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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • Algorithm for Shortest Job First with Preemption

    - by Shray
    I want to implement a shortest job first routine using C# or C++. Priority of Jobs are based on their processing time. Jobs are processed using a binary (min) heap. There are three types of jobs. Type 1 is when jobs come in between every 4-6 seconds, with processing times between 4-6. Type 2 job comes in between 8-12 seconds, with processing times between 8-12. Type 3 job comes in between 24-26 seconds, with processing times between 14-16. So far, I have written the binary heap functionality, but Im kinda confused on how to start processing spawn and also the processor. #include <iostream> #include <stdlib.h> #include <time.h> using namespace std; int timecounting = 20; struct process{ int atime; int ptime; int type; }; class pque{ private: int count; public: process pheap[100]; process type1[100]; process type2[100]; process type3[100]; process type4[100]; pque(){ count = 0; } void swap(int a, int b){ process tempa = pheap[a]; process tempb = pheap[b]; pheap[b] = tempa; pheap[a] = tempb; } void add(process c){ int current; count++; pheap[count] = c; if(count > 0){ current = count; while(pheap[count/2].ptime > pheap[current].ptime){ swap(current/2, current); current = current/2; } } } void remove(){ process temp = pheap[1]; // saves process to temporary pheap[1] = pheap[count]; //takes last process in heap, and puts it at the root int n = 1; int leftchild = 2*n; int rightchild = 2*n + 1; while(leftchild < count && rightchild < count) { if(pheap[leftchild].ptime > pheap[rightchild].ptime) { if(pheap[leftchild].ptime > pheap[n].ptime) { swap(leftchild, n); n = leftchild; int leftchild = 2*n; int rightchild = 2*n + 1; } } else { if(pheap[rightchild].ptime > pheap[n].ptime) { swap(rightchild, n); n = rightchild; int leftchild = 2*n; int rightchild = 2*n + 1; } } } } void spawn1(){ process p; process p1; p1.atime = 0; int i = 0; srand(time(NULL)); while(i < timecounting) { p.atime = rand()%3 + 4 + p1.atime; p.ptime = rand()%5 + 1; p1.atime = p.atime; p.type = 1; type1[i+1] = p; i++; } } void spawn2(){ process p; process p1; p1.atime = 0; srand(time(NULL)); int i = 0; while(i < timecounting) { p.atime = rand()%3 + 9 + p1.atime; p.ptime = rand()%5 + 6; p1.atime = p.atime; p.type = 2; type2[i+1] = p; i++; } } void spawn3(){ process p; process p1; p1.atime = 0; srand(time(NULL)); int i = 0; while(i < timecounting) { p.atime = rand()%3 + 25 + p1.atime; p.ptime = rand()%5 + 11; p1.atime = p.atime; p.type = 3; type3[i+1] = p; i++; } } void spawn4(){ process p; process p1; p1.atime = 0; srand(time(NULL)); int i = 0; while(i < timecounting) { p.atime = rand()%6 + 30 + p1.atime; p.ptime = rand()%5 + 8; p1.atime = p.atime; p.type = 4; type4[i+1] = p; i++; } } void processor() { process p; process p1; p1.atime = 0; int n = 1; int n1 = 1; int n2 = 1; for(int i = 0; i<timecounting;i++) { if(type1[n].atime == i) { add(type1[n]); n++; } if(type2[n1].atime == i) { add(type1[n1]); n1++; } if(type3[n2].atime == i) { add(type1[n2]); n2++; } /* if(pheap[1].atime <= i) { while(pheap[1].atime != 0){ pheap[1].atime--; i++; } remove(); }*/ } } };

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • Reasoner Conversion Problems:

    - by Annalyne
    I have this code right here in Java and I wanted to translate it in C++, but I had some problems going: this is the java code: import java.io.*; import java.util.*; public class ClueReasoner { private int numPlayers; private int playerNum; private int numCards; private SATSolver solver; private String caseFile = "cf"; private String[] players = {"sc", "mu", "wh", "gr", "pe", "pl"}; private String[] suspects = {"mu", "pl", "gr", "pe", "sc", "wh"}; private String[] weapons = {"kn", "ca", "re", "ro", "pi", "wr"}; private String[] rooms = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; private String[] cards; public ClueReasoner() { numPlayers = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; numCards = i; // Initialize solver solver = new SATSolver(); addInitialClauses(); } private int getPlayerNum(String player) { if (player.equals(caseFile)) return numPlayers; for (int i = 0; i < numPlayers; i++) if (player.equals(players[i])) return i; System.out.println("Illegal player: " + player); return -1; } private int getCardNum(String card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; System.out.println("Illegal card: " + card); return -1; } private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); } private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; } public void addInitialClauses() { // TO BE IMPLEMENTED AS AN EXERCISE // Each card is in at least one place (including case file). for (int c = 0; c < numCards; c++) { int[] clause = new int[numPlayers + 1]; for (int p = 0; p <= numPlayers; p++) clause[p] = getPairNum(p, c); solver.addClause(clause); } // If a card is one place, it cannot be in another place. // At least one card of each category is in the case file. // No two cards in each category can both be in the case file. } public void hand(String player, String[] cards) { playerNum = getPlayerNum(player); // TO BE IMPLEMENTED AS AN EXERCISE } public void suggest(String suggester, String card1, String card2, String card3, String refuter, String cardShown) { // TO BE IMPLEMENTED AS AN EXERCISE } public void accuse(String accuser, String card1, String card2, String card3, boolean isCorrect) { // TO BE IMPLEMENTED AS AN EXERCISE } public int query(String player, String card) { return solver.testLiteral(getPairNum(player, card)); } public String queryString(int returnCode) { if (returnCode == SATSolver.TRUE) return "Y"; else if (returnCode == SATSolver.FALSE) return "n"; else return "-"; } public void printNotepad() { PrintStream out = System.out; for (String player : players) out.print("\t" + player); out.println("\t" + caseFile); for (String card : cards) { out.print(card + "\t"); for (String player : players) out.print(queryString(query(player, card)) + "\t"); out.println(queryString(query(caseFile, card))); } } public static void main(String[] args) { ClueReasoner cr = new ClueReasoner(); String[] myCards = {"wh", "li", "st"}; cr.hand("sc", myCards); cr.suggest("sc", "sc", "ro", "lo", "mu", "sc"); cr.suggest("mu", "pe", "pi", "di", "pe", null); cr.suggest("wh", "mu", "re", "ba", "pe", null); cr.suggest("gr", "wh", "kn", "ba", "pl", null); cr.suggest("pe", "gr", "ca", "di", "wh", null); cr.suggest("pl", "wh", "wr", "st", "sc", "wh"); cr.suggest("sc", "pl", "ro", "co", "mu", "pl"); cr.suggest("mu", "pe", "ro", "ba", "wh", null); cr.suggest("wh", "mu", "ca", "st", "gr", null); cr.suggest("gr", "pe", "kn", "di", "pe", null); cr.suggest("pe", "mu", "pi", "di", "pl", null); cr.suggest("pl", "gr", "kn", "co", "wh", null); cr.suggest("sc", "pe", "kn", "lo", "mu", "lo"); cr.suggest("mu", "pe", "kn", "di", "wh", null); cr.suggest("wh", "pe", "wr", "ha", "gr", null); cr.suggest("gr", "wh", "pi", "co", "pl", null); cr.suggest("pe", "sc", "pi", "ha", "mu", null); cr.suggest("pl", "pe", "pi", "ba", null, null); cr.suggest("sc", "wh", "pi", "ha", "pe", "ha"); cr.suggest("wh", "pe", "pi", "ha", "pe", null); cr.suggest("pe", "pe", "pi", "ha", null, null); cr.suggest("sc", "gr", "pi", "st", "wh", "gr"); cr.suggest("mu", "pe", "pi", "ba", "pl", null); cr.suggest("wh", "pe", "pi", "st", "sc", "st"); cr.suggest("gr", "wh", "pi", "st", "sc", "wh"); cr.suggest("pe", "wh", "pi", "st", "sc", "wh"); cr.suggest("pl", "pe", "pi", "ki", "gr", null); cr.printNotepad(); cr.accuse("sc", "pe", "pi", "bi", true); } } how can I convert this? there are too many errors I get. for my C++ code (as a commentor asked for) #include <iostream> #include <cstdlib> #include <string> using namespace std; void Scene_Reasoner() { int numPlayer; int playerNum; int cardNum; string filecase = "Case: "; string players [] = {"sc", "mu", "wh", "gr", "pe", "pl"}; string suspects [] = {"mu", "pl", "gr", "pe", "sc", "wh"}; string weapons [] = {"kn", "ca", "re", "ro", "pi", "wr"}; string rooms[] = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; string cards [0]; }; void Scene_Reason_Base () { numPlayer = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; cardNum = i; }; private int getCardNum (string card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; cout << "Illegal card: " + card <<endl; return -1; }; private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); }; private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; }; int main () { return 0; }

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • These are few objective type questions which i was not able to find the solution [closed]

