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  • c#: sms appears to have been sent, but stuck in phone outbox

    - by I__
    i wrote code to send an SMS using my gsm phone which is attached to the computer through com port. the code is below. the problem is i do see that it is in the outbox of the phone and it actually appears to have been sent, but when i contact the recipient they say that i have not received the message. i test the phone, and i create and send a message using only the phone and it works perfectly, however when i do this with my code, it APPEARS to have been sent, and i am getting all the correct AT COMMAND responses from the phone, but the message is actually NOT sent. here is the code: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; using System.IO.Ports; namespace WindowsFormsApplication1 { public partial class Form1 : Form { SerialPort serialPort1; int m_iTxtMsgState = 0; const int NUM_MESSAGE_STATES = 4; const string RESERVED_COM_1 = "COM1"; const string RESERVED_COM_4 = "COM4"; public Form1() { InitializeComponent(); this.Closing += new CancelEventHandler(Form1_Closing); } private void Form1_Load(object sender, EventArgs e) { serialPort1 = new SerialPort(GetUSBComPort()); if (serialPort1.IsOpen) { serialPort1.Close(); } serialPort1.Open(); //ThreadStart myThreadDelegate = new ThreadStart(ReceiveAndOutput); //Thread myThread = new Thread(myThreadDelegate); //myThread.Start(); this.serialPort1.DataReceived += new SerialDataReceivedEventHandler(sp_DataReceived); } private void Form1_Closing(object sender, System.ComponentModel.CancelEventArgs e) { serialPort1.Close(); } private void SendLine(string sLine) { serialPort1.Write(sLine); sLine = sLine.Replace("\u001A", ""); consoleOut.Text += sLine; } public void DoWork() { ProcessMessageState(); } public void ProcessMessageState() { switch (m_iTxtMsgState) { case 0: m_iTxtMsgState = 1; SendLine("AT\r\n"); //NOTE: SendLine must be the last thing called in all of these! break; case 1: m_iTxtMsgState = 2; SendLine("AT+CMGF=1\r\n"); break; case 2: m_iTxtMsgState = 3; SendLine("AT+CMGW=" + Convert.ToChar(34) + "+9737387467" + Convert.ToChar(34) + "\r\n"); break; case 3: m_iTxtMsgState = 4; SendLine("A simple demo of SMS text messaging." + Convert.ToChar(26)); break; case 4: m_iTxtMsgState = 5; break; case 5: m_iTxtMsgState = NUM_MESSAGE_STATES; break; } } private string GetStoredSMSID() { return null; } /* //i dont think this part does anything private void serialPort1_DataReceived_1(object sender, System.IO.Ports.SerialDataReceivedEventArgs e) { string response = serialPort1.ReadLine(); this.BeginInvoke(new MethodInvoker(() => textBox1.AppendText(response + "\r\n"))); } */ void sp_DataReceived(object sender, SerialDataReceivedEventArgs e) { try { Thread.Sleep(500); char[] msg; msg = new char[613]; int iNumToRead = serialPort1.BytesToRead; serialPort1.Read(msg, 0, iNumToRead); string response = new string(msg); this.BeginInvoke(new MethodInvoker(() => textBox1.AppendText(response + "\r\n"))); serialPort1.DiscardInBuffer(); if (m_iTxtMsgState == 4) { int pos_cmgw = response.IndexOf("+CMGW:"); string cmgw_num = response.Substring(pos_cmgw + 7, 4); SendLine("AT+CMSS=" + cmgw_num + "\r\n"); //stop listening to messages received } if (m_iTxtMsgState < NUM_MESSAGE_STATES) { ProcessMessageState(); } } catch { } } private void button1_Click(object sender, EventArgs e) { m_iTxtMsgState = 0; DoWork(); } private void button2_Click(object sender, EventArgs e) { string[] sPorts = SerialPort.GetPortNames(); foreach (string port in sPorts) { consoleOut.Text += port + "\r\n"; } } private string GetUSBComPort() { string[] sPorts = SerialPort.GetPortNames(); foreach (string port in sPorts) { if (port != RESERVED_COM_1 && port != RESERVED_COM_4) { return port; } } return null; } }

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  • What is the best strategy for populating a TableView from a service?

