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  • Collaborative Whiteboard using WebSocket in GlassFish 4 - Text/JSON and Binary/ArrayBuffer Data Transfer (TOTD #189)

    - by arungupta
    This blog has published a few blogs on using JSR 356 Reference Implementation (Tyrus) as its integrated in GlassFish 4 promoted builds. TOTD #183: Getting Started with WebSocket in GlassFish TOTD #184: Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket TOTD #186: Custom Text and Binary Payloads using WebSocket One of the typical usecase for WebSocket is online collaborative games. This Tip Of The Day (TOTD) explains a sample that can be used to build such games easily. The application is a collaborative whiteboard where different shapes can be drawn in multiple colors. The shapes drawn on one browser are automatically drawn on all other peer browsers that are connected to the same endpoint. The shape, color, and coordinates of the image are transfered using a JSON structure. A browser may opt-out of sharing the figures. Alternatively any browser can send a snapshot of their existing whiteboard to all other browsers. Take a look at this video to understand how the application work and the underlying code. The complete sample code can be downloaded here. The code behind the application is also explained below. The web page (index.jsp) has a HTML5 Canvas as shown: <canvas id="myCanvas" width="150" height="150" style="border:1px solid #000000;"></canvas> And some radio buttons to choose the color and shape. By default, the shape, color, and coordinates of any figure drawn on the canvas are put in a JSON structure and sent as a message to the WebSocket endpoint. The JSON structure looks like: { "shape": "square", "color": "#FF0000", "coords": { "x": 31.59999942779541, "y": 49.91999053955078 }} The endpoint definition looks like: @WebSocketEndpoint(value = "websocket",encoders = {FigureDecoderEncoder.class},decoders = {FigureDecoderEncoder.class})public class Whiteboard { As you can see, the endpoint has decoder and encoder registered that decodes JSON to a Figure (a POJO class) and vice versa respectively. The decode method looks like: public Figure decode(String string) throws DecodeException { try { JSONObject jsonObject = new JSONObject(string); return new Figure(jsonObject); } catch (JSONException ex) { throw new DecodeException("Error parsing JSON", ex.getMessage(), ex.fillInStackTrace()); }} And the encode method looks like: public String encode(Figure figure) throws EncodeException { return figure.getJson().toString();} FigureDecoderEncoder implements both decoder and encoder functionality but thats purely for convenience. But the recommended design pattern is to keep them in separate classes. In certain cases, you may even need only one of them. On the client-side, the Canvas is initialized as: var canvas = document.getElementById("myCanvas");var context = canvas.getContext("2d");canvas.addEventListener("click", defineImage, false); The defineImage method constructs the JSON structure as shown above and sends it to the endpoint using websocket.send(). An instant snapshot of the canvas is sent using binary transfer with WebSocket. The WebSocket is initialized as: var wsUri = "ws://localhost:8080/whiteboard/websocket";var websocket = new WebSocket(wsUri);websocket.binaryType = "arraybuffer"; The important part is to set the binaryType property of WebSocket to arraybuffer. This ensures that any binary transfers using WebSocket are done using ArrayBuffer as the default type seem to be blob. The actual binary data transfer is done using the following: var image = context.getImageData(0, 0, canvas.width, canvas.height);var buffer = new ArrayBuffer(image.data.length);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = image.data[i];}websocket.send(bytes); This comprehensive sample shows the following features of JSR 356 API: Annotation-driven endpoints Send/receive text and binary payload in WebSocket Encoders/decoders for custom text payload In addition, it also shows how images can be captured and drawn using HTML5 Canvas in a JSP. How could this be turned in to an online game ? Imagine drawing a Tic-tac-toe board on the canvas with two players playing and others watching. Then you can build access rights and controls within the application itself. Instead of sending a snapshot of the canvas on demand, a new peer joining the game could be automatically transferred the current state as well. Do you want to build this game ? I built a similar game a few years ago. Do somebody want to rewrite the game using WebSocket APIs ? :-) Many thanks to Jitu and Akshay for helping through the WebSocket internals! Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Brightness fn key adjustment problems

