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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • Handling WCF Service Paths in Silverlight 4 – Relative Path Support

    - by dwahlin
    If you’re building Silverlight applications that consume data then you’re probably making calls to Web Services. We’ve been successfully using WCF along with Silverlight for several client Line of Business (LOB) applications and passing a lot of data back and forth. Due to the pain involved with updating the ServiceReferences.ClientConfig file generated by a Silverlight service proxy (see Tim Heuer’s post on that subject to see different ways to deal with it) we’ve been using our own technique to figure out the service URL. Going that route makes it a peace of cake to switch between development, staging and production environments. To start, we have a ServiceProxyBase class that handles identifying the URL to use based on the XAP file’s location (this assumes that the service is in the same Web project that serves up the XAP file). The GetServiceUrlBase() method handles this work: public class ServiceProxyBase { public ServiceProxyBase() { if (!IsDesignTime) { ServiceUrlBase = GetServiceUrlBase(); } } public string ServiceUrlBase { get; set; } public static bool IsDesignTime { get { return (Application.Current == null) || (Application.Current.GetType() == typeof (Application)); } } public static string GetServiceUrlBase() { if (!IsDesignTime) { string url = Application.Current.Host.Source.OriginalString; return url.Substring(0, url.IndexOf("/ClientBin", StringComparison.InvariantCultureIgnoreCase)); } return null; } } Silverlight 4 now supports relative paths to services which greatly simplifies things.  We changed the code above to the following: public class ServiceProxyBase { private const string ServiceUrlPath = "../Services/JobPlanService.svc"; public ServiceProxyBase() { if (!IsDesignTime) { ServiceUrl = ServiceUrlPath; } } public string ServiceUrl { get; set; } public static bool IsDesignTime { get { return (Application.Current == null) || (Application.Current.GetType() == typeof (Application)); } } public static string GetServiceUrl() { if (!IsDesignTime) { return ServiceUrlPath; } return null; } } Our ServiceProxy class derives from ServiceProxyBase and handles creating the ABC’s (Address, Binding, Contract) needed for a WCF service call. Looking through the code (mainly the constructor) you’ll notice that the service URI is created by supplying the base path to the XAP file along with the relative path defined in ServiceProxyBase:   public class ServiceProxy : ServiceProxyBase, IServiceProxy { private const string CompletedEventargs = "CompletedEventArgs"; private const string Completed = "Completed"; private const string Async = "Async"; private readonly CustomBinding _Binding; private readonly EndpointAddress _EndPointAddress; private readonly Uri _ServiceUri; private readonly Type _ProxyType = typeof(JobPlanServiceClient); public ServiceProxy() { _ServiceUri = new Uri(Application.Current.Host.Source, ServiceUrl); var elements = new BindingElementCollection { new BinaryMessageEncodingBindingElement(), new HttpTransportBindingElement { MaxBufferSize = 2147483647, MaxReceivedMessageSize = 2147483647 } }; // order of entries in collection is significant: dumb _Binding = new CustomBinding(elements); _EndPointAddress = new EndpointAddress(_ServiceUri); } #region IServiceProxy Members /// <summary> /// Used to call a WCF service operation. /// </summary> /// <typeparam name="T">The type of EventArgs that will be returned by the service operation.</typeparam> /// <param name="callback">The method to call once the WCF call returns (the callback).</param> /// <param name="parameters">Any parameters that the service operation expects.</param> public void CallService<T>(EventHandler<T> callback, params object[] parameters) where T : EventArgs { try { var proxy = new JobPlanServiceClient(_Binding, _EndPointAddress); string action = typeof (T).Name.Replace(CompletedEventargs, String.Empty); _ProxyType.GetEvent(action + Completed).AddEventHandler(proxy, callback); _ProxyType.InvokeMember(action + Async, BindingFlags.InvokeMethod, null, proxy, parameters); } catch (Exception exp) { MessageBox.Show("Unable to use ServiceProxy.CallService to retrieve data: " + exp.Message); } } #endregion } The relative path support for calling services in Silverlight 4 definitely simplifies code and is yet another good reason to move from Silverlight 3 to Silverlight 4.   For more information about onsite, online and video training, mentoring and consulting solutions for .NET, SharePoint or Silverlight please visit http://www.thewahlingroup.com.

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  • Is there a Math.atan2 substitute for j2ME? Blackberry development