    - by Tarun
    1. Which of the following advantages does System.Collections.IDictionaryEnumerator provide over System.Collections.IEnumerator? a. It adds properties for direct access to both the Key and the Value b. It is optimized to handle the structure of a Dictionary. c. It provides properties to determine if the Dictionary is enumerated in Key or Value order d. It provides reverse lookup methods to distinguish a Key from a specific Value 2. When Implementing System.EnterpriseServices.ServicedComponent derived classes, which of the following statements are true? a. Enabling object pooling requires an attribute on the class and the enabling of pooling in the COM+ catalog. b. Methods can be configured to automatically mark a transaction as complete by the use of attributes. c. You can configure authentication using the AuthenticationOption when the ActivationMode is set to Library. d. You can control the lifecycle policy of an individual instance using the SetLifetimeService method. 3. Which of the following are true regarding event declaration in the code below? class Sample { event MyEventHandlerType MyEvent; } a. MyEventHandlerType must be derived from System.EventHandler or System.EventHandler<TEventArgs> b. MyEventHandlerType must take two parameters, the first of the type Object, and the second of a class derived from System.EventArgs c. MyEventHandlerType may have a non-void return type d. If MyEventHandlerType is a generic type, event declaration must use a specialization of that type. e. MyEventHandlerType cannot be declared static 4. Which of the following statements apply to developing .NET code, using .NET utilities that are available with the SDK or Visual Studio? a. Developers can create assemblies directly from the MSIL Source Code. b. Developers can examine PE header information in an assembly. c. Developers can generate XML Schemas from class definitions contained within an assembly. d. Developers can strip all meta-data from managed assemblies. e. Developers can split an assembly into multiple assemblies. 5. Which of the following characteristics do classes in the System.Drawing namespace such as Brush,Font,Pen, and Icon share? a. They encapsulate native resource and must be properly Disposed to prevent potential exhausting of resources. b. They are all MarshalByRef derived classes, but functionality across AppDomains has specific limitations. c. You can inherit from these classes to provide enhanced or customized functionality 6. Which of the following are required to be true by objects which are going to be used as keys in a System.Collections.HashTable? a. They must handle case-sensitivity identically in both the GetHashCode() and Equals() methods. b. Key objects must be immutable for the duration they are used within a HashTable. c. Get HashCode() must be overridden to provide the same result, given the same parameters, regardless of reference equalityl unless the HashTable constructor is provided with an IEqualityComparer parameter. d. Each Element in a HashTable is stored as a Key/Value pair of the type System.Collections.DictionaryElement e. All of the above 7. Which of the following are true about Nullable types? a. A Nullable type is a reference type. b. A Nullable type is a structure. c. An implicit conversion exists from any non-nullable value type to a nullable form of that type. d. An implicit conversion exists from any nullable value type to a non-nullable form of that type. e. A predefined conversion from the nullable type S? to the nullable type T? exists if there is a predefined conversion from the non-nullable type S to the non-nullable type T 8. When using an automatic property, which of the following statements is true? a. The compiler generates a backing field that is completely inaccessible from the application code. b. The compiler generates a backing field that is a private instance member with a leading underscore that can be programmatically referenced. c. The compiler generates a backing field that is accessible via reflection d. The compiler generates a code that will store the information separately from the instance to ensure its security. 9. Which of the following does using Initializer Syntax with a collection as shown below require? CollectionClass numbers = new CollectionClass { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; a. The Collection Class must implement System.Collections.Generic.ICollection<T> b. The Collection Class must implement System.Collections.Generic.IList<T> c. Each of the Items in the Initializer List will be passed to the Add<T>(T item) method d. The items in the initializer will be treated as an IEnumerable<T> and passed to the collection constructor+K110 10. What impact will using implicitly typed local variables as in the following example have? var sample = "Hello World"; a. The actual type is determined at compilation time, and has no impact on the runtime b. The actual type is determined at runtime, and late binding takes effect c. The actual type is based on the native VARIANT concept, and no binding to a specific type takes place. d. "var" itself is a specific type defined by the framework, and no special binding takes place 11. Which of the following is not supported by remoting object types? a. well-known singleton b. well-known single call c. client activated d. context-agile 12. In which of the following ways do structs differ from classes? a. Structs can not implement interfaces b. Structs cannot inherit from a base struct c. Structs cannot have events interfaces d. Structs cannot have virtual methods 13. Which of the following is not an unboxing conversion? a. void Sample1(object o) { int i = (int)o; } b. void Sample1(ValueType vt) { int i = (int)vt; } c. enum E { Hello, World} void Sample1(System.Enum et) { E e = (E) et; } d. interface I { int Value { get; set; } } void Sample1(I vt) { int i = vt.Value; } e. class C { public int Value { get; set; } } void Sample1(C vt) { int i = vt.Value; } 14. Which of the following are characteristics of the System.Threading.Timer class? a. The method provided by the TimerCallback delegate will always be invoked on the thread which created the timer. b. The thread which creates the timer must have a message processing loop (i.e. be considered a UI thread) c. The class contains protection to prevent reentrancy to the method provided by the TimerCallback delegate d. You can receive notification of an instance being Disposed by calling an overload of the Dispose method. 15. What is the proper declaration of a method which will handle the following event? Class MyClass { public event EventHandler MyEvent; } a. public void A_MyEvent(object sender, MyArgs e) { } b. public void A_MyEvent(object sender, EventArgs e) { } c. public void A_MyEvent(MyArgs e) { } d. public void A_MyEvent(MyClass sender,EventArgs e) { } 16. Which of the following scenarios are applicable to Window Workflow Foundation? a. Document-centric workflows b. Human workflows c. User-interface page flows d. Builtin support for communications across multiple applications and/or platforms e. All of the above 17. When using an automatic property, which of the following statements is true? a. The compiler generates a backing field that is completely inaccessible from the application code. b. The compiler generates a backing field that is a private instance member with a leading underscore that can be programmatically referenced. c. The compiler generates a backing field that is accessible via reflection d. The compiler generates a code that will store the information separately from the instance to ensure its security. 18 While using the capabilities supplied by the System.Messaging classes, which of the following are true? a. Information must be explicitly converted to/from a byte stream before it uses the MessageQueue class b. Invoking the MessageQueue.Send member defaults to using the System.Messaging.XmlMessageFormatter to serialize the object. c. Objects must be XMLSerializable in order to be transferred over a MessageQueue instance. d. The first entry in a MessageQueue must be removed from the queue before the next entry can be accessed e. Entries removed from a MessageQueue within the scope of a transaction, will be pushed back into the front of the queue if the transaction fails. 19. Which of the following are true about declarative attributes? a. They must be inherited from the System.Attribute. b. Attributes are instantiated at the same time as instances of the class to which they are applied. c. Attribute classes may be restricted to be applied only to application element types. d. By default, a given attribute may be applied multiple times to the same application element. 20. When using version 3.5 of the framework in applications which emit a dynamic code, which of the following are true? a. A Partial trust code can not emit and execute a code b. A Partial trust application must have the SecurityCriticalAttribute attribute have called Assert ReflectionEmit permission c. The generated code no more permissions than the assembly which emitted it. d. It can be executed by calling System.Reflection.Emit.DynamicMethod( string name, Type returnType, Type[] parameterTypes ) without any special permissions Within Windows Workflow Foundation, Compensating Actions are used for: a. provide a means to rollback a failed transaction b. provide a means to undo a successfully committed transaction later c. provide a means to terminate an in process transaction d. achieve load balancing by adapting to the current activity 21. What is the proper declaration of a method which will handle the following event? Class MyClass { public event EventHandler MyEvent; } a. public void A_MyEvent(object sender, MyArgs e) { } b. public void A_MyEvent(object sender, EventArgs e) { } c. public void A_MyEvent(MyArgs e) { } d. public void A_MyEvent(MyClass sender,EventArgs e) { } 22. Which of the following controls allows the use of XSL to transform XML content into formatted content? a. System.Web.UI.WebControls.Xml b. System.Web.UI.WebControls.Xslt c. System.Web.UI.WebControls.Substitution d. System.Web.UI.WebControls.Transform 23. To which of the following do automatic properties refer? a. You declare (explicitly or implicitly) the accessibility of the property and get and set accessors, but do not provide any implementation or backing field b. You attribute a member field so that the compiler will generate get and set accessors c. The compiler creates properties for your class based on class level attributes d. They are properties which are automatically invoked as part of the object construction process 24. Which of the following are true about Nullable types? a. A Nullable type is a reference type. b. An implicit conversion exists from any non-nullable value type to a nullable form of that type. c. A predefined conversion from the nullable type S? to the nullable type T? exists if there is a predefined conversion from the non-nullable type S to the non-nullable type T 25. When using an automatic property, which of the following statements is true? a. The compiler generates a backing field that is completely inaccessible from the application code. b. The compiler generates a backing field that is accessible via reflection. c. The compiler generates a code that will store the information separately from the instance to ensure its security. 26. When using an implicitly typed array, which of the following is most appropriate? a. All elements in the initializer list must be of the same type. b. All elements in the initializer list must be implicitly convertible to a known type which is the actual type of at least one member in the initializer list c. All elements in the initializer list must be implicitly convertible to common type which is a base type of the items actually in the list 27. Which of the following is false about anonymous types? a. They can be derived from any reference type. b. Two anonymous types with the same named parameters in the same order declared in different classes have the same type. c. All properties of an anonymous type are read/write. 28. Which of the following are true about Extension methods. a. They can be declared either static or instance members b. They must be declared in the same assembly (but may be in different source files) c. Extension methods can be used to override existing instance methods d. Extension methods with the same signature for the same class may be declared in multiple namespaces without causing compilation errors