    - by npCoder
    My brightness function key controls work after setting grub boot parameter to "acpi_osi=" but using them I cannot adjust the brightness higher than around 70% (there is empty bar left over and I can't adjust higher) unless I go to Brightness & Lock settings manually than I can use the slider to adjust it higher... I primarily use intel_backlight to adjust my backlight and I am running Linux kernel 3.14.1 on Ubuntu 14.04 LTS on an ASUS X550LA Laptop when I try: cd /sys/class/backlight/intel_backlight cat max_brightness 937 cat brightness 811 It seems that I can only adjust to a maximum of 811 using the fn brightness controls If I instead do cd /sys/class/backlight/acpi_video0 cat max_brightness 10 cat brightness 4 cat actual_brightness 10 With the FN keys actual_brightness is not equal to the value returned from brightness on acip_video0 (which is always 4) but on intel_backlight actual_brightness = brightness The adjustment problem seemingly arises because both intel_backlight and acpi_video0 are trying to adjust brightness

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  • Wordpress Theme

    - by HotPizzaBox
    I'm trying to create a basic wordpress theme. As far as I know the basic files I need are the style.css, header.php, index.php, footer.php, functions.php. Then it should show a blank site with some meta tags in the header. These are my files: functions.php <?php // load the language files load_theme_textdomain('brianroyfoundation', get_template_directory() . '/languages'); // add menu support add_theme_support('menus'); register_nav_menus(array('primary_navigation' => __('Primary Navigation', 'BrianRoyFoundation'))); // create widget areas: sidebar $sidebars = array('Sidebar'); foreach ($sidebars as $sidebar) { register_sidebar(array('name'=> $sidebar, 'before_widget' => '<div class="widget %2$s">', 'after_widget' => '</div>', 'before_title' => '<h6><strong>', 'after_title' => '</strong></h6>' )); } // Add Foundation 'active' class for the current menu item function active_nav_class($classes, $item) { if($item->current == 1) { $classes[] = 'active'; } return $classes; } add_filter( 'nav_menu_css_class', 'active_nav_class', 10, 2); ?> header.php <!DOCTYPE html> <html <?php language_attributes(); ?>> <head> <meta charset="<?php bloginfo('charset'); ?>" /> <meta name="description" content="<?php bloginfo('description'); ?>"> <meta name="google-site-verification" content=""> <meta name="author" content="Your Name Here"> <!-- No indexing if Search page is displayed --> <?php if(is_search()){ echo '<meta name="robots" content="noindex, nofollow" />' } ?> <title><?php wp_title('|', true, 'right'); bloginfo('name'); ?></title> <link rel="stylesheet" type="text/css" href="<?php bloginfo('stylesheet_url'); ?>" /> <?php wp_head(); ?> </head> <body> <div id="page"> <div id="page-header"> <div id="page-title"> <a href="<?php bloginfo('url'); ?>" title="<?php bloginfo('name'); ?>"><?php bloginfo('name'); ?></a> </div> <div id="page-navigation"> <?php wp_nav_menu( array( 'theme_location' => 'primary_navigation', 'container' =>false, 'menu_class' => '' ); ?> </div> </div> <div id="page-content"> index.php <?php get_header(); ?> <div class="page-blog"> <?php get_template_part('loop', 'index'); ?> </div> <div class="page-sidebar"> <?php get_sidebar(); ?> </div> <?php get_footer(); ?> footer.php </div> <div id="page-footer"> &copy; 2008 - <?php echo date('Y'); ?> All rights reserved. </div> </div> <?php wp_footer(); ?> </body> </html> I activated the theme in wordpress. But it just shows nothing. Not even if I view the page source. Can anyone help?

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  • How to specialize a c++ variadic template?