    - by Kai
    I have a wide variety of locations stored in my persistent object that contain latitudes and longitudes in double(43.7389, 7.42577) format. I need to be able to grab the user's latitude and longitude and select all items within, say 1 mile. Walking distance. I have done this in PHP so I snagged my PHP code and transferred it to Java, where everything plugged in fine until I figured out J2ME doesn't support atan2(double, double). So, after some searching, I find a small snippet of code that is supposed to be a substitute for atan2. Here is the code: public double atan2(double y, double x) { double coeff_1 = Math.PI / 4d; double coeff_2 = 3d * coeff_1; double abs_y = Math.abs(y)+ 1e-10f; double r, angle; if (x >= 0d) { r = (x - abs_y) / (x + abs_y); angle = coeff_1; } else { r = (x + abs_y) / (abs_y - x); angle = coeff_2; } angle += (0.1963f * r * r - 0.9817f) * r; return y < 0.0f ? -angle : angle; } I am getting odd results from this. My min and max latitude and longitudes are coming back as incredibly low numbers that can't possibly be right. Like 0.003785746 when I am expecting something closer to the original lat and long values (43.7389, 7.42577). Since I am no master of advanced math, I don't really know what to look for here. Perhaps someone else may have an answer. Here is my complete code: package store_finder; import java.util.Vector; import javax.microedition.location.Criteria; import javax.microedition.location.Location; import javax.microedition.location.LocationException; import javax.microedition.location.LocationListener; import javax.microedition.location.LocationProvider; import javax.microedition.location.QualifiedCoordinates; import net.rim.blackberry.api.invoke.Invoke; import net.rim.blackberry.api.invoke.MapsArguments; import net.rim.device.api.system.Bitmap; import net.rim.device.api.system.Display; import net.rim.device.api.ui.Color; import net.rim.device.api.ui.Field; import net.rim.device.api.ui.Graphics; import net.rim.device.api.ui.Manager; import net.rim.device.api.ui.component.BitmapField; import net.rim.device.api.ui.component.RichTextField; import net.rim.device.api.ui.component.SeparatorField; import net.rim.device.api.ui.container.HorizontalFieldManager; import net.rim.device.api.ui.container.MainScreen; import net.rim.device.api.ui.container.VerticalFieldManager; public class nearBy extends MainScreen { private HorizontalFieldManager _top; private VerticalFieldManager _middle; private int horizontalOffset; private final static long animationTime = 300; private long animationStart = 0; private double latitude = 43.7389; private double longitude = 7.42577; private int _interval = -1; private double max_lat; private double min_lat; private double max_lon; private double min_lon; private double latitude_in_degrees; private double longitude_in_degrees; public nearBy() { super(); horizontalOffset = Display.getWidth(); _top = new HorizontalFieldManager(Manager.USE_ALL_WIDTH | Field.FIELD_HCENTER) { public void paint(Graphics gr) { Bitmap bg = Bitmap.getBitmapResource("bg.png"); gr.drawBitmap(0, 0, Display.getWidth(), Display.getHeight(), bg, 0, 0); subpaint(gr); } }; _middle = new VerticalFieldManager() { public void paint(Graphics graphics) { graphics.setBackgroundColor(0xFFFFFF); graphics.setColor(Color.BLACK); graphics.clear(); super.paint(graphics); } protected void sublayout(int maxWidth, int maxHeight) { int displayWidth = Display.getWidth(); int displayHeight = Display.getHeight(); super.sublayout( displayWidth, displayHeight); setExtent( displayWidth, displayHeight); } }; add(_top); add(_middle); Bitmap lol = Bitmap.getBitmapResource("logo.png"); BitmapField lolfield = new BitmapField(lol); _top.add(lolfield); Criteria cr= new Criteria(); cr.setCostAllowed(true); cr.setPreferredResponseTime(60); cr.setHorizontalAccuracy(5000); cr.setVerticalAccuracy(5000); cr.setAltitudeRequired(true); cr.isSpeedAndCourseRequired(); cr.isAddressInfoRequired(); try{ LocationProvider lp = LocationProvider.getInstance(cr); if( lp!=null ){ lp.setLocationListener(new LocationListenerImpl(), _interval, 1, 1); } } catch(LocationException le) { add(new RichTextField("Location exception "+le)); } //_middle.add(new RichTextField("this is a map " + Double.toString(latitude) + " " + Double.toString(longitude))); int lat = (int) (latitude * 100000); int lon = (int) (longitude * 100000); String document = "<location-document>" + "<location lon='" + lon + "' lat='" + lat + "' label='You are here' description='You' zoom='0' />" + "<location lon='742733' lat='4373930' label='Hotel de Paris' description='Hotel de Paris' address='Palace du Casino' postalCode='98000' phone='37798063000' zoom='0' />" + "</location-document>"; // Invoke.invokeApplication(Invoke.APP_TYPE_MAPS, new MapsArguments( MapsArguments.ARG_LOCATION_DOCUMENT, document)); _middle.add(new SeparatorField()); surroundingVenues(); _middle.add(new RichTextField("max lat: " + max_lat)); _middle.add(new RichTextField("min lat: " + min_lat)); _middle.add(new RichTextField("max lon: " + max_lon)); _middle.add(new RichTextField("min lon: " + min_lon)); } private void surroundingVenues() { double point_1_latitude_in_degrees = latitude; double point_1_longitude_in_degrees= longitude; // diagonal distance + error margin double distance_in_miles = (5 * 1.90359441) + 10; getCords (point_1_latitude_in_degrees, point_1_longitude_in_degrees, distance_in_miles, 45); double lat_limit_1 = latitude_in_degrees; double lon_limit_1 = longitude_in_degrees; getCords (point_1_latitude_in_degrees, point_1_longitude_in_degrees, distance_in_miles, 135); double lat_limit_2 = latitude_in_degrees; double lon_limit_2 = longitude_in_degrees; getCords (point_1_latitude_in_degrees, point_1_longitude_in_degrees, distance_in_miles, -135); double lat_limit_3 = latitude_in_degrees; double lon_limit_3 = longitude_in_degrees; getCords (point_1_latitude_in_degrees, point_1_longitude_in_degrees, distance_in_miles, -45); double lat_limit_4 = latitude_in_degrees; double lon_limit_4 = longitude_in_degrees; double mx1 = Math.max(lat_limit_1, lat_limit_2); double mx2 = Math.max(lat_limit_3, lat_limit_4); max_lat = Math.max(mx1, mx2); double mm1 = Math.min(lat_limit_1, lat_limit_2); double mm2 = Math.min(lat_limit_3, lat_limit_4); min_lat = Math.max(mm1, mm2); double mlon1 = Math.max(lon_limit_1, lon_limit_2); double mlon2 = Math.max(lon_limit_3, lon_limit_4); max_lon = Math.max(mlon1, mlon2); double minl1 = Math.min(lon_limit_1, lon_limit_2); double minl2 = Math.min(lon_limit_3, lon_limit_4); min_lon = Math.max(minl1, minl2); //$qry = "SELECT DISTINCT zip.zipcode, zip.latitude, zip.longitude, sg_stores.* FROM zip JOIN store_finder AS sg_stores ON sg_stores.zip=zip.zipcode WHERE zip.latitude<=$lat_limit_max AND zip.latitude>=$lat_limit_min AND zip.longitude<=$lon_limit_max AND zip.longitude>=$lon_limit_min"; } private void getCords(double point_1_latitude, double point_1_longitude, double distance, int degs) { double m_EquatorialRadiusInMeters = 6366564.86; double m_Flattening=0; double distance_in_meters = distance * 1609.344 ; double direction_in_radians = Math.toRadians( degs ); double eps = 0.000000000000005; double r = 1.0 - m_Flattening; double point_1_latitude_in_radians = Math.toRadians( point_1_latitude ); double point_1_longitude_in_radians = Math.toRadians( point_1_longitude ); double tangent_u = (r * Math.sin( point_1_latitude_in_radians ) ) / Math.cos( point_1_latitude_in_radians ); double sine_of_direction = Math.sin( direction_in_radians ); double cosine_of_direction = Math.cos( direction_in_radians ); double heading_from_point_2_to_point_1_in_radians = 0.0; if ( cosine_of_direction != 0.0 ) { heading_from_point_2_to_point_1_in_radians = atan2( tangent_u, cosine_of_direction ) * 2.0; } double cu = 1.0 / Math.sqrt( ( tangent_u * tangent_u ) + 1.0 ); double su = tangent_u * cu; double sa = cu * sine_of_direction; double c2a = ( (-sa) * sa ) + 1.0; double x= Math.sqrt( ( ( ( 1.0 /r /r ) - 1.0 ) * c2a ) + 1.0 ) + 1.0; x= (x- 2.0 ) / x; double c= 1.0 - x; c= ( ( (x * x) / 4.0 ) + 1.0 ) / c; double d= ( ( 0.375 * (x * x) ) -1.0 ) * x; tangent_u = distance_in_meters /r / m_EquatorialRadiusInMeters /c; double y= tangent_u; boolean exit_loop = false; double cosine_of_y = 0.0; double cz = 0.0; double e = 0.0; double term_1 = 0.0; double term_2 = 0.0; double term_3 = 0.0; double sine_of_y = 0.0; while( exit_loop != true ) { sine_of_y = Math.sin(y); cosine_of_y = Math.cos(y); cz = Math.cos( heading_from_point_2_to_point_1_in_radians + y); e = (cz * cz * 2.0 ) - 1.0; c = y; x = e * cosine_of_y; y = (e + e) - 1.0; term_1 = ( sine_of_y * sine_of_y * 4.0 ) - 3.0; term_2 = ( ( term_1 * y * cz * d) / 6.0 ) + x; term_3 = ( ( term_2 * d) / 4.0 ) -cz; y= ( term_3 * sine_of_y * d) + tangent_u; if ( Math.abs(y - c) > eps ) { exit_loop = false; } else { exit_loop = true; } } heading_from_point_2_to_point_1_in_radians = ( cu * cosine_of_y * cosine_of_direction ) - ( su * sine_of_y ); c = r * Math.sqrt( ( sa * sa ) + ( heading_from_point_2_to_point_1_in_radians * heading_from_point_2_to_point_1_in_radians ) ); d = ( su * cosine_of_y ) + ( cu * sine_of_y * cosine_of_direction ); double point_2_latitude_in_radians = atan2(d, c); c = ( cu * cosine_of_y ) - ( su * sine_of_y * cosine_of_direction ); x = atan2( sine_of_y * sine_of_direction, c); c = ( ( ( ( ( -3.0 * c2a ) + 4.0 ) * m_Flattening ) + 4.0 ) * c2a * m_Flattening ) / 16.0; d = ( ( ( (e * cosine_of_y * c) + cz ) * sine_of_y * c) + y) * sa; double point_2_longitude_in_radians = ( point_1_longitude_in_radians + x) - ( ( 1.0 - c) * d * m_Flattening ); heading_from_point_2_to_point_1_in_radians = atan2( sa, heading_from_point_2_to_point_1_in_radians ) + Math.PI; latitude_in_degrees = Math.toRadians( point_2_latitude_in_radians ); longitude_in_degrees = Math.toRadians( point_2_longitude_in_radians ); } public double atan2(double y, double x) { double coeff_1 = Math.PI / 4d; double coeff_2 = 3d * coeff_1; double abs_y = Math.abs(y)+ 1e-10f; double r, angle; if (x >= 0d) { r = (x - abs_y) / (x + abs_y); angle = coeff_1; } else { r = (x + abs_y) / (abs_y - x); angle = coeff_2; } angle += (0.1963f * r * r - 0.9817f) * r; return y < 0.0f ? -angle : angle; } private Vector fetchVenues(double max_lat, double min_lat, double max_lon, double min_lon) { return new Vector(); } private class LocationListenerImpl implements LocationListener { public void locationUpdated(LocationProvider provider, Location location) { if(location.isValid()) { nearBy.this.longitude = location.getQualifiedCoordinates().getLongitude(); nearBy.this.latitude = location.getQualifiedCoordinates().getLatitude(); //double altitude = location.getQualifiedCoordinates().getAltitude(); //float speed = location.getSpeed(); } } public void providerStateChanged(LocationProvider provider, int newState) { // MUST implement this. Should probably do something useful with it as well. } } } please excuse the mess. I have the user lat long hard coded since I do not have GPS functional yet. You can see the SQL query commented out to know how I plan on using the min and max lat and long values. Any help is appreciated. Thanks

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  • WPF Blurry Images - Bitmap Class