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  • Sent Item code in java

    - by Farhan Khan
    I need urgent help, if any one can resolve my issue it will be very highly appriciated. I have create a SMS composer on jAVA netbians its on urdu language. the probelm is its not saving sent sms on Sent items.. i have tried my best to make the code but failed. Tomorrow is my last day to present the code on university please help me please below is the code that i have made till now. Please any one.... /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package newSms; import javax.microedition.io.Connector; import javax.microedition.midlet.*; import javax.microedition.lcdui.*; import javax.wireless.messaging.MessageConnection; import javax.wireless.messaging.TextMessage; import org.netbeans.microedition.util.SimpleCancellableTask; /** * @author AHTISHAM */ public class composeurdu extends MIDlet implements CommandListener, ItemCommandListener, ItemStateListener { private boolean midletPaused = false; private boolean isUrdu; String numb=" "; Alert alert; //<editor-fold defaultstate="collapsed" desc=" Generated Fields ">//GEN-BEGIN:|fields|0| private Form form; private TextField number; private TextField textUrdu; private StringItem stringItem; private StringItem send; private Command exit; private Command sendMesg; private Command add; private Command urdu; private Command select; private SimpleCancellableTask task; //</editor-fold>//GEN-END:|fields|0| MessageConnection clientConn; private Display display; public composeurdu() { display = Display.getDisplay(this); } private void showMessage(){ display=Display.getDisplay(this); //numb=number.getString(); if(number.getString().length()==0 || textUrdu.getString().length()==0){ Alert alert=new Alert("error "); alert.setString(" Enter phone number"); alert.setTimeout(5000); display.setCurrent(alert); } else if(number.getString().length()>11){ Alert alert=new Alert("error "); alert.setString("invalid number"); alert.setTimeout(5000); display.setCurrent(alert); } else{ Alert alert=new Alert("error "); alert.setString("success"); alert.setTimeout(5000); display.setCurrent(alert); } } void showMessage(String message, Displayable displayable) { Alert alert = new Alert(""); alert.setTitle("Error"); alert.setString(message); alert.setType(AlertType.ERROR); alert.setTimeout(5000); display.setCurrent(alert, displayable); } //<editor-fold defaultstate="collapsed" desc=" Generated Methods ">//GEN-BEGIN:|methods|0| //</editor-fold>//GEN-END:|methods|0| //<editor-fold defaultstate="collapsed" desc=" Generated Method: initialize ">//GEN-BEGIN:|0-initialize|0|0-preInitialize /** * Initializes the application. It is called only once when the MIDlet is * started. The method is called before the * <code>startMIDlet</code> method. */ private void initialize() {//GEN-END:|0-initialize|0|0-preInitialize // write pre-initialize user code here //GEN-LINE:|0-initialize|1|0-postInitialize // write post-initialize user code here }//GEN-BEGIN:|0-initialize|2| //</editor-fold>//GEN-END:|0-initialize|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: startMIDlet ">//GEN-BEGIN:|3-startMIDlet|0|3-preAction /** * Performs an action assigned to the Mobile Device - MIDlet Started point. */ public void startMIDlet() {//GEN-END:|3-startMIDlet|0|3-preAction // write pre-action user code here switchDisplayable(null, getForm());//GEN-LINE:|3-startMIDlet|1|3-postAction // write post-action user code here form.setCommandListener(this); form.setItemStateListener(this); }//GEN-BEGIN:|3-startMIDlet|2| //</editor-fold>//GEN-END:|3-startMIDlet|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: resumeMIDlet ">//GEN-BEGIN:|4-resumeMIDlet|0|4-preAction /** * Performs an action assigned to the Mobile Device - MIDlet Resumed point. */ public void resumeMIDlet() {//GEN-END:|4-resumeMIDlet|0|4-preAction // write pre-action user code here //GEN-LINE:|4-resumeMIDlet|1|4-postAction // write post-action user code here }//GEN-BEGIN:|4-resumeMIDlet|2| //</editor-fold>//GEN-END:|4-resumeMIDlet|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: switchDisplayable ">//GEN-BEGIN:|5-switchDisplayable|0|5-preSwitch /** * Switches a current displayable in a display. The * <code>display</code> instance is taken from * <code>getDisplay</code> method. This method is used by all actions in the * design for switching displayable. * * @param alert the Alert which is temporarily set to the display; if * <code>null</code>, then * <code>nextDisplayable</code> is set immediately * @param nextDisplayable the Displayable to be set */ public void switchDisplayable(Alert alert, Displayable nextDisplayable) {//GEN-END:|5-switchDisplayable|0|5-preSwitch // write pre-switch user code here Display display = getDisplay();//GEN-BEGIN:|5-switchDisplayable|1|5-postSwitch if (alert == null) { display.setCurrent(nextDisplayable); } else { display.setCurrent(alert, nextDisplayable); }//GEN-END:|5-switchDisplayable|1|5-postSwitch // write post-switch user code here }//GEN-BEGIN:|5-switchDisplayable|2| //</editor-fold>//GEN-END:|5-switchDisplayable|2| //<editor-fold defaultstate="collapsed" desc=" Generated Method: commandAction for Displayables ">//GEN-BEGIN:|7-commandAction|0|7-preCommandAction /** * Called by a system to indicated that a command has been invoked on a * particular displayable. * * @param command the Command that was invoked * @param displayable the Displayable where the command was invoked */ public void commandAction(Command command, Displayable displayable) {//GEN-END:|7-commandAction|0|7-preCommandAction // write pre-action user code here if (displayable == form) {//GEN-BEGIN:|7-commandAction|1|16-preAction if (command == exit) {//GEN-END:|7-commandAction|1|16-preAction // write pre-action user code here exitMIDlet();//GEN-LINE:|7-commandAction|2|16-postAction // write post-action user code here } else if (command == sendMesg) {//GEN-LINE:|7-commandAction|3|18-preAction // write pre-action user code here String mno=number.getString(); String msg=textUrdu.getString(); if(mno.equals("")) { alert = new Alert("Alert"); alert.setString("Enter Mobile Number!!!"); alert.setTimeout(2000); display.setCurrent(alert); } else { try { clientConn=(MessageConnection)Connector.open("sms://"+mno); } catch(Exception e) { alert = new Alert("Alert"); alert.setString("Unable to connect to Station because of network problem"); alert.setTimeout(2000); display.setCurrent(alert); } try { TextMessage textmessage = (TextMessage) clientConn.newMessage(MessageConnection.TEXT_MESSAGE); textmessage.setAddress("sms://"+mno); textmessage.setPayloadText(msg); clientConn.send(textmessage); } catch(Exception e) { Alert alert=new Alert("Alert","",null,AlertType.INFO); alert.setTimeout(Alert.FOREVER); alert.setString("Unable to send"); display.setCurrent(alert); } } //GEN-LINE:|7-commandAction|4|18-postAction // write post-action user code here }//GEN-BEGIN:|7-commandAction|5|7-postCommandAction }//GEN-END:|7-commandAction|5|7-postCommandAction // write post-action user code here }//GEN-BEGIN:|7-commandAction|6| //</editor-fold>//GEN-END:|7-commandAction|6| //<editor-fold defaultstate="collapsed" desc=" Generated Method: commandAction for Items ">//GEN-BEGIN:|8-itemCommandAction|0|8-preItemCommandAction /** * Called by a system to indicated that a command has been invoked on a * particular item. * * @param command the Command that was invoked * @param displayable the Item where the command was invoked */ public void commandAction(Command command, Item item) {//GEN-END:|8-itemCommandAction|0|8-preItemCommandAction // write pre-action user code here if (item == number) {//GEN-BEGIN:|8-itemCommandAction|1|21-preAction if (command == add) {//GEN-END:|8-itemCommandAction|1|21-preAction // write pre-action user code here //GEN-LINE:|8-itemCommandAction|2|21-postAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|3|28-preAction } else if (item == send) { if (command == select) {//GEN-END:|8-itemCommandAction|3|28-preAction // write pre-action user code here //GEN-LINE:|8-itemCommandAction|4|28-postAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|5|24-preAction } else if (item == textUrdu) { if (command == urdu) {//GEN-END:|8-itemCommandAction|5|24-preAction // write pre-action user code here if (isUrdu) isUrdu = false; else { isUrdu = true; TextField tf = (TextField)item; } //GEN-LINE:|8-itemCommandAction|6|24-postAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|7|8-postItemCommandAction }//GEN-END:|8-itemCommandAction|7|8-postItemCommandAction // write post-action user code here }//GEN-BEGIN:|8-itemCommandAction|8| //</editor-fold>//GEN-END:|8-itemCommandAction|8| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: form ">//GEN-BEGIN:|14-getter|0|14-preInit /** * Returns an initialized instance of form component. * * @return the initialized component instance */ public Form getForm() { if (form == null) {//GEN-END:|14-getter|0|14-preInit // write pre-init user code here form = new Form("form", new Item[]{getNumber(), getTextUrdu(), getStringItem(), getSend()});//GEN-BEGIN:|14-getter|1|14-postInit form.addCommand(getExit()); form.addCommand(getSendMesg()); form.setCommandListener(this);//GEN-END:|14-getter|1|14-postInit // write post-init user code here form.setItemStateListener(this); // form.setCommandListener(this); }//GEN-BEGIN:|14-getter|2| return form; } //</editor-fold>//GEN-END:|14-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: number ">//GEN-BEGIN:|19-getter|0|19-preInit /** * Returns an initialized instance of number component. * * @return the initialized component instance */ public TextField getNumber() { if (number == null) {//GEN-END:|19-getter|0|19-preInit // write pre-init user code here number = new TextField("Number ", null, 11, TextField.PHONENUMBER);//GEN-BEGIN:|19-getter|1|19-postInit number.addCommand(getAdd()); number.setItemCommandListener(this); number.setDefaultCommand(getAdd());//GEN-END:|19-getter|1|19-postInit // write post-init user code here }//GEN-BEGIN:|19-getter|2| return number; } //</editor-fold>//GEN-END:|19-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: textUrdu ">//GEN-BEGIN:|22-getter|0|22-preInit /** * Returns an initialized instance of textUrdu component. * * @return the initialized component instance */ public TextField getTextUrdu() { if (textUrdu == null) {//GEN-END:|22-getter|0|22-preInit // write pre-init user code here textUrdu = new TextField("Message", null, 2000, TextField.ANY);//GEN-BEGIN:|22-getter|1|22-postInit textUrdu.addCommand(getUrdu()); textUrdu.setItemCommandListener(this);//GEN-END:|22-getter|1|22-postInit // write post-init user code here }//GEN-BEGIN:|22-getter|2| return textUrdu; } //</editor-fold>//GEN-END:|22-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: exit ">//GEN-BEGIN:|15-getter|0|15-preInit /** * Returns an initialized instance of exit component. * * @return the initialized component instance */ public Command getExit() { if (exit == null) {//GEN-END:|15-getter|0|15-preInit // write pre-init user code here exit = new Command("Exit", Command.EXIT, 0);//GEN-LINE:|15-getter|1|15-postInit // write post-init user code here }//GEN-BEGIN:|15-getter|2| return exit; } //</editor-fold>//GEN-END:|15-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: sendMesg ">//GEN-BEGIN:|17-getter|0|17-preInit /** * Returns an initialized instance of sendMesg component. * * @return the initialized component instance */ public Command getSendMesg() { if (sendMesg == null) {//GEN-END:|17-getter|0|17-preInit // write pre-init user code here sendMesg = new Command("send", Command.OK, 0);//GEN-LINE:|17-getter|1|17-postInit // write post-init user code here }//GEN-BEGIN:|17-getter|2| return sendMesg; } //</editor-fold>//GEN-END:|17-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: add ">//GEN-BEGIN:|20-getter|0|20-preInit /** * Returns an initialized instance of add component. * * @return the initialized component instance */ public Command getAdd() { if (add == null) {//GEN-END:|20-getter|0|20-preInit // write pre-init user code here add = new Command("add", Command.OK, 0);//GEN-LINE:|20-getter|1|20-postInit // write post-init user code here }//GEN-BEGIN:|20-getter|2| return add; } //</editor-fold>//GEN-END:|20-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: urdu ">//GEN-BEGIN:|23-getter|0|23-preInit /** * Returns an initialized instance of urdu component. * * @return the initialized component instance */ public Command getUrdu() { if (urdu == null) {//GEN-END:|23-getter|0|23-preInit // write pre-init user code here urdu = new Command("urdu", Command.OK, 0);//GEN-LINE:|23-getter|1|23-postInit // write post-init user code here }//GEN-BEGIN:|23-getter|2| return urdu; } //</editor-fold>//GEN-END:|23-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: stringItem ">//GEN-BEGIN:|25-getter|0|25-preInit /** * Returns an initialized instance of stringItem component. * * @return the initialized component instance */ public StringItem getStringItem() { if (stringItem == null) {//GEN-END:|25-getter|0|25-preInit // write pre-init user code here stringItem = new StringItem("string", null);//GEN-LINE:|25-getter|1|25-postInit // write post-init user code here }//GEN-BEGIN:|25-getter|2| return stringItem; } //</editor-fold>//GEN-END:|25-getter|2| //</editor-fold> //<editor-fold defaultstate="collapsed" desc=" Generated Getter: send ">//GEN-BEGIN:|26-getter|0|26-preInit /** * Returns an initialized instance of send component. * * @return the initialized component instance */ public StringItem getSend() { if (send == null) {//GEN-END:|26-getter|0|26-preInit // write pre-init user code here send = new StringItem("", "send", Item.BUTTON);//GEN-BEGIN:|26-getter|1|26-postInit send.addCommand(getSelect()); send.setItemCommandListener(this); send.setDefaultCommand(getSelect());//GEN-END:|26-getter|1|26-postInit // write post-init user code here }//GEN-BEGIN:|26-getter|2| return send; } //</editor-fold>//GEN-END:|26-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: select ">//GEN-BEGIN:|27-getter|0|27-preInit /** * Returns an initialized instance of select component. * * @return the initialized component instance */ public Command getSelect() { if (select == null) {//GEN-END:|27-getter|0|27-preInit // write pre-init user code here select = new Command("select", Command.OK, 0);//GEN-LINE:|27-getter|1|27-postInit // write post-init user code here }//GEN-BEGIN:|27-getter|2| return select; } //</editor-fold>//GEN-END:|27-getter|2| //<editor-fold defaultstate="collapsed" desc=" Generated Getter: task ">//GEN-BEGIN:|40-getter|0|40-preInit /** * Returns an initialized instance of task component. * * @return the initialized component instance */ public SimpleCancellableTask getTask() { if (task == null) {//GEN-END:|40-getter|0|40-preInit // write pre-init user code here task = new SimpleCancellableTask();//GEN-BEGIN:|40-getter|1|40-execute task.setExecutable(new org.netbeans.microedition.util.Executable() { public void execute() throws Exception {//GEN-END:|40-getter|1|40-execute // write task-execution user code here }//GEN-BEGIN:|40-getter|2|40-postInit });//GEN-END:|40-getter|2|40-postInit // write post-init user code here }//GEN-BEGIN:|40-getter|3| return task; } //</editor-fold>//GEN-END:|40-getter|3| /** * Returns a display instance. * @return the display instance. */ public Display getDisplay () { return Display.getDisplay(this); } /** * Exits MIDlet. */ public void exitMIDlet() { switchDisplayable (null, null); destroyApp(true); notifyDestroyed(); } /** * Called when MIDlet is started. * Checks whether the MIDlet have been already started and initialize/starts or resumes the MIDlet. */ public void startApp() { startMIDlet(); display.setCurrent(form); } /** * Called when MIDlet is paused. */ public void pauseApp() { midletPaused = true; } /** * Called to signal the MIDlet to terminate. * @param unconditional if true, then the MIDlet has to be unconditionally terminated and all resources has to be released. */ public void destroyApp(boolean unconditional) { } public void itemStateChanged(Item item) { if (item == textUrdu) { if (isUrdu) { stringItem.setText("urdu"); TextField tf = (TextField)item; String s = tf.getString(); char ch = s.charAt(s.length() - 1); s = s.substring(0, s.length() - 1); ch = Urdu.ToUrdu(ch); s = s + String.valueOf(ch); tf.setString(""); tf.setString(s); }//end if throw new UnsupportedOperationException("Not supported yet."); } } }

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  • Threading across multiple files