    - by Serge
    I'm trying to understand c++ variadic templates. I'm not much aware of the correct language to use to explain what I'd like to achieve, so it might be simpler if I provide a bit of code which illustrate what I'd like to achieve. #include <iostream> #include <string> using namespace std; template<int ...A> class TestTemplate1 { public: string getString() { return "Normal"; } }; template<int T, int ...A> string TestTemplate1<2, A...>::getString() { return "Specialized"; } template<typename ...A> class TestTemplate2 { }; int main() { TestTemplate1<1, 2, 3, 4> t1_1; TestTemplate1<1, 2> t1_2; TestTemplate1<> t1_3; TestTemplate1<2> t1_4; TestTemplate2<> t2_1; TestTemplate2<int, double> t2_2; cout << t1_1.getString() << endl; cout << t1_2.getString() << endl; cout << t1_3.getString() << endl; cout << t1_4.getString() << endl; } This throws several errors. error C2333: 'TestTemplate1<::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2,3,4::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<2::getString' : error in function declaration; skipping function body error C2977: 'TestTemplate1' : too many template arguments error C2995: 'std::string TestTemplate1::getString(void)' : function template has already been defined error C3860: template argument list following class template name must list parameters in the order used in template parameter list How can I have a specialized behavior for every TestTemplate1<2, ...> instances like t1_4?

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  • Unintentional run-in with C# thread concurrency

    - by geekrutherford
    For the first time today we began conducting load testing on a ASP.NET application already in production. Obviously you would normally want to load test prior to releasing to a production environment, but that isn't the point here.   We ran a test which simulated 5 users hitting the application doing the same actions simultaneously. The first few pages visited seemed fine and then things just hung for a while before the test failed. While the test was running I was viewing the performance counters on the server noting that the CPU was consistently pegged at 100% until the testing tool gave up.   Fortunately the application logs all exceptions including those unhandled to the database (thanks to log4net). I checked the log and low and behold the error was:   System.ArgumentException: An item with the same key has already been added. (The rest of the stack trace intentionally omitted)   Since the code was running with debug on the line number where the exception occured was also provided. I began inspecting the code and almost immediately it hit me, the section of code responsible for the exception is trying to initialize a static class. My next question was how is this code being hit multiple times when I have a rudimentary check already in place to prevent this kind of thing (i.e. a check on a public variable of the static class before entering the initializing routine). The answer...the check fails because the value is not set before other threads have already made it through.   Not being one who consistently works with threading I wasn't quite sure how to handle this problem. Fortunately a co-worker recalled having to lock a section of code in the past but couldn't recall exactly how. After a quick search on Google the solution is as follows:   Object objLock = new Object(); lock(objLock) { //logic requiring lock }   The lock statement takes an object and tells the .NET runtime that the current thread has exclusive access while the code within brackets is executing. Once the code completes, the lock is released for another thread to utilize.   In my case, I only need to execute the inner code once to initialize my static class. So within the brackets I have a check on a public variable to prevent it from being initialized again.

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  • If a variable has getter and setter, should it be public?

    - by Oni
    I am an about to graduate Computer Science student so probably this is a stupid question. If I have a class with a variable that is private and the class have getter and setter for that variable. Why don't make that variable public? The only case I think you have to use getters and setters is if you need to do some operation besides the set or the get. Example: void my_class::set_variable(int x){ /* Some operation like updating a log */ this->variable = x; } Thanks in advance!

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  • Working with vectors and transformations

    - by user29163
    I am going to write an graphical 2D application that allows user to create polygons and transform them through transformation such as rotation an so on. I was hoping someone can give pro and cons arguments for the different choices I got in my mind. (Its all in Java btw!) a). Represent vectors by filling matrices with 'real' numbers. This means making a matrix datas tructure that supports multiplication, transposing etc b). Make a own vector class, such that I can make a matrix class that support those vectors.