    - by alrutherford
    I have an application which has a potentially long running background process. I want this process to populate a TableView as results objects are generated. The results objects are added to an observableList and have properties which are bound to the columns in the usual fashion for JavaFX. As an example of this consider the following sample code Main Application import java.util.LinkedList; import javafx.application.Application; import javafx.collections.FXCollections; import javafx.collections.ObservableList; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.geometry.Insets; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.scene.control.TableColumn; import javafx.scene.control.TableView; import javafx.scene.control.cell.PropertyValueFactory; import javafx.scene.layout.VBox; import javafx.stage.Stage; public class DataViewTest extends Application { private TableView<ServiceResult> dataTable = new TableView<ServiceResult>(); private ObservableList<ServiceResult> observableList; private ResultService resultService; public static void main(String[] args) { launch(args); } @Override public void start(Stage stage) { observableList = FXCollections.observableArrayList(new LinkedList<ServiceResult>()); resultService = new ResultService(observableList); Button refreshBtn = new Button("Update"); refreshBtn.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent arg0) { observableList.clear(); resultService.reset(); resultService.start(); } }); TableColumn<ServiceResult, String> nameCol = new TableColumn<ServiceResult, String>("Value"); nameCol.setCellValueFactory(new PropertyValueFactory<ServiceResult, String>("value")); nameCol.setPrefWidth(200); dataTable.getColumns().setAll(nameCol); // productTable.getItems().addAll(products); dataTable.setItems(observableList); Scene scene = new Scene(new Group()); stage.setTitle("Table View Sample"); stage.setWidth(300); stage.setHeight(500); final VBox vbox = new VBox(); vbox.setSpacing(5); vbox.setPadding(new Insets(10, 0, 0, 10)); vbox.getChildren().addAll(refreshBtn, dataTable); ((Group) scene.getRoot()).getChildren().addAll(vbox); stage.setScene(scene); stage.show(); } } Service public class ResultService extends Service<Void> { public static final int ITEM_COUNT = 100; private ObservableList<ServiceResult> observableList; /** * Construct service. * */ public ResultService(ObservableList<ServiceResult> observableList) { this.observableList = observableList; } @Override protected Task<Void> createTask() { return new Task<Void>() { @Override protected Void call() throws Exception { process(); return null; } }; } public void process() { for (int i = 0; i < ITEM_COUNT; i++) { observableList.add(new ServiceResult(i)); } } } Data public class ServiceResult { private IntegerProperty valueProperty; /** * Construct property object. * */ public ServiceResult(int value) { valueProperty = new SimpleIntegerProperty(); setValue(value); } public int getValue() { return valueProperty.get(); } public void setValue(int value) { this.valueProperty.set(value); } public IntegerProperty valueProperty() { return valueProperty; } } Both the service and the TableView share a reference to the observable list? Is this good practise in JavaFx and if not what is the correct strategy? If you hit the the 'Update' button the list will not always refresh to the ITEM_COUNT length. I believe this is because the observableList.clear() is interfering with the update which is running in the background thread. Can anyone shed some light on this?

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  • Parsing XHTML results from Bing