    - by Luke
    I am using the following sample at http://blogs.msdn.com/dwayneneed/archive/2007/10/05/blurry-bitmaps.aspx within VB.NET. The code is shown below. I am having a problem when my application loads the CPU is pegging 50-70%. I have determined that the problem is with the Bitmap class. The OnLayoutUpdated() method is calling the InvalidateVisual() continously. This is because some points are not returning as equal but rather, Point(0.0,-0.5) Can anyone see any bugs within this code or know a better implmentation for pixel snapping a Bitmap image so it is not blurry? p.s. The sample code was in C#, however I believe that it was converted correctly. Imports System Imports System.Collections.Generic Imports System.Windows Imports System.Windows.Media Imports System.Windows.Media.Imaging Class Bitmap Inherits FrameworkElement ' Use FrameworkElement instead of UIElement so Data Binding works as expected Private _sourceDownloaded As EventHandler Private _sourceFailed As EventHandler(Of ExceptionEventArgs) Private _pixelOffset As Windows.Point Public Sub New() _sourceDownloaded = New EventHandler(AddressOf OnSourceDownloaded) _sourceFailed = New EventHandler(Of ExceptionEventArgs)(AddressOf OnSourceFailed) AddHandler LayoutUpdated, AddressOf OnLayoutUpdated End Sub Public Shared ReadOnly SourceProperty As DependencyProperty = DependencyProperty.Register("Source", GetType(BitmapSource), GetType(Bitmap), New FrameworkPropertyMetadata(Nothing, FrameworkPropertyMetadataOptions.AffectsRender Or FrameworkPropertyMetadataOptions.AffectsMeasure, New PropertyChangedCallback(AddressOf Bitmap.OnSourceChanged))) Public Property Source() As BitmapSource Get Return DirectCast(GetValue(SourceProperty), BitmapSource) End Get Set(ByVal value As BitmapSource) SetValue(SourceProperty, value) End Set End Property Public Shared Function FindParentWindow(ByVal child As DependencyObject) As Window Dim parent As DependencyObject = VisualTreeHelper.GetParent(child) 'Check if this is the end of the tree If parent Is Nothing Then Return Nothing End If Dim parentWindow As Window = TryCast(parent, Window) If parentWindow IsNot Nothing Then Return parentWindow Else ' Use recursion until it reaches a Window Return FindParentWindow(parent) End If End Function Public Event BitmapFailed As EventHandler(Of ExceptionEventArgs) ' Return our measure size to be the size needed to display the bitmap pixels. ' ' Use MeasureOverride instead of MeasureCore so Data Binding works as expected. ' Protected Overloads Overrides Function MeasureCore(ByVal availableSize As Size) As Size Protected Overloads Overrides Function MeasureOverride(ByVal availableSize As Size) As Size Dim measureSize As New Size() Dim bitmapSource As BitmapSource = Source If bitmapSource IsNot Nothing Then Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If Me.VisualParent IsNot Nothing Then Dim window As Window = window.GetWindow(Me.VisualParent) If window IsNot Nothing Then ps = PresentationSource.FromVisual(window.GetWindow(Me.VisualParent)) ElseIf FindParentWindow(Me) IsNot Nothing Then ps = PresentationSource.FromVisual(FindParentWindow(Me)) End If End If ' If ps IsNot Nothing Then Dim fromDevice As Matrix = ps.CompositionTarget.TransformFromDevice Dim pixelSize As New Vector(bitmapSource.PixelWidth, bitmapSource.PixelHeight) Dim measureSizeV As Vector = fromDevice.Transform(pixelSize) measureSize = New Size(measureSizeV.X, measureSizeV.Y) Else measureSize = New Size(bitmapSource.PixelWidth, bitmapSource.PixelHeight) End If End If Return measureSize End Function Protected Overloads Overrides Sub OnRender(ByVal dc As DrawingContext) Dim bitmapSource As BitmapSource = Me.Source If bitmapSource IsNot Nothing Then _pixelOffset = GetPixelOffset() ' Render the bitmap offset by the needed amount to align to pixels. dc.DrawImage(bitmapSource, New Rect(_pixelOffset, DesiredSize)) End If End Sub Private Shared Sub OnSourceChanged(ByVal d As DependencyObject, ByVal e As DependencyPropertyChangedEventArgs) Dim bitmap As Bitmap = DirectCast(d, Bitmap) Dim oldValue As BitmapSource = DirectCast(e.OldValue, BitmapSource) Dim newValue As BitmapSource = DirectCast(e.NewValue, BitmapSource) If ((oldValue IsNot Nothing) AndAlso (bitmap._sourceDownloaded IsNot Nothing)) AndAlso (Not oldValue.IsFrozen AndAlso (TypeOf oldValue Is BitmapSource)) Then RemoveHandler DirectCast(oldValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded RemoveHandler DirectCast(oldValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed -= bitmap._sourceFailed; // 3.5 End If If ((newValue IsNot Nothing) AndAlso (TypeOf newValue Is BitmapSource)) AndAlso Not newValue.IsFrozen Then AddHandler DirectCast(newValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded AddHandler DirectCast(newValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed += bitmap._sourceFailed; // 3.5 End If End Sub Private Sub OnSourceDownloaded(ByVal sender As Object, ByVal e As EventArgs) InvalidateMeasure() InvalidateVisual() End Sub Private Sub OnSourceFailed(ByVal sender As Object, ByVal e As ExceptionEventArgs) Source = Nothing ' setting a local value seems scetchy... RaiseEvent BitmapFailed(Me, e) End Sub Private Sub OnLayoutUpdated(ByVal sender As Object, ByVal e As EventArgs) ' This event just means that layout happened somewhere. However, this is ' what we need since layout anywhere could affect our pixel positioning. Dim pixelOffset As Windows.Point = GetPixelOffset() If Not AreClose(pixelOffset, _pixelOffset) Then InvalidateVisual() End If End Sub ' Gets the matrix that will convert a Windows.Point from "above" the ' coordinate space of a visual into the the coordinate space ' "below" the visual. Private Function GetVisualTransform(ByVal v As Visual) As Matrix If v IsNot Nothing Then Dim m As Matrix = Matrix.Identity Dim transform As Transform = VisualTreeHelper.GetTransform(v) If transform IsNot Nothing Then Dim cm As Matrix = transform.Value m = Matrix.Multiply(m, cm) End If Dim offset As Vector = VisualTreeHelper.GetOffset(v) m.Translate(offset.X, offset.Y) Return m End If Return Matrix.Identity End Function Private Function TryApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean, ByVal throwOnError As Boolean, ByRef success As Boolean) As Windows.Point success = True If v IsNot Nothing Then Dim visualTransform As Matrix = GetVisualTransform(v) If inverse Then If Not throwOnError AndAlso Not visualTransform.HasInverse Then success = False Return New Windows.Point(0, 0) End If visualTransform.Invert() End If Point = visualTransform.Transform(Point) End If Return Point End Function Private Function ApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean) As Windows.Point Dim success As Boolean = True Return TryApplyVisualTransform(Point, v, inverse, True, success) End Function Private Function GetPixelOffset() As Windows.Point Dim pixelOffset As New Windows.Point() Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If ps IsNot Nothing Then Dim rootVisual As Visual = ps.RootVisual ' Transform (0,0) from this element up to pixels. pixelOffset = Me.TransformToAncestor(rootVisual).Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, False) pixelOffset = ps.CompositionTarget.TransformToDevice.Transform(pixelOffset) ' Round the origin to the nearest whole pixel. pixelOffset.X = Math.Round(pixelOffset.X) pixelOffset.Y = Math.Round(pixelOffset.Y) ' Transform the whole-pixel back to this element. pixelOffset = ps.CompositionTarget.TransformFromDevice.Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, True) pixelOffset = rootVisual.TransformToDescendant(Me).Transform(pixelOffset) End If Return pixelOffset End Function Private Function AreClose(ByVal Point1 As Windows.Point, ByVal Point2 As Windows.Point) As Boolean Return AreClose(Point1.X, Point2.X) AndAlso AreClose(Point1.Y, Point2.Y) End Function Private Function AreClose(ByVal value1 As Double, ByVal value2 As Double) As Boolean If value1 = value2 Then Return True End If Dim delta As Double = value1 - value2 Return ((delta < 0.00000153) AndAlso (delta > -0.00000153)) End Function End Class

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  • Extended Logging with Caller Info Attributes

    - by João Angelo
    .NET 4.5 caller info attributes may be one of those features that do not get much airtime, but nonetheless are a great addition to the framework. These attributes will allow you to programmatically access information about the caller of a given method, more specifically, the code file full path, the member name of the caller and the line number at which the method was called. They are implemented by taking advantage of C# 4.0 optional parameters and are a compile time feature so as an added bonus the returned member name is not affected by obfuscation. The main usage scenario will be for tracing and debugging routines as will see right now. In this sample code I’ll be using NLog, but the example is also applicable to other logging frameworks like log4net. First an helper class, without any dependencies and that can be used anywhere to obtain caller information: using System; using System.IO; using System.Runtime.CompilerServices; public sealed class CallerInfo { private CallerInfo(string filePath, string memberName, int lineNumber) { this.FilePath = filePath; this.MemberName = memberName; this.LineNumber = lineNumber; } public static CallerInfo Create( [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { return new CallerInfo(filePath, memberName, lineNumber); } public string FilePath { get; private set; } public string FileName { get { return this.fileName ?? (this.fileName = Path.GetFileName(this.FilePath)); } } public string MemberName { get; private set; } public int LineNumber { get; private set; } public override string ToString() { return string.Concat(this.FilePath, "|", this.MemberName, "|", this.LineNumber); } private string fileName; } Then an extension class specific for NLog Logger: using System; using System.Runtime.CompilerServices; using NLog; public static class LoggerExtensions { public static void TraceMemberEntry( this Logger logger, [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { LogMemberEntry(logger, LogLevel.Trace, filePath, memberName, lineNumber); } public static void TraceMemberExit( this Logger logger, [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { LogMemberExit(logger, LogLevel.Trace, filePath, memberName, lineNumber); } public static void DebugMemberEntry( this Logger logger, [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { LogMemberEntry(logger, LogLevel.Debug, filePath, memberName, lineNumber); } public static void DebugMemberExit( this Logger logger, [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { LogMemberExit(logger, LogLevel.Debug, filePath, memberName, lineNumber); } public static void LogMemberEntry( this Logger logger, LogLevel logLevel, [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { const string MsgFormat = "Entering member {1} at line {2}"; InternalLog(logger, logLevel, MsgFormat, filePath, memberName, lineNumber); } public static void LogMemberExit( this Logger logger, LogLevel logLevel, [CallerFilePath] string filePath = "", [CallerMemberName] string memberName = "", [CallerLineNumber] int lineNumber = 0) { const string MsgFormat = "Exiting member {1} at line {2}"; InternalLog(logger, logLevel, MsgFormat, filePath, memberName, lineNumber); } private static void InternalLog( Logger logger, LogLevel logLevel, string format, string filePath, string memberName, int lineNumber) { if (logger == null) throw new ArgumentNullException("logger"); if (logLevel == null) throw new ArgumentNullException("logLevel"); logger.Log(logLevel, format, filePath, memberName, lineNumber); } } Finally an usage example: using NLog; internal static class Program { private static readonly Logger Logger = LogManager.GetCurrentClassLogger(); private static void Main(string[] args) { Logger.TraceMemberEntry(); // Compile time feature // Next three lines output the same except for line number Logger.Trace(CallerInfo.Create().ToString()); Logger.Trace(() => CallerInfo.Create().ToString()); Logger.Trace(delegate() { return CallerInfo.Create().ToString(); }); Logger.TraceMemberExit(); } } NOTE: Code for helper class and Logger extension also available here.