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • Useful design patterns for working with FragmentManager on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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  • How to generate SPMetal for a specific list (OOTB: like tasks or contacts) with custom columns

    - by KunaalKapoor
    SPMetal is used to make use of LINQ on a list in SharePoint 2010. By default when you generate SPMetal on a site you will get a code generated file for most of the lists and probably more. Here is a MSDN link for some info on SPMetal.http://msdn.microsoft.com/en-us/library/ee538255(office.14).aspxBut what if you want only to generate the code for one list?Well it is quite simple once you figure it out. You need to add an xml file to override the default settings of SPMetal and specify it in the /parameters option. I will show you how to do this.First create a Folder that will contain two files (GenerateSPMetalCode.bat and SPMetal.xml).Below is the content of the files:GenerateSPMetalCode.bat "C:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\BIN\SPMetal" /web:http://YourServer /code:OutPutFileName.cs /language:csharp /parameters:SPMetal.xml pause SPMetal.xml <?xml version="1.0" encoding="utf-8"?> <Web AccessModifier="Internal" xmlns="http://schemas.microsoft.com/SharePoint/2009/spmetal"> <List Name="ListName"> <ContentType Name="ContentTypeName" Class="GeneratedClassName" /> </List> <ExcludeOtherLists></ExcludeOtherLists> </Web> You will have to change some of the text in the files so that it will be specific to your SharePoint Server Setup. In the bat file you will have to change http://YourServer to the url of the web where your list is. In the SPMetal.xml file you need to change ListName to the name of your list and the ContentTypeName to the name of the content type you want to extract. The GeneratedClassName can be anything but perhaps you should rename it to something more sensible.Adding the following line: '<List Name="ListName"><ContentType Name="ContentTypeName" Class="GeneratedClassName" /> </List>'  makes sure that any custom columns added to an OOTB list like contacts or tasks are also generated, which are missed out in a regular generation.So now when you run it the SPMetal command will read the SPMetal.xml list and override its commands. ExcludeOtherLists element makes it so that only the code for the lists you specify will be generated. For some reason I got an error if I had this element above the List element.You sould now have a code file called OutPutFileName.cs that has been generated. You can now put this in your SharePoint project for use with your LINQ queries against that list.I will soon write a LINQ example that uses the generated class. UPDATE: Add the /namespace parameter to add a namespace to the generated code. "C:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\BIN\SPMetal" /web:http://YourServer /namespace:MySPMetalNameSpace /code:OutPutFileName.cs /language:csharp /parameters:SPMetal.xml

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  • Best way of accessing data on different pages

    - by Gaz83
    I'm looking for a way to load data into properties/variables etc and have this information accessible to all the pages of my app. I want the information to be loaded via a background thread to keep UI thread free. Some of the pages will have various properties of their controls binding to these global properties. Here is what I tried. Created a static class. All pages could access the data but can't bind. Changed the static class to a Singleton and used DependencyProperty's. All pages could access data and binding worked fine but cross-threading issues when accessing via background threads. I have read in various places on this subject but haven't really come up with the best method yet for my situation.

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  • What is the best practice to develop a visual component in Flex Hero?

    - by gavri
    What is the best practice to develop a visual component in Flex Hero? I do it like this: I consider a component has 2 "parts", the declarative part (the visual sub-components) which I define in the skin (just mxml) and the code part (event handlers...) which I define in an action script class. I load the skin in the ctor of the action script class. I also define skin parts, states, and I bind event handlers in the partAdded function. I am having an argument about this; that I should define the component purely in an .mxml, with listeners in the script tag, and maybe attach a skin (but the skin should be loose - maybe for reuse :-?) I come from .NET and maybe I am biased with the code behind pattern, and I am wondering from your experience and Adobe's intent, what is the best practice to usually implement a visual component?

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  • Tester/Doer pattern: Assume the caller conforms to the pattern or be defensive and repeat the check?

    - by Daniel Hilgarth
    Assume a simple class that implements the Tester/Doer pattern: public class FooCommandHandler : ICommandHandler { public bool CanHandle(object command) { return command is FooCommand; } public void Handle(object command) { var fooCommand = (FooCommand)command; // Do something with fooCommand } } Now, if someone doesn't conform to the pattern and calls Handle without verifying the command via CanHandle, the code in Handle throws an exception. However, depending on the actual implementation of Handle this can be a whole range of different exceptions. The following implementation would check CanHandle again in Handle and throw a descriptive exception: public void Handle(object command) { if(!CanHandle(command)) throw new TesterDoerPatternUsageViolationException("Please call CanHandle first"); // actual implementation of handling the command. } This has the advantage that the exception is very descriptive. It has the disadvantage that CanHandle is called twice for "good" clients. Is there a consensus on which variation should be used?