    - by Nir
    Hello, i am trying to parse received search queries from bing search engines which are received in xhtml in java. I am using sax XmlReader to read the results but i keep on getting errors. here is my code-this one is for the hadler of the reader: import org.xml.sax.Attributes; import org.xml.sax.SAXException; import org.xml.sax.helpers.DefaultHandler; public class XHTMLHandler extends DefaultHandler{ public XHTMLHandler() { super(); } public void startDocument () { System.out.println("Start document"); } public void endDocument () { System.out.println("End document"); } public void startElement (String uri, String name,String qName, Attributes atts) { if ("".equals (uri)) System.out.println("Start element: " + qName); else System.out.println("Start element: {" + uri + "}" + name); } public void endElement (String uri, String name, String qName) { if ("".equals (uri)) System.out.println("End element: " + qName); else System.out.println("End element: {" + uri + "}" + name); } public void startPrefixMapping (String prefix, String uri) throws SAXException { } public void endPrefixMapping (String prefix) throws SAXException { } public void characters (char ch[], int start, int length) { System.out.print("Characters: \""); for (int i = start; i < start + length; i++) { switch (ch[i]) { case '\\': System.out.print("\\\\"); break; case '"': System.out.print("\\\""); break; case '\n': System.out.print("\\n"); break; case '\r': System.out.print("\\r"); break; case '\t': System.out.print("\\t"); break; default: System.out.print(ch[i]); break; } } System.out.print("\"\n"); } } and this is the program itself: import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; import java.io.OutputStreamWriter; import java.net.HttpRetryException; import java.net.HttpURLConnection; import java.net.URL; import org.xml.sax.InputSource; import org.xml.sax.SAXException; import org.xml.sax.XMLReader; import org.xml.sax.helpers.XMLReaderFactory; public class Searching { private String m_urlBingSearch = "http://www.bing.com/search?q="; private HttpURLConnection m_httpCon; private OutputStreamWriter m_streamWriter; //private BufferedReader m_bufferReader; private URL m_serverAdress; private StringBuilder sb; private String m_line; private InputSource m_inputSrc; public Searching() { m_httpCon = null; m_streamWriter = null; //m_bufferReader = null; m_serverAdress = null; sb = null; m_line = new String(); } public void SearchBing(String searchPrms) throws SAXException,IOException { //set up connection sb = new StringBuilder(); sb.append(m_urlBingSearch); sb.append(searchPrms); m_serverAdress = new URL(sb.toString()); m_httpCon = (HttpURLConnection)m_serverAdress.openConnection(); m_httpCon.setRequestMethod("GET"); m_httpCon.setDoOutput(true); m_httpCon.setConnectTimeout(10000); m_httpCon.connect(); //m_streamWriter = new OutputStreamWriter(m_httpCon.getOutputStream()); //m_bufferReader = new BufferedReader(new InputStreamReader(m_httpCon.getInputStream())); XMLReader reader = XMLReaderFactory.createXMLReader(); XHTMLHandler handle = new XHTMLHandler(); reader.setContentHandler(handle); reader.setErrorHandler(handle); //reader.startPrefixMapping("html", "http://www.w3.org/1999/xhtml"); handle.startPrefixMapping("html", "http://www.w3.org/1999/xhtml"); m_inputSrc = new InputSource(m_httpCon.getInputStream()); reader.parse(m_inputSrc); m_httpCon.disconnect(); } public static void main(String [] args) throws SAXException,IOException { Searching s = new Searching(); s.SearchBing("beatles"); } } this is my error message: Exception in thread "main" java.io.IOException: Server returned HTTP response code: 503 for URL: http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.setupCurrentEntity(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.startEntity(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.startDTDEntity(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDTDScannerImpl.setInputSource(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl$DTDDriver.dispatch(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl$DTDDriver.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl$PrologDriver.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLNSDocumentScannerImpl.next(Unknown Source) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(Unknown Source) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(Unknown Source) at Searching.SearchBing(Searching.java:57) at Searching.main(Searching.java:65) can someone please help? i think it has something to do with dtd but i don't know hot to fix it