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  • EXCEL VBA STUDENTS DATABASE [on hold]

    - by BENTET
    I AM DEVELOPING AN EXCEL DATABASE TO RECORD STUDENTS DETAILS. THE HEADINGS OF THE TABLE ARE DATE,YEAR, PAYMENT SLIP NO.,STUDENT NUMBER,NAME,FEES,AMOUNT PAID, BALANCE AND PREVIOUS BALANCE. I HAVE BEEN ABLE TO PUT UP SOME CODE WHICH IS WORKING, BUT THERE ARE SOME SETBACKS THAT I WANT TO BE ADDRESSED.I ACTUALLY DEVELOPED A USERFORM FOR EACH PROGRAMME OF THE INSTITUTION AND ASSIGNED EACH TO A SPECIFIC SHEET BUT WHENEVER I ADD A RECORD, IT DOES NOT GO TO THE ASSIGNED SHEET BUT GOES TO THE ACTIVE SHEET.ALSO I WANT TO HIDE ALL SHEETS AND BE WORKING ONLY ON THE USERFORMS WHEN THE WORKBOOK IS OPENED.ONE PROBLEM AM ALSO FACING IS THE UPDATE CODE.WHENEVER I UPDATE A RECORD ON A SPECIFIC ROW, IT RATHER EDIT THE RECORD ON THE FIRST ROW NOT THE RECORD EDITED.THIS IS THE CODE I HAVE BUILT SO FAR.I AM VIRTUALLY A NOVICE IN PROGRAMMING. Private Sub cmdAdd_Click() Dim lastrow As Long lastrow = Sheets("Sheet4").Range("A" & Rows.Count).End(xlUp).Row Cells(lastrow + 1, "A").Value = txtDate.Text Cells(lastrow + 1, "B").Value = ComBox1.Text Cells(lastrow + 1, "C").Value = txtSlipNo.Text Cells(lastrow + 1, "D").Value = txtStudentNum.Text Cells(lastrow + 1, "E").Value = txtName.Text Cells(lastrow + 1, "F").Value = txtFees.Text Cells(lastrow + 1, "G").Value = txtAmountPaid.Text txtDate.Text = "" ComBox1.Text = "" txtSlipNo.Text = "" txtStudentNum.Text = "" txtName.Text = "" txtFees.Text = "" txtAmountPaid.Text = "" End Sub Private Sub cmdClear_Click() txtDate.Text = "" ComBox1.Text = "" txtSlipNo.Text = "" txtStudentNum.Text = "" txtName.Text = "" txtFees.Text = "" txtAmountPaid.Text = "" txtBalance.Text = "" End Sub Private Sub cmdClearD_Click() txtDate.Text = "" ComBox1.Text = "" txtSlipNo.Text = "" txtStudentNum.Text = "" txtName.Text = "" txtFees.Text = "" txtAmountPaid.Text = "" txtBalance.Text = "" End Sub Private Sub cmdClose_Click() Unload Me End Sub Private Sub cmdDelete_Click() 'declare the variables Dim findvalue As Range Dim cDelete As VbMsgBoxResult 'check for values If txtStudentNum.Value = "" Or txtName.Value = "" Or txtDate.Text = "" Or ComBox1.Text = "" Or txtSlipNo.Text = "" Or txtFees.Text = "" Or txtAmountPaid.Text = "" Or txtBalance.Text = "" Then MsgBox "There is not data to delete" Exit Sub End If 'give the user a chance to change their mind cDelete = MsgBox("Are you sure that you want to delete this student", vbYesNo + vbDefaultButton2, "Are you sure????") If cDelete = vbYes Then 'delete the row Set findvalue = Sheet4.Range("D:D").Find(What:=txtStudentNum, LookIn:=xlValues) findvalue.EntireRow.Delete End If 'clear the controls txtDate.Text = "" ComBox1.Text = "" txtSlipNo.Text = "" txtStudentNum.Text = "" txtName.Text = "" 'txtFees.Text = "" txtAmountPaid.Text = "" txtBalance.Text = "" End Sub Private Sub cmdSearch_Click() Dim lastrow As Long Dim currentrow As Long Dim studentnum As String lastrow = Sheets("Sheet4").Range("A" & Rows.Count).End(xlUp).Row studentnum = txtStudentNum.Text For currentrow = 2 To lastrow If Cells(currentrow, 4).Text = studentnum Then txtDate.Text = Cells(currentrow, 1) ComBox1.Text = Cells(currentrow, 2) txtSlipNo.Text = Cells(currentrow, 3) txtStudentNum.Text = Cells(currentrow, 4).Text txtName.Text = Cells(currentrow, 5) txtFees.Text = Cells(currentrow, 6) txtAmountPaid.Text = Cells(currentrow, 7) txtBalance.Text = Cells(currentrow, 8) End If Next currentrow txtStudentNum.SetFocus End Sub Private Sub cmdSearchName_Click() Dim lastrow As Long Dim currentrow As Long Dim studentname As String lastrow = Sheets("Sheet4").Range("A" & Rows.Count).End(xlUp).Row studentname = txtName.Text For currentrow = 2 To lastrow If Cells(currentrow, 5).Text = studentname Then txtDate.Text = Cells(currentrow, 1) ComBox1.Text = Cells(currentrow, 2) txtSlipNo.Text = Cells(currentrow, 3) txtStudentNum.Text = Cells(currentrow, 4) txtName.Text = Cells(currentrow, 5).Text txtFees.Text = Cells(currentrow, 6) txtAmountPaid.Text = Cells(currentrow, 7) txtBalance.Text = Cells(currentrow, 8) End If Next currentrow txtName.SetFocus End Sub Private Sub cmdUpdate_Click() Dim tdate As String Dim tlevel As String Dim tslipno As String Dim tstudentnum As String Dim tname As String Dim tfees As String Dim tamountpaid As String Dim currentrow As Long Dim lastrow As Long 'If Cells(currentrow, 5).Text = studentname Then 'txtDate.Text = Cells(currentrow, 1) lastrow = Sheets("Sheet4").Range("A" & Columns.Count).End(xlUp).Offset(0, 1).Column For currentrow = 2 To lastrow tdate = txtDate.Text Cells(currentrow, 1).Value = tdate txtDate.Text = Cells(currentrow, 1) tlevel = ComBox1.Text Cells(currentrow, 2).Value = tlevel ComBox1.Text = Cells(currentrow, 2) tslipno = txtSlipNo.Text Cells(currentrow, 3).Value = tslipno txtSlipNo = Cells(currentrow, 3) tstudentnum = txtStudentNum.Text Cells(currentrow, 4).Value = tstudentnum txtStudentNum.Text = Cells(currentrow, 4) tname = txtName.Text Cells(currentrow, 5).Value = tname txtName.Text = Cells(currentrow, 5) tfees = txtFees.Text Cells(currentrow, 6).Value = tfees txtFees.Text = Cells(currentrow, 6) tamountpaid = txtAmountPaid.Text Cells(currentrow, 7).Value = tamountpaid txtAmountPaid.Text = Cells(currentrow, 7) Next currentrow txtDate.SetFocus ComBox1.SetFocus txtSlipNo.SetFocus txtStudentNum.SetFocus txtName.SetFocus txtFees.SetFocus txtAmountPaid.SetFocus txtBalance.SetFocus End Sub PLEASE I WAS THINKING IF I CAN DEVELOP SOMETHING THAT WILL USE ONLY ONE USERFORM TO SEND DATA TO DIFFERENT SHEETS IN THE WORKBOOK.

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  • JPanel Layout Image Cutoff

    - by Trizicus
    I am adding images to a JPanel but the images are getting cut off. I was originally trying BorderLayout but that only worked for one image and adding others added image cut-off. So I switched to other layouts and the best and closest I could get was BoxLayout however that adds a very large cut-off which is not acceptable either. So basically; How can I add images (from a custom JComponent) to a custom JPanel without bad effects such as the one present in the code. Custom JPanel: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.BoxLayout; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel implements MouseListener { private Entity test; private Timer timer; private long startTime = 0; private int numFrames = 0; private float fps = 0.0f; GraphicsPanel() { test = new Entity("test.png"); Thread t1 = new Thread(test); t1.start(); Entity ent2 = new Entity("images.jpg"); ent2.setX(150); ent2.setY(150); Thread t2 = new Thread(ent2); t2.start(); Entity ent3 = new Entity("test.png"); ent3.setX(0); ent3.setY(150); Thread t3 = new Thread(ent3); t3.start(); //ESSENTIAL setLayout(new BoxLayout(this, BoxLayout.X_AXIS)); add(test); add(ent2); add(ent3); //GAMELOOP timer = new Timer(30, new Gameloop(this)); timer.start(); addMouseListener(this); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g.create(); g2.setClip(0, 0, getWidth(), getHeight()); g2.setColor(Color.BLACK); g2.drawString("FPS: " + fps, 1, 15); } public void getFPS() { ++numFrames; if (startTime == 0) { startTime = System.currentTimeMillis(); } else { long currentTime = System.currentTimeMillis(); long delta = (currentTime - startTime); if (delta > 1000) { fps = (numFrames * 1000) / delta; numFrames = 0; startTime = currentTime; } } } public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } class Gameloop implements ActionListener { private GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { gp.getFPS(); gp.repaint(); } catch (Exception ez) { } } } } Main class: import java.awt.EventQueue; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } private JFrame frame; private GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.add(gp); } }); } } Custom JComponent import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.image.BufferedImage; import javax.imageio.ImageIO; import javax.swing.JComponent; public class Entity extends JComponent implements Runnable { private BufferedImage bImg; private int x = 0; private int y = 0; private int entityWidth, entityHeight; private String filename; Entity(String filename) { this.filename = filename; } public void run() { bImg = loadBImage(filename); entityWidth = bImg.getWidth(); entityHeight = bImg.getHeight(); setPreferredSize(new Dimension(entityWidth, entityHeight)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.drawImage(bImg, x, y, null); g2d.dispose(); } public BufferedImage loadBImage(String filename) { try { bImg = ImageIO.read(getClass().getResource(filename)); } catch (Exception e) { } return bImg; } public int getEntityWidth() { return entityWidth; } public int getEntityHeight() { return entityHeight; } public int getX() { return x; } public int getY() { return y; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } }

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • How would you gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    I'm relatively new to StackExchange and not sure if it's appropriate place to ask design question. Site gives me a hint "The question you're asking appears subjective and is likely to be closed". Please let me know. Anyway.. One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting? Thank you very much in advance for your thoughts.

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  • How can I gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting?

