: What is the difference between Unidirectional and Bidirectional associations? Since the table generated in the db are all the same,so the only difference I found is that each side of the bidiretional assocations will have a refer to the other,and the unidirectional not. /////////// This is a Unidirectional association public class User { private int id; private String name; @ManyToOne @JoinColumn( name = "groupId") private Group group; } public class Group { private int id; private String name; } ////////////// The Bidirectional association public class User { private int id; private String name; @ManyToOne @JoinColumn( name = "groupId") private Group group; } public class Group { private int id; private String name; @OneToMany(mappedBy="group") private List<User> users; } The difference is wheather the group hold a refer of the user. So I wonder if this is the only difference? which is recommended?

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  • is using private shared objects/variables on class level harmful ?

    - by haansi
    Hello, Thanks for your attention and time. I need your opinion on an basic architectural issue please. In page behind classes I am using a private and shared object and variables (list or just client or simplay int id) to temporary hold data coming from database or class library. This object is used temporarily to catch data and than to return, pass to some function or binding a control. 1st: Can this approach harm any way ? I couldn't analyze it but a thought was using such shared variables may replace data in it when multiple users may be sending request at a time? 2nd: Please comment also on using such variables in BLL (to hold data coming from DAL/database). In this example every time new object of BLL class will be made. Here is sample code: public class ClientManager { Client objclient = new Client(); //Used in 1st and 2nd method List<Client> clientlist = new List<Client>();// used in 3rd and 4th method ClientRepository objclientRep = new ClientRepository(); public List<Client> GetClients() { return clientlist = objclientRep.GetClients(); } public List<Client> SearchClients(string Keyword) { return clientlist = objclientRep.SearchClients(Keyword); } public Client GetaClient(int ClientId) { return objclient = objclientRep.GetaClient(ClientId); } public Client GetClientDetailForConfirmOrder(int UserId) { return objclientRep.GetClientDetailForConfirmOrder(UserId); } } I am really thankful to you for sparing time and paying kind attention.

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  • Problems with passing an anonymous temporary function-object to a templatized constructor.

    - by Akanksh
    I am trying to attach a function-object to be called on destruction of a templatized class. However, I can not seem to be able to pass the function-object as a temporary. The warning I get is (if the comment the line xi.data = 5;): warning C4930: 'X<T> xi2(writer (__cdecl *)(void))': prototyped function not called (was a variable definition intended?) with [ T=int ] and if I try to use the constructed object, I get a compilation error saying: error C2228: left of '.data' must have class/struct/union I apologize for the lengthy piece of code, but I think all the components need to be visible to assess the situation. template<typename T> struct Base { virtual void run( T& ){} virtual ~Base(){} }; template<typename T, typename D> struct Derived : public Base<T> { virtual void run( T& t ) { D d; d(t); } }; template<typename T> struct X { template<typename R> X(const R& r) { std::cout << "X(R)" << std::endl; ptr = new Derived<T,R>(); } X():ptr(0) { std::cout << "X()" << std::endl; } ~X() { if(ptr) { ptr->run(data); delete ptr; } else { std::cout << "no ptr" << std::endl; } } Base<T>* ptr; T data; }; struct writer { template<typename T> void operator()( const T& i ) { std::cout << "T : " << i << std::endl; } }; int main() { { writer w; X<int> xi2(w); //X<int> xi2(writer()); //This does not work! xi2.data = 15; } return 0; }; The reason I am trying this out is so that I can "somehow" attach function-objects types with the objects without keeping an instance of the function-object itself within the class. Thus when I create an object of class X, I do not have to keep an object of class writer within it, but only a pointer to Base<T> (I'm not sure if I need the <T> here, but for now its there). The problem is that I seem to have to create an object of writer and then pass it to the constructor of X rather than call it like X<int> xi(writer(); I might be missing something completely stupid and obvious here, any suggestions?

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  • Intercepting mouse events using a global hook. Stop an action from happening.

    - by fMinkel
    I'm attempting to intercept and interrupt mouse events. Lets say I wanted to disable the right mouse button down event, or even the mouse move event. I haven't been able to figure out the interrupting part. I am using the (I assume pretty widely used) following code for Global Hooking of the mouse. Private Structure MSLLHOOKSTRUCT Public pt As Point Public mouseData As Int32 Public flags As Int32 Public time As Int32 Public extra As IntPtr End Structure Private _mouseHook As IntPtr Private Const WH_MOUSE_LL As Int32 = 14 Private Delegate Function MouseHookDelegate(ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 <MarshalAs(UnmanagedType.FunctionPtr)> Private _mouseProc As MouseHookDelegate Private Declare Function SetWindowsHookExW Lib "user32.dll" (ByVal idHook As Int32, ByVal HookProc As MouseHookDelegate, ByVal hInstance As IntPtr, ByVal wParam As Int32) As IntPtr Private Declare Function UnhookWindowsHookEx Lib "user32.dll" (ByVal hook As IntPtr) As Boolean Private Declare Function CallNextHookEx Lib "user32.dll" (ByVal idHook As Int32, ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 Private Declare Function GetCurrentThreadId Lib "kernel32.dll" () As Integer Private Declare Function GetModuleHandleW Lib "kernel32.dll" (ByVal fakezero As IntPtr) As IntPtr Public Function HookMouse() As Boolean Debug.Print("Mouse Hooked") If _mouseHook = IntPtr.Zero Then _mouseProc = New MouseHookDelegate(AddressOf MouseHookProc) _mouseHook = SetWindowsHookExW(WH_MOUSE_LL, _mouseProc, GetModuleHandleW(IntPtr.Zero), 0) End If Return _mouseHook <> IntPtr.Zero End Function Public Sub UnHookMouse() Debug.Print("Mouse UnHooked") If _mouseHook = IntPtr.Zero Then Return UnhookWindowsHookEx(_mouseHook) _mouseHook = IntPtr.Zero End Sub Private Function MouseHookProc(ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 'Debug.Print("Message = {0}, x={1}, y={2}", wParam.ToInt32, lParam.pt.X, lParam.pt.Y) If wParam.ToInt32 = 513 Then '''interrupt the left mouse button event here, but don't know what to return to do so. End If Return CallNextHookEx(WH_MOUSE_LL, nCode, wParam, lParam) End Function

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  • JPA 2.0 How to persist in order

    - by parhs
    hello i am having two entities... Exam and Exam_Normal EXAM @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private Long id; private String name; private String codeName; @Enumerated(EnumType.STRING) private ExamType examType; @ManyToOne private Category category; @OneToMany(mappedBy="id",cascade=CascadeType.PERSIST) @OrderBy("id") private List<Exam_Normal> exam_Normal; EXAM_NORMAL @Id private Long item; @Id @ManyToOne private Exam id; @Enumerated(EnumType.STRING) private Gender gender; private Integer age_month_from; private Integer age_month_to; The problem is that if i put a list of EXAM_NORMAL at an EXAM class if i try to persist(EXAM) i get an error because it tries to persist EXAM_NORMAL first but it cant because the primary keyof EXAM is missing because it isnt persisted... Is there any way to define the order?Or i should set null the list ,persist and then set the list again ? thanks:)

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  • How to persist in order

    - by parhs
    I have two entities: EXAM and EXAM_NORMAL. EXAM @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private Long id; private String name; private String codeName; @Enumerated(EnumType.STRING) private ExamType examType; @ManyToOne private Category category; @OneToMany(mappedBy="id",cascade=CascadeType.PERSIST) @OrderBy("id") private List<Exam_Normal> exam_Normal; EXAM_NORMAL @Id private Long item; @Id @ManyToOne private Exam id; @Enumerated(EnumType.STRING) private Gender gender; private Integer age_month_from; private Integer age_month_to; The problem is that if I put a list of EXAM_NORMAL at an EXAM class if I try to persist(EXAM) I get an error because it tries to persist EXAM_NORMAL first but it cant because the primary key of EXAM is missing because it isn't persisted... Is there any way to define the order? Or should I set null the list, persist and then set the list again? thanks:)

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  • Using Oracle Proxy Authentication with JPA (eclipselink-Style)