    - by Zach M.
    My program is reading in files and using thread to compute the highest prime number, when I put a print statement into the getNum() function my numbers are printing out. However, it seems to just lag no matter how many threads I input. Each file has 1 million integers in it. Does anyone see something apparently wrong with my code? Basically the code is giving each thread 1000 integers to check before assigning a new thread. I am still a C noobie and am just learning the ropes of threading. My code is a mess right now because I have been switching things around constantly. #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include <pthread.h> #include <math.h> #include <semaphore.h> //Global variable declaration char *file1 = "primes1.txt"; char *file2 = "primes2.txt"; char *file3 = "primes3.txt"; char *file4 = "primes4.txt"; char *file5 = "primes5.txt"; char *file6 = "primes6.txt"; char *file7 = "primes7.txt"; char *file8 = "primes8.txt"; char *file9 = "primes9.txt"; char *file10 = "primes10.txt"; char **fn; //file name variable int numberOfThreads; int *highestPrime = NULL; int fileArrayNum = 0; int loop = 0; int currentFile = 0; sem_t semAccess; sem_t semAssign; int prime(int n)//check for prime number, return 1 for prime 0 for nonprime { int i; for(i = 2; i <= sqrt(n); i++) if(n % i == 0) return(0); return(1); } int getNum(FILE* file) { int number; char* tempS = malloc(20 *sizeof(char)); fgets(tempS, 20, file); tempS[strlen(tempS)-1] = '\0'; number = atoi(tempS); free(tempS);//free memory for later call return(number); } void* findPrimality(void *threadnum) //main thread function to find primes { int tNum = (int)threadnum; int checkNum; char *inUseFile = NULL; int x=1; FILE* file; while(currentFile < 10){ if(inUseFile == NULL){//inUseFIle being used to check if a file is still being read sem_wait(&semAccess);//critical section inUseFile = fn[currentFile]; sem_post(&semAssign); file = fopen(inUseFile, "r"); while(!feof(file)){ if(x % 1000 == 0 && tNum !=1){ //go for 1000 integers and then wait sem_wait(&semAssign); } checkNum = getNum(file); /* * * * * I think the issue is here * * * */ if(checkNum > highestPrime[tNum]){ if(prime(checkNum)){ highestPrime[tNum] = checkNum; } } x++; } fclose(file); inUseFile = NULL; } currentFile++; } } int main(int argc, char* argv[]) { if(argc != 2){ //checks for number of arguements being passed printf("To many ARGS\n"); return(-1); } else{//Sets thread cound to user input checking for correct number of threads numberOfThreads = atoi(argv[1]); if(numberOfThreads < 1 || numberOfThreads > 10){ printf("To many threads entered\n"); return(-1); } time_t preTime, postTime; //creating time variables int i; fn = malloc(10 * sizeof(char*)); //create file array and initialize fn[0] = file1; fn[1] = file2; fn[2] = file3; fn[3] = file4; fn[4] = file5; fn[5] = file6; fn[6] = file7; fn[7] = file8; fn[8] = file9; fn[9] = file10; sem_init(&semAccess, 0, 1); //initialize semaphores sem_init(&semAssign, 0, numberOfThreads); highestPrime = malloc(numberOfThreads * sizeof(int)); //create an array to store each threads highest number for(loop = 0; loop < numberOfThreads; loop++){//set initial values to 0 highestPrime[loop] = 0; } pthread_t calculationThread[numberOfThreads]; //thread to do the work preTime = time(NULL); //start the clock for(i = 0; i < numberOfThreads; i++){ pthread_create(&calculationThread[i], NULL, findPrimality, (void *)i); } for(i = 0; i < numberOfThreads; i++){ pthread_join(calculationThread[i], NULL); } for(i = 0; i < numberOfThreads; i++){ printf("this is a prime number: %d \n", highestPrime[i]); } postTime= time(NULL); printf("Wall time: %ld seconds\n", (long)(postTime - preTime)); } } Yes I am trying to find the highest number over all. So I have made some head way the last few hours, rescucturing the program as spudd said, currently I am getting a segmentation fault due to my use of structures, I am trying to save the largest individual primes in the struct while giving them the right indices. This is the revised code. So in short what the first thread is doing is creating all the threads and giving them access points to a very large integer array which they will go through and find prime numbers, I want to implement semaphores around the while loop so that while they are executing every 2000 lines or the end they update a global prime number. #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include <pthread.h> #include <math.h> #include <semaphore.h> //Global variable declaration char *file1 = "primes1.txt"; char *file2 = "primes2.txt"; char *file3 = "primes3.txt"; char *file4 = "primes4.txt"; char *file5 = "primes5.txt"; char *file6 = "primes6.txt"; char *file7 = "primes7.txt"; char *file8 = "primes8.txt"; char *file9 = "primes9.txt"; char *file10 = "primes10.txt"; int numberOfThreads; int entries[10000000]; int entryIndex = 0; int fileCount = 0; char** fileName; int largestPrimeNumber = 0; //Register functions int prime(int n); int getNum(FILE* file); void* findPrimality(void *threadNum); void* assign(void *num); typedef struct package{ int largestPrime; int startingIndex; int numberCount; }pack; //Beging main code block int main(int argc, char* argv[]) { if(argc != 2){ //checks for number of arguements being passed printf("To many threads!!\n"); return(-1); } else{ //Sets thread cound to user input checking for correct number of threads numberOfThreads = atoi(argv[1]); if(numberOfThreads < 1 || numberOfThreads > 10){ printf("To many threads entered\n"); return(-1); } int threadPointer[numberOfThreads]; //Pointer array to point to entries time_t preTime, postTime; //creating time variables int i; fileName = malloc(10 * sizeof(char*)); //create file array and initialize fileName[0] = file1; fileName[1] = file2; fileName[2] = file3; fileName[3] = file4; fileName[4] = file5; fileName[5] = file6; fileName[6] = file7; fileName[7] = file8; fileName[8] = file9; fileName[9] = file10; FILE* filereader; int currentNum; for(i = 0; i < 10; i++){ filereader = fopen(fileName[i], "r"); while(!feof(filereader)){ char* tempString = malloc(20 *sizeof(char)); fgets(tempString, 20, filereader); tempString[strlen(tempString)-1] = '\0'; entries[entryIndex] = atoi(tempString); entryIndex++; free(tempString); } } //sem_init(&semAccess, 0, 1); //initialize semaphores //sem_init(&semAssign, 0, numberOfThreads); time_t tPre, tPost; pthread_t coordinate; tPre = time(NULL); pthread_create(&coordinate, NULL, assign, (void**)numberOfThreads); pthread_join(coordinate, NULL); tPost = time(NULL); } } void* findPrime(void* pack_array) { pack* currentPack= pack_array; int lp = currentPack->largestPrime; int si = currentPack->startingIndex; int nc = currentPack->numberCount; int i; int j = 0; for(i = si; i < nc; i++){ while(j < 2000 || i == (nc-1)){ if(prime(entries[i])){ if(entries[i] > lp) lp = entries[i]; } j++; } } return (void*)currentPack; } void* assign(void* num) { int y = (int)num; int i; int count = 10000000/y; int finalCount = count + (10000000%y); int sIndex = 0; pack pack_array[(int)num]; pthread_t workers[numberOfThreads]; //thread to do the workers for(i = 0; i < y; i++){ if(i == (y-1)){ pack_array[i].largestPrime = 0; pack_array[i].startingIndex = sIndex; pack_array[i].numberCount = finalCount; } pack_array[i].largestPrime = 0; pack_array[i].startingIndex = sIndex; pack_array[i].numberCount = count; pthread_create(&workers[i], NULL, findPrime, (void *)&pack_array[i]); sIndex += count; } for(i = 0; i< y; i++) pthread_join(workers[i], NULL); } //Functions int prime(int n)//check for prime number, return 1 for prime 0 for nonprime { int i; for(i = 2; i <= sqrt(n); i++) if(n % i == 0) return(0); return(1); }

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  • fftw in Visual Studio?

    - by drhorrible
    I'm trying to link my project with fftw and so far, I've gotten it to compile, but not link. As the site said, I generated all the .lib files (even though I'm only using double precision), and copied them to C:\Program Files\Microsoft Visual Studio 9.0\VC\lib, the .h file to C:\Program Files\Microsoft Visual Studio 9.0\VC\include and the .dll to C:\windows\system32. I've copied the tutorial program, and the exact error I am getting is: 1>hw10.obj : error LNK2019: unresolved external symbol __imp__fftw_free referenced in function "bool __cdecl test(void)" (?test@@YA_NXZ) 1>hw10.obj : error LNK2019: unresolved external symbol __imp__fftw_destroy_plan referenced in function "bool __cdecl test(void)" (?test@@YA_NXZ) 1>hw10.obj : error LNK2019: unresolved external symbol __imp__fftw_execute referenced in function "bool __cdecl test(void)" (?test@@YA_NXZ) 1>hw10.obj : error LNK2019: unresolved external symbol __imp__fftw_plan_dft_1d referenced in function "bool __cdecl test(void)" (?test@@YA_NXZ) 1>hw10.obj : error LNK2019: unresolved external symbol __imp__fftw_malloc referenced in function "bool __cdecl test(void)" (?test@@YA_NXZ) So, what could be wrong with my project setup? Thanks!

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  • Event Handlers Not Getting Called? - wxWidgets

    - by Alex
    Hello all, I'm working on a program for my C++ programming class, using wxWidgets. I'm having a huge problem in that my event handlers (I assume) are not getting called, because when I click on the button to trigger the event, nothing happens. My question is: Can you help me find the problem and explain why they would not be getting called? The event handlers OnAbout and OnQuit are working, just not OnCompute or OnClear. I'm really frustrated as I can't figure this out. Thanks a bunch in advance! #include "wx/wx.h" #include "time.h" #include <string> using std::string; // create object of Time class Time first; class App: public wxApp { virtual bool OnInit(); }; class MainPanel : public wxPanel { public: // Constructor for panel class // Constructs my panel class // Params - wxWindow pointer // no return type // pre-conditions: none // post-conditions: none MainPanel(wxWindow* parent); // OnCompute is the event handler for the Compute button // params - none // preconditions - none // postconditions - tasks will have been carried otu successfully // returns void void OnCompute(wxCommandEvent& WXUNUSED(event)); // OnClear is the event handler for the Clear button // params - none // preconditions - none // postconditions - all text areas will be cleared of data // returns void void OnClear(wxCommandEvent& WXUNUSED(event)); // Destructor for panel class // params none // preconditions - none // postconditions - none // no return type ~MainPanel( ); private: wxStaticText *startLabel; wxStaticText *endLabel; wxStaticText *pCLabel; wxStaticText *newEndLabel; wxTextCtrl *start; wxTextCtrl *end; wxTextCtrl *pC; wxTextCtrl *newEnd; wxButton *compute; wxButton *clear; DECLARE_EVENT_TABLE() }; class MainFrame: public wxFrame { private: wxPanel *mainPanel; public: MainFrame(const wxString& title, const wxPoint& pos, const wxSize& size); void OnQuit(wxCommandEvent& event); void OnAbout(wxCommandEvent& event); ~MainFrame(); DECLARE_EVENT_TABLE() }; enum { ID_Quit = 1, ID_About, BUTTON_COMPUTE = 100, BUTTON_CLEAR = 200 }; IMPLEMENT_APP(App) BEGIN_EVENT_TABLE(MainFrame, wxFrame) EVT_MENU(ID_Quit, MainFrame::OnQuit) EVT_MENU(ID_About, MainFrame::OnAbout) END_EVENT_TABLE() BEGIN_EVENT_TABLE(MainPanel, wxPanel) EVT_MENU(BUTTON_COMPUTE, MainPanel::OnCompute) EVT_MENU(BUTTON_CLEAR, MainPanel::OnClear) END_EVENT_TABLE() bool App::OnInit() { MainFrame *frame = new MainFrame( _("Good Guys Delivery Time Calculator"), wxPoint(50, 50), wxSize(450,340) ); frame->Show(true); SetTopWindow(frame); return true; } MainPanel::MainPanel(wxWindow* parent) : wxPanel(parent) { startLabel = new wxStaticText(this, -1, "Start Time:", wxPoint(75, 35)); start = new wxTextCtrl(this, -1, "", wxPoint(135, 35), wxSize(40, 21)); endLabel = new wxStaticText(this, -1, "End Time:", wxPoint(200, 35)); end = new wxTextCtrl(this, -1, "", wxPoint(260, 35), wxSize(40, 21)); pCLabel = new wxStaticText(this, -1, "Percent Change:", wxPoint(170, 85)); pC = new wxTextCtrl(this, -1, "", wxPoint(260, 85), wxSize(40, 21)); newEndLabel = new wxStaticText(this, -1, "New End Time:", wxPoint(180, 130)); newEnd = new wxTextCtrl(this, -1, "", wxPoint(260, 130), wxSize(40, 21)); compute = new wxButton(this, BUTTON_COMPUTE, "Compute", wxPoint(135, 185), wxSize(75, 35)); clear = new wxButton(this, BUTTON_CLEAR, "Clear", wxPoint(230, 185), wxSize(75, 35)); } MainPanel::~MainPanel() {} MainFrame::MainFrame(const wxString& title, const wxPoint& pos, const wxSize& size) : wxFrame( NULL, -1, title, pos, size ) { mainPanel = new MainPanel(this); wxMenu *menuFile = new wxMenu; menuFile->Append( ID_About, _("&About...") ); menuFile->AppendSeparator(); menuFile->Append( ID_Quit, _("E&xit") ); wxMenuBar *menuBar = new wxMenuBar; menuBar->Append( menuFile, _("&File") ); SetMenuBar( menuBar ); CreateStatusBar(); SetStatusText( _("Hi") ); } MainFrame::~MainFrame() {} void MainFrame::OnQuit(wxCommandEvent& WXUNUSED(event)) { Close(TRUE); } void MainFrame::OnAbout(wxCommandEvent& WXUNUSED(event)) { wxMessageBox( _("Alex Olson\nProject 11"), _("About"), wxOK | wxICON_INFORMATION, this); } void MainPanel::OnCompute(wxCommandEvent& WXUNUSED(event)) { int startT; int endT; int newEndT; double tD; wxString startTString = start->GetValue(); wxString endTString = end->GetValue(); startT = wxAtoi(startTString); endT = wxAtoi(endTString); pC->GetValue().ToDouble(&tD); first.SetStartTime(startT); first.SetEndTime(endT); first.SetTimeDiff(tD); try { first.ValidateData(); newEndT = first.ComputeEndTime(); *newEnd << newEndT; } catch (BaseException& e) { wxMessageBox(_(e.GetMessage()), _("Something Went Wrong!"), wxOK | wxICON_INFORMATION, this); } } void MainPanel::OnClear(wxCommandEvent& WXUNUSED(event)) { start->Clear(); end->Clear(); pC->Clear(); newEnd->Clear(); }