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  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • JavaScript Class Patterns

    - by Liam McLennan
    To write object-oriented programs we need objects, and likely lots of them. JavaScript makes it easy to create objects: var liam = { name: "Liam", age: Number.MAX_VALUE }; But JavaScript does not provide an easy way to create similar objects. Most object-oriented languages include the idea of a class, which is a template for creating objects of the same type. From one class many similar objects can be instantiated. Many patterns have been proposed to address the absence of a class concept in JavaScript. This post will compare and contrast the most significant of them. Simple Constructor Functions Classes may be missing but JavaScript does support special constructor functions. By prefixing a call to a constructor function with the ‘new’ keyword we can tell the JavaScript runtime that we want the function to behave like a constructor and instantiate a new object containing the members defined by that function. Within a constructor function the ‘this’ keyword references the new object being created -  so a basic constructor function might be: function Person(name, age) { this.name = name; this.age = age; this.toString = function() { return this.name + " is " + age + " years old."; }; } var john = new Person("John Galt", 50); console.log(john.toString()); Note that by convention the name of a constructor function is always written in Pascal Case (the first letter of each word is capital). This is to distinguish between constructor functions and other functions. It is important that constructor functions be called with the ‘new’ keyword and that not constructor functions are not. There are two problems with the pattern constructor function pattern shown above: It makes inheritance difficult The toString() function is redefined for each new object created by the Person constructor. This is sub-optimal because the function should be shared between all of the instances of the Person type. Constructor Functions with a Prototype JavaScript functions have a special property called prototype. When an object is created by calling a JavaScript constructor all of the properties of the constructor’s prototype become available to the new object. In this way many Person objects can be created that can access the same prototype. An improved version of the above example can be written: function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { toString: function() { return this.name + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); In this version a single instance of the toString() function will now be shared between all Person objects. Private Members The short version is: there aren’t any. If a variable is defined, with the var keyword, within the constructor function then its scope is that function. Other functions defined within the constructor function will be able to access the private variable, but anything defined outside the constructor (such as functions on the prototype property) won’t have access to the private variable. Any variables defined on the constructor are automatically public. Some people solve this problem by prefixing properties with an underscore and then not calling those properties by convention. function Person(name, age) { this.name = name; this.age = age; } Person.prototype = { _getName: function() { return this.name; }, toString: function() { return this._getName() + " is " + this.age + " years old."; } }; var john = new Person("John Galt", 50); console.log(john.toString()); Note that the _getName() function is only private by convention – it is in fact a public function. Functional Object Construction Because of the weirdness involved in using constructor functions some JavaScript developers prefer to eschew them completely. They theorize that it is better to work with JavaScript’s functional nature than to try and force it to behave like a traditional class-oriented language. When using the functional approach objects are created by returning them from a factory function. An excellent side effect of this pattern is that variables defined with the factory function are accessible to the new object (due to closure) but are inaccessible from anywhere else. The Person example implemented using the functional object construction pattern is: var john = new Person("John Galt", 50); console.log(john.toString()); var personFactory = function(name, age) { var privateVar = 7; return { toString: function() { return name + " is " + age * privateVar / privateVar + " years old."; } }; }; var john2 = personFactory("John Lennon", 40); console.log(john2.toString()); Note that the ‘new’ keyword is not used for this pattern, and that the toString() function has access to the name, age and privateVar variables because of closure. This pattern can be extended to provide inheritance and, unlike the constructor function pattern, it supports private variables. However, when working with JavaScript code bases you will find that the constructor function is more common – probably because it is a better approximation of mainstream class oriented languages like C# and Java. Inheritance Both of the above patterns can support inheritance but for now, favour composition over inheritance. Summary When JavaScript code exceeds simple browser automation object orientation can provide a powerful paradigm for controlling complexity. Both of the patterns presented in this article work – the choice is a matter of style. Only one question still remains; who is John Galt?

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  • Oracle Delivers Latest Release of Oracle Enterprise Manager 12c

    - by Scott McNeil
    Richer Service Catalog for Database and Middleware as a Service; Enhanced Database and Middleware Management Help Drive Enterprise-Scale Private Cloud Adoption News Summary IT organizations are adopting private clouds as a stepping-stone to business-driven, self-service IT. Successful implementations hinge on the ability to efficiently deploy and manage cloud services at enterprise scale. Having a complete cloud management solution integrated with an enterprise-class technology stack is a fundamental requirement for IT. Oracle Enterprise Manager 12c Release 4 meets that requirement by helping businesses become more agile and responsive, while reducing cost, complexity, and risk. News Facts Oracle Enterprise Manager 12c Release 4, available today, lets organizations rapidly adopt Oracle-based, enterprise-scale private clouds. New capabilities provide advanced technology stack management, secure database administration, and enterprise service governance, enabling Oracle customers and partners to maximize database and application performance and drive innovation using self-service IT platforms. The enhancements have been driven by customers and the growing Oracle Enterprise Manager Ecosystem, comprised of more than 750 Oracle PartnerNetwork (OPN) Specialized partners. Oracle and its partners and customers have built over 140 plug-ins and connectors for Oracle Enterprise Manager. Watch the video highlights. Automation for Broader Cloud Services Oracle Enterprise Manager 12c Release 4 allows for a rapid enterprise-wide adoption of database, middleware and infrastructure services in the private cloud, driven by an enhanced API-enabled service catalog. The release features “push button” style provisioning of complete environments such as SOA and Oracle Active Data Guard, and fast data cloning that enables rapid deployment and testing of enterprise applications. Out-of-the-box capabilities to detect data and configuration vulnerabilities provide enhanced cloud service governance along with greater operational control through a flexible and extensible showback mechanism. Enhanced Database Management A new performance warehouse enables predictive database diagnostics and trend analysis and helps identify database problems before they occur. New enterprise data-governance capabilities enhance security by helping systematically discover and protect sensitive data. Step-by-step orchestration of upgrades with the ability to rollback changes enables faster adoption of Oracle Database 12c. Expanded Fusion Middleware Management A new consolidated view of Oracle Fusion Middleware 12c deployments with a guided management capability lets administrators apply best management practices to diverse middleware environments and identify performance issues quickly. A Java VM Diagnostics as a Service feature allows governed access to diagnostics data for IT workers across multiple disciplines for accelerated DevOps resolutions of defects and performance optimization. New automated provisioning for SOA lets middleware administrators perform mass SOA provisioning with ease. Superior Enterprise-Grade Management Private roles and preferred credentials have been added to Oracle Enterprise Manager to provide additional fine-grained security for organizations with complex access control requirements. A new security console provides a single point of control for managing the security of Oracle Enterprise Manager environments. Support for the latest industry standard SNMP v3 protocol, including encryption, enables more secure heterogeneous management. “Smart monitoring” adapts to observed environmental changes and adds self-management capabilities to help Oracle Enterprise Manager run at peak performance, while demanding less IT supervision. Supporting Quotes “Lawrence Livermore National Laboratory has a strong tradition of technology breakthroughs and leadership. As a member of Oracle’s Customer Advisory Board for Oracle Enterprise Manager, we have consistently provided feedback and guidance in the areas of enterprise-scale cloud, self-diagnosability, and secure administration for the product,” said Tim Frazier, CIO, NIF and Photon Sciences, Lawrence Livermore National Laboratory. “We intend to take advantage of the Release 4 features that support enterprise-scale availability and fine-grained security capabilities for private cloud deployments.” “IDC's most recent CloudTrack survey shows that most enterprises plan to adopt hybrid cloud architectures over the next three years,” said Mary Johnston Turner, Research Vice President, Enterprise System Management Software, IDC. “These organizations plan to deploy a wide range of workloads into cloud environments including mission critical database and middleware services that require high levels of fault tolerance and disaster recovery. Such capabilities were traditionally custom configured for each application but cloud offers the possibility to incorporate such properties within the service definition, enabling organizations to adopt cloud without compromise. With the latest release of Oracle Enterprise Manager 12c, Oracle is providing customers with an out-of-the-box experience for delivering highly-resilient cloud services for databases and applications.” “Since its inception, Oracle has been leading the way in innovative, scalable and high performance solutions for the enterprise. With this release of Oracle Enterprise Manager, we are extending this leadership by providing enterprise-scale capabilities for planning, delivering, and managing private clouds. We call this ‘zero-to-cloud – accelerated.’ These enhancements help our customers to expedite their adoption of cloud computing and prepares them for the next generation of self-service IT,” said Prakash Ramamurthy, senior vice president of Systems and Cloud Management at Oracle. Supporting Resources Oracle Enterprise Manager 12c Video: Cerner Delivers High Performance Private Cloud Video: BIAS Achieves Outstanding Results with Private Cloud Press Release Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter Download the Oracle Enterprise Manager 12c Mobile app

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  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Encrypt images before uploading to Dropbox [migrated]