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  • setting up linked list Java

    - by erp
    I'm working on some basic linked list stuff, like insert, delete, go to the front or end of the list, and basically i understand the concept of all of that stuff once i have the list i guess but im having trouble setting up the list. I was wondering of you guys could tell me if im going in the right direction. (mostly just the setup) this is what i have so far: public class List { private int size; private List linkedList; List head; List cur; List next; /** * Creates an empty list. * @pre * @post */ public List(){ linkedList = new List(); this.head = null; cur = head; } /** * Delete the current element from this list. The element after the deleted element becomes the new current. * If that's not possible, then the element before the deleted element becomes the new current. * If that is also not possible, then you need to recognize what state the list is in and define current accordingly. * Nothing should be done if a delete is not possible. * @pre * @post */ public void delete(){ // delete size--; } /** * Get the value of the current element. If this is not possible, throw an IllegalArgumentException. * @pre the list is not empty * @post * @return value of the current element. */ public char get(){ return getItem(cur); } /** * Go to the last element of the list. If this is not possible, don't change the cursor. * @pre * @post */ public void goLast(){ while (cur.next != null){ cur = cur.next; } } /** * Advance the cursor to the next element. If this is not possible, don't change the cursor. * @pre * @post */ public void goNext(){ if(cur.next != null){ cur = cur.next;} //else do nothing } /** * Retreat the cursor to the previous element. If this is not possible, don't change the cursor. * @pre * @post */ public void goPrev(){ } /** * Go to top of the list. This is the position before the first element. * @pre * @post */ public void goTop(){ } /** * Go to first element of the list. If this is not possible, don't change the cursor. * @pre * @post */ public void goFirst(){ } /** * Insert the given parameter after the current element. The newly inserted element becomes the current element. * @pre * @post * @param newVal : value to insert after the current element. */ public void insert(char newVal){ cur.setItem(newVal); size++; } /** * Determines if this list is empty. Empty means this list has no elements. * @pre * @post * @return true if the list is empty. */ public boolean isEmpty(){ return head == null; } /** * Determines the size of the list. The size of the list is the number of elements in the list. * @pre * @post * @return size which is the number of elements in the list. */ public int size(){ return size; } public class Node { private char item; private Node next; public Node() { } public Node(char item) { this.item = item; } public Node(char item, Node next) { this.item = item; this.next = next; } public char getItem() { return this.item; } public void setItem(char item) { this.item = item; } public Node getNext() { return this.next; } public void setNext(Node next) { this.next = next; } } } I got the node class alright (well i think it works alright), but is it necessary to even have that class? or can i go about it without even using it (just curious). And for example on the method get() in the list class can i not call that getItem() method from the node class because it's getting an error even though i thought that was the whole point for the node class. bottom line i just wanna make sure im setting up the list right. Thanks for any help guys, im new to linked list's so bear with me!