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  • javaf, problem...plz help someone...urgent [closed]

    - by innovative_aj
    i have made a word guessing game, when i click myButton to check if the guessed word is right or wrong, ball1 is moved into the "container" if its right, i want that when i click the button again and if the typed word is right, the 2nd ball should move into the container too... means one ball per correct answer...plz help me someone and provide me with the code that i can implement, its quite urgent... controller class coding /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package project3; import java.net.URL; import java.util.ResourceBundle; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.fxml.FXML; import javafx.fxml.Initializable; import javafx.scene.control.Button; import javafx.scene.control.Label; import javafx.scene.control.TextField; import javafx.scene.layout.StackPane; import javafx.scene.shape.Circle; /** * FXML Controller class * * @xxx */ public class MyFxmlController implements Initializable { @FXML // fx:id="ball1" private Circle ball1; // Value injected by FXMLLoader @FXML // fx:id="ball2" private Circle ball2; // Value injected by FXMLLoader @FXML // fx:id="ball3" private Circle ball3; // Value injected by FXMLLoader @FXML // fx:id="ball4" private Circle ball4; // Value injected by FXMLLoader @FXML // fx:id="container" private Circle container; // Value injected by FXMLLoader @FXML // fx:id="myButton" private Button myButton; // Value injected by FXMLLoader @FXML // fx:id="myLabel1" private Label myLabel1; // Value injected by FXMLLoader @FXML // fx:id="myLabel2" private Label myLabel2; // Value injected by FXMLLoader @FXML // fx:id="pane" private StackPane pane; // Value injected by FXMLLoader @FXML // fx:id="txt" private TextField txt; // Value injected by FXMLLoader @Override // This method is called by the FXMLLoader when initialization is complete public void initialize(URL fxmlFileLocation, ResourceBundle resources) { assert ball1 != null : "fx:id=\"ball1\" was not injected: check your FXML file 'MyFxml.fxml'."; assert ball2 != null : "fx:id=\"ball2\" was not injected: check your FXML file 'MyFxml.fxml'."; assert ball3 != null : "fx:id=\"ball3\" was not injected: check your FXML file 'MyFxml.fxml'."; assert ball4 != null : "fx:id=\"ball4\" was not injected: check your FXML file 'MyFxml.fxml'."; assert container != null : "fx:id=\"container\" was not injected: check your FXML file 'MyFxml.fxml'."; assert myButton != null : "fx:id=\"myButton\" was not injected: check your FXML file 'MyFxml.fxml'."; assert myLabel1 != null : "fx:id=\"myLabel1\" was not injected: check your FXML file 'MyFxml.fxml'."; assert myLabel2 != null : "fx:id=\"myLabel2\" was not injected: check your FXML file 'MyFxml.fxml'."; assert pane != null : "fx:id=\"pane\" was not injected: check your FXML file 'MyFxml.fxml'."; assert txt != null : "fx:id=\"txt\" was not injected: check your FXML file 'MyFxml.fxml'."; // initialize your logic here: all @FXML variables will have been injected myButton.setOnAction(new EventHandler<ActionEvent>(){ @Override public void handle(ActionEvent event) { int count = 0; String guessed=txt.getText(); boolean result; result=MyCode.check(guessed); if(result) { ball1.setTranslateX(600); ball1.setTranslateY(250-container.getRadius()); //ball2.setTranslateX(600); // ball2.setTranslateY(250-container.getRadius()); } else System.out.println("wrong"); } }); } } word guessing logic public class MyCode { static String x="Netbeans"; static String y[]={"net","beans","neat","beat","bet"}; //static int counter; // public MyCode() { // counter++; //} static boolean check(String guessed) { int count=0; boolean result=false; //counter++; //System.out.println("turns"+counter); for(count=0;count<5;count++) { if(guessed.equals(y[count])) { result=true; break; } } if(result) System.out.println("Right"); else System.out.println("Wrong"); return result; } }

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  • clone() only partially doable; how to react?

    - by hllnll
    Suppose we have a class-hierarchy whose base class B requires a clone() method to be defined in its derivations. Whilst this works perfectly for most of them there is this one derivation X that holds an optional reference to a resource/object that can only be referenced from one instance of X. Whilst the rest of X can be cloned without problems this reference would have to be set to null/nil/nullptr. What is the correct way to handle this situation? X::clone() could throw an UncloneableException. Though this would be correct, it is not satisfying. Set the reference to null/nil/nullptr and leave no notice of it. The user of X has to know about Xs "particularities". Require derivations of B to define B::nearestClone(): the user of B has to be aware that the return value might not be a 1:1 clone. Something else?

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  • Access Control Service: Handling Errors

    - by Your DisplayName here!
    Another common problem with external authentication is how to deal with sign in errors. In active federation like WS-Trust there are well defined SOAP faults to communicate problem to a client. But with web applications, the error information is typically generated and displayed on the external sign in page. The relying party does not know about the error, nor can it help the user in any way. The Access Control Service allows to post sign in errors to a specified page. You setup this page in the relying party registration. That means that whenever an error occurs in ACS, the error information gets packaged up as a JSON string and posted to the page specified. This way you get structued error information back into you application so you can display a friendlier error message or log the error. I added error page support to my ACS2 sample, which can be downloaded here. How to turn the JSON error into CLR types The JSON schema is reasonably simple, the following class turns the JSON into an object: [DataContract] public class AcsErrorResponse {     [DataMember(Name = "context", Order = 1)]     public string Context { get; set; }     [DataMember(Name = "httpReturnCode", Order = 2)]     public string HttpReturnCode { get; set; }     [DataMember(Name = "identityProvider", Order = 3)]        public string IdentityProvider { get; set; }     [DataMember(Name = "timeStamp", Order = 4)]     public string TimeStamp { get; set; }     [DataMember(Name = "traceId", Order = 5)]     public string TraceId { get; set; }     [DataMember(Name = "errors", Order = 6)]     public List<AcsError> Errors { get; set; }     public static AcsErrorResponse Read(string json)     {         var serializer = new DataContractJsonSerializer( typeof(AcsErrorResponse));         var response = serializer.ReadObject( new MemoryStream(Encoding.Default.GetBytes(json))) as AcsErrorResponse;         if (response != null)         {             return response;         }         else         {             throw new ArgumentException("json");         }     } } [DataContract] public class AcsError {     [DataMember(Name = "errorCode", Order = 1)]     public string Code { get; set; }             [DataMember(Name = "errorMessage", Order = 2)]     public string Message { get; set; } } Retrieving the error information You then need to provide a page that takes the POST and deserializes the information. My sample simply fills a view that shows all information. But that’s for diagnostic/sample purposes only. You shouldn’t show the real errors to your end users. public class SignInErrorController : Controller {     [HttpPost]     public ActionResult Index()     {         var errorDetails = Request.Form["ErrorDetails"];         var response = AcsErrorResponse.Read(errorDetails);         return View("SignInError", response);     } } Also keep in mind that the error page is an anonymous page and that you are taking external input. So all the usual input validation applies.

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  • How Visual Studio could help to avoid duplicating code?

    - by MegaMind
    I work within a team of developers. Everyone is making their changes without carrying too much if the same thing is already implemented in the codebase. This leads to classes constantly growing and to severe duplication. I want to add line items to class definitions from which a developer could judge what this class has. Would it help? How to do it in Visual Studio? If it wouldn't help, what would be the better alternative to encourage the developers to check if something exists before implementing it?

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  • Useful design patterns for working with FragmentManger on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • Screen brightness dull after upgrade to Ubuntu 14.04

    - by user288426
    After upgrading to Ubuntu 14.04 I found that I could not increase screen brightness. I'm using a Samsung NC110 netbook. Initially the function key to modify brightness did not respond at all. After implementation of the first part of the fix, the key came alive and the brightness bar could be modified. Yet at maximum brightness indicated the screen still remained very dull. The 2nd part of the fix cures that problem, at least for this type of machine. First part of the fix was copied and modified in line with my experience from following post: How to control Brightness Open a terminal (Ctrl + Alt + T). Then type sudo nano /etc/default/grub. It will ask for your password. Type it in. Around the 11th line, there will be something like: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash". Change it to: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_osi=Linux acpi_backlight=vendor" Save the file by Ctrl+O followed by Ctrl+X. Then run sudo update-grub in the terminal. Reboot and see if backlight adjustment works. Then I needed to modify the rc.local file. Therefore read below fix to understand the procedure: problem with adjusting brightness Ubuntu 14.04 In my case I had 2 folders listed under /sys/class/backlight which were: intel_backlight samsung I realized that the samsung folder is governing. I had to modify the check for max brightness to: cat /sys/class/backlight/samsung/max_brightness In my case the max value obtained is 8. Besides putting this into rc.local, I also had to uncomment the first line to get this working. My rc.local under /etc/ now looks as follows: !/bin/sh -e # # rc.local # # This script is executed at the end of each multiuser runlevel. # Make sure that the script will "exit 0" on success or any other # value on error. # # In order to enable or disable this script just change the execution # bits. # # By default this script does nothing. echo 8 > /sys/class/backlight/samsung/brightness exit 0 Now I can modify brightness on my netbook and also can get the screen up to its maximum brightness. Hope this is helpful.

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  • How do you change brightness, color and sharpness from command line?

    - by YumYumYum
    I am controlling my PC with SSH and scripting. How can i change the brightness, color and sharpness from command line? Try 1: failed $ sudo redshift -t 5000:5000 -g .5 Cannot list GNOME panel applets. Initialization of gnome-clock failed. Trying next provider... Latitude and longitude must be set. Try 2: failed $ cat brightness 20 $ cat max_brightness 20 $ echo 1 | sudo tee /sys/class/backlight/acpi_video0/brightness 1 $ echo 20 | sudo tee /sys/class/backlight/acpi_video0/brightness Any alternative way to do? Follow up: http://jonls.dk/redshift/ [command] [1000K to 10000K] [effects 0.1 to 10.0] | | / / / ^ ^ ^ ^ ^ redshift -t 1000:1000 -l 0:0 -g .1; Dark redshift -t 1000:1000 -l 0.0 -g 5; Bright

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • Going from webforms, VS 2008, 3.5 framework to the "next level" based on my goals

    - by Caveatrob
    I've got a few choices to make as I develop some business websites that will run for the next two to three years. Currently I run ASP.NET 3.5 with Visual Studio 2008. I do my development rather crudely in WebForms because that's what I learned and am most productive with. I don't use Membership or any other frameworks in my projects. I use a simple class that maintains a few session keys for each user based on basic database tables for users and roles. (I have about 3,000 users). So far I've kept the data simple, using ADO.NET against SQL Server and a data access class (Circa 2000, I know) to build my sites. My questions are as follows: Under what conditions would I be better off moving to MVC? Under what conditions would I find LINQ and ORM a better way to go than standard ADO.NET? Would I benefit, in my current state of development, from going from Studio 2008 to Studio 2010?

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  • How to get the Time Difference in C# .net

    - by Aamir Hasan
    A DateTime instance stores both date and time information. The DateTime class can be found in the System namespace.In order to retrieve the current system time, we can use the static property Now of the DateTime class.In this Example i have shown, how to calculate the difference between two DateTime objects using C# syntax. DateTime startTime; DateTime endTime;            startTime = Convert.ToDateTime("12:12 AM");            endTime = Convert.ToDateTime("1:12 AM");            var timeDifference = new TimeSpan(endTime.Ticks - startTime.Ticks);Response.Write("Time difference in hours is " + timeDifference.Hours);Link:http://msdn.microsoft.com/en-us/library/8kb3ddd4.aspx

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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