    - by Cherry
    I want to encrypt a file first before the file will be uploaded to the dropbox. So i have implement the encryption inside the uploading of the codes. However, there is an error after i integrate the codes together. Where did my mistake go wrong? Error at putFileOverwriteRequest and it says The method putFileOverwriteRequest(String, InputStream, long, ProgressListener) in the type DropboxAPI is not applicable for the arguments (String, FileOutputStream, long, new ProgressListener(){}) Another problem is that this FileOutputStream fis = new FileOutputStream(new File("dont know what to put in this field")); i do not know where to put the file so that after i read the file, it will call the path and then upload to the Dropbox. Anyone is kind to help me in this? As time is running out for me and i still cant solve the problem. Thank you in advance. The full code is as below. public class UploadPicture extends AsyncTask<Void, Long, Boolean> { private DropboxAPI<?> mApi; private String mPath; private File mFile; private long mFileLen; private UploadRequest mRequest; private Context mContext; private final ProgressDialog mDialog; private String mErrorMsg; public UploadPicture(Context context, DropboxAPI<?> api, String dropboxPath, File file) { // We set the context this way so we don't accidentally leak activities mContext = context.getApplicationContext(); mFileLen = file.length(); mApi = api; mPath = dropboxPath; mFile = file; mDialog = new ProgressDialog(context); mDialog.setMax(100); mDialog.setMessage("Uploading " + file.getName()); mDialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); mDialog.setProgress(0); mDialog.setButton("Cancel", new OnClickListener() { public void onClick(DialogInterface dialog, int which) { // This will cancel the putFile operation mRequest.abort(); } }); mDialog.show(); } @Override protected Boolean doInBackground(Void... params) { try { KeyGenerator keygen = KeyGenerator.getInstance("DES"); SecretKey key = keygen.generateKey(); //generate key //encrypt file here first byte[] plainData; byte[] encryptedData; Cipher cipher = Cipher.getInstance("DES/ECB/PKCS5Padding"); cipher.init(Cipher.ENCRYPT_MODE, key); //File f = new File(mFile); //read file FileInputStream in = new FileInputStream(mFile); //obtains input bytes from a file plainData = new byte[(int)mFile.length()]; in.read(plainData); //Read bytes of data into an array of bytes encryptedData = cipher.doFinal(plainData); //encrypt data FileOutputStream fis = new FileOutputStream(new File("dont know what to put in this field")); //upload to a path first then call the path so that it can be uploaded up to the dropbox //save encrypted file to dropbox // By creating a request, we get a handle to the putFile operation, // so we can cancel it later if we want to //FileInputStream fis = new FileInputStream(mFile); String path = mPath + mFile.getName(); mRequest = mApi.putFileOverwriteRequest(path, fis, mFile.length(), new ProgressListener() { @Override public long progressInterval() { // Update the progress bar every half-second or so return 500; } @Override public void onProgress(long bytes, long total) { publishProgress(bytes); } }); if (mRequest != null) { mRequest.upload(); return true; } } catch (DropboxUnlinkedException e) { // This session wasn't authenticated properly or user unlinked mErrorMsg = "This app wasn't authenticated properly."; } catch (DropboxFileSizeException e) { // File size too big to upload via the API mErrorMsg = "This file is too big to upload"; } catch (DropboxPartialFileException e) { // We canceled the operation mErrorMsg = "Upload canceled"; } catch (DropboxServerException e) { // Server-side exception. These are examples of what could happen, // but we don't do anything special with them here. if (e.error == DropboxServerException._401_UNAUTHORIZED) { // Unauthorized, so we should unlink them. You may want to // automatically log the user out in this case. } else if (e.error == DropboxServerException._403_FORBIDDEN) { // Not allowed to access this } else if (e.error == DropboxServerException._404_NOT_FOUND) { // path not found (or if it was the thumbnail, can't be // thumbnailed) } else if (e.error == DropboxServerException._507_INSUFFICIENT_STORAGE) { // user is over quota } else { // Something else } // This gets the Dropbox error, translated into the user's language mErrorMsg = e.body.userError; if (mErrorMsg == null) { mErrorMsg = e.body.error; } } catch (DropboxIOException e) { // Happens all the time, probably want to retry automatically. mErrorMsg = "Network error. Try again."; } catch (DropboxParseException e) { // Probably due to Dropbox server restarting, should retry mErrorMsg = "Dropbox error. Try again."; } catch (DropboxException e) { // Unknown error mErrorMsg = "Unknown error. Try again."; } catch (FileNotFoundException e) { } return false; } @Override protected void onProgressUpdate(Long... progress) { int percent = (int)(100.0*(double)progress[0]/mFileLen + 0.5); mDialog.setProgress(percent); } @Override protected void onPostExecute(Boolean result) { mDialog.dismiss(); if (result) { showToast("Image successfully uploaded"); } else { showToast(mErrorMsg); } } private void showToast(String msg) { Toast error = Toast.makeText(mContext, msg, Toast.LENGTH_LONG); error.show(); } }

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  • SChannel "cannot find certificate in either LocalMachine or CurrentUser store"

    - by Chris J
    We have an in-house application that requires the use of client SSL certificates to authenticate with a remote server (not under our control). This has worked without problems before but on deploying to a new server, we're having problems getting Windows 2008 to use the certificate. The certificate exists as a .pfx file that contains a private key. The same certificate exists in the LocalMachine store, again with its private key. We've ensured the one in the LocalMachine store is correct by creating a website in IIS against that certificate, so we're happy that the certificate, certificate chain, and private key is valid. The PFX has been created by exporting from the Certificates MMC snap-in. The issue is that we get the following in the system diagnostic logs that suggests it can't find the private key: System.Net Information: 0 : [5988] SecureChannel#23264094 – Locating the private key for the certificate: [Subject] CN=internal-server.company.com, OU=Servers, OU=Devices, O=org [Issuer] CN=SubCA02, OU=CA, o=org [Serial Number] 407ABCDE [Not Before] 31/10/2013 11:08:48 AM [Not After] 31/10/2016 11:08:48 AM [Thumbprint] 4354A34F6004F019E60F055979A47E50F62D1504 . System.Net Information: 0 : [5988] SecureChannel#23264094 – Cannot find the certificate in either the LocalMachine store or the CurrentUser store. I've validated the thumbprint, issuer and serial number listed in the log with the certificate in the LocalMachine store and these marry up. From what I can tell with much searching, this appears to be a permissions issue. The user the application is running as has been granted access to the private key (Personal Certificates - right click on the certificate - all tasks - Manage Private Keys), so I'm now at a loss as to which permission(s) it may be that is causing the issue.

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  • SPP Socket createRfcommSocketToServiceRecord will not connect