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  • Using delegates in C# (Part 2)

    - by rajbk
    Part 1 of this post can be read here. We are now about to see the different syntaxes for invoking a delegate and some c# syntactic sugar which allows you to code faster. We have the following console application. 1: public delegate double Operation(double x, double y); 2:  3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: Operation op1 = new Operation(Division); 9: double result = op1.Invoke(10, 5); 10: 11: Console.WriteLine(result); 12: Console.ReadLine(); 13: } 14: 15: static double Division(double x, double y) { 16: return x / y; 17: } 18: } Line 1 defines a delegate type called Operation with input parameters (double x, double y) and a return type of double. On Line 8, we create an instance of this delegate and set the target to be a static method called Division (Line 15) On Line 9, we invoke the delegate (one entry in the invocation list). The program outputs 5 when run. The language provides shortcuts for creating a delegate and invoking it (see line 9 and 11). Line 9 is a syntactical shortcut for creating an instance of the Delegate. The C# compiler will infer on its own what the delegate type is and produces intermediate language that creates a new instance of that delegate. Line 11 uses a a syntactical shortcut for invoking the delegate by removing the Invoke method. The compiler sees the line and generates intermediate language which invokes the delegate. When this code is compiled, the generated IL will look exactly like the IL of the compiled code above. 1: public delegate double Operation(double x, double y); 2:  3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: //shortcut constructor syntax 9: Operation op1 = Division; 10: //shortcut invoke syntax 11: double result = op1(10, 2); 12: 13: Console.WriteLine(result); 14: Console.ReadLine(); 15: } 16: 17: static double Division(double x, double y) { 18: return x / y; 19: } 20: } C# 2.0 introduced Anonymous Methods. Anonymous methods avoid the need to create a separate method that contains the same signature as the delegate type. Instead you write the method body in-line. There is an interesting fact about Anonymous methods and closures which won’t be covered here. Use your favorite search engine ;-)We rewrite our code to use anonymous methods (see line 9): 1: public delegate double Operation(double x, double y); 2:  3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: //Anonymous method 9: Operation op1 = delegate(double x, double y) { 10: return x / y; 11: }; 12: double result = op1(10, 2); 13: 14: Console.WriteLine(result); 15: Console.ReadLine(); 16: } 17: 18: static double Division(double x, double y) { 19: return x / y; 20: } 21: } We could rewrite our delegate to be of a generic type like so (see line 2 and line 9). You will see why soon. 1: //Generic delegate 2: public delegate T Operation<T>(T x, T y); 3:  4: public class Program 5: { 6: [STAThread] 7: static void Main(string[] args) 8: { 9: Operation<double> op1 = delegate(double x, double y) { 10: return x / y; 11: }; 12: double result = op1(10, 2); 13: 14: Console.WriteLine(result); 15: Console.ReadLine(); 16: } 17: 18: static double Division(double x, double y) { 19: return x / y; 20: } 21: } The .NET 3.5 framework introduced a whole set of predefined delegates for us including public delegate TResult Func<T1, T2, TResult>(T1 arg1, T2 arg2); Our code can be modified to use this delegate instead of the one we declared. Our delegate declaration has been removed and line 7 has been changed to use the Func delegate type. 1: public class Program 2: { 3: [STAThread] 4: static void Main(string[] args) 5: { 6: //Func is a delegate defined in the .NET 3.5 framework 7: Func<double, double, double> op1 = delegate (double x, double y) { 8: return x / y; 9: }; 10: double result = op1(10, 2); 11: 12: Console.WriteLine(result); 13: Console.ReadLine(); 14: } 15: 16: static double Division(double x, double y) { 17: return x / y; 18: } 19: } .NET 3.5 also introduced lambda expressions. A lambda expression is an anonymous function that can contain expressions and statements, and can be used to create delegates or expression tree types. We change our code to use lambda expressions. 1: public class Program 2: { 3: [STAThread] 4: static void Main(string[] args) 5: { 6: //lambda expression 7: Func<double, double, double> op1 = (x, y) => x / y; 8: double result = op1(10, 2); 9: 10: Console.WriteLine(result); 11: Console.ReadLine(); 12: } 13: 14: static double Division(double x, double y) { 15: return x / y; 16: } 17: } C# 3.0 introduced the keyword var (implicitly typed local variable) where the type of the variable is inferred based on the type of the associated initializer expression. We can rewrite our code to use var as shown below (line 7).  The implicitly typed local variable op1 is inferred to be a delegate of type Func<double, double, double> at compile time. 1: public class Program 2: { 3: [STAThread] 4: static void Main(string[] args) 5: { 6: //implicitly typed local variable 7: var op1 = (x, y) => x / y; 8: double result = op1(10, 2); 9: 10: Console.WriteLine(result); 11: Console.ReadLine(); 12: } 13: 14: static double Division(double x, double y) { 15: return x / y; 16: } 17: } You have seen how we can write code in fewer lines by using a combination of the Func delegate type, implicitly typed local variables and lambda expressions.

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  • Enabling Service Availability in WCF Services

    - by cibrax
    It is very important for the enterprise to know which services are operational at any given point. There are many factors that can affect the availability of the services, some of them are external like a database not responding or any dependant service not working. However, in some cases, you only want to know whether a service is up or down, so a simple heart-beat mechanism with “Ping” messages would do the trick. Unfortunately, WCF does not provide a built-in mechanism to support this functionality, and you probably don’t to implement a “Ping” operation in any service that you have out there. For solving this in a generic way, there is a WCF extensibility point that comes to help us, the “Operation Invokers”. In a nutshell, an operation invoker is the class responsible invoking the service method with a set of parameters and generate the output parameters with the return value. What I am going to do here is to implement a custom operation invoker that intercepts any call to the service, and detects whether a “Ping” header was attached to the message. If the “Ping” header is detected, the operation invoker returns a new header to tell the client that the service is alive, and the real operation execution is omitted. In that way, we have a simple heart beat mechanism based on the messages that include a "Ping” header, so the client application can determine at any point whether the service is up or down. My operation invoker wraps the default implementation attached by default to any operation by WCF. internal class PingOperationInvoker : IOperationInvoker { IOperationInvoker innerInvoker; object[] outputs = null; object returnValue = null; public const string PingHeaderName = "Ping"; public const string PingHeaderNamespace = "http://tellago.serviceModel"; public PingOperationInvoker(IOperationInvoker innerInvoker, OperationDescription description) { this.innerInvoker = innerInvoker; outputs = description.SyncMethod.GetParameters() .Where(p => p.IsOut) .Select(p => DefaultForType(p.ParameterType)).ToArray(); var returnValue = DefaultForType(description.SyncMethod.ReturnType); } private static object DefaultForType(Type targetType) { return targetType.IsValueType ? Activator.CreateInstance(targetType) : null; } public object Invoke(object instance, object[] inputs, out object[] outputs) { object returnValue; if (Invoke(out returnValue, out outputs)) { return returnValue; } else { return this.innerInvoker.Invoke(instance, inputs, out outputs); } } private bool Invoke(out object returnValue, out object[] outputs) { object untypedProperty = null; if (OperationContext.Current .IncomingMessageProperties.TryGetValue(HttpRequestMessageProperty.Name, out untypedProperty)) { var httpRequestProperty = untypedProperty as HttpRequestMessageProperty; if (httpRequestProperty != null) { if (httpRequestProperty.Headers[PingHeaderName] != null) { outputs = this.outputs; if (OperationContext.Current .IncomingMessageProperties.TryGetValue(HttpRequestMessageProperty.Name, out untypedProperty)) { var httpResponseProperty = untypedProperty as HttpResponseMessageProperty; httpResponseProperty.Headers.Add(PingHeaderName, "Ok"); } returnValue = this.returnValue; return true; } } } var headers = OperationContext.Current.IncomingMessageHeaders; if (headers.FindHeader(PingHeaderName, PingHeaderNamespace) > -1) { outputs = this.outputs; MessageHeader<string> header = new MessageHeader<string>("Ok"); var untyped = header.GetUntypedHeader(PingHeaderName, PingHeaderNamespace); OperationContext.Current.OutgoingMessageHeaders.Add(untyped); returnValue = this.returnValue; return true; } returnValue = null; outputs = null; return false; } } The implementation above looks for the “Ping” header either in the Http Request or the Soap message. The next step is to implement a behavior for attaching this operation invoker to the services we want to monitor. [AttributeUsage(AttributeTargets.Method | AttributeTargets.Class, AllowMultiple = false, Inherited = true)] public class PingBehavior : Attribute, IServiceBehavior, IOperationBehavior { public void AddBindingParameters(ServiceDescription serviceDescription, ServiceHostBase serviceHostBase, Collection<ServiceEndpoint> endpoints, BindingParameterCollection bindingParameters) { } public void ApplyDispatchBehavior(ServiceDescription serviceDescription, ServiceHostBase serviceHostBase) { } public void Validate(ServiceDescription serviceDescription, ServiceHostBase serviceHostBase) { foreach (var endpoint in serviceDescription.Endpoints) { foreach (var operation in endpoint.Contract.Operations) { if (operation.Behaviors.Find<PingBehavior>() == null) operation.Behaviors.Add(this); } } } public void AddBindingParameters(OperationDescription operationDescription, BindingParameterCollection bindingParameters) { } public void ApplyClientBehavior(OperationDescription operationDescription, ClientOperation clientOperation) { } public void ApplyDispatchBehavior(OperationDescription operationDescription, DispatchOperation dispatchOperation) { dispatchOperation.Invoker = new PingOperationInvoker(dispatchOperation.Invoker, operationDescription); } public void Validate(OperationDescription operationDescription) { } } As an operation invoker can only be added in an “operation behavior”, a trick I learned in the past is that you can implement a service behavior as well and use the “Validate” method to inject it in all the operations, so the final configuration is much easier and cleaner. You only need to decorate the service with a simple attribute to enable the “Ping” functionality. [PingBehavior] public class HelloWorldService : IHelloWorld { public string Hello(string name) { return "Hello " + name; } } On the other hand, the client application needs to send a dummy message with a “Ping” header to detect whether the service is available or not. In order to simplify this task, I created a extension method in the WCF client channel to do this work. public static class ClientChannelExtensions { const string PingNamespace = "http://tellago.serviceModel"; const string PingName = "Ping"; public static bool IsAvailable<TChannel>(this IClientChannel channel, Action<TChannel> operation) { try { using (OperationContextScope scope = new OperationContextScope(channel)) { MessageHeader<string> header = new MessageHeader<string>(PingName); var untyped = header.GetUntypedHeader(PingName, PingNamespace); OperationContext.Current.OutgoingMessageHeaders.Add(untyped); try { operation((TChannel)channel); var headers = OperationContext.Current.IncomingMessageHeaders; if (headers.Any(h => h.Name == PingName && h.Namespace == PingNamespace)) { return true; } else { return false; } } catch (CommunicationException) { return false; } } } catch (Exception) { return false; } } } This extension method basically adds a “Ping” header to the request message, executes the operation passed as argument (Action<TChannel> operation), and looks for the corresponding “Ping” header in the response to see the results. The client application can use this extension with a single line of code, var client = new ServiceReference.HelloWorldClient(); var isAvailable = client.InnerChannel.IsAvailable<IHelloWorld>((c) => c.Hello(null)); The “isAvailable” variable will tell the client application whether the service is available or not. You can download the complete implementation from this location.    

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  • Move penetrating OBB out of another OBB to resolve collision

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks Here is my OBB2D class: public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Slick2d/Nifty-gui input

    - by eerongal
    I'm trying to get input from slick2d into nifty gui. Ive searched online, and I've seen a few examples, but I can't seem to get it working right. i've tried the example on here but I can't seem to get everything working. I'm not entirely sure what I'm doing wrong. I've also looked at examples using the JMonkeyEngine to help point me in the right direction, but still having issues with input. I can get everything else working like i need. Here's the code for my element controller: package gui; import java.util.Properties; import de.lessvoid.nifty.Nifty; import de.lessvoid.nifty.controls.Controller; import de.lessvoid.nifty.elements.Element; import de.lessvoid.nifty.input.NiftyInputEvent; import de.lessvoid.nifty.screen.Screen; import de.lessvoid.xml.xpp3.Attributes; public class BaseElementController implements Controller { private Element element; public void bind(Nifty arg0, Screen arg1, Element arg2, Properties arg3, Attributes arg4) { this.element = element; } public void init(Properties arg0, Attributes arg1) { // TODO Auto-generated method stub } public boolean inputEvent(NiftyInputEvent arg0) { // TODO Auto-generated method stub return false; } public void onFocus(boolean arg0) { // TODO Auto-generated method stub } public void onStartScreen() { // TODO Auto-generated method stub } public void test() { System.out.println("test"); } public void bam() { System.out.println("bam"); } } Here's my XML file: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <nifty> <useStyles filename="nifty-default-styles.xml"/> <useControls filename="nifty-default-controls.xml"/> <screen id="screen2" controller="gui.BaseScreenController"> <layer backgroundColor="#fff0" childLayout="absolute" id="layer4" controller="gui.BaseElementController"> <panel childLayout="center" height="30%" id="panel1" style="nifty-panel-simple" width="50%" x="282" y="334" controller="gui.BaseElementController"> <control id="checkbox1" name="checkbox"/> <control childLayout="center" id="button2" label="button2" name="button" x="381" y="224" visibleToMouse="true" controller="gui.BaseElementController"> <interact onClick="bam()"/> </control> </panel> <text text="${CALL.getPlayerName()}" style="nifty-label" width="100%" height="100%" x="0" y="10" /> </layer> </screen> </nifty> Here's how I'm trying to bind the controller: public void init(GameContainer gc) throws SlickException { Input input = gc.getInput(); inputSystem = new PlainSlickInputSystem(); inputSystem.setInput(input); gui = new Gui(); gui.init(gc, inputSystem, "gui/tset.xml", "screen2"); input.removeListener(this); input.removeListener(inputSystem); input.addListener(inputSystem); } Essentially, all that happens right now is the screen loads up and displays, and it grabs the variable correctly in the label, but none of the input seems to be getting forwarded to Nifty from slick. I assume there's something I'm missing, but I can't seem to figure out what that is. In so far as what I have tried, I attempted to define a custom input listener to pick up events and assign that to my game in order to pick up input, which did not work, so i dropped that implementation, at current i'm trying to take the default inputs and bind then with a PlainSlickInputSystem and assigning that to the input (as shown in the first example link). On code execution, all the code is hit, and i've put several system.out.println's to get ouput of what is happening (the code above has been cleaned for presentation), and i even see the elements getting bound to the controller, yet it doesn't pick up controller events. As far as EXACTLY what's wrong, that I don't know, because I've followed all implementations i can find of this, and none of them seem to do anything it's like the input is just getting thrown out. None of the objects from niftyGui appear to be recognizing any input. Here is the binding from my objects at run time: ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: button2 (de.lessvoid.nifty.elements.Element@1e8c1be9) ******INITIALIZED ELEMENT: focusable => true, width => 100px {nifty-button#panel}, backgroundImage => button/button.png {nifty-button#panel}, label => button2, paddingLeft => 7px {nifty-button#panel}, imageMode => sprite-resize:100,23,0,2,96,2,2,2,96,2,19,2,96,2,2 {nifty-button#panel}, paddingRight => 7px {nifty-button#panel}, id => button2, visibleToMouse => true, height => 