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  • Thread scheduling Round Robin / scheduling dispatch

    - by MRP
    #include <pthread.h> #include <stdio.h> #include <stdlib.h> #include <semaphore.h> #define NUM_THREADS 4 #define COUNT_LIMIT 13 int done = 0; int count = 0; int quantum = 2; int thread_ids[4] = {0,1,2,3}; int thread_runtime[4] = {0,5,4,7}; pthread_mutex_t count_mutex; pthread_cond_t count_threshold_cv; void * inc_count(void * arg); static sem_t count_sem; int quit = 0; ///////// Inc_Count//////////////// void *inc_count(void *t) { long my_id = (long)t; int i; sem_wait(&count_sem); /////////////CRIT SECTION////////////////////////////////// printf("run_thread = %d\n",my_id); printf("%d \n",thread_runtime[my_id]); for( i=0; i < thread_runtime[my_id];i++) { printf("runtime= %d\n",thread_runtime[my_id]); pthread_mutex_lock(&count_mutex); count++; if (count == COUNT_LIMIT) { pthread_cond_signal(&count_threshold_cv); printf("inc_count(): thread %ld, count = %d Threshold reached.\n", my_id, count); } printf("inc_count(): thread %ld, count = %d, unlocking mutex\n",my_id, count); pthread_mutex_unlock(&count_mutex); sleep(1) ; }//End For sem_post(&count_sem); // Next Thread Enters Crit Section pthread_exit(NULL); } /////////// Count_Watch //////////////// void *watch_count(void *t) { long my_id = (long)t; printf("Starting watch_count(): thread %ld\n", my_id); pthread_mutex_lock(&count_mutex); if (count<COUNT_LIMIT) { pthread_cond_wait(&count_threshold_cv, &count_mutex); printf("watch_count(): thread %ld Condition signal received.\n", my_id); printf("watch_count(): thread %ld count now = %d.\n", my_id, count); } pthread_mutex_unlock(&count_mutex); pthread_exit(NULL); } ////////////////// Main //////////////// int main (int argc, char *argv[]) { int i; long t1=0, t2=1, t3=2, t4=3; pthread_t threads[4]; pthread_attr_t attr; sem_init(&count_sem, 0, 1); /* Initialize mutex and condition variable objects */ pthread_mutex_init(&count_mutex, NULL); pthread_cond_init (&count_threshold_cv, NULL); /* For portability, explicitly create threads in a joinable state */ pthread_attr_init(&attr); pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_JOINABLE); pthread_create(&threads[0], &attr, watch_count, (void *)t1); pthread_create(&threads[1], &attr, inc_count, (void *)t2); pthread_create(&threads[2], &attr, inc_count, (void *)t3); pthread_create(&threads[3], &attr, inc_count, (void *)t4); /* Wait for all threads to complete */ for (i=0; i<NUM_THREADS; i++) { pthread_join(threads[i], NULL); } printf ("Main(): Waited on %d threads. Done.\n", NUM_THREADS); /* Clean up and exit */ pthread_attr_destroy(&attr); pthread_mutex_destroy(&count_mutex); pthread_cond_destroy(&count_threshold_cv); pthread_exit(NULL); } I am trying to learn thread scheduling, there is a lot of technical coding that I don't know. I do know in theory how it should work, but having trouble getting started in code... I know, at least I think, this program is not real time and its not meant to be. Some how I need to create a scheduler dispatch to control the threads in the order they should run... RR FCFS SJF ect. Right now I don't have a dispatcher. What I do have is semaphores/ mutex to control the threads. This code does run FCFS... and I have been trying to use semaphores to create a RR.. but having a lot of trouble. I believe it would be easier to create a dispatcher but I dont know how. I need help, I am not looking for answers just direction.. some sample code will help to understand a bit more. Thank you.

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  • What is the best way to provide an AutoMappingOverride for an interface in fluentnhibernate automapp

    - by Tom
    In my quest for a version-wide database filter for an application, I have written the following code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using FluentNHibernate.Automapping; using FluentNHibernate.Automapping.Alterations; using FluentNHibernate.Mapping; using MvcExtensions.Model; using NHibernate; namespace MvcExtensions.Services.Impl.FluentNHibernate { public interface IVersionAware { string Version { get; set; } } public class VersionFilter : FilterDefinition { const string FILTERNAME = "MyVersionFilter"; const string COLUMNNAME = "Version"; public VersionFilter() { this.WithName(FILTERNAME) .WithCondition("Version = :"+COLUMNNAME) .AddParameter(COLUMNNAME, NHibernateUtil.String ); } public static void EnableVersionFilter(ISession session,string version) { session.EnableFilter(FILTERNAME).SetParameter(COLUMNNAME, version); } public static void DisableVersionFilter(ISession session) { session.DisableFilter(FILTERNAME); } } public class VersionAwareOverride : IAutoMappingOverride<IVersionAware> { #region IAutoMappingOverride<IVersionAware> Members public void Override(AutoMapping<IVersionAware> mapping) { mapping.ApplyFilter<VersionFilter>(); } #endregion } } But, since overrides do not work on interfaces, I am looking for a way to implement this. Currently I'm using this (rather cumbersome) way for each class that implements the interface : public class SomeVersionedEntity : IModelId, IVersionAware { public virtual int Id { get; set; } public virtual string Version { get; set; } } public class SomeVersionedEntityOverride : IAutoMappingOverride<SomeVersionedEntity> { #region IAutoMappingOverride<SomeVersionedEntity> Members public void Override(AutoMapping<SomeVersionedEntity> mapping) { mapping.ApplyFilter<VersionFilter>(); } #endregion } I have been looking at IClassmap interfaces etc, but they do not seem to provide a way to access the ApplyFilter method, so I have not got a clue here... Since I am probably not the first one who has this problem, I am quite sure that it should be possible; I am just not quite sure how this works.. EDIT : I have gotten a bit closer to a generic solution: This is the way I tried to solve it : Using a generic class to implement alterations to classes implementing an interface : public abstract class AutomappingInterfaceAlteration<I> : IAutoMappingAlteration { public void Alter(AutoPersistenceModel model) { model.OverrideAll(map => { var recordType = map.GetType().GetGenericArguments().Single(); if (typeof(I).IsAssignableFrom(recordType)) { this.GetType().GetMethod("overrideStuff").MakeGenericMethod(recordType).Invoke(this, new object[] { model }); } }); } public void overrideStuff<T>(AutoPersistenceModel pm) where T : I { pm.Override<T>( a => Override(a)); } public abstract void Override<T>(AutoMapping<T> am) where T:I; } And a specific implementation : public class VersionAwareAlteration : AutomappingInterfaceAlteration<IVersionAware> { public override void Override<T>(AutoMapping<T> am) { am.Map(x => x.Version).Column("VersionTest"); am.ApplyFilter<VersionFilter>(); } } Unfortunately I get the following error now : [InvalidOperationException: Collection was modified; enumeration operation may not execute.] System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) +51 System.Collections.Generic.Enumerator.MoveNextRare() +7661017 System.Collections.Generic.Enumerator.MoveNext() +61 System.Linq.WhereListIterator`1.MoveNext() +156 FluentNHibernate.Utils.CollectionExtensions.Each(IEnumerable`1 enumerable, Action`1 each) +239 FluentNHibernate.Automapping.AutoMapper.ApplyOverrides(Type classType, IList`1 mappedProperties, ClassMappingBase mapping) +345 FluentNHibernate.Automapping.AutoMapper.MergeMap(Type classType, ClassMappingBase mapping, IList`1 mappedProperties) +43 FluentNHibernate.Automapping.AutoMapper.Map(Type classType, List`1 types) +566 FluentNHibernate.Automapping.AutoPersistenceModel.AddMapping(Type type) +85 FluentNHibernate.Automapping.AutoPersistenceModel.CompileMappings() +746 EDIT 2 : I managed to get a bit further; I now invoke "Override" using reflection for each class that implements the interface : public abstract class PersistenceOverride<I> { public void DoOverrides(AutoPersistenceModel model,IEnumerable<Type> Mytypes) { foreach(var t in Mytypes.Where(x=>typeof(I).IsAssignableFrom(x))) ManualOverride(t,model); } private void ManualOverride(Type recordType,AutoPersistenceModel model) { var t_amt = typeof(AutoMapping<>).MakeGenericType(recordType); var t_act = typeof(Action<>).MakeGenericType(t_amt); var m = typeof(PersistenceOverride<I>) .GetMethod("MyOverride") .MakeGenericMethod(recordType) .Invoke(this, null); model.GetType().GetMethod("Override").MakeGenericMethod(recordType).Invoke(model, new object[] { m }); } public abstract Action<AutoMapping<T>> MyOverride<T>() where T:I; } public class VersionAwareOverride : PersistenceOverride<IVersionAware> { public override Action<AutoMapping<T>> MyOverride<T>() { return am => { am.Map(x => x.Version).Column(VersionFilter.COLUMNNAME); am.ApplyFilter<VersionFilter>(); }; } } However, for one reason or another my generated hbm files do not contain any "filter" fields.... Maybe somebody could help me a bit further now ??

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  • JSON + 3des encrypt dosen't work

    - by oscurodrago
    i'm trying to pass some JSON data encrypted to my app but seem when i decrypt it my script add some 00 to hexe code making it impossible to be serialized i've tried to pass data uncrypted and crypted and the only difference i found is 00 at the end that is how i read JSON if isn't Encrypted NSLog(@"A) %@", response ); NSMutableArray *json = [NSJSONSerialization JSONObjectWithData:response options:kNilOptions error:&error]; NSLog(@"B) %@", error); that is NSLog Output 2012-03-28 00:43:58.399 VGCollect[5583:f803] A) <5b7b2274 69746c65 223a2252 696c6173 63696174 61206c61 20707269 6d612045 7370616e 73696f6e 65206469 20526167 6e61726f 6b204f64 79737365 79222c22 63617465 676f7279 223a225b 20505356 69746120 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3536345f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2250 68616e74 61737920 53746172 204f6e6c 696e6520 3220616e 63686520 73752069 4f532065 20416e64 726f6964 20222c22 63617465 676f7279 223a225b 20495048 4f4e452c 2050432c 20505356 69746120 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3437355f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2250 72696d69 20536372 65656e73 686f7420 696e2061 6c747261 20726973 6f6c757a 696f6e65 20706572 202e6861 636b5c2f 5c2f7665 72737573 222c2263 61746567 6f727922 3a225b20 50533320 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3437325f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2269 6c206e75 6f766f20 444c4320 64692046 696e616c 2046616e 74617379 20584949 492d3220 636f6e66 65726d61 746f2061 6e636865 20696e20 416d6572 69636122 2c226361 7465676f 7279223a 225b2050 53332c20 58333630 205d222c 22696d67 55726c22 3a22494d 41474553 5c2f3230 31325c2f 30335c2f 30303030 38343439 5f313530 7838302e 6a706722 7d2c7b22 7469746c 65223a22 52656769 73747261 746f2069 6c206d61 72636869 6f205461 6c657320 6f662058 696c6c69 6120696e 20457572 6f706122 2c226361 7465676f 7279223a 225b2050 5333205d 222c2269 6d675572 6c223a22 494d4147 45535c2f 32303132 5c2f3033 5c2f3030 30303834 34385f31 35307838 302e6a70 67227d2c 7b227469 746c6522 3a225376 656c6174 69202e68 61636b5c 2f5c2f56 65727375 732e2065 202e6861 636b5c2f 5c2f5365 6b616920 6e6f204d 756b6f75 206e6922 2c226361 7465676f 7279223a 225b2050 5333205d 222c2269 6d675572 6c223a22 494d4147 45535c2f 32303132 5c2f3033 5c2f3030 30303834 33345f31 35307838 302e6a70 67227d2c 7b227469 746c6522 3a22476f 6e205061 6b752050 616b7520 50616b75 2050616b 75204164 76656e74 75726520 756e206e 756f766f 2067696f 636f2064 69204e61 6d636f20 42616e64 6169222c 22636174 65676f72 79223a22 5b203344 53205d22 2c22696d 6755726c 223a2249 4d414745 535c2f32 3031325c 2f30335c 2f303030 30383432 385f3135 30783830 2e6a7067 227d2c7b 22746974 6c65223a 224e756f 76652069 6d6d6167 696e6920 6520696e 666f2064 69204669 72652045 6d626c65 6d204177 616b656e 696e6722 2c226361 7465676f 7279223a 225b2033 4453205d 222c2269 6d675572 6c223a22 494d4147 45535c2f 32303132 5c2f3033 5c2f3030 30303834 31365f31 35307838 302e6a70 67227d2c 7b227469 746c6522 3a225072 696d6520 696d6d61 67696e69 20646569 206e756f 76692044 4c432064 69204669 6e616c20 46616e74 61737920 58494949 2d32222c 22636174 65676f72 79223a22 5b205053 332c2058 33363020 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3431325f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2249 6e206172 7269766f 20717565 73746f20 41757475 6e6e6f20 45706963 204d6963 6b657920 323a2054 68652050 6f776572 206f6620 54776f22 2c226361 7465676f 7279223a 225b2050 53332c20 5769692c 20583336 30205d22 2c22696d 6755726c 223a2249 4d414745 535c2f32 3031325c 2f30335c 2f303030 30383430 385f3135 30783830 2e6a7067 227d5d> 2012-03-28 00:43:58.410 VGCollect[5583:f803] B) (null) instead that is how i serialize my crypted JSON NSData *decryptBase64 = [GTMBase64 decodeData:response]; NSData *decrypt3DES = [Crypt TripleDES:decryptBase64 encryptOrDecrypt:kCCDecrypt key:@"2b9534b45611cbb2436e625d"]; NSLog(@"A) %@", decrypt3DES ); NSMutableArray *json = [NSJSONSerialization JSONObjectWithData:decrypt3DES options:kNilOptions error:&error]; NSLog(@"B) %@", error); and that is the NSLog output 2012-03-28 00:41:51.525 VGCollect[5529:f803] A) <5b7b2274 69746c65 223a2252 696c6173 63696174 61206c61 20707269 6d612045 7370616e 73696f6e 65206469 20526167 6e61726f 6b204f64 79737365 79222c22 63617465 676f7279 223a225b 20505356 69746120 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3536345f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2250 68616e74 61737920 53746172 204f6e6c 696e6520 3220616e 63686520 73752069 4f532065 20416e64 726f6964 20222c22 63617465 676f7279 223a225b 20495048 4f4e452c 2050432c 20505356 69746120 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3437355f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2250 72696d69 20536372 65656e73 686f7420 696e2061 6c747261 20726973 6f6c757a 696f6e65 20706572 202e6861 636b5c2f 5c2f7665 72737573 222c2263 61746567 6f727922 3a225b20 50533320 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3437325f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2269 6c206e75 6f766f20 444c4320 64692046 696e616c 2046616e 74617379 20584949 492d3220 636f6e66 65726d61 746f2061 6e636865 20696e20 416d6572 69636122 2c226361 7465676f 7279223a 225b2050 53332c20 58333630 205d222c 22696d67 55726c22 3a22494d 41474553 5c2f3230 31325c2f 30335c2f 30303030 38343439 5f313530 7838302e 6a706722 7d2c7b22 7469746c 65223a22 52656769 73747261 746f2069 6c206d61 72636869 6f205461 6c657320 6f662058 696c6c69 6120696e 20457572 6f706122 2c226361 7465676f 7279223a 225b2050 5333205d 222c2269 6d675572 6c223a22 494d4147 45535c2f 32303132 5c2f3033 5c2f3030 30303834 34385f31 35307838 302e6a70 67227d2c 7b227469 746c6522 3a225376 656c6174 69202e68 61636b5c 2f5c2f56 65727375 732e2065 202e6861 636b5c2f 5c2f5365 6b616920 6e6f204d 756b6f75 206e6922 2c226361 7465676f 7279223a 225b2050 5333205d 222c2269 6d675572 6c223a22 494d4147 45535c2f 32303132 5c2f3033 5c2f3030 30303834 33345f31 35307838 302e6a70 67227d2c 7b227469 746c6522 3a22476f 6e205061 6b752050 616b7520 50616b75 2050616b 75204164 76656e74 75726520 756e206e 756f766f 2067696f 636f2064 69204e61 6d636f20 42616e64 6169222c 22636174 65676f72 79223a22 5b203344 53205d22 2c22696d 6755726c 223a2249 4d414745 535c2f32 3031325c 2f30335c 2f303030 30383432 385f3135 30783830 2e6a7067 227d2c7b 22746974 6c65223a 224e756f 76652069 6d6d6167 696e6920 6520696e 666f2064 69204669 72652045 6d626c65 6d204177 616b656e 696e6722 2c226361 7465676f 7279223a 225b2033 4453205d 222c2269 6d675572 6c223a22 494d4147 45535c2f 32303132 5c2f3033 5c2f3030 30303834 31365f31 35307838 302e6a70 67227d2c 7b227469 746c6522 3a225072 696d6520 696d6d61 67696e69 20646569 206e756f 76692044 4c432064 69204669 6e616c20 46616e74 61737920 58494949 2d32222c 22636174 65676f72 79223a22 5b205053 332c2058 33363020 5d222c22 696d6755 726c223a 22494d41 4745535c 2f323031 325c2f30 335c2f30 30303038 3431325f 31353078 38302e6a 7067227d 2c7b2274 69746c65 223a2249 6e206172 7269766f 20717565 73746f20 41757475 6e6e6f20 45706963 204d6963 6b657920 323a2054 68652050 6f776572 206f6620 54776f22 2c226361 7465676f 7279223a 225b2050 53332c20 5769692c 20583336 30205d22 2c22696d 6755726c 223a2249 4d414745 535c2f32 3031325c 2f30335c 2f303030 30383430 385f3135 30783830 2e6a7067 227d5d00> 2012-03-28 00:41:51.530 VGCollect[5529:f803] B) Error Domain=NSCocoaErrorDomain Code=3840 "The operation couldn’t be completed. (Cocoa error 3840.)" (Garbage at end.) UserInfo=0x6ccdd40 {NSDebugDescription=Garbage at end.} as u can see the only difference between 2 NSlogs is 00 at the end of second hexcode and the error on serialization of it do u know how fix that ? idk if is needed, that is my script for encrypt data +(NSData*)TripleDES:(NSData*)plainData encryptOrDecrypt:(CCOperation)encryptOrDecrypt key:(NSString*)key { const void *vplainText; size_t plainTextBufferSize; plainTextBufferSize = [plainData length]; vplainText = (const void *)[plainData bytes]; CCCryptorStatus ccStatus; uint8_t *bufferPtr = NULL; size_t bufferPtrSize = 0; size_t movedBytes = 0; // uint8_t ivkCCBlockSize3DES; bufferPtrSize = (plainTextBufferSize + kCCBlockSize3DES) & ~(kCCBlockSize3DES - 1); bufferPtr = malloc( bufferPtrSize * sizeof(uint8_t)); memset((void *)bufferPtr, 0x0, bufferPtrSize); // memset((void *) iv, 0x0, (size_t) sizeof(iv)); // NSString *key = @"123456789012345678901234"; NSString *initVec = @"init Vec"; const void *vkey = (const void *) [key UTF8String]; const void *vinitVec = (const void *) [initVec UTF8String]; ccStatus = CCCrypt(encryptOrDecrypt, kCCAlgorithm3DES, (kCCOptionPKCS7Padding | kCCOptionECBMode) , vkey, //"123456789012345678901234", //key kCCKeySize3DES, vinitVec, //"init Vec", //iv, vplainText, //"Your Name", //plainText, plainTextBufferSize, (void *)bufferPtr, bufferPtrSize, &movedBytes); NSData *result = [NSData dataWithBytes:(const void *)bufferPtr length:(NSUInteger)movedBytes]; return result; }

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  • Event Handlers Not Getting Called? - wxWidgets & C++

    - by Alex
    Hello all, I'm working on a program for my C++ programming class, using wxWidgets. I'm having a huge problem in that my event handlers (I assume) are not getting called, because when I click on the button to trigger the event, nothing happens. My question is: Can you help me find the problem and explain why they would not be getting called? The event handlers OnAbout and OnQuit are working, just not OnCompute or OnClear. I'm really frustrated as I can't figure this out. Thanks a bunch in advance! #include "wx/wx.h" #include "time.h" #include <string> using std::string; // create object of Time class Time first; class App: public wxApp { virtual bool OnInit(); }; class MainPanel : public wxPanel { public: // Constructor for panel class // Constructs my panel class // Params - wxWindow pointer // no return type // pre-conditions: none // post-conditions: none MainPanel(wxWindow* parent); // OnCompute is the event handler for the Compute button // params - none // preconditions - none // postconditions - tasks will have been carried otu successfully // returns void void OnCompute(wxCommandEvent& WXUNUSED(event)); // OnClear is the event handler for the Clear button // params - none // preconditions - none // postconditions - all text areas will be cleared of data // returns void void OnClear(wxCommandEvent& WXUNUSED(event)); // Destructor for panel class // params none // preconditions - none // postconditions - none // no return type ~MainPanel( ); private: wxStaticText *startLabel; wxStaticText *endLabel; wxStaticText *pCLabel; wxStaticText *newEndLabel; wxTextCtrl *start; wxTextCtrl *end; wxTextCtrl *pC; wxTextCtrl *newEnd; wxButton *compute; wxButton *clear; DECLARE_EVENT_TABLE() }; class MainFrame: public wxFrame { private: wxPanel *mainPanel; public: MainFrame(const wxString& title, const wxPoint& pos, const wxSize& size); void OnQuit(wxCommandEvent& event); void OnAbout(wxCommandEvent& event); ~MainFrame(); DECLARE_EVENT_TABLE() }; enum { ID_Quit = 1, ID_About, BUTTON_COMPUTE = 100, BUTTON_CLEAR = 200 }; IMPLEMENT_APP(App) BEGIN_EVENT_TABLE(MainFrame, wxFrame) EVT_MENU(ID_Quit, MainFrame::OnQuit) EVT_MENU(ID_About, MainFrame::OnAbout) END_EVENT_TABLE() BEGIN_EVENT_TABLE(MainPanel, wxPanel) EVT_MENU(BUTTON_COMPUTE, MainPanel::OnCompute) EVT_MENU(BUTTON_CLEAR, MainPanel::OnClear) END_EVENT_TABLE() bool App::OnInit() { MainFrame *frame = new MainFrame( _("Good Guys Delivery Time Calculator"), wxPoint(50, 50), wxSize(450,340) ); frame->Show(true); SetTopWindow(frame); return true; } MainPanel::MainPanel(wxWindow* parent) : wxPanel(parent) { startLabel = new wxStaticText(this, -1, "Start Time:", wxPoint(75, 35)); start = new wxTextCtrl(this, -1, "", wxPoint(135, 35), wxSize(40, 21)); endLabel = new wxStaticText(this, -1, "End Time:", wxPoint(200, 35)); end = new wxTextCtrl(this, -1, "", wxPoint(260, 35), wxSize(40, 21)); pCLabel = new wxStaticText(this, -1, "Percent Change:", wxPoint(170, 85)); pC = new wxTextCtrl(this, -1, "", wxPoint(260, 85), wxSize(40, 21)); newEndLabel = new wxStaticText(this, -1, "New End Time:", wxPoint(180, 130)); newEnd = new wxTextCtrl(this, -1, "", wxPoint(260, 130), wxSize(40, 21)); compute = new wxButton(this, BUTTON_COMPUTE, "Compute", wxPoint(135, 185), wxSize(75, 35)); clear = new wxButton(this, BUTTON_CLEAR, "Clear", wxPoint(230, 185), wxSize(75, 35)); } MainPanel::~MainPanel() {} MainFrame::MainFrame(const wxString& title, const wxPoint& pos, const wxSize& size) : wxFrame( NULL, -1, title, pos, size ) { mainPanel = new MainPanel(this); wxMenu *menuFile = new wxMenu; menuFile->Append( ID_About, _("&About...") ); menuFile->AppendSeparator(); menuFile->Append( ID_Quit, _("E&xit") ); wxMenuBar *menuBar = new wxMenuBar; menuBar->Append( menuFile, _("&File") ); SetMenuBar( menuBar ); CreateStatusBar(); SetStatusText( _("Hi") ); } MainFrame::~MainFrame() {} void MainFrame::OnQuit(wxCommandEvent& WXUNUSED(event)) { Close(TRUE); } void MainFrame::OnAbout(wxCommandEvent& WXUNUSED(event)) { wxMessageBox( _("Alex Olson\nProject 11"), _("About"), wxOK | wxICON_INFORMATION, this); } void MainPanel::OnCompute(wxCommandEvent& WXUNUSED(event)) { int startT; int endT; int newEndT; double tD; wxString startTString = start->GetValue(); wxString endTString = end->GetValue(); startT = wxAtoi(startTString); endT = wxAtoi(endTString); pC->GetValue().ToDouble(&tD); first.SetStartTime(startT); first.SetEndTime(endT); first.SetTimeDiff(tD); try { first.ValidateData(); newEndT = first.ComputeEndTime(); *newEnd << newEndT; } catch (BaseException& e) { wxMessageBox(_(e.GetMessage()), _("Something Went Wrong!"), wxOK | wxICON_INFORMATION, this); } } void MainPanel::OnClear(wxCommandEvent& WXUNUSED(event)) { start->Clear(); end->Clear(); pC->Clear(); newEnd->Clear(); }

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  • mfc tab control switch tabs

    - by MRM
    I created a simple tab control that has 2 tabs (each tab is a different dialog). The thing is that i don't have any idea how to switch between tabs (when the user presses Titlu Tab1 to show the dialog i made for the first tab, and when it presses Titlu Tab2 to show my other dialog). I added a handler for changing items, but i don't know how should i acces some kind of index or child for tabs. Tab1.h and Tab2.h are headers for dialogs that show only static texts with the name of the each tab. There may be an obvious answer to my question, but i am a real newbie in c++ and MFC. This is my header: // CTabControlDlg.h : header file // #pragma once #include "afxcmn.h" #include "Tab1.h" #include "Tab2.h" // CCTabControlDlg dialog class CCTabControlDlg : public CDialog { // Construction public: CCTabControlDlg(CWnd* pParent = NULL); // standard constructor // Dialog Data enum { IDD = IDD_CTABCONTROL_DIALOG }; protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support // Implementation protected: HICON m_hIcon; // Generated message map functions virtual BOOL OnInitDialog(); afx_msg void OnSysCommand(UINT nID, LPARAM lParam); afx_msg void OnPaint(); afx_msg HCURSOR OnQueryDragIcon(); DECLARE_MESSAGE_MAP() public: CTabCtrl m_tabcontrol1; CTab1 m_tab1; CTab2 m_tab2; afx_msg void OnTcnSelchangeTabcontrol(NMHDR *pNMHDR, LRESULT *pResult); }; And this is the .cpp: // CTabControlDlg.cpp : implementation file // #include "stdafx.h" #include "CTabControl.h" #include "CTabControlDlg.h" #ifdef _DEBUG #define new DEBUG_NEW #endif // CAboutDlg dialog used for App About class CAboutDlg : public CDialog { public: CAboutDlg(); // Dialog Data enum { IDD = IDD_ABOUTBOX }; protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support // Implementation protected: DECLARE_MESSAGE_MAP() }; CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) { } void CAboutDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); } BEGIN_MESSAGE_MAP(CAboutDlg, CDialog) END_MESSAGE_MAP() // CCTabControlDlg dialog CCTabControlDlg::CCTabControlDlg(CWnd* pParent /*=NULL*/) : CDialog(CCTabControlDlg::IDD, pParent) { m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME); } void CCTabControlDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); DDX_Control(pDX, IDC_TABCONTROL, m_tabcontrol1); } BEGIN_MESSAGE_MAP(CCTabControlDlg, CDialog) ON_WM_SYSCOMMAND() ON_WM_PAINT() ON_WM_QUERYDRAGICON() //}}AFX_MSG_MAP ON_NOTIFY(TCN_SELCHANGE, IDC_TABCONTROL, &CCTabControlDlg::OnTcnSelchangeTabcontrol) END_MESSAGE_MAP() // CCTabControlDlg message handlers BOOL CCTabControlDlg::OnInitDialog() { CDialog::OnInitDialog(); // Add "About..." menu item to system menu. // IDM_ABOUTBOX must be in the system command range. ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX); ASSERT(IDM_ABOUTBOX < 0xF000); CMenu* pSysMenu = GetSystemMenu(FALSE); if (pSysMenu != NULL) { CString strAboutMenu; strAboutMenu.LoadString(IDS_ABOUTBOX); if (!strAboutMenu.IsEmpty()) { pSysMenu->AppendMenu(MF_SEPARATOR); pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu); } } // Set the icon for this dialog. The framework does this automatically // when the application's main window is not a dialog SetIcon(m_hIcon, TRUE); // Set big icon SetIcon(m_hIcon, FALSE); // Set small icon // TODO: Add extra initialization here CTabCtrl* pTabCtrl = (CTabCtrl*)GetDlgItem(IDC_TABCONTROL); m_tab1.Create(IDD_TAB1, pTabCtrl); TCITEM item1; item1.mask = TCIF_TEXT | TCIF_PARAM; item1.lParam = (LPARAM)& m_tab1; item1.pszText = _T("Titlu Tab1"); pTabCtrl->InsertItem(0, &item1); //Pozitionarea dialogului CRect rcItem; pTabCtrl->GetItemRect(0, &rcItem); m_tab1.SetWindowPos(NULL, rcItem.left, rcItem.bottom + 1, 0, 0, SWP_NOSIZE | SWP_NOZORDER ); m_tab1.ShowWindow(SW_SHOW); // al doilea tab m_tab2.Create(IDD_TAB2, pTabCtrl); TCITEM item2; item2.mask = TCIF_TEXT | TCIF_PARAM; item2.lParam = (LPARAM)& m_tab1; item2.pszText = _T("Titlu Tab2"); pTabCtrl->InsertItem(0, &item2); //Pozitionarea dialogului //CRect rcItem; pTabCtrl->GetItemRect(0, &rcItem); m_tab2.SetWindowPos(NULL, rcItem.left, rcItem.bottom + 1, 0, 0, SWP_NOSIZE | SWP_NOZORDER ); m_tab2.ShowWindow(SW_SHOW); return TRUE; // return TRUE unless you set the focus to a control } void CCTabControlDlg::OnSysCommand(UINT nID, LPARAM lParam) { if ((nID & 0xFFF0) == IDM_ABOUTBOX) { CAboutDlg dlgAbout; dlgAbout.DoModal(); } else { CDialog::OnSysCommand(nID, lParam); } } // If you add a minimize button to your dialog, you will need the code below // to draw the icon. For MFC applications using the document/view model, // this is automatically done for you by the framework. void CCTabControlDlg::OnPaint() { if (IsIconic()) { CPaintDC dc(this); // device context for painting SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0); // Center icon in client rectangle int cxIcon = GetSystemMetrics(SM_CXICON); int cyIcon = GetSystemMetrics(SM_CYICON); CRect rect; GetClientRect(&rect); int x = (rect.Width() - cxIcon + 1) / 2; int y = (rect.Height() - cyIcon + 1) / 2; // Draw the icon dc.DrawIcon(x, y, m_hIcon); } else { CDialog::OnPaint(); } } // The system calls this function to obtain the cursor to display while the user drags // the minimized window. HCURSOR CCTabControlDlg::OnQueryDragIcon() { return static_cast<HCURSOR>(m_hIcon); } void CCTabControlDlg::OnTcnSelchangeTabcontrol(NMHDR *pNMHDR, LRESULT *pResult) { // TODO: Add your control notification handler code here *pResult = 0; }

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  • C# unit test code questions

    - by 5YrsLaterDBA
    We start use C# build-in unit test functionality. I have VisualStudio 2008 created unit test code for me. I have few question above the generated code. Following are code I copied from the generated file: #region Additional test attributes // //You can use the following additional attributes as you write your tests: // //Use ClassInitialize to run code before running the first test in the class //[ClassInitialize()] //public static void MyClassInitialize(TestContext testContext) //{ //} // //Use ClassCleanup to run code after all tests in a class have run //[ClassCleanup()] //public static void MyClassCleanup() //{ //} // //Use TestInitialize to run code before running each test //[TestInitialize()] //public void MyTestInitialize() //{ //} // //Use TestCleanup to run code after each test has run //[TestCleanup()] //public void MyTestCleanup() //{ //} // #endregion If I need the initialize and cleanup methods, do I need to remove those "My" from the method name when I enable them? //Use ClassInitialize to run code before running the first test in the class //[ClassInitialize()] //public static void MyClassInitialize(TestContext testContext) //{ //} Do I need to call the "MyClassInitialize" method somewhere before running the first test or it will be called automatically before other methods are called. Similar questions for other three methods, are they called automatically at right time frame?

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  • implement N-Tier Entity Framework 4.0 with DTOs

    - by kathy
    Hi, I'm currently building a web based system and trying to implement N-Tier Entity Framework 4.0 with DTOs in a SOA Architecture. I am having a problem understanding how I should implement the Data Access Layer (DAL) , the Business Logic Layer (BLL) and the Presentation Layer. Let’s suppose that I have a “useraccount” entity has the following : Id FirstName LastName AuditFields_InsertDate AuditFields_UpdateDate In the DAL I created a class “UserAccountsData.cs” as the following : using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OrderSystemDAL { public static class UserAccountsData { public static int Insert(string firstName, string lastName, DateTime insertDate) { using (OrderSystemEntities db = new OrderSystemEntities()) { return Insert(db, firstName, lastName, insertDate); } } public static int Insert(OrderSystemEntities db, string firstName, string lastName, DateTime insertDate) { return db.UserAccounts_Insert(firstName, lastName, insertDate, insertDate).ElementAt(0).Value; } public static void Update(int id, string firstName, string lastName, DateTime updateDate) { using (OrderSystemEntities db = new OrderSystemEntities()) { Update(db, id, firstName, lastName, updateDate); } } public static void Update(OrderSystemEntities db, int id, string firstName, string lastName, DateTime updateDate) { db.UserAccounts_Update(id, firstName, lastName, updateDate); } public static void Delete(int id) { using (OrderSystemEntities db = new OrderSystemEntities()) { Delete(db, id); } } public static void Delete(OrderSystemEntities db, int id) { db.UserAccounts_Delete(id); } public static UserAccount SelectById(int id) { using (OrderSystemEntities db = new OrderSystemEntities()) { return SelectById(db, id); } } public static UserAccount SelectById(OrderSystemEntities db, int id) { return db.UserAccounts_SelectById(id).ElementAtOrDefault(0); } public static List<UserAccount> SelectAll() { using (OrderSystemEntities db = new OrderSystemEntities()) { return SelectAll(db); } } public static List<UserAccount> SelectAll(OrderSystemEntities db) { return db.UserAccounts_SelectAll().ToList(); } } } And in the BLL I created a class “UserAccountEO.cs” as the following : using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Collections; using OrderSystemDAL; namespace OrderSystemBLL { public class UserAccountEO { public int Id { get; set; } public string FirstName { get; set; } public string LastName { get; set; } public DateTime InsertDate { get; set; } public DateTime UpdateDate { get; set; } public string FullName { get { return LastName + ", " + FirstName; } } public bool Save(ref ArrayList validationErrors) { ValidateSave(ref validationErrors); if (validationErrors.Count == 0) { if (Id == 0) { Id = UserAccountsData.Insert(FirstName, LastName, DateTime.Now); } else { UserAccountsData.Update(Id, FirstName, LastName, DateTime.Now); } return true; } else { return false; } } private void ValidateSave(ref ArrayList validationErrors) { if (FirstName.Trim() == "") { validationErrors.Add("The First Name is required."); } if (LastName.Trim() == "") { validationErrors.Add("The Last Name is required."); } } public void Delete(ref ArrayList validationErrors) { ValidateDelete(ref validationErrors); if (validationErrors.Count == 0) { UserAccountsData.Delete(Id); } } private void ValidateDelete(ref ArrayList validationErrors) { //Check for referential integrity. } public bool Select(int id) { UserAccount userAccount = UserAccountsData.SelectById(id); if (userAccount != null) { MapData(userAccount); return true; } else { return false; } } internal void MapData(UserAccount userAccount) { Id = userAccount.Id; FirstName = userAccount.FristName; LastName = userAccount.LastName; InsertDate = userAccount.AuditFields_InsertDate; UpdateDate = userAccount.AuditFields_UpdateDate; } public static List<UserAccountEO> SelectAll() { List<UserAccountEO> userAccounts = new List<UserAccountEO>(); List<UserAccount> userAccountDTOs = UserAccountsData.SelectAll(); foreach (UserAccount userAccountDTO in userAccountDTOs) { UserAccountEO userAccountEO = new UserAccountEO(); userAccountEO.MapData(userAccountDTO); userAccounts.Add(userAccountEO); } return userAccounts; } } } And in the PL I created a webpage as the following : using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using OrderSystemBLL; using System.Collections; namespace OrderSystemUI { public partial class Users : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { LoadUserDropDownList(); } } private void LoadUserDropDownList() { ddlUsers.DataSource = UserAccountEO.SelectAll(); ddlUsers.DataTextField = "FullName"; ddlUsers.DataValueField = "Id"; ddlUsers.DataBind(); } } } Is the above way the right way to Implement the DTOs pattern in n-tier Architecture using EF4 ??? I would appreciate your help Thanks.

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  • Error With Foundation.h

    - by Nathan Campos
    Hello, I learning Objective-C in Linux(Ubuntu), but when i tryed to compile my application that needs the Foundation headers i got an error saying that the file cannot be found, but i have installed the GNUstep development package(gnustep-devel). Here is my code: // Fraction.h #import <Foundation/NSObject.h> @interface Fraction: NSObject { int numerator; int denominator; } - (void) print; - (void) setNumerator: (int) n; - (void) setDenominator: (int) d; - (void) numerator; - (void) denominator; @end And here is the console log: ubuntu@eeepc:~$ gcc main.m -o frac -lobjc In file included from main.m:3: Fraction.h:2:26: error: objc/NSObject.h: No such file or directory In file included from main.m:3: Fraction.h:4: error: cannot find interface declaration for ‘NSObject’, superclass of ‘Fraction’ ubuntu@eeepc:~$ What i need to do?

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  • Java Windows Service with Procrun, StopMethod problem

    - by mcdon
    My Java class contains the following methods: public static void main(String[] argv) //start the service public static void stop() //stop the service I'm using Procrun from Apache Commons Daemon to setup the Java class as a Windows Service. I get an error when I try to stop the service "[618 javajni.c] [error] Static method 'void main(String[])' in Class com/caphyon/service/JavaService not found". The problem is I am trying to call the stop method when the service is shutting down, but it appears to override the StopMethod with 'void main(String[])'. Here are the stop and start parameters I am using when setting up the service: prunsrv.exe //US//JavaService --StartClass=com.caphyon.service.JavaService --StartMode=jvm --StartPath="C:\JavaService" prunsrv.exe //US//JavaService --StopClass=com.caphyon.service.JavaService --StopMode=jvm --StopPath="C:\JavaService" --StopMethod="void stop()" How do I set the StopMethod prunsrv will call when shutting down the service?

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • o display an image

    - by Vimal Basdeo
    I want to display an image from the web to a panel in another Jframe at the click of a button but whenever I click the button first the image loads and during this time the current form potentially freezes and once the image has loaded the form is displayed with the image.. How can I avoid the situation where my form freezes since it is very irritating My codes :: My current class private void btn_TrackbusActionPerformed(java.awt.event.ActionEvent evt) { try { sendMessage("Query,map,$,start,211,Arsenal,!"); System.out.println(receiveMessage()); } catch (UnknownHostException ex) { Logger.getLogger(client_Trackbus.class.getName()).log(Level.SEVERE, null, ex); } catch (IOException ex) { Logger.getLogger(client_Trackbus.class.getName()).log(Level.SEVERE, null, ex); } catch (Exception ex) { Logger.getLogger(client_Trackbus.class.getName()).log(Level.SEVERE, null, ex); } client_trackedbus nextform=new client_trackedbus(planform,connection,packet_receive,packet_send); this.setVisible(false); this.dispose(); nextform.setVisible(true); // TODO add your handling code here: } My next class that displays the image public class client_trackedbus extends javax.swing.JFrame { client_planform planform=null; DatagramSocket connection=null; DatagramPacket packet_receive=null; DatagramPacket packet_send=null; JLabel label=null; /** Creates new form client_trackedbus */ public client_trackedbus(client_planform planform,DatagramSocket connection,DatagramPacket packet_receive,DatagramPacket packet_send) { initComponents(); this.planform=planform; this.connection=connection; this.packet_receive=packet_receive; this.packet_send=packet_send; try { displayMap("http://www.huddletogether.com/projects/lightbox2/images/image-2.jpg", jPanel1, new JLabel()); } catch (MalformedURLException ex) { Logger.getLogger(client_trackedbus.class.getName()).log(Level.SEVERE, null, ex); } } private void displayMap(String url,JPanel panel,JLabel label) throws MalformedURLException{ URL imageurl=new URL(url); Image image=(Toolkit.getDefaultToolkit().createImage(imageurl)); ImageIcon icon = new ImageIcon(image); label.setIcon(icon); panel.add(label); // System.out.println(panel.getSize().width); this.getContentPane().add(panel); } /** This method is called from within the constructor to * initialize the form. * WARNING: Do NOT modify this code. The content of this method is * always regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { jPanel1 = new javax.swing.JPanel(); jLabel1 = new javax.swing.JLabel(); btn_Exit = new javax.swing.JButton(); btn_Plan = new javax.swing.JButton(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); setTitle("Public Transport Journey Planner"); javax.swing.GroupLayout jPanel1Layout = new javax.swing.GroupLayout(jPanel1); jPanel1.setLayout(jPanel1Layout); jPanel1Layout.setHorizontalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 368, Short.MAX_VALUE) ); jPanel1Layout.setVerticalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 172, Short.MAX_VALUE) ); jLabel1.setFont(new java.awt.Font("Arial", 1, 18)); jLabel1.setText("Your tracked bus"); btn_Exit.setText("Exit"); btn_Exit.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { btn_ExitActionPerformed(evt); } }); btn_Plan.setText("Plan journey"); btn_Plan.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { btn_PlanActionPerformed(evt); } }); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(104, 104, 104) .addComponent(jLabel1)) .addGroup(layout.createSequentialGroup() .addContainerGap() .addComponent(jPanel1, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGroup(layout.createSequentialGroup() .addGap(65, 65, 65) .addComponent(btn_Plan) .addGap(65, 65, 65) .addComponent(btn_Exit, javax.swing.GroupLayout.PREFERRED_SIZE, 87, javax.swing.GroupLayout.PREFERRED_SIZE))) .addContainerGap(20, Short.MAX_VALUE)) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(35, 35, 35) .addComponent(jLabel1) .addGap(18, 18, 18) .addComponent(jPanel1, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(btn_Exit) .addComponent(btn_Plan)) .addContainerGap(12, Short.MAX_VALUE)) ); pack(); }// </editor-fold> private void btn_ExitActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: Exitform(); } private void btn_PlanActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: this.setVisible(false); this.dispose(); this.planform.setVisible(true); } private void Exitform(){ this.setVisible(false); this.dispose(); } /** * @param args the command line arguments */ public static void main(String args[]) { java.awt.EventQueue.invokeLater(new Runnable() { public void run() { // new client_trackedbus().setVisible(true); } }); } // Variables declaration - do not modify private javax.swing.JButton btn_Exit; private javax.swing.JButton btn_Plan; private javax.swing.JLabel jLabel1; private javax.swing.JPanel jPanel1; // End of variables declaration }

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  • Is there any way to get MSVC to pass structs arguments in registers on x64?

    - by Luke
    For a function with signature: struct Pair { void *v1, *v2 }; void f(Pair p); compiled on x64, I would like Pair's fields to be passed via register, as if the function was: void f(void *v1, void *v2); Compiling a test with gcc 4.2.1 for x86_64 on OSX 10.6, I can see this is exactly what happens by examining the disassembly. However, compiling with MSVC 2008 for x64 on Windows, the disassembly shows that Pair is passed on the stack. I understand that platform ABIs can prevent this optimization; does anyone know any MSVC-specific annotations, calling conventions, flags, or other hacks that can get this to work? Thank you!

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • android camera preview blank screen

    - by user1104836
    I want to capture a photo manually not by using existing camera apps. So i made this Activity: public class CameraActivity extends Activity { private Camera mCamera; private Preview mPreview; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_camera); // Create an instance of Camera // mCamera = Camera.open(0); // Create our Preview view and set it as the content of our activity. mPreview = new Preview(this); mPreview.safeCameraOpen(0); FrameLayout preview = (FrameLayout) findViewById(R.id.camera_preview); preview.addView(mPreview); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.activity_camera, menu); return true; } } This is the CameraPreview which i want to use: public class Preview extends ViewGroup implements SurfaceHolder.Callback { SurfaceView mSurfaceView; SurfaceHolder mHolder; //CAM INSTANCE ================================ private Camera mCamera; List<Size> mSupportedPreviewSizes; //============================================= /** * @param context */ public Preview(Context context) { super(context); mSurfaceView = new SurfaceView(context); addView(mSurfaceView); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = mSurfaceView.getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } /** * @param context * @param attrs */ public Preview(Context context, AttributeSet attrs) { super(context, attrs); // TODO Auto-generated constructor stub } /** * @param context * @param attrs * @param defStyle */ public Preview(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub } /* (non-Javadoc) * @see android.view.ViewGroup#onLayout(boolean, int, int, int, int) */ @Override protected void onLayout(boolean arg0, int arg1, int arg2, int arg3, int arg4) { // TODO Auto-generated method stub } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // Now that the size is known, set up the camera parameters and begin // the preview. Camera.Parameters parameters = mCamera.getParameters(); parameters.setPreviewSize(width, height); requestLayout(); mCamera.setParameters(parameters); /* Important: Call startPreview() to start updating the preview surface. Preview must be started before you can take a picture. */ mCamera.startPreview(); } @Override public void surfaceCreated(SurfaceHolder holder) { // TODO Auto-generated method stub } @Override public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return, so stop the preview. if (mCamera != null) { /* Call stopPreview() to stop updating the preview surface. */ mCamera.stopPreview(); } } /** * When this function returns, mCamera will be null. */ private void stopPreviewAndFreeCamera() { if (mCamera != null) { /* Call stopPreview() to stop updating the preview surface. */ mCamera.stopPreview(); /* Important: Call release() to release the camera for use by other applications. Applications should release the camera immediately in onPause() (and re-open() it in onResume()). */ mCamera.release(); mCamera = null; } } public void setCamera(Camera camera) { if (mCamera == camera) { return; } stopPreviewAndFreeCamera(); mCamera = camera; if (mCamera != null) { List<Size> localSizes = mCamera.getParameters().getSupportedPreviewSizes(); mSupportedPreviewSizes = localSizes; requestLayout(); try { mCamera.setPreviewDisplay(mHolder); } catch (IOException e) { e.printStackTrace(); } /* Important: Call startPreview() to start updating the preview surface. Preview must be started before you can take a picture. */ mCamera.startPreview(); } } public boolean safeCameraOpen(int id) { boolean qOpened = false; try { releaseCameraAndPreview(); mCamera = Camera.open(id); mCamera.startPreview(); qOpened = (mCamera != null); } catch (Exception e) { // Log.e(R.string.app_name, "failed to open Camera"); e.printStackTrace(); } return qOpened; } Camera.PictureCallback mPicCallback = new Camera.PictureCallback() { @Override public void onPictureTaken(byte[] data, Camera camera) { // TODO Auto-generated method stub Log.d("lala", "pic is taken"); } }; public void takePic() { mCamera.startPreview(); // mCamera.takePicture(null, mPicCallback, mPicCallback); } private void releaseCameraAndPreview() { this.setCamera(null); if (mCamera != null) { mCamera.release(); mCamera = null; } } } This is the Layout of CameraActivity: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".CameraActivity" > <FrameLayout android:id="@+id/camera_preview" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="1" /> <Button android:id="@+id/button_capture" android:text="Capture" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" /> </LinearLayout> But when i start the CameraActivity, i just see a blank white background and the Capture-Button??? Why i dont see the Camera-Screen?

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