    - by philDev
    Hello, I want to use Android 2.1 to connect to an external Bluetooth device, wich is offering an SPP port to me. In this case it is an external GPS unit. When I'm trying to connect I can't connect an established socket while being in the "client" mode. Then if I try to set up a socket (being in the server role), to RECEIVE text from my PC everything works just fine. The Computer can connect as the client to the Socket on the Phone via SPP using the SSP UUID or some random UUID. So the Problem is not that I'm using the wrong UUID. But the other way around (e.g. calling connect on the established client socket) createRfcommSocketToServiceRecord(UUID uuid)) just doesn't work. Sadly I don't have the time to inspect the problem further. It would be greate If somebody could point me the right way. In the following part of the Logfile has to be the Problem. Greets PhilDev P.S. I'm going to be present during the Office hours. Here the log file: 03-21 03:10:52.020: DEBUG/BluetoothSocket.cpp(4643): initSocketFromFdNative 03-21 03:10:52.025: DEBUG/BluetoothSocket(4643): connect 03-21 03:10:52.025: DEBUG/BluetoothSocket(4643): doSdp 03-21 03:10:52.050: DEBUG/ADAPTER(2132): create_device(01:00:00:7F:B5:B3) 03-21 03:10:52.050: DEBUG/ADAPTER(2132): adapter_create_device(01:00:00:7F:B5:B3) 03-21 03:10:52.055: DEBUG/DEVICE(2132): Creating device [address = 01:00:00:7F:B5:B3] /org/bluez/2132/hci0/dev_01_00_00_7F_B5_B3 [name = ] 03-21 03:10:52.055: DEBUG/DEVICE(2132): btd_device_ref(0x10c18): ref=1 03-21 03:10:52.065: INFO/BluetoothEventLoop.cpp(1914): event_filter: Received signal org.bluez.Adapter:DeviceCreated from /org/bluez/2132/hci0 03-21 03:10:52.065: INFO/BluetoothService.cpp(1914): ... Object Path = /org/bluez/2132/hci0/dev_01_00_00_7F_B5_B3 03-21 03:10:52.065: INFO/BluetoothService.cpp(1914): ... Pattern = 00001101-0000-1000-8000-00805f9b34fb, strlen = 36 03-21 03:10:52.070: DEBUG/DEVICE(2132): *************DiscoverServices******** 03-21 03:10:52.070: INFO/DTUN_HCID(2132): dtun_client_get_remote_svc_channel: starting discovery on (uuid16=0x0011) 03-21 03:10:52.070: INFO/DTUN_HCID(2132): bdaddr=01:00:00:7F:B5:B3 03-21 03:10:52.070: INFO/DTUN_CLNT(2132): Client calling DTUN_METHOD_DM_GET_REMOTE_SERVICE_CHANNEL (id 4) 03-21 03:10:52.070: INFO/(2106): DTUN_ReceiveCtrlMsg: [DTUN] Received message [BTLIF_DTUN_METHOD_CALL] 4354 03-21 03:10:52.070: INFO/(2106): handle_method_call: handle_method_call :: received DTUN_METHOD_DM_GET_REMOTE_SERVICE_CHANNEL (id 4), len 134 03-21 03:10:52.075: ERROR/BTLD(2106): ****************search UUID = 1101*********** 03-21 03:10:52.075: INFO//system/bin/btld(2103): btapp_dm_GetRemoteServiceChannel() 03-21 03:10:52.120: DEBUG/BluetoothService(1914): updateDeviceServiceChannelCache(01:00:00:7F:B5:B3) 03-21 03:10:52.120: DEBUG/BluetoothEventLoop(1914): ClassValue: null for remote device: 01:00:00:7F:B5:B3 is null 03-21 03:10:52.120: INFO/BluetoothEventLoop.cpp(1914): event_filter: Received signal org.bluez.Adapter:PropertyChanged from /org/bluez/2132/hci0 03-21 03:10:52.305: WARN/BTLD(2106): bta_dm_check_av:0 03-21 03:10:56.395: DEBUG/WifiService(1914): ACTION_BATTERY_CHANGED pluggedType: 2 03-21 03:10:57.440: WARN/BTLD(2106): SDP - Rcvd conn cnf with error: 0x4 CID 0x43 03-21 03:10:57.440: INFO/BTL-IFS(2106): send_ctrl_msg: [BTL_IFS CTRL] send BTLIF_DTUN_SIGNAL_EVT (CTRL) 13 pbytes (hdl 10) 03-21 03:10:57.445: INFO/DTUN_CLNT(2132): dtun-rx signal [DTUN_SIG_DM_RMT_SERVICE_CHANNEL] (id 42) len 15 03-21 03:10:57.445: INFO/DTUN_HCID(2132): dtun_dm_sig_rmt_service_channel: success=1, service=00000000 03-21 03:10:57.445: ERROR/DTUN_HCID(2132): discovery unsuccessful! package de.phil_dev.android.BT; import java.io.BufferedInputStream; import java.io.IOException; import java.io.InputStream; import java.io.OutputStream; import java.util.UUID; import android.app.Activity; import android.bluetooth.BluetoothAdapter; import android.bluetooth.BluetoothClass; import android.bluetooth.BluetoothDevice; import android.bluetooth.BluetoothServerSocket; import android.bluetooth.BluetoothSocket; import android.content.Intent; import android.os.Bundle; import android.util.Log; import android.widget.Toast; public class ThinBTClient extends Activity { private static final String TAG = "THINBTCLIENT"; private static final boolean D = true; private BluetoothAdapter mBluetoothAdapter = null; private BluetoothSocket btSocket = null; private BufferedInputStream inStream = null; private BluetoothServerSocket myServerSocket; private ConnectThread myConnection; private ServerThread myServer; // Well known SPP UUID (will *probably* map to // RFCOMM channel 1 (default) if not in use); // see comments in onResume(). private static final UUID MY_UUID = UUID .fromString("00001101-0000-1000-8000-00805F9B34FB"); // .fromString("94f39d29-7d6d-437d-973b-fba39e49d4ee"); // ==> hardcode your slaves MAC address here <== // PC // private static String address = "00:09:DD:50:86:A0"; // GPS private static String address = "00:0B:0D:8E:D4:33"; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); if (D) Log.e(TAG, "+++ ON CREATE +++"); mBluetoothAdapter = BluetoothAdapter.getDefaultAdapter(); if (mBluetoothAdapter == null) { Toast.makeText(this, "Bluetooth is not available.", Toast.LENGTH_LONG).show(); finish(); return; } if (!mBluetoothAdapter.isEnabled()) { Toast.makeText(this, "Please enable your BT and re-run this program.", Toast.LENGTH_LONG).show(); finish(); return; } if (D) Log.e(TAG, "+++ DONE IN ON CREATE, GOT LOCAL BT ADAPTER +++"); } @Override public void onStart() { super.onStart(); if (D) Log.e(TAG, "++ ON START ++"); } @Override public void onResume() { super.onResume(); if (D) { Log.e(TAG, "+ ON RESUME +"); Log.e(TAG, "+ ABOUT TO ATTEMPT CLIENT CONNECT +"); } // Make the phone discoverable // When this returns, it will 'know' about the server, // via it's MAC address. // mBluetoothAdapter.startDiscovery(); BluetoothDevice device = mBluetoothAdapter.getRemoteDevice(address); Log.e(TAG, device.getName() + " connected"); // myServer = new ServerThread(); // myServer.start(); myConnection = new ConnectThread(device); myConnection.start(); } @Override public void onPause() { super.onPause(); if (D) Log.e(TAG, "- ON PAUSE -"); try { btSocket.close(); } catch (IOException e2) { Log.e(TAG, "ON PAUSE: Unable to close socket.", e2); } } @Override public void onStop() { super.onStop(); if (D) Log.e(TAG, "-- ON STOP --"); } @Override public void onDestroy() { super.onDestroy(); if (D) Log.e(TAG, "--- ON DESTROY ---"); } private class ServerThread extends Thread { private final BluetoothServerSocket myServSocket; public ServerThread() { BluetoothServerSocket tmp = null; // create listening socket try { tmp = mBluetoothAdapter .listenUsingRfcommWithServiceRecord( "myServer", MY_UUID); } catch (IOException e) { Log.e(TAG, "Server establishing failed"); } myServSocket = tmp; } public void run() { Log.e(TAG, "Beginn waiting for connection"); BluetoothSocket connectSocket = null; InputStream inStream = null; byte[] buffer = new byte[1024]; int bytes; while (true) { try { connectSocket = myServSocket.accept(); } catch (IOException e) { Log.e(TAG, "Connection failed"); break; } Log.e(TAG, "ALL THE WAY AROUND"); try { connectSocket = connectSocket.getRemoteDevice() .createRfcommSocketToServiceRecord(MY_UUID); connectSocket.connect(); } catch (IOException e1) { Log.e(TAG, "DIDNT WORK"); } // handle Connection try { inStream = connectSocket.getInputStream(); while (true) { try { bytes = inStream.read(buffer); Log.e(TAG, "Received: " + buffer.toString()); } catch (IOException e3) { Log.e(TAG, "disconnected"); break; } } } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); break; } } } void cancel() { } } private class ConnectThread extends Thread { private final BluetoothSocket mySocket; private final BluetoothDevice myDevice; public ConnectThread(BluetoothDevice device) { myDevice = device; BluetoothSocket tmp = null; try { tmp = device.createRfcommSocketToServiceRecord(MY_UUID); } catch (IOException e) { Log.e(TAG, "CONNECTION IN THREAD DIDNT WORK"); } mySocket = tmp; } public void run() { Log.e(TAG, "STARTING TO CONNECT THE SOCKET"); setName("My Connection Thread"); InputStream inStream = null; boolean run = false; //mBluetoothAdapter.cancelDiscovery(); try { mySocket.connect(); run = true; } catch (IOException e) { run = false; Log.e(TAG, this.getName() + ": CONN DIDNT WORK, Try closing socket"); try { mySocket.close(); } catch (IOException e1) { Log.e(TAG, this.getName() + ": COULD CLOSE SOCKET", e1); this.destroy(); } } synchronized (ThinBTClient.this) { myConnection = null; } byte[] buffer = new byte[1024]; int bytes; // handle Connection try { inStream = mySocket.getInputStream(); while (run) { try { bytes = inStream.read(buffer); Log.e(TAG, "Received: " + buffer.toString()); } catch (IOException e3) { Log.e(TAG, "disconnected"); } } } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } // starting connected thread (handling there in and output } public void cancel() { try { mySocket.close(); } catch (IOException e) { Log.e(TAG, this.getName() + " SOCKET NOT CLOSED"); } } } }

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  • Problem to display 3D google map.

    - by nemade-vipin
    hello friends, I have implemented one Flex application in which I want to display 3D google map.In which I am getting the error the NUll object reference during map display. Here is my code:- import com.google.maps.controls.MapTypeControl; import adobe.utils.XMLUI; import mx.rpc.events.FaultEvent; import mx.controls.Alert; import generated.webservices.*; import mx.collections.ArrayCollection; import mx.controls.*; import generated.webservices.*; import com.google.maps.LatLng; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapMouseEvent; import com.google.maps.services.GeocodingEvent; import com.google.maps.services.ClientGeocoder; import com.google.maps.overlays.Marker; import com.google.maps.InfoWindowOptions; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import mx.controls.Alert; [Bindable] private var childName:ArrayCollection; [Bindable] private var childId:ArrayCollection; private var photoFeed:ArrayCollection; private var trackinginfochild:TrackingInfo; private var arrayOfchild:Array; private var newEntry:GetSBTSMobileAuthentication; private var trackinginfo:GetSBTSTrackingInfo; private var childObj:Child; private var UserId:int; private var lat:int; private var long:int; private var latlong:LatLng; public var user:SBTSWebService; public function authentication():void { // Instantiate a new Entry object. user = new SBTSWebService(); if(user!=null) { user.addSBTSWebServiceFaultEventListener(handleFaults); user.addgetSBTSMobileAuthenticationEventListener(authenticationResult); newEntry = new GetSBTSMobileAuthentication(); if(newEntry!=null) { newEntry.mobile=mobileno.text; newEntry.password=password.text; user.getSBTSMobileAuthentication(newEntry); } } } public function handleFaults(event:FaultEvent):void { Alert.show("A fault occured contacting the server. Fault message is: " + event.fault.faultString); } public function authenticationResult(event:GetSBTSMobileAuthenticationResultEvent):void { if(event.result != null && event.result._return>0) { if(event.result._return > 0) { UserId = event.result._return; loginform.enabled = false; getChildList(UserId); viewstack2.selectedIndex=1; } else { Alert.show("Authentication fail"); } } } public function getChildList(userId:int):void { var childEntry:GetSBTSMobileChildrenInfo = new GetSBTSMobileChildrenInfo(); childEntry.UserId = userId; user.addgetSBTSMobileChildrenInfoEventListener(sbtsChildrenInfoResult); user.getSBTSMobileChildrenInfo(childEntry); } public function sbtsChildrenInfoResult(event:GetSBTSMobileChildrenInfoResultEvent):void { if( event.result._return!=null) { arrayOfchild = event.result._return as Array; photoFeed = new ArrayCollection(arrayOfchild); childName = new ArrayCollection(); for( var count:int=0;count<photoFeed.length;count++) { childObj = photoFeed.getItemAt(count,0) as Child; childName.addItem(childObj.strName); } } } private function trackingInfo():void { for( var count:int=0;count user.getSBTSTrackingInfo(trackinginfo); } } } } private function getTrackingInfo(event:GetSBTSTrackingInfoResultEvent):void { if(event.result._return != null) { trackinginfochild = event.result._return as TrackingInfo; lat = trackinginfochild.dblLatitude; long = trackinginfochild.dblLongitude; latlong = new LatLng(lat,long); } } private function onMapPreinitialize(event:MapEvent):void { var myMapOptions:MapOptions = new MapOptions(); myMapOptions.zoom = 12; myMapOptions.center = latlong; myMapOptions.mapType = MapType.NORMAL_MAP_TYPE; myMapOptions.viewMode = View.VIEWMODE_PERSPECTIVE; myMapOptions.attitude = new Attitude(20,30,0); buslocation.setInitOptions(myMapOptions); buspath.setInitOptions(myMapOptions); } private function onMapReady(event:MapEvent):void { this.buslocation.addControl(new NavigationControl()); this.buslocation.addControl( new MapTypeControl()); } ]]> <mx:Move id="hideEffect" yTo="-500" /> <mx:Move id="showEffect" xFrom="500"/> <mx:Panel width="100%" height="100%" headerColors="[#000000,#FFFFFF]" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:TabNavigator id="viewstack2" selectedIndex="0" creationPolicy="all" width="100%" height="100%"> <mx:Form label="Login Form" id="loginform" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:FormItem label="Mobile NO:" creationPolicy="all"> <mx:TextInput id="mobileno"/> </mx:FormItem> <mx:FormItem label="Password:" creationPolicy="all"> <mx:TextInput displayAsPassword="true" id="password" /> </mx:FormItem> <mx:FormItem> <mx:Button label="Login" click="authentication()"/> </mx:FormItem> </mx:Form> <mx:Form label="Child List" id="childForm" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:Label width="100%" color="blue" text="Select Child."/> <mx:RadioButtonGroup id="radioGroup" itemClick="trackingInfo()"/> <mx:Repeater id="fieldRepeater" dataProvider="{childName}"> <mx:RadioButton groupName="radioGroup" label="{fieldRepeater.currentItem}" value="{fieldRepeater.currentItem}"/> </mx:Repeater> </mx:Form> <mx:Form label="Child Information" hideEffect="{hideEffect}" showEffect="{showEffect}"> <mx:FormItem> <mx:DataGrid id="childinfo"> <mx:columns> <mx:DataGridColumn headerText="Child Name" dataField="strName"/> <mx:DataGridColumn headerText="School Name" dataField="strSchoolName"/> <mx:DataGridColumn headerText="Pick Up Point" dataField="strPickUpPointName"/> <mx:DataGridColumn headerText="Drop Down Point" dataField="strDropDownPointName"/> </mx:columns> </mx:DataGrid> </mx:FormItem> <mx:FormItem> <mx:Button label="click here to see bus location"/> </mx:FormItem> </mx:Form> <mx:Form label="Bus Location" hideEffect="{hideEffect}" showEffect="{showEffect}"> <maps:Map3D xmlns:maps="com.google.maps.*" mapevent_mappreinitialize="onMapPreinitialize(event)" id="buslocation" width="100%" height="100%" url="http://code.google.com/apis/maps/" key="ABQIAAAAXuX6aG-r_N0-tQNxUEV-vRSE8al1BQssMxLXJiP75kIjR3ssLxT3D52_u94hI-dMIkD72FmnK-P4og"/> </mx:Form> <mx:Form label="Bus path" hideEffect="{hideEffect}" showEffect="{showEffect}"> <maps:Map3D xmlns:maps="com.google.maps.*" mapevent_mappreinitialize="onMapPreinitialize(event)" id="buspath" width="100%" height="100%" url="http://code.google.com/apis/maps/" key="ABQIAAAAXuX6aG-r_N0-tQNxUEV-vRSE8al1BQssMxLXJiP75kIjR3ssLxT3D52_u94hI-dMIkD72FmnK-P4og"/> </mx:Form> </mx:TabNavigator> </mx:Panel> I am getting this error :- TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.google.maps.geom::Geometry$/computeSeparatingAxes() at com.google.maps.geom::TileEnumerator/enumerateTiles() at com.google.maps.core::PerspectiveTilePane/computeOptimalSet() at com.google.maps.core::PerspectiveTilePane/render() at com.google.maps.core::PerspectiveTilePane/configure() at com.google.maps.managers::PerspectiveTileManager/updateView() at com.google.maps.managers::PerspectiveTileManager/initializePanes() at com.google.maps.managers::PerspectiveTileManager/onInitialize() at MethodInfo-190() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at mx.core::UIComponent/dispatchEvent()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:9298] at com.google.maps.wrappers::BaseEventDispatcher/dispatchEvent() at com.google.maps.wrappers::EventDispatcherWrapper/dispatchEvent() at com.google.maps.core::MapImpl/size() at com.google.maps.core::MapImpl/setSize() at com.google.maps.wrappers::IMapWrapper/setSize() at com.google.maps::Map/internalSetSize() at com.google.maps::Map/onUIComponentResized() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at mx.core::UIComponent/dispatchEvent()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:9298] at mx.core::UIComponent/dispatchResizeEvent()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:7077] at mx.core::UIComponent/setActualSize()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:6706] at mx.containers.utilityClasses::BoxLayout/updateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\containers\utilityClasses\BoxLayout.as:219] at mx.containers::Form/updateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\containers\Form.as:375] at mx.core::UIComponent/validateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:6351] at mx.core::Container/validateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\Container.as:2677] at mx.managers::LayoutManager/validateDisplayList()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\managers\LayoutManager.as:622] at mx.managers::LayoutManager/doPhasedInstantiation()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\managers\LayoutManager.as:695] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.core::UIComponent/callLaterDispatcher2()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:8628] at mx.core::UIComponent/callLaterDispatcher()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\core\UIComponent.as:8568] Please resolve my issue.