    - by olaf.heimburger
    Security is a very intriguing topic. You will find it everywhere and you need to implement it everywhere. Yes, you need. Unfortunately, one can easily forget it while implementing the last mile. The Last Mile In a multi-tier application it is a common practice to use connection pools between the business layer and the database layer. Connection pools are quite useful to speed database connection creation and to split the load. Another very common practice is to use a specific, often called technical, user to connect to the database. This user has authentication and authorization rules that apply to all application users. Imagine you've put every effort to define roles for different types of users that use your application. These roles are necessary to differentiate between normal users, premium users, and administrators (I bet you will find or already have more roles in your application). While these user roles are pretty well used within your application, once the flow of execution enters the database everything is gone. Each and every user just has one role and is the same database user. Issues? What Issues? As long as things go well, this is not a real issue. However, things do not go well all the time. Once your application becomes famous performance decreases in certain situations or, more importantly, current and upcoming regulations and laws require that your application must be able to apply different security measures on a per user role basis at every stage of your application. If you only have a bunch of users with the same name and role you are not able to find the application usage profile that causes the performance issue, or which user has accessed data that he/she is not allowed to. Another thread to your role concept is that databases tend to be used by different applications and tools. These tools can be developer tools like SQL*Plus, SQL Developer, etc. or end user applications like BI Publisher, Oracle Forms and so on. These tools have no idea of your applications role concept and access the database the way they think is appropriate. A big oversight for your perfect role model and a big nightmare for your Chief Security Officer. Speaking of the CSO, brings up another issue: Password management. Once your technical user account is compromised, every user is able to do things that he/she is not expected to do from the design of your application. Counter Measures In the Oracle world a common counter measure is to use Virtual Private Database (VPD). This restricts the values a database user can see to the allowed minimum. However, it doesn't help in regard of a connection pool user, because this one is still not the real user. Oracle Proxy Authentication Another feature of the Oracle database is Proxy Authentication. First introduced with version 9i it is a quite useful feature for nearly every situation. The main idea behind Proxy Authentication is, to create a crippled database user who has only connect rights. Even if this user is compromised the risks are well understood and fairly limited. This user can be used in every situation in which you need to connect to the database, no matter which tool or application (see above) you use.The proxy user is perfect for multi-tier connection pools. CREATE USER app_user IDENTIFIED BY abcd1234; GRANT CREATE SESSION TO app_user; But what if you need to access real data? Well, this is the primary use case, isn't it? Now is the time to bring the application's role concept into play. You define database roles that define the grants for your identified user groups. Once you have these groups you grant access through the proxy user with the application role to the specific user. CREATE ROLE app_role_a; GRANT app_role_a TO scott; ALTER USER scott GRANT CONNECT THROUGH app_user WITH ROLE app_role_a; Now, hr has permission to connect to the database through the proxy user. Through the role you can restrict the hr's rights the are needed for the application only. If hr connects to the database directly all assigned role and permissions apply. Testing the Setup To test the setup you can use SQL*Plus and connect to your database: $ sqlplus app_user[hr]/abcd1234 Java Persistence API The Java Persistence API (JPA) is a fairly easy means to build applications that retrieve data from the database and put it into Java objects. You use plain old Java objects (POJOs) and mixin some Java annotations that define how the attributes of the object are used for storing data from the database into the Java object. Here is a sample for objects from the HR sample schema EMPLOYEES table. When using Java annotations you only specify what can not be deduced from the code. If your Java class name is Employee but the table name is EMPLOYEES, you need to specify the table name, otherwise it will fail. package demo.proxy.ejb; import java.io.Serializable; import java.sql.Timestamp; import java.util.List; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.JoinColumn; import javax.persistence.ManyToOne; import javax.persistence.NamedQueries; import javax.persistence.NamedQuery; import javax.persistence.OneToMany; import javax.persistence.Table; @Entity @NamedQueries({ @NamedQuery(name = "Employee.findAll", query = "select o from Employee o") }) @Table(name = "EMPLOYEES") public class Employee implements Serializable { @Column(name="COMMISSION_PCT") private Double commissionPct; @Column(name="DEPARTMENT_ID") private Long departmentId; @Column(nullable = false, unique = true, length = 25) private String email; @Id @Column(name="EMPLOYEE_ID", nullable = false) private Long employeeId; @Column(name="FIRST_NAME", length = 20) private String firstName; @Column(name="HIRE_DATE", nullable = false) private Timestamp hireDate; @Column(name="JOB_ID", nullable = false, length = 10) private String jobId; @Column(name="LAST_NAME", nullable = false, length = 25) private String lastName; @Column(name="PHONE_NUMBER", length = 20) private String phoneNumber; private Double salary; @ManyToOne @JoinColumn(name = "MANAGER_ID") private Employee employee; @OneToMany(mappedBy = "employee") private List employeeList; public Employee() { } public Employee(Double commissionPct, Long departmentId, String email, Long employeeId, String firstName, Timestamp hireDate, String jobId, String lastName, Employee employee, String phoneNumber, Double salary) { this.commissionPct = commissionPct; this.departmentId = departmentId; this.email = email; this.employeeId = employeeId; this.firstName = firstName; this.hireDate = hireDate; this.jobId = jobId; this.lastName = lastName; this.employee = employee; this.phoneNumber = phoneNumber; this.salary = salary; } public Double getCommissionPct() { return commissionPct; } public void setCommissionPct(Double commissionPct) { this.commissionPct = commissionPct; } public Long getDepartmentId() { return departmentId; } public void setDepartmentId(Long departmentId) { this.departmentId = departmentId; } public String getEmail() { return email; } public void setEmail(String email) { this.email = email; } public Long getEmployeeId() { return employeeId; } public void setEmployeeId(Long employeeId) { this.employeeId = employeeId; } public String getFirstName() { return firstName; } public void setFirstName(String firstName) { this.firstName = firstName; } public Timestamp getHireDate() { return hireDate; } public void setHireDate(Timestamp hireDate) { this.hireDate = hireDate; } public String getJobId() { return jobId; } public void setJobId(String jobId) { this.jobId = jobId; } public String getLastName() { return lastName; } public void setLastName(String lastName) { this.lastName = lastName; } public String getPhoneNumber() { return phoneNumber; } public void setPhoneNumber(String phoneNumber) { this.phoneNumber = phoneNumber; } public Double getSalary() { return salary; } public void setSalary(Double salary) { this.salary = salary; } public Employee getEmployee() { return employee; } public void setEmployee(Employee employee) { this.employee = employee; } public List getEmployeeList() { return employeeList; } public void setEmployeeList(List employeeList) { this.employeeList = employeeList; } public Employee addEmployee(Employee employee) { getEmployeeList().add(employee); employee.setEmployee(this); return employee; } public Employee removeEmployee(Employee employee) { getEmployeeList().remove(employee); employee.setEmployee(null); return employee; } } JPA could be used in standalone applications and Java EE containers. In both worlds you normally create a Facade to retrieve or store the values of the Entities to or from the database. The Facade does this via an EntityManager which will be injected by the Java EE container. Here is sample Facade Session Bean for a Java EE container. package demo.proxy.ejb; import java.util.HashMap; import java.util.List; import javax.ejb.Local; import javax.ejb.Remote; import javax.ejb.Stateless; import javax.persistence.EntityManager; import javax.persistence.PersistenceContext; import javax.persistence.Query; import javax.interceptor.AroundInvoke; import javax.interceptor.InvocationContext; import oracle.jdbc.driver.OracleConnection; import org.eclipse.persistence.config.EntityManagerProperties; import org.eclipse.persistence.internal.jpa.EntityManagerImpl; @Stateless(name = "DataFacade", mappedName = "ProxyUser-TestEJB-DataFacade") @Remote @Local public class DataFacadeBean implements DataFacade, DataFacadeLocal { @PersistenceContext(unitName = "TestEJB") private EntityManager em; private String username; public Object queryByRange(String jpqlStmt, int firstResult, int maxResults) { // setSessionUser(); Query query = em.createQuery(jpqlStmt); if (firstResult 0) { query = query.setFirstResult(firstResult); } if (maxResults 0) { query = query.setMaxResults(maxResults); } return query.getResultList(); } public Employee persistEmployee(Employee employee) { // setSessionUser(); em.persist(employee); return employee; } public Employee mergeEmployee(Employee employee) { // setSessionUser(); return em.merge(employee); } public void removeEmployee(Employee employee) { // setSessionUser(); employee = em.find(Employee.class, employee.getEmployeeId()); em.remove(employee); } /** select o from Employee o */ public List getEmployeeFindAll() { Query q = em.createNamedQuery("Employee.findAll"); return q.getResultList(); } Putting Both Together To use Proxy Authentication with JPA and within a Java EE container you have to take care of the additional requirements: Use an OCI JDBC driver Provide the user name that connects through the proxy user Use an OCI JDBC driver To use the OCI JDBC driver you need to set up your JDBC data source file to use the correct JDBC URL. hr jdbc:oracle:oci8:@(DESCRIPTION=(ADDRESS=(PROTOCOL=TCP)(HOST=localhost)(PORT=1521))(CONNECT_DATA=(SID=XE))) oracle.jdbc.OracleDriver user app_user 62C32F70E98297522AD97E15439FAC0E SQL SELECT 1 FROM DUAL jdbc/hrDS Application Additionally you need to make sure that the version of the shared libraries of the OCI driver match the version of the JDBC driver in your Java EE container or Java application and are within your PATH (on Windows) or LD_LIBRARY_PATH (on most Unix-based systems). Installing the Oracle Database Instance Client software works perfectly. Provide the user name that connects through the proxy user This part needs some modification of your application software and session facade. Session Facade Changes In the Session Facade we must ensure that every call that goes through the EntityManager must be prepared correctly and uniquely assigned to this session. The second is really important, as the EntityManager works with a connection pool and can not guarantee that we set the proxy user on the connection that will be used for the database activities. To avoid changing every method call of the Session Facade we provide a method to set the username of the user that connects through the proxy user. This method needs to be called by the Facade client bfore doing anything else. public void setUsername(String name) { username = name; } Next we provide a means to instruct the TopLink EntityManager Delegate to use Oracle Proxy Authentication. (I love small helper methods to hide the nitty-gritty details and avoid repeating myself.) private void setSessionUser() { setSessionUser(username); } private void setSessionUser(String user) { if (user != null && !user.isEmpty()) { EntityManagerImpl emDelegate = ((EntityManagerImpl)em.getDelegate()); emDelegate.setProperty(EntityManagerProperties.ORACLE_PROXY_TYPE, OracleConnection.PROXYTYPE_USER_NAME); emDelegate.setProperty(OracleConnection.PROXY_USER_NAME, user); emDelegate.setProperty(EntityManagerProperties.EXCLUSIVE_CONNECTION_MODE, "Always"); } } The final step is use the EJB 3.0 AroundInvoke interceptor. This interceptor will be called around every method invocation. We therefore check whether the Facade methods will be called or not. If so, we set the user for proxy authentication and the normal method flow continues. @AroundInvoke public Object proxyInterceptor(InvocationContext invocationCtx) throws Exception { if (invocationCtx.getTarget() instanceof DataFacadeBean) { setSessionUser(); } return invocationCtx.proceed(); } Benefits Using Oracle Proxy Authentification has a number of additional benefits appart from implementing the role model of your application: Fine grained access control for temporary users of the account, without compromising the original password. Enabling database auditing and logging. Better identification of performance bottlenecks. References Effective Oracle Database 10g Security by Design, David Knox TopLink Developer's Guide, Chapter 98

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  • Register all GUI components as Observers or pass current object to next object as a constructor argu

    - by Jack
    First, I'd like to say that I think this is a common issue and there may be a simple or common solution that I am unaware of. Many have probably encountered a similar problem. Thanks for reading. I am creating a GUI where each component needs to communicate (or at least be updated) by multiple other components. Currently, I'm using a Singleton class to accomplish this goal. Each GUI component gets the instance of the singleton and registers itself. When updates need to be made, the singleton can call public methods in the registered class. I think this is similar to an Observer pattern, but the singleton has more control. Currently, the program is set up something like this: class c1 { CommClass cc; c1() { cc = CommClass.getCommClass(); cc.registerC1( this ); C2 c2 = new c2(); } } class c2 { CommClass cc; c2() { cc = CommClass.getCommClass(); cc.registerC2( this ); C3 c3 = new c3(); } } class c3 { CommClass cc; c3() { cc = CommClass.getCommClass(); cc.registerC3( this ); C4 c4 = new c4(); } } etc. Unfortunately, the singleton class keeps growing larger as more communication is required between the components. I was wondering if it's a good idea to instead of using this singleton, pass the higher order GUI components as arguments in the constructors of each GUI component: class c1 { c1() { C2 c2 = new c2( this ); } } class c2 { C1 c1; c2( C1 c1 ) { this.c1 = c1 C3 c3 = new c3( c1, this ); } } class c3 { C1 c1; C2 c2; c3( C1 c1, C2 c2 ) { this.c1 = c1; this.c2 = c2; C4 c4 = new c4( c1, c2, this ); } } etc. The second version relies less on the CommClass, but it's still very messy as the private member variables increase in number and the constructors grow in length. Each class contains GUI components that need to communicate through CommClass, but I can't think of a good way to do it. If this seems strange or horribly inefficient, please describe some method of communication between classes that will continue to work as the project grows. Also, if this doesn't make any sense to anyone, I'll try to give actual code snippets in the future and think of a better way to ask the question. Thanks.

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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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  • Flip clock showing time issue (animations invovled)

    - by Hwang
    I'm creating a flip clock (clock where you always see in airport), but I can't seems to get the time to show at the correct timing. After the flip, then will see the number changing. But I want it to change before it flips. Currently I'm not sure whether is the animation problem, or isit I have to do something else on the script. I've uploaded the FLA so that you could have a look on how I set up the flipping animation. http://www.mediafire.com/?nzmymjgtntz Below is the AS3 code: package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.utils.Timer; public class flipClock extends MovieClip { private var clock:clockMC=new clockMC(); //seconds private var secTop1=clock.second.top1.digit; private var secTop2=clock.second.top2.digit; private var secBot1=clock.second.bot1.digit; private var secBot2=clock.second.bot2.digit; private var seconds:Number; private var minutes:Number; private var hours:Number; private var days:Number; public function flipClock():void { decrease(); addChild(clock); } private function decrease():void { var countdownTimer:Timer=new Timer(1000); //Adding an event listener to the timer object countdownTimer.addEventListener(TimerEvent.TIMER,updateTime); //Initializing timer object countdownTimer.start(); } private function updateTime(event:TimerEvent):void { decreasTimerFunction(); updateSecond(); //updateMinute(); } private function updateSecond():void { clock.second.play(); secTop1.text=num2; secTop2.text=num1; if (num1<10) { num1="0"+num1; } if (num2<10) { num2="0"+num2; } if (num1==60) { num1=0; } if (num2==60) { num2=0; } secTop1.text=num1; secTop2.text=num2; //secBot1.text=num1; //secBot2.text=num2; } private function decreasTimerFunction():void { //Create a date object for Christmas Morning var endTime:Date=new Date(2010,4,26,0,0,0,0); //Current date object var now:Date=new Date(); // Set the difference between the two date and times in milliseconds var timeDiff:Number=endTime.getTime()-now.getTime(); seconds=Math.floor(timeDiff/1000); minutes=Math.floor(seconds/60); hours=Math.floor(minutes/60); days=Math.floor(hours/24); // Set the remainder of the division vars above hours%=24; minutes%=60; seconds%=60; } } }

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  • button of MDImenu can't disenable in VS2008

    - by colorlee
    Hi everyone. i had just started to learn VB and VS2008 and im doing some system due to my homework. i made a WELCOME form with a timer, 5s to pass to the next form which called Select. After passed to next form, itll me.visible = false. Theres 3 buttons on the Select form which call Customer, Staff and Exit. As i had just start, the button Customer will pass to a MDI menu call Customer Menu with a menu strip button called Quotation. Same, Select will me.visible = false when done. Then a problem occured, i made a Quotation inside the Customer Menu, such as the mdiparent of Quotation is Customer. I expected that the Quotation button will disenable to press after i pressed that button. But i fail to do that. And the code below: This is the code of MDI menu Customer Menu: Public Class frmCustomer Private Sub ExitToolStripMenuItem_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles ExitToolStripMenuItem.Click End End Sub Private Sub AboutUsToolStripMenuItem_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles AboutUsToolStripMenuItem.Click Dim frm As New AboutMamatai AboutMamatai.ShowDialog() End Sub Private Sub frmCustomer_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load frmQuotation.MdiParent = Me frmQuotation.Show() frmQuotation.Dock = DockStyle.Fill Me.Location = New Point(220, 180) End Sub Private Sub QuotationToolStripMenuItem_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles QuotationToolStripMenuItem.Click frmQuotation.MdiParent = Me frmQuotation.Show() frmQuotation.Dock = DockStyle.Fill End Sub End Class This is the code of the form inside the Customer menu: Public Class frmQuotation Private Sub btnExit_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnExit.Click frmCustomer.QuotationToolStripMenuItem.Enabled = True Me.Close() End Sub Private Sub frmQuotation_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load frmCustomer.QuotationToolStripMenuItem.Enabled = False End Sub End Class When im tryin to solve this problem, i found that the problem may cause of the me.visible = false of the Select form and Welcome form. Becoz when i set the Customer Menu be the first form to run. The problem is not exist. Is there anyone can help me ? P.S. I guess if the other two forms code is needed so i post them also This is the code of WELCOME form : Public Class frmWELCOME Private Sub frmWELCOME_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Me.Location = New Point(270, 210) Timer1.Enabled = True End Sub Private Sub Timer1_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles Timer1.Tick Timer1.Enabled = False Dim frm As New frmSelect frm.Show() Me.Visible = False End Sub Private Sub btnSkip_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnSkip.Click Timer1.Enabled = False Dim frm As New frmSelect frm.Show() Me.Visible = False End Sub End Class This is the code of Select Form: Public Class frmSelect Private Sub btnCustomer_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnCustomer.Click Dim frm As New frmCustomer frm.Show() Me.Visible = False End Sub Private Sub btnStaff_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnStaff.Click Dim frm As New frmStaff frm.Show() Me.Visible = False End Sub Private Sub btnExit_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnExit.Click End End Sub Private Sub frmSelect_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Me.Location = New Point(390, 250) End Sub End Class

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  • How do I tie a cmbBox that selects all drives (local and network) into a treeNode VB

    - by jpavlov
    How do i tie in a selected item from a cmbBox with a treeView? I am looking to just obtain the value of the one selected drive Thanks. Imports System Imports System.IO Imports System.IO.File Imports System.Windows.Forms Public Class F_Treeview_Demo Private Sub F_Treeview_Demo_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load ' Initialize the local directory treeview Dim nodeText As String = "" Dim sb As New C_StringBuilder With My.Computer.FileSystem 'Read in the number of drives For i As Integer = 0 To .Drives.Count - 1 '** Build the drive's node text sb.ClearText() sb.AppendText(.Drives(i).Name) cmbDrives.Items.Add(sb.FullText) Next End With ListRootNodes() End Sub Private Sub btnExit_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnExit.Click Application.Exit() End Sub Private Sub tvwLocalFolders_AfterSelect(ByVal sender As Object, ByVal e As System.Windows.Forms.TreeViewEventArgs) _ Handles tvwLocalFolders.AfterSelect ' Display the path for the selected node Dim folder As String = tvwLocalFolders.SelectedNode.Tag lblLocalPath.Text = folder ListView1.Items.Clear() Dim childNode As TreeNode = e.Node.FirstNode Dim parentPath As String = AddChar(e.Node.Tag) End Sub Private Sub AddToList(ByVal nodes As TreeNodeCollection) For Each node As TreeNode In nodes If node.Checked Then ListView1.Items.Add(node.Text) ListView1.Items.Add(Chr(13)) AddToList(node.Nodes) End If Next End Sub Private Sub tvwLocalFolders_BeforeExpand(ByVal sender As Object, ByVal e As System.Windows.Forms.TreeViewCancelEventArgs) _ Handles tvwLocalFolders.BeforeExpand ' Display the path for the selected node lblLocalPath.Text = e.Node.Tag ' Populate all child nodes below the selected node Dim parentPath As String = AddChar(e.Node.Tag) tvwLocalFolders.BeginUpdate() Dim childNode As TreeNode = e.Node.FirstNode 'this i added Dim smallNode As TreeNode = e.Node.FirstNode Do While childNode IsNot Nothing ListLocalSubFolders(childNode, parentPath & childNode.Text) childNode = childNode.NextNode ''this i added ListLocalFiles(smallNode, parentPath & smallNode.Text) Loop tvwLocalFolders.EndUpdate() tvwLocalFolders.Refresh() ' Select the node being expanded tvwLocalFolders.SelectedNode = e.Node ListView1.Items.Clear() AddToList(tvwLocalFolders.Nodes) ListView1.Items.Add(Environment.NewLine) End Sub Private Sub ListRootNodes() ' Add all local drives to the Local treeview Dim nodeText As String = "" Dim sb As New C_StringBuilder With My.Computer.FileSystem For i As Integer = 0 To .Drives.Count - 1 '** Build the drive's node text sb.ClearText() sb.AppendText(.Drives(i).Name) nodeText = sb.FullText nodeText = Me.cmbDrives.SelectedItem '** Add the drive to the treeview Dim driveNode As TreeNode driveNode = tvwLocalFolders.Nodes.Add(nodeText) 'driveNode.Tag = .Drives(i).Name '** Add the next level of subfolders 'ListLocalSubFolders(driveNode, .Drives(i).Name) ListLocalSubFolders(driveNode, nodeText) 'driveNode = Nothing Next End With End Sub Private Sub ListLocalFiles(ByVal ParentNode As TreeNode, ByVal PParentPath As String) Dim FileNode As String = "" Try For Each FileNode In Directory.GetFiles(PParentPath) Dim smallNode As TreeNode smallNode = ParentNode.Nodes.Add(FilenameFromPath(FileNode)) With smallNode .ImageIndex = 0 .SelectedImageIndex = 1 .Tag = FileNode End With smallNode = Nothing Next Catch ex As Exception End Try End Sub Private Sub ListLocalSubFolders(ByVal ParentNode As TreeNode, _ ByVal ParentPath As String) ' Add all local subfolders below the passed Local treeview node Dim FolderNode As String = "" Try For Each FolderNode In Directory.GetDirectories(ParentPath) Dim childNode As TreeNode childNode = ParentNode.Nodes.Add(FilenameFromPath(FolderNode)) With childNode .ImageIndex = 0 .SelectedImageIndex = 1 .Tag = FolderNode End With childNode = Nothing Next Catch ex As Exception End Try End Sub Private Sub ComboBox1_SelectedIndexChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles cmbDrives.SelectedIndexChanged End Sub Private Sub lblLocalPath_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles lblLocalPath.Click End Sub Private Sub grpLocalFileSystem_Enter(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles grpLocalFileSystem.Enter End Sub Private Sub btn1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btn1.Click ' lbl1.Text = End Sub Private Sub ListView1_SelectedIndexChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles ListView1.SelectedIndexChanged End Sub End Class

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  • Point inside Oriented Bounding Box?

    - by Milo
    I have an OBB2D class based on SAT. This is my point in OBB method: public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } Here is the rest of the class; the parts that pertain: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); private ArrayList<Vector2D> collisionPoints = new ArrayList<Vector2D>(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } public ArrayList<Vector2D> getCollsionPoints(OBB2D b) { collisionPoints.clear(); for(int i = 0; i < corner.length; ++i) { if(b.pointInside(corner[i])) { collisionPoints.add(corner[i]); } } for(int i = 0; i < b.corner.length; ++i) { if(pointInside(b.corner[i])) { collisionPoints.add(b.corner[i]); } } return collisionPoints; } }; What could be wrong? When I getCollisionPoints for 2 OBBs I know are penetrating, it returns no points. Thanks

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  • Silverlight Recruiting Application Part 5 - Jobs Module / View

    Now we starting getting into a more code-heavy portion of this series, thankfully though this means the groundwork is all set for the most part and after adding the modules we will have a complete application that can be provided with full source. The Jobs module will have two concerns- adding and maintaining jobs that can then be broadcast out to the website. How they are displayed on the site will be handled by our admin system (which will just poll from this common database), so we aren't too concerned with that, but rather with getting the information into the system and allowing the backend administration/HR users to keep things up to date. Since there is a fair bit of information that we want to display, we're going to move editing to a separate view so we can get all that information in an easy-to-use spot. With all the files created for this module, the project looks something like this: And now... on to the code. XAML for the Job Posting View All we really need for the Job Posting View is a RadGridView and a few buttons. This will let us both show off records and perform operations on the records without much hassle. That XAML is going to look something like this: 01.<Grid x:Name="LayoutRoot" 02.Background="White"> 03.<Grid.RowDefinitions> 04.<RowDefinition Height="30" /> 05.<RowDefinition /> 06.</Grid.RowDefinitions> 07.<StackPanel Orientation="Horizontal"> 08.<Button x:Name="xAddRecordButton" 09.Content="Add Job" 10.Width="120" 11.cal:Click.Command="{Binding AddRecord}" 12.telerik:StyleManager.Theme="Windows7" /> 13.<Button x:Name="xEditRecordButton" 14.Content="Edit Job" 15.Width="120" 16.cal:Click.Command="{Binding EditRecord}" 17.telerik:StyleManager.Theme="Windows7" /> 18.</StackPanel> 19.<telerikGrid:RadGridView x:Name="xJobsGrid" 20.Grid.Row="1" 21.IsReadOnly="True" 22.AutoGenerateColumns="False" 23.ColumnWidth="*" 24.RowDetailsVisibilityMode="VisibleWhenSelected" 25.ItemsSource="{Binding MyJobs}" 26.SelectedItem="{Binding SelectedJob, Mode=TwoWay}" 27.command:SelectedItemChangedEventClass.Command="{Binding SelectedItemChanged}"> 28.<telerikGrid:RadGridView.Columns> 29.<telerikGrid:GridViewDataColumn Header="Job Title" 30.DataMemberBinding="{Binding JobTitle}" 31.UniqueName="JobTitle" /> 32.<telerikGrid:GridViewDataColumn Header="Location" 33.DataMemberBinding="{Binding Location}" 34.UniqueName="Location" /> 35.<telerikGrid:GridViewDataColumn Header="Resume Required" 36.DataMemberBinding="{Binding NeedsResume}" 37.UniqueName="NeedsResume" /> 38.<telerikGrid:GridViewDataColumn Header="CV Required" 39.DataMemberBinding="{Binding NeedsCV}" 40.UniqueName="NeedsCV" /> 41.<telerikGrid:GridViewDataColumn Header="Overview Required" 42.DataMemberBinding="{Binding NeedsOverview}" 43.UniqueName="NeedsOverview" /> 44.<telerikGrid:GridViewDataColumn Header="Active" 45.DataMemberBinding="{Binding IsActive}" 46.UniqueName="IsActive" /> 47.</telerikGrid:RadGridView.Columns> 48.</telerikGrid:RadGridView> 49.</Grid> I'll explain what's happening here by line numbers: Lines 11 and 16: Using the same type of click commands as we saw in the Menu module, we tie the button clicks to delegate commands in the viewmodel. Line 25: The source for the jobs will be a collection in the viewmodel. Line 26: We also bind the selected item to a public property from the viewmodel for use in code. Line 27: We've turned the event into a command so we can handle it via code in the viewmodel. So those first three probably make sense to you as far as Silverlight/WPF binding magic is concerned, but for line 27... This actually comes from something I read onDamien Schenkelman's blog back in the day for creating an attached behavior from any event. So, any time you see me using command:Whatever.Command, the backing for it is actually something like this: SelectedItemChangedEventBehavior.cs: 01.public class SelectedItemChangedEventBehavior : CommandBehaviorBase<Telerik.Windows.Controls.DataControl> 02.{ 03.public SelectedItemChangedEventBehavior(DataControl element) 04.: base(element) 05.{ 06.element.SelectionChanged += new EventHandler<SelectionChangeEventArgs>(element_SelectionChanged); 07.} 08.void element_SelectionChanged(object sender, SelectionChangeEventArgs e) 09.{ 10.// We'll only ever allow single selection, so will only need item index 0 11.base.CommandParameter = e.AddedItems[0]; 12.base.ExecuteCommand(); 13.} 14.} SelectedItemChangedEventClass.cs: 01.public class SelectedItemChangedEventClass 02.{ 03.#region The Command Stuff 04.public static ICommand GetCommand(DependencyObject obj) 05.{ 06.return (ICommand)obj.GetValue(CommandProperty); 07.} 08.public static void SetCommand(DependencyObject obj, ICommand value) 09.{ 10.obj.SetValue(CommandProperty, value); 11.} 12.public static readonly DependencyProperty CommandProperty = 13.DependencyProperty.RegisterAttached("Command", typeof(ICommand), 14.typeof(SelectedItemChangedEventClass), new PropertyMetadata(OnSetCommandCallback)); 15.public static void OnSetCommandCallback(DependencyObject dependencyObject, DependencyPropertyChangedEventArgs e) 16.{ 17.DataControl element = dependencyObject as DataControl; 18.if (element != null) 19.{ 20.SelectedItemChangedEventBehavior behavior = GetOrCreateBehavior(element); 21.behavior.Command = e.NewValue as ICommand; 22.} 23.} 24.#endregion 25.public static SelectedItemChangedEventBehavior GetOrCreateBehavior(DataControl element) 26.{ 27.SelectedItemChangedEventBehavior behavior = element.GetValue(SelectedItemChangedEventBehaviorProperty) as SelectedItemChangedEventBehavior; 28.if (behavior == null) 29.{ 30.behavior = new SelectedItemChangedEventBehavior(element); 31.element.SetValue(SelectedItemChangedEventBehaviorProperty, behavior); 32.} 33.return behavior; 34.} 35.public static SelectedItemChangedEventBehavior GetSelectedItemChangedEventBehavior(DependencyObject obj) 36.{ 37.return (SelectedItemChangedEventBehavior)obj.GetValue(SelectedItemChangedEventBehaviorProperty); 38.} 39.public static void SetSelectedItemChangedEventBehavior(DependencyObject obj, SelectedItemChangedEventBehavior value) 40.{ 41.obj.SetValue(SelectedItemChangedEventBehaviorProperty, value); 42.} 43.public static readonly DependencyProperty SelectedItemChangedEventBehaviorProperty = 44.DependencyProperty.RegisterAttached("SelectedItemChangedEventBehavior", 45.typeof(SelectedItemChangedEventBehavior), typeof(SelectedItemChangedEventClass), null); 46.} These end up looking very similar from command to command, but in a nutshell you create a command based on any event, determine what the parameter for it will be, then execute. It attaches via XAML and ties to a DelegateCommand in the viewmodel, so you get the full event experience (since some controls get a bit event-rich for added functionality). Simple enough, right? Viewmodel for the Job Posting View The Viewmodel is going to need to handle all events going back and forth, maintaining interactions with the data we are using, and both publishing and subscribing to events. Rather than breaking this into tons of little pieces, I'll give you a nice view of the entire viewmodel and then hit up the important points line-by-line: 001.public class JobPostingViewModel : ViewModelBase 002.{ 003.private readonly IEventAggregator eventAggregator; 004.private readonly IRegionManager regionManager; 005.public DelegateCommand<object> AddRecord { get; set; } 006.public DelegateCommand<object> EditRecord { get; set; } 007.public DelegateCommand<object> SelectedItemChanged { get; set; } 008.public RecruitingContext context; 009.private QueryableCollectionView _myJobs; 010.public QueryableCollectionView MyJobs 011.{ 012.get { return _myJobs; } 013.} 014.private QueryableCollectionView _selectionJobActionHistory; 015.public QueryableCollectionView SelectedJobActionHistory 016.{ 017.get { return _selectionJobActionHistory; } 018.} 019.private JobPosting _selectedJob; 020.public JobPosting SelectedJob 021.{ 022.get { return _selectedJob; } 023.set 024.{ 025.if (value != _selectedJob) 026.{ 027._selectedJob = value; 028.NotifyChanged("SelectedJob"); 029.} 030.} 031.} 032.public SubscriptionToken editToken = new SubscriptionToken(); 033.public SubscriptionToken addToken = new SubscriptionToken(); 034.public JobPostingViewModel(IEventAggregator eventAgg, IRegionManager regionmanager) 035.{ 036.// set Unity items 037.this.eventAggregator = eventAgg; 038.this.regionManager = regionmanager; 039.// load our context 040.context = new RecruitingContext(); 041.this._myJobs = new QueryableCollectionView(context.JobPostings); 042.context.Load(context.GetJobPostingsQuery()); 043.// set command events 044.this.AddRecord = new DelegateCommand<object>(this.AddNewRecord); 045.this.EditRecord = new DelegateCommand<object>(this.EditExistingRecord); 046.this.SelectedItemChanged = new DelegateCommand<object>(this.SelectedRecordChanged); 047.SetSubscriptions(); 048.} 049.#region DelegateCommands from View 050.public void AddNewRecord(object obj) 051.{ 052.this.eventAggregator.GetEvent<AddJobEvent>().Publish(true); 053.} 054.public void EditExistingRecord(object obj) 055.{ 056.if (_selectedJob == null) 057.{ 058.this.eventAggregator.GetEvent<NotifyUserEvent>().Publish("No job selected."); 059.} 060.else 061.{ 062.this._myJobs.EditItem(this._selectedJob); 063.this.eventAggregator.GetEvent<EditJobEvent>().Publish(this._selectedJob); 064.} 065.} 066.public void SelectedRecordChanged(object obj) 067.{ 068.if (obj.GetType() == typeof(ActionHistory)) 069.{ 070.// event bubbles up so we don't catch items from the ActionHistory grid 071.} 072.else 073.{ 074.JobPosting job = obj as JobPosting; 075.GrabHistory(job.PostingID); 076.} 077.} 078.#endregion 079.#region Subscription Declaration and Events 080.public void SetSubscriptions() 081.{ 082.EditJobCompleteEvent editComplete = eventAggregator.GetEvent<EditJobCompleteEvent>(); 083.if (editToken != null) 084.editComplete.Unsubscribe(editToken); 085.editToken = editComplete.Subscribe(this.EditCompleteEventHandler); 086.AddJobCompleteEvent addComplete = eventAggregator.GetEvent<AddJobCompleteEvent>(); 087.if (addToken != null) 088.addComplete.Unsubscribe(addToken); 089.addToken = addComplete.Subscribe(this.AddCompleteEventHandler); 090.} 091.public void EditCompleteEventHandler(bool complete) 092.{ 093.if (complete) 094.{ 095.JobPosting thisJob = _myJobs.CurrentEditItem as JobPosting; 096.this._myJobs.CommitEdit(); 097.this.context.SubmitChanges((s) => 098.{ 099.ActionHistory myAction = new ActionHistory(); 100.myAction.PostingID = thisJob.PostingID; 101.myAction.Description = String.Format("Job '{0}' has been edited by {1}", thisJob.JobTitle, "default user"); 102.myAction.TimeStamp = DateTime.Now; 103.eventAggregator.GetEvent<AddActionEvent>().Publish(myAction); 104.} 105., null); 106.} 107.else 108.{ 109.this._myJobs.CancelEdit(); 110.} 111.this.MakeMeActive(this.regionManager, "MainRegion", "JobPostingsView"); 112.} 113.public void AddCompleteEventHandler(JobPosting job) 114.{ 115.if (job == null) 116.{ 117.// do nothing, new job add cancelled 118.} 119.else 120.{ 121.this.context.JobPostings.Add(job); 122.this.context.SubmitChanges((s) => 123.{ 124.ActionHistory myAction = new ActionHistory(); 125.myAction.PostingID = job.PostingID; 126.myAction.Description = String.Format("Job '{0}' has been added by {1}", job.JobTitle, "default user"); 127.myAction.TimeStamp = DateTime.Now; 128.eventAggregator.GetEvent<AddActionEvent>().Publish(myAction); 129.} 130., null); 131.} 132.this.MakeMeActive(this.regionManager, "MainRegion", "JobPostingsView"); 133.} 134.#endregion 135.public void GrabHistory(int postID) 136.{ 137.context.ActionHistories.Clear(); 138._selectionJobActionHistory = new QueryableCollectionView(context.ActionHistories); 139.context.Load(context.GetHistoryForJobQuery(postID)); 140.} Taking it from the top, we're injecting an Event Aggregator and Region Manager for use down the road and also have the public DelegateCommands (just like in the Menu module). We also grab a reference to our context, which we'll obviously need for data, then set up a few fields with public properties tied to them. We're also setting subscription tokens, which we have not yet seen but I will get into below. The AddNewRecord (50) and EditExistingRecord (54) methods should speak for themselves for functionality, the one thing of note is we're sending events off to the Event Aggregator which some module, somewhere will take care of. Since these aren't entirely relying on one another, the Jobs View doesn't care if anyone is listening, but it will publish AddJobEvent (52), NotifyUserEvent (58) and EditJobEvent (63)regardless. Don't mind the GrabHistory() method so much, that is just grabbing history items (visibly being created in the SubmitChanges callbacks), and adding them to the database. Every action will trigger a history event, so we'll know who modified what and when, just in case. ;) So where are we at? Well, if we click to Add a job, we publish an event, if we edit a job, we publish an event with the selected record (attained through the magic of binding). Where is this all going though? To the Viewmodel, of course! XAML for the AddEditJobView This is pretty straightforward except for one thing, noted below: 001.<Grid x:Name="LayoutRoot" 002.Background="White"> 003.<Grid x:Name="xEditGrid" 004.Margin="10" 005.validationHelper:ValidationScope.Errors="{Binding Errors}"> 006.<Grid.Background> 007.<LinearGradientBrush EndPoint="0.5,1" 008.StartPoint="0.5,0"> 009.<GradientStop Color="#FFC7C7C7" 010.Offset="0" /> 011.<GradientStop Color="#FFF6F3F3" 012.Offset="1" /> 013.</LinearGradientBrush> 014.</Grid.Background> 015.<Grid.RowDefinitions> 016.<RowDefinition Height="40" /> 017.<RowDefinition Height="40" /> 018.<RowDefinition Height="40" /> 019.<RowDefinition Height="100" /> 020.<RowDefinition Height="100" /> 021.<RowDefinition Height="100" /> 022.<RowDefinition Height="40" /> 023.<RowDefinition Height="40" /> 024.<RowDefinition Height="40" /> 025.</Grid.RowDefinitions> 026.<Grid.ColumnDefinitions> 027.<ColumnDefinition Width="150" /> 028.<ColumnDefinition Width="150" /> 029.<ColumnDefinition Width="300" /> 030.<ColumnDefinition Width="100" /> 031.</Grid.ColumnDefinitions> 032.<!-- Title --> 033.<TextBlock Margin="8" 034.Text="{Binding AddEditString}" 035.TextWrapping="Wrap" 036.Grid.Column="1" 037.Grid.ColumnSpan="2" 038.FontSize="16" /> 039.<!-- Data entry area--> 040. 041.<TextBlock Margin="8,0,0,0" 042.Style="{StaticResource LabelTxb}" 043.Grid.Row="1" 044.Text="Job Title" 045.VerticalAlignment="Center" /> 046.<TextBox x:Name="xJobTitleTB" 047.Margin="0,8" 048.Grid.Column="1" 049.Grid.Row="1" 050.Text="{Binding activeJob.JobTitle, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 051.Grid.ColumnSpan="2" /> 052.<TextBlock Margin="8,0,0,0" 053.Grid.Row="2" 054.Text="Location" 055.d:LayoutOverrides="Height" 056.VerticalAlignment="Center" /> 057.<TextBox x:Name="xLocationTB" 058.Margin="0,8" 059.Grid.Column="1" 060.Grid.Row="2" 061.Text="{Binding activeJob.Location, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 062.Grid.ColumnSpan="2" /> 063. 064.<TextBlock Margin="8,11,8,0" 065.Grid.Row="3" 066.Text="Description" 067.TextWrapping="Wrap" 068.VerticalAlignment="Top" /> 069. 070.<TextBox x:Name="xDescriptionTB" 071.Height="84" 072.TextWrapping="Wrap" 073.ScrollViewer.VerticalScrollBarVisibility="Auto" 074.Grid.Column="1" 075.Grid.Row="3" 076.Text="{Binding activeJob.Description, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 077.Grid.ColumnSpan="2" /> 078.<TextBlock Margin="8,11,8,0" 079.Grid.Row="4" 080.Text="Requirements" 081.TextWrapping="Wrap" 082.VerticalAlignment="Top" /> 083. 084.<TextBox x:Name="xRequirementsTB" 085.Height="84" 086.TextWrapping="Wrap" 087.ScrollViewer.VerticalScrollBarVisibility="Auto" 088.Grid.Column="1" 089.Grid.Row="4" 090.Text="{Binding activeJob.Requirements, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 091.Grid.ColumnSpan="2" /> 092.<TextBlock Margin="8,11,8,0" 093.Grid.Row="5" 094.Text="Qualifications" 095.TextWrapping="Wrap" 096.VerticalAlignment="Top" /> 097. 098.<TextBox x:Name="xQualificationsTB" 099.Height="84" 100.TextWrapping="Wrap" 101.ScrollViewer.VerticalScrollBarVisibility="Auto" 102.Grid.Column="1" 103.Grid.Row="5" 104.Text="{Binding activeJob.Qualifications, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 105.Grid.ColumnSpan="2" /> 106.<!-- Requirements Checkboxes--> 107. 108.<CheckBox x:Name="xResumeRequiredCB" Margin="8,8,8,15" 109.Content="Resume Required" 110.Grid.Row="6" 111.Grid.ColumnSpan="2" 112.IsChecked="{Binding activeJob.NeedsResume, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 113. 114.<CheckBox x:Name="xCoverletterRequiredCB" Margin="8,8,8,15" 115.Content="Cover Letter Required" 116.Grid.Column="2" 117.Grid.Row="6" 118.IsChecked="{Binding activeJob.NeedsCV, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 119. 120.<CheckBox x:Name="xOverviewRequiredCB" Margin="8,8,8,15" 121.Content="Overview Required" 122.Grid.Row="7" 123.Grid.ColumnSpan="2" 124.IsChecked="{Binding activeJob.NeedsOverview, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 125. 126.<CheckBox x:Name="xJobActiveCB" Margin="8,8,8,15" 127.Content="Job is Active" 128.Grid.Column="2" 129.Grid.Row="7" 130.IsChecked="{Binding activeJob.IsActive, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 131. 132.<!-- Buttons --> 133. 134.<Button x:Name="xAddEditButton" Margin="8,8,0,10" 135.Content="{Binding AddEditButtonString}" 136.cal:Click.Command="{Binding AddEditCommand}" 137.Grid.Column="2" 138.Grid.Row="8" 139.HorizontalAlignment="Left" 140.Width="125" 141.telerik:StyleManager.Theme="Windows7" /> 142. 143.<Button x:Name="xCancelButton" HorizontalAlignment="Right" 144.Content="Cancel" 145.cal:Click.Command="{Binding CancelCommand}" 146.Margin="0,8,8,10" 147.Width="125" 148.Grid.Column="2" 149.Grid.Row="8" 150.telerik:StyleManager.Theme="Windows7" /> 151.</Grid> 152.</Grid> The 'validationHelper:ValidationScope' line may seem odd. This is a handy little trick for catching current and would-be validation errors when working in this whole setup. This all comes from an approach found on theJoy Of Code blog, although it looks like the story for this will be changing slightly with new advances in SL4/WCF RIA Services, so this section can definitely get an overhaul a little down the road. The code is the fun part of all this, so let us see what's happening under the hood. Viewmodel for the AddEditJobView We are going to see some of the same things happening here, so I'll skip over the repeat info and get right to the good stuff: 001.public class AddEditJobViewModel : ViewModelBase 002.{ 003.private readonly IEventAggregator eventAggregator; 004.private readonly IRegionManager regionManager; 005. 006.public RecruitingContext context; 007. 008.private JobPosting _activeJob; 009.public JobPosting activeJob 010.{ 011.get { return _activeJob; } 012.set 013.{ 014.if (_activeJob != value) 015.{ 016._activeJob = value; 017.NotifyChanged("activeJob"); 018.} 019.} 020.} 021. 022.public bool isNewJob; 023. 024.private string _addEditString; 025.public string AddEditString 026.{ 027.get { return _addEditString; } 028.set 029.{ 030.if (_addEditString != value) 031.{ 032._addEditString = value; 033.NotifyChanged("AddEditString"); 034.} 035.} 036.} 037. 038.private string _addEditButtonString; 039.public string AddEditButtonString 040.{ 041.get { return _addEditButtonString; } 042.set 043.{ 044.if (_addEditButtonString != value) 045.{ 046._addEditButtonString = value; 047.NotifyChanged("AddEditButtonString"); 048.} 049.} 050.} 051. 052.public SubscriptionToken addJobToken = new SubscriptionToken(); 053.public SubscriptionToken editJobToken = new SubscriptionToken(); 054. 055.public DelegateCommand<object> AddEditCommand { get; set; } 056.public DelegateCommand<object> CancelCommand { get; set; } 057. 058.private ObservableCollection<ValidationError> _errors = new ObservableCollection<ValidationError>(); 059.public ObservableCollection<ValidationError> Errors 060.{ 061.get { return _errors; } 062.} 063. 064.private ObservableCollection<ValidationResult> _valResults = new ObservableCollection<ValidationResult>(); 065.public ObservableCollection<ValidationResult> ValResults 066.{ 067.get { return this._valResults; } 068.} 069. 070.public AddEditJobViewModel(IEventAggregator eventAgg, IRegionManager regionmanager) 071.{ 072.// set Unity items 073.this.eventAggregator = eventAgg; 074.this.regionManager = regionmanager; 075. 076.context = new RecruitingContext(); 077. 078.AddEditCommand = new DelegateCommand<object>(this.AddEditJobCommand); 079.CancelCommand = new DelegateCommand<object>(this.CancelAddEditCommand); 080. 081.SetSubscriptions(); 082.} 083. 084.#region Subscription Declaration and Events 085. 086.public void SetSubscriptions() 087.{ 088.AddJobEvent addJob = this.eventAggregator.GetEvent<AddJobEvent>(); 089. 090.if (addJobToken != null) 091.addJob.Unsubscribe(addJobToken); 092. 093.addJobToken = addJob.Subscribe(this.AddJobEventHandler); 094. 095.EditJobEvent editJob = this.eventAggregator.GetEvent<EditJobEvent>(); 096. 097.if (editJobToken != null) 098.editJob.Unsubscribe(editJobToken); 099. 100.editJobToken = editJob.Subscribe(this.EditJobEventHandler); 101.} 102. 103.public void AddJobEventHandler(bool isNew) 104.{ 105.this.activeJob = null; 106.this.activeJob = new JobPosting(); 107.this.activeJob.IsActive = true; // We assume that we want a new job to go up immediately 108.this.isNewJob = true; 109.this.AddEditString = "Add New Job Posting"; 110.this.AddEditButtonString = "Add Job"; 111. 112.MakeMeActive(this.regionManager, "MainRegion", "AddEditJobView"); 113.} 114. 115.public void EditJobEventHandler(JobPosting editJob) 116.{ 117.this.activeJob = null; 118.this.activeJob = editJob; 119.this.isNewJob = false; 120.this.AddEditString = "Edit Job Posting"; 121.this.AddEditButtonString = "Edit Job"; 122. 123.MakeMeActive(this.regionManager, "MainRegion", "AddEditJobView"); 124.} 125. 126.#endregion 127. 128.#region DelegateCommands from View 129. 130.public void AddEditJobCommand(object obj) 131.{ 132.if (this.Errors.Count > 0) 133.{ 134.List<string> errorMessages = new List<string>(); 135. 136.foreach (var valR in this.Errors) 137.{ 138.errorMessages.Add(valR.Exception.Message); 139.} 140. 141.this.eventAggregator.GetEvent<DisplayValidationErrorsEvent>().Publish(errorMessages); 142. 143.} 144.else if (!Validator.TryValidateObject(this.activeJob, new ValidationContext(this.activeJob, null, null), _valResults, true)) 145.{ 146.List<string> errorMessages = new List<string>(); 147. 148.foreach (var valR in this._valResults) 149.{ 150.errorMessages.Add(valR.ErrorMessage); 151.} 152. 153.this._valResults.Clear(); 154. 155.this.eventAggregator.GetEvent<DisplayValidationErrorsEvent>().Publish(errorMessages); 156.} 157.else 158.{ 159.if (this.isNewJob) 160.{ 161.this.eventAggregator.GetEvent<AddJobCompleteEvent>().Publish(this.activeJob); 162.} 163.else 164.{ 165.this.eventAggregator.GetEvent<EditJobCompleteEvent>().Publish(true); 166.} 167.} 168.} 169. 170.public void CancelAddEditCommand(object obj) 171.{ 172.if (this.isNewJob) 173.{ 174.this.eventAggregator.GetEvent<AddJobCompleteEvent>().Publish(null); 175.} 176.else 177.{ 178.this.eventAggregator.GetEvent<EditJobCompleteEvent>().Publish(false); 179.} 180.} 181. 182.#endregion 183.} 184.} We start seeing something new on line 103- the AddJobEventHandler will create a new job and set that to the activeJob item on the ViewModel. When this is all set, the view calls that familiar MakeMeActive method to activate itself. I made a bit of a management call on making views self-activate like this, but I figured it works for one reason. As I create this application, views may not exist that I have in mind, so after a view receives its 'ping' from being subscribed to an event, it prepares whatever it needs to do and then goes active. This way if I don't have 'edit' hooked up, I can click as the day is long on the main view and won't get lost in an empty region. Total personal preference here. :) Everything else should again be pretty straightforward, although I do a bit of validation checking in the AddEditJobCommand, which can either fire off an event back to the main view/viewmodel if everything is a success or sent a list of errors to our notification module, which pops open a RadWindow with the alerts if any exist. As a bonus side note, here's what my WCF RIA Services metadata looks like for handling all of the validation: private JobPostingMetadata() { } [StringLength(2500, ErrorMessage = "Description should be more than one and less than 2500 characters.", MinimumLength = 1)] [Required(ErrorMessage = "Description is required.")] public string Description; [Required(ErrorMessage="Active Status is Required")] public bool IsActive; [StringLength(100, ErrorMessage = "Posting title must be more than 3 but less than 100 characters.", MinimumLength = 3)] [Required(ErrorMessage = "Job Title is required.")] public bool JobTitle; [Required] public string Location; public bool NeedsCV; public bool NeedsOverview; public bool NeedsResume; public int PostingID; [Required(ErrorMessage="Qualifications are required.")] [StringLength(2500, ErrorMessage="Qualifications should be more than one and less than 2500 characters.", MinimumLength=1)] public string Qualifications; [StringLength(2500, ErrorMessage = "Requirements should be more than one and less than 2500 characters.", MinimumLength = 1)] [Required(ErrorMessage="Requirements are required.")] public string Requirements;   The RecruitCB Alternative See all that Xaml I pasted above? Those are now two pieces sitting in the JobsView.xaml file now. The only real difference is that the xEditGrid now sits in the same place as xJobsGrid, with visibility swapping out between the two for a quick switch. I also took out all the cal: and command: command references and replaced Button events with clicks and the Grid selection command replaced with a SelectedItemChanged event. Also, at the bottom of the xEditGrid after the last button, I add a ValidationSummary (with Visibility=Collapsed) to catch any errors that are popping up. Simple as can be, and leads to this being the single code-behind file: 001.public partial class JobsView : UserControl 002.{ 003.public RecruitingContext context; 004.public JobPosting activeJob; 005.public bool isNew; 006.private ObservableCollection<ValidationResult> _valResults = new ObservableCollection<ValidationResult>(); 007.public ObservableCollection<ValidationResult> ValResults 008.{ 009.get { return this._valResults; } 010.} 011.public JobsView() 012.{ 013.InitializeComponent(); 014.this.Loaded += new RoutedEventHandler(JobsView_Loaded); 015.} 016.void JobsView_Loaded(object sender, RoutedEventArgs e) 017.{ 018.context = new RecruitingContext(); 019.xJobsGrid.ItemsSource = context.JobPostings; 020.context.Load(context.GetJobPostingsQuery()); 021.} 022.private void xAddRecordButton_Click(object sender, RoutedEventArgs e) 023.{ 024.activeJob = new JobPosting(); 025.isNew = true; 026.xAddEditTitle.Text = "Add a Job Posting"; 027.xAddEditButton.Content = "Add"; 028.xEditGrid.DataContext = activeJob; 029.HideJobsGrid(); 030.} 031.private void xEditRecordButton_Click(object sender, RoutedEventArgs e) 032.{ 033.activeJob = xJobsGrid.SelectedItem as JobPosting; 034.isNew = false; 035.xAddEditTitle.Text = "Edit a Job Posting"; 036.xAddEditButton.Content = "Edit"; 037.xEditGrid.DataContext = activeJob; 038.HideJobsGrid(); 039.} 040.private void xAddEditButton_Click(object sender, RoutedEventArgs e) 041.{ 042.if (!Validator.TryValidateObject(this.activeJob, new ValidationContext(this.activeJob, null, null), _valResults, true)) 043.{ 044.List<string> errorMessages = new List<string>(); 045.foreach (var valR in this._valResults) 046.{ 047.errorMessages.Add(valR.ErrorMessage); 048.} 049.this._valResults.Clear(); 050.ShowErrors(errorMessages); 051.} 052.else if (xSummary.Errors.Count > 0) 053.{ 054.List<string> errorMessages = new List<string>(); 055.foreach (var err in xSummary.Errors) 056.{ 057.errorMessages.Add(err.Message); 058.} 059.ShowErrors(errorMessages); 060.} 061.else 062.{ 063.if (this.isNew) 064.{ 065.context.JobPostings.Add(activeJob); 066.context.SubmitChanges((s) => 067.{ 068.ActionHistory thisAction = new ActionHistory(); 069.thisAction.PostingID = activeJob.PostingID; 070.thisAction.Description = String.Format("Job '{0}' has been edited by {1}", activeJob.JobTitle, "default user"); 071.thisAction.TimeStamp = DateTime.Now; 072.context.ActionHistories.Add(thisAction); 073.context.SubmitChanges(); 074.}, null); 075.} 076.else 077.{ 078.context.SubmitChanges((s) => 079.{ 080.ActionHistory thisAction = new ActionHistory(); 081.thisAction.PostingID = activeJob.PostingID; 082.thisAction.Description = String.Format("Job '{0}' has been added by {1}", activeJob.JobTitle, "default user"); 083.thisAction.TimeStamp = DateTime.Now; 084.context.ActionHistories.Add(thisAction); 085.context.SubmitChanges(); 086.}, null); 087.} 088.ShowJobsGrid(); 089.} 090.} 091.private void xCancelButton_Click(object sender, RoutedEventArgs e) 092.{ 093.ShowJobsGrid(); 094.} 095.private void ShowJobsGrid() 096.{ 097.xAddEditRecordButtonPanel.Visibility = Visibility.Visible; 098.xEditGrid.Visibility = Visibility.Collapsed; 099.xJobsGrid.Visibility = Visibility.Visible; 100.} 101.private void HideJobsGrid() 102.{ 103.xAddEditRecordButtonPanel.Visibility = Visibility.Collapsed; 104.xJobsGrid.Visibility = Visibility.Collapsed; 105.xEditGrid.Visibility = Visibility.Visible; 106.} 107.private void ShowErrors(List<string> errorList) 108.{ 109.string nm = "Errors received: \n"; 110.foreach (string anerror in errorList) 111.nm += anerror + "\n"; 112.RadWindow.Alert(nm); 113.} 114.} The first 39 lines should be pretty familiar, not doing anything too unorthodox to get this up and running. Once we hit the xAddEditButton_Click on line 40, we're still doing pretty much the same things except instead of checking the ValidationHelper errors, we both run a check on the current activeJob object as well as check the ValidationSummary errors list. Once that is set, we again use the callback of context.SubmitChanges (lines 68 and 78) to create an ActionHistory which we will use to track these items down the line. That's all? Essentially... yes. If you look back through this post, most of the code and adventures we have taken were just to get things working in the MVVM/Prism setup. Since I have the whole 'module' self-contained in a single JobView+code-behind setup, I don't have to worry about things like sending events off into space for someone to pick up, communicating through an Infrastructure project, or even re-inventing events to be used with attached behaviors. Everything just kinda works, and again with much less code. Here's a picture of the MVVM and Code-behind versions on the Jobs and AddEdit views, but since the functionality is the same in both apps you still cannot tell them apart (for two-strike): Looking ahead, the Applicants module is effectively the same thing as the Jobs module, so most of the code is being cut-and-pasted back and forth with minor tweaks here and there. So that one is being taken care of by me behind the scenes. Next time, we get into a new world of fun- the interview scheduling module, which will pull from available jobs and applicants for each interview being scheduled, tying everything together with RadScheduler to the rescue. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Do I suffer from encapsulation overuse?

    - by Florenc
    I have noticed something in my code in various projects that seems like code smell to me and something bad to do, but I can't deal with it. While trying to write "clean code" I tend to over-use private methods in order to make my code easier to read. The problem is that the code is indeed cleaner but it's also more difficult to test (yeah I know I can test private methods...) and in general it seems a bad habit to me. Here's an example of a class that reads some data from a .csv file and returns a group of customers (another object with various fields and attributes). public class GroupOfCustomersImporter { //... Call fields .... public GroupOfCustomersImporter(String filePath) { this.filePath = filePath; customers = new HashSet<Customer>(); createCSVReader(); read(); constructTTRP_Instance(); } private void createCSVReader() { //.... } private void read() { //.... Reades the file and initializes the class attributes } private void readFirstLine(String[] inputLine) { //.... Method used by the read() method } private void readSecondLine(String[] inputLine) { //.... Method used by the read() method } private void readCustomerLine(String[] inputLine) { //.... Method used by the read() method } private void constructGroupOfCustomers() { //this.groupOfCustomers = new GroupOfCustomers(**attributes of the class**); } public GroupOfCustomers getConstructedGroupOfCustomers() { return this.GroupOfCustomers; } } As you can see the class has only a constructor which calls some private methods to get the job done, I know that's not a good practice not a good practice in general but I prefer to encapsulate all the functionality in the class instead of making the methods public in which case a client should work this way: GroupOfCustomersImporter importer = new GroupOfCustomersImporter(filepath) importer.createCSVReader(); read(); GroupOfCustomer group = constructGoupOfCustomerInstance(); I prefer this because I don't want to put useless lines of code in the client's side code bothering the client class with implementation details. So, Is this actually a bad habit? If yes, how can I avoid it? Please note that the above is just a simple example. Imagine the same situation happening in something a little bit more complex.

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Java regex patterns - compile time constants or instance members?

    - by KepaniHaole
    Currently, I have a couple of singleton objects where I'm doing matching on regular expressions, and my Patterns are defined like so: class Foobar { private final Pattern firstPattern = Pattern.compile("some regex"); private final Pattern secondPattern = Pattern.compile("some other regex"); // more Patterns, etc. private Foobar() {} public static Foobar create() { /* singleton stuff */ } } But I was told by someone the other day that this is bad style, and Patterns should always be defined at the class level, and look something like this instead: class Foobar { private static final Pattern FIRST_PATTERN = Pattern.compile("some regex"); private static final Pattern SECOND_PATTERN = Pattern.compile("some other regex"); // more Patterns, etc. private Foobar() {} public static Foobar create() { /* singleton stuff */ } } The lifetime of this particular object isn't that long, and my main reason for using the first approach is because it doesn't make sense to me to hold on to the Patterns once the object gets GC'd. Any suggestions / thoughts?

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  • Virtualized data centre&ndash;Part four: The design

    - by marc dekeyser
    Welcome back to the fourth post in this series! Today we will have a look at what Microsoft recommends as a “private cloud design” and what I will make of it. Whilst my own solution is based of the reference architecture, it is quite different indeed! An important thing to know is that, whilst I am using the private cloud as a reference, I am skipping most of the steps in designing a private cloud. If that is why you are here, please read the links at the end of the article and skim through my own content. A private cloud is much more process driven than just building a virtual infrastructure… The architecture of it all… So imagine for a minute that you have unlimited funds to build this lab of yours… You’d want redundancy on all levels and separation of each network where possible! Unfortunately we don’t have that luxury and, as you saw me hinting at in the previous article, our own design will be more limited but still quite capable! Networking From the networking perspective I will not have a fully redundant network, after all, this is but a lab environment! Thanks to Server 2012 I will be able to use bonding on my NIC’s and use LACP to improve the performance on that part. Storage As I mentioned in the previous article a Synology DS1218+ will be used for iSCSI provisioning. This device has 2 NICs on-board which can be bonded in to one 2 Gbps interface giving me a decent throughput and making the disks the most limiting factor in the storage design. Domain controllers and extra infrastructure Server 2012 completely supports running domain controllers virtualized and has no need to actually have a reachable DC when booting… That being said I need a remote access machine to power on the hosts (I have no need for them running 24/7) and a possible System Center VMM 2012 box (although server 2012 is not supported until SP1 :( ). Undecided on if I am to install those boxes separately or as a virtual machine… Which amounts to… Something like this pretty picture!                   Sources Microsoft Private Cloud Solutions Repository (en-US) http://social.technet.microsoft.com/wiki/contents/articles/12131.microsoft-private-cloud-solutions-repository-en-us.aspx Reference  Architecture: http://social.technet.microsoft.com/wiki/contents/articles/3819.reference-architecture-for-private-cloud.aspx Private Cloud Reference Model: http://social.technet.microsoft.com/wiki/contents/articles/4399.private-cloud-reference-model.aspx

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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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  • Deploy from NetBeans IDE by Twisting an External Dial

    - by Geertjan
    Via this code in a NetBeans module, i.e., a registered NetBeans ModuleInstall class, you can twist the Tinkerforge Rotary Poti Bricklet to deploy the current application in the IDE: import com.tinkerforge.BrickMaster; import com.tinkerforge.BrickletLCD20x4; import com.tinkerforge.BrickletRotaryPoti; import com.tinkerforge.IPConnection; import javax.swing.Action; import javax.swing.JMenuItem; import org.netbeans.api.project.Project; import org.netbeans.api.project.ProjectUtils; import org.openide.awt.Actions; import org.openide.modules.ModuleInstall; import org.openide.util.Utilities; public class Installer extends ModuleInstall { private static final String HOST = "localhost"; private static final int PORT = 4223; private static final String MASTERBRICKUID = "abc"; private static final String LCDUID = "abc"; private static final String ROTIUID = "abc"; private static IPConnection ipc; private static BrickMaster master = new BrickMaster(MASTERBRICKUID); private static BrickletLCD20x4 lcd = new BrickletLCD20x4(LCDUID); private static BrickletRotaryPoti poti = new BrickletRotaryPoti(ROTIUID); @Override public void restored() { try { ipc = new IPConnection(HOST, PORT); ipc.addDevice(master); ipc.addDevice(lcd); ipc.addDevice(poti); poti.setPositionCallbackPeriod(50); poti.addListener(new BrickletRotaryPoti.PositionListener() { @Override public void position(final short position) { lcd.backlightOn(); lcd.clearDisplay(); final Action runAction = Actions.forID("Project","org.netbeans.modules.project.ui.RunMainProject"); //The action must be invoked from menu item or toolbar button, //see line 147 in org.netbeans.modules.project.ui.actions.LookupSensitiveAction: JMenuItem jmi = new JMenuItem(runAction); //When position is 100 (range is -150 to 150), deploy the app //and print info about the project to the LCD display: if (position == 100) { jmi.doClick(); Project p = Utilities.actionsGlobalContext().lookup(Project.class); lcd.writeLine((short) 0, (short) 0, "Deployed:"); lcd.writeLine((short) 1, (short) 0, ProjectUtils.getInformation(p).getDisplayName()); } else { lcd.writeLine((short) 0, (short) 0, "Position: " + position); } } }); } catch (Exception e) { } } }

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  • Cloud Deployment Models

    - by B R Clouse
    Normal 0 false false false EN-US X-NONE X-NONE As the cloud paradigm grows in depth and breadth, more readers are approaching the topic for the first time, or from a new perspective.  This blog is a basic review of  cloud deployment models, to help orient newcomers and neophytes. Most cloud deployments today are either private or public. It is also possible to connect a private cloud and a public cloud to form a hybrid cloud. A private cloud is for the exclusive use of an organization. Enterprises, universities and government agencies throughout the world are using private clouds. Some have designed, built and now manage their private clouds. Others use a private cloud that was built by and is now managed by a provider, hosted either onsite or at the provider’s datacenter. Because private clouds are for exclusive use, they are usually the option chosen by organizations with concerns about data security and guaranteed performance. Public clouds are open to anyone with an Internet connection. Because they require no capital investment from their users, they are particularly attractive to companies with limited resources in less regulated environments and for temporary workloads such as development and test environments. Public clouds offer a range of products, from end-user software packages to more basic services such as databases or operating environments. Public clouds may also offer cloud services such as a disaster recovery for a private cloud, or the ability to “cloudburst” a temporary workload spike from a private cloud to a public cloud. These are examples of a hybrid cloud. These are most feasible when the private and public clouds are built with similar technologies. Usually people think of a public cloud in terms of a user role, e.g., “Which public cloud should I consider using?” But someone needs to own and manage that public cloud. The company who owns and operates a public cloud is known as a public cloud provider. Oracle Database Cloud Service, Amazon RDS, database.com and Savvis Symphony Database are examples of public cloud database services. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} When evaluating deployment models, be aware that you can use any or all of the available options. Some workloads may be best-suited for a private cloud, some for a public or hybrid cloud. And you might deploy multiple private clouds in your organization. If you are going to combine multiple clouds, then you want to make sure that each cloud is based on a consistent technology portfolio and architecture. This simplifies management and gives you the greatest flexibility in moving resources and workloads among your different clouds. Oracle’s portfolio of cloud products and services enables both deployment models. Oracle can manage either model. Universities, government agencies and companies in all types of business everywhere in the world are using clouds built with the Oracle portfolio. By employing a consistent portfolio, these customers are able to run all of their workloads – from test and development to the most mission-critical -- in a consistent manner: One Enterprise Cloud, powered by Oracle.   /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Make my radio buttons become selected in Android

    - by NickTFried
    When I run this could and click on the dialog box my radiobuttons do not become selected like intended package edu.elon.cs.mobile; import edu.elon.cs.mobile.R; import edu.elon.cs.mobile.R.id; import edu.elon.cs.mobile.R.layout; import android.app.Activity; import android.app.AlertDialog; import android.content.DialogInterface; import android.os.Bundle; import android.text.Editable; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.RadioButton; import android.widget.TextView; import android.widget.Toast; public class PTCalculator extends Activity{ private RadioButton maleRadioButton; private RadioButton femaleRadioButton; private EditText ageEdit; private EditText pushUpsEdit; private EditText sitUpsEdit; private EditText mileMinEdit; private EditText mileSecEdit; private Button calculate; private TextView score; protected AlertDialog genderAlert; private int currScore; private int age; private int sitUps; private int runTime; private int pushUps; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.pt); maleRadioButton = (RadioButton) findViewById(R.id.male); femaleRadioButton = (RadioButton) findViewById(R.id.female); ageEdit = (EditText) findViewById(R.id.ageEdit); pushUpsEdit = (EditText) findViewById(R.id.pushupEdit); sitUpsEdit = (EditText) findViewById(R.id.situpEdit); mileMinEdit = (EditText) findViewById(R.id.minEdit); mileSecEdit = (EditText) findViewById(R.id.secEdit); calculate = (Button) findViewById(R.id.calculateButton); calculate.setOnClickListener(calculateButtonListener); score = (TextView) findViewById(R.id.scoreView); genderAlert = makeGenderDialog().create(); } private OnClickListener calculateButtonListener = new OnClickListener() { @Override public void onClick(View arg0) { age = (Integer.parseInt(ageEdit.getText().toString())); pushUps = (Integer.parseInt(pushUpsEdit.getText().toString())); sitUps = (Integer.parseInt(sitUpsEdit.getText().toString())); int min = (Integer.parseInt(mileMinEdit.getText().toString())*60); int sec = (Integer.parseInt(mileSecEdit.getText().toString())); runTime = min + sec; if(maleRadioButton.isChecked()){ MalePTTest mPTTest = new MalePTTest(age, pushUps, sitUps, runTime); currScore = mPTTest.malePTScore(); score.setText((Integer.toString(currScore))); }else if(femaleRadioButton.isChecked()){ FemalePTTest fPTTest = new FemalePTTest(age, pushUps, sitUps, runTime); currScore = fPTTest.femalePTScore(); score.setText((Integer.toString(currScore))); }else genderAlert.show(); } }; public AlertDialog.Builder makeGenderDialog(){ AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setMessage("Select a Gender") .setCancelable(false) .setPositiveButton("Female", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { femaleRadioButton.setSelected(true); FemalePTTest fPTTest = new FemalePTTest(age, pushUps, sitUps, runTime); currScore = fPTTest.femalePTScore(); score.setText((Integer.toString(currScore))); } }) .setNegativeButton("Male", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { maleRadioButton.setSelected(true); MalePTTest mPTTest = new MalePTTest(age, pushUps, sitUps, runTime); currScore = mPTTest.malePTScore(); score.setText((Integer.toString(currScore))); } }); return builder; } } Any suggestions?

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  • Does anyone know how to layout a JToolBar that does't move or re-size any components placed in it?

    - by S1.Mac
    Can anyone help with this problem i'm trying to create a JToolBar and I want all its components to be fixed in size and position. I'v tried a few different layout managers but they all center and/or re-size the components when the frame its in is re-sized. here is an example using GridbagLayout, I have also used the default layout manager using the toolbar.add( component ) method but the result is the same : ' import java.awt.BorderLayout; import java.awt.Component; import java.awt.Dimension; import java.awt.GridBagConstraints; import java.awt.GridBagLayout; import javax.swing.*; public class ToolBarTest extends JFrame { private JToolBar toolbar; private JPanel mainPanel; private JPanel toolBarPanel; private JButton aButton; private JCheckBox aCheckBox; private JList aList; private Box toolbarBox; private GridBagConstraints toolbarConstraints; private GridBagLayout toolbarLayout; private JLabel shapeLabel; private JComboBox<ImageIcon> shapeChooser; private JLabel colorLabel; private JComboBox colorChooser; private String colorNames[] = { "Black" , "Blue", "Cyan", "Dark Gray", "Gray", "Green", "Light Gray", "Magenta", "Orange", "Pink", "Red", "White", "Yellow", "Custom" }; private String shapeNames[] = { "Line", "Oval", "Rectangle", "3D Rectangle","Paint Brush", "Rounded Rectangle" }; public ToolBarTest() { setLayout( new BorderLayout() ); setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); setSize( 500, 500 ); add( createToolBar(), BorderLayout.PAGE_START ); setVisible( true ); } public void addToToolbar( Component component, int row, int column ) { toolbarConstraints.gridx = column; toolbarConstraints.gridy = row; toolbarConstraints.anchor = GridBagConstraints.WEST; toolbarConstraints.fill = GridBagConstraints.NONE; toolbarConstraints.weightx = 0; toolbarConstraints.weighty = 0; toolbarConstraints.gridwidth = 1; toolbarConstraints.gridheight = 1; toolbarLayout.setConstraints( component, toolbarConstraints ); toolbar.add( component ); }// end addToToolbar public final JToolBar createToolBar() { toolbarLayout = new GridBagLayout(); toolbarConstraints = new GridBagConstraints(); // create the tool bar which holds the items to draw toolbar = new JToolBar(); toolbar.setBorderPainted(true); toolbar.setLayout( toolbarLayout ); toolbar.setFloatable( true ); shapeLabel = new JLabel( "Shapes: " ); addToToolbar( shapeLabel, 0, 1 ); String iconNames[] = { "PaintImages/Line.jpg", "PaintImages/Oval.jpg", "PaintImages/Rect.jpg", "PaintImages/3DRect.jpg","PaintImages/PaintBrush.jpg", "PaintImages/RoundRect.jpg"}; ImageIcon shapeIcons[] = new ImageIcon[ shapeNames.length ]; // create image icons for( int shapeButton = 0; shapeButton < shapeNames.length; shapeButton++ ) { shapeIcons[ shapeButton ] = new ImageIcon( iconNames[ shapeButton ] ); }// end for shapeChooser = new JComboBox< ImageIcon >( shapeIcons ); shapeChooser.setSize( new Dimension( 50, 20 )); shapeChooser.setPrototypeDisplayValue( shapeIcons[ 0 ] ); shapeChooser.setSelectedIndex( 0 ); addToToolbar( shapeChooser, 0, 2 ); colorLabel = new JLabel( "Colors: " ); addToToolbar( colorLabel, 0, 3 ); colorChooser = new JComboBox( colorNames ); addToToolbar( colorChooser, 0, 4 ); return toolbar; }// end createToolBar public static void main( String args[] ) { new ToolBarTest(); }// end main }// end class ToolBarTest'

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  • Adding an overlay to Google maps with path taken

    - by user341652
    Hi, I am trying to write a class to track a person's location(s), and to draw the path they've taken on a MapView. This feature of the program is for the user to track their speed, distance, path, etc. while running/cycling (or whatever else) using their Android phone. This is my first Android application, and I am not sure how to do the Overlay object for the MapView. I also wanted to see if anyone had opinions on the GPS-Tracking part I have written (if it would work, if there is a better way of doing it, code examples would be helpful). I currently have this for my GPSTrackerService: package org.drexel.itrain.logic; import java.util.Vector; import org.drexel.itrain.Constants; import android.app.Notification; import android.app.NotificationManager; import android.app.Service; import android.content.Context; import android.content.Intent; import android.content.SharedPreferences; import android.location.GpsSatellite; import android.location.GpsStatus; import android.location.Location; import android.location.LocationListener; import android.location.LocationManager; import android.location.GpsStatus.Listener; import android.os.Binder; import android.os.Bundle; import android.os.IBinder; import android.preference.PreferenceManager; public class GPSTrackingService extends Service { private static final int MAX_REASONABLE_SPEED = 60; private static final String TAG = "OGT.TrackingService"; private Context mContext; private LocationManager mLocationManager; private NotificationManager mNotificationManager; private Notification mNotification; private int mSatellites = 0; private int mTrackingState = Constants.GPS_TRACKING_UNKNOWN; private float mCurrentSpeed = 0; private float mTotalDistance = 0; private Location mPreviousLocation; private Vector<Location> mTrackedLocations; private LocationListener mLocationListener = null; private Listener mStatusListener = null; private IBinder binder = null; @Override public void onCreate() { super.onCreate(); this.mContext = getApplicationContext(); this.mLocationManager = (LocationManager) this.mContext.getSystemService( Context.LOCATION_SERVICE ); this.mNotificationManager = (NotificationManager) this.mContext.getSystemService( Context.NOTIFICATION_SERVICE ); this.mTrackedLocations = new Vector<Location>(); this.binder = new Binder(); SharedPreferences sharedPreferences = PreferenceManager.getDefaultSharedPreferences(this.mContext); binder = new Binder(); if(mTrackingState != Constants.GPS_TRACKING_UNKNOWN) { createListeners(); } } @Override public void onDestroy() { destroyListeneres(); } @Override public IBinder onBind(Intent intent) { return binder; } @Override public boolean onUnbind(Intent intent) { return true; } public boolean acceptLocation(Location proposedLocation) { if(!(proposedLocation.hasSpeed() || proposedLocation.hasAccuracy())) { return false; } else if(proposedLocation.getSpeed() >= MAX_REASONABLE_SPEED) { return false; } return true; } public void updateNotification() { //TODO Alert that no GPS sattelites are available (or are available) } public void startTracking() { this.mTrackingState = Constants.GPS_TRACKING_STARTED; this.mTotalDistance = 0; this.mCurrentSpeed = 0; this.mTrackedLocations = new Vector<Location>(); this.mPreviousLocation = null; createListeners(); } public void pauseTracking() { this.mTrackingState = Constants.GPS_TRACKING_PAUSED; this.mPreviousLocation = null; this.mCurrentSpeed = 0; } public void resumeTracking() { if(this.mTrackingState == Constants.GPS_TRACKING_STOPPED){ this.startTracking(); } this.mTrackingState = Constants.GPS_TRACKING_STARTED; } public void stopTracking() { this.mTrackingState = Constants.GPS_TRACKING_STOPPED; destroyListeneres(); } private void createListeners() { /** * LocationListener receives locations from */ this.mLocationListener = new LocationListener() { @Override public void onStatusChanged(String provider, int status, Bundle extras) { // TODO Auto-generated method stub } @Override public void onProviderEnabled(String provider) { // TODO Auto-generated method stub } @Override public void onProviderDisabled(String provider) { // TODO Auto-generated method stub } @Override public void onLocationChanged(Location location) { if(mTrackingState == Constants.GPS_TRACKING_STARTED && acceptLocation(location)) { if(mPreviousLocation != null) { //Add the distance between the new location and the previous location mTotalDistance += mPreviousLocation.distanceTo(location); } if(location.hasSpeed()) { mCurrentSpeed = location.getSpeed(); } else { mCurrentSpeed = -1; //-1 means speed N/A } mPreviousLocation = location; mTrackedLocations.add(location); } } }; /** * Receives updates reguarding the GPS Status */ this.mStatusListener = new GpsStatus.Listener() { @Override public synchronized void onGpsStatusChanged(int event) { switch( event ) { case GpsStatus.GPS_EVENT_SATELLITE_STATUS: { GpsStatus status = mLocationManager.getGpsStatus( null ); mSatellites = 0; Iterable<GpsSatellite> list = status.getSatellites(); for( GpsSatellite satellite : list ) { if( satellite.usedInFix() ) { mSatellites++; } } updateNotification(); break; } default: break; } } }; } /** * Destroys the LocationListenere and the GPSStatusListener */ private void destroyListeneres() { this.mLocationListener = null; this.mStatusListener = null; } /** * Gets the total distance traveled by the * * @return the total distance traveled (in meters) */ public float getDistance() { return mTotalDistance; } /** * Gets the current speed of the last good location * * @return the current speed (in meters/second) */ public float getSpeed() { return mCurrentSpeed; } } Any assistance would be much appreciated. This is my group's first Android app, and we are a little pressed for time at the moment. The project is for a class, and is available from SourceForge (currently called iTrain, soon to be renamed). Thanks in Advance, Steve

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