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  • Finding begin and end of year/month/day/hour

    - by reto
    I'm using the following snipped to find the begin and end of several time periods in Joda. The little devil on my left shoulder says thats the way to go... but I dont believe him. Could anybody with some joda experience take a brief look and tell me that the little guy is right? (It will be only used for UTC datetime objects) Thank you! /* Year */ private static DateTime endOfYear(DateTime dateTime) { return endOfDay(dateTime).withMonthOfYear(12).withDayOfMonth(31); } private static DateTime beginningOfYear(DateTime dateTime) { return beginningOfMonth(dateTime).withMonthOfYear(1); } /* Month */ private static DateTime endOfMonth(DateTime dateTime) { return endOfDay(dateTime).withDayOfMonth(dateTime.dayOfMonth().getMaximumValue()); } private static DateTime beginningOfMonth(DateTime dateTime) { return beginningOfday(dateTime).withDayOfMonth(1); } /* Day */ private static DateTime endOfDay(DateTime dateTime) { return endOfHour(dateTime).withHourOfDay(23); } private static DateTime beginningOfday(DateTime dateTime) { return beginningOfHour(dateTime).withHourOfDay(0); } /* Hour */ private static DateTime beginningOfHour(DateTime dateTime) { return dateTime.withMillisOfSecond(0).withSecondOfMinute(0).withMinuteOfHour(0); } private static DateTime endOfHour(DateTime dateTime) { return dateTime.withMillisOfSecond(999).withSecondOfMinute(59).withMinuteOfHour(59); }

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  • XAML Binding to complex value objects

    - by Gus
    I have a complex value object class that has 1) a number or read-only properties; 2) a private constructor; and 3) a number of static singleton instance properties [so the properties of a ComplexValueObject never change and an individual value is instantiated once in the application's lifecycle]. public class ComplexValueClass { /* A number of read only properties */ private readonly string _propertyOne; public string PropertyOne { get { return _propertyOne; } } private readonly string _propertyTwo; public string PropertyTwo { get { return _propertyTwo; } } /* a private constructor */ private ComplexValueClass(string propertyOne, string propertyTwo) { _propertyOne = propertyOne; _propertyTwo = PropertyTwo; } /* a number of singleton instances */ private static ComplexValueClass _complexValueObjectOne; public static ComplexValueClass ComplexValueObjectOne { get { if (_complexValueObjectOne == null) { _complexValueObjectOne = new ComplexValueClass("string one", "string two"); } return _complexValueObjectOne; } } private static ComplexValueClass _complexValueObjectTwo; public static ComplexValueClass ComplexValueObjectTwo { get { if (_complexValueObjectTwo == null) { _complexValueObjectTwo = new ComplexValueClass("string three", "string four"); } return _complexValueObjectTwo; } } } I have a data context class that looks something like this: public class DataContextClass : INotifyPropertyChanged { private ComplexValueClass _complexValueClass; public ComplexValueClass ComplexValueObject { get { return _complexValueClass; } set { _complexValueClass = value; PropertyChanged(this, new PropertyChangedEventArgs("ComplexValueObject")); } } } I would like to write a XAML binding statement to a property on my complex value object that updates the UI whenever the entire complex value object changes. What is the best and/or most concise way of doing this? I have something like: <Object Value="{Binding ComplexValueObject.PropertyOne}" /> but the UI does not update when ComplexValueObject as a whole changes.

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  • Windows Service Conundrum

    - by Paul Johnson
    All, I have a Custom object which I have written using VB.NET (.net 2.0). The object instantiates its own threading.timer object and carries out a number of background process including periodic interrogation of an oracle database and delivery of emails via smtp according to data detected in the database. The following is the code implemented in the windows service class Public Class IncidentManagerService 'Fakes Private _fakeRepoFactory As IRepoFactory Private _incidentRepo As FakeIncidentRepo Private _incidentDefinitionRepo As FakeIncidentDefinitionRepo Private _incManager As IncidentManager.Session 'Real Private _started As Boolean = False Private _repoFactory As New NHibernateRepoFactory Private _psalertsEventRepo As IPsalertsEventRepo = _repoFactory.GetPsalertsEventRepo() Protected Overrides Sub OnStart(ByVal args() As String) ' Add code here to start your service. This method should set things ' in motion so your service can do its work. If Not _started Then Startup() _started = True End If End Sub Protected Overrides Sub OnStop() 'Tear down class variables in order to ensure the service stops cleanly _incManager.Dispose() _incidentDefinitionRepo = Nothing _incidentRepo = Nothing _fakeRepoFactory = Nothing _repoFactory = Nothing End Sub Private Sub Startup() Dim incidents As IList(Of Incident) = Nothing Dim incidentFactory As New IncidentFactory incidents = IncidentFactory.GetTwoFakeIncidents _repoFactory = New NHibernateRepoFactory _fakeRepoFactory = New FakeRepoFactory(incidents) _incidentRepo = _fakeRepoFactory.GetIncidentRepo _incidentDefinitionRepo = _fakeRepoFactory.GetIncidentDefinitionRepo 'Start an incident manager session _incManager = New IncidentManager.Session(_incidentRepo, _incidentDefinitionRepo, _psalertsEventRepo) _incManager.Start() End Sub End Class After a little bit of experimentation I arrived at the above code in the OnStart method. All functionality passed testing when deployed from VS2005 on my development PC, however when deployed on a true target machine, the service would not start and responds with the following message: "The service on local computer started and then stopped..." Am I going about this the correct way? If not how can I best implement my incident manager within the confines of the Windows Service class. It seems pointless to implement a timer for the incidentmanager because this already implements its own timer... Any assistance much appreciated. Kind Regards Paul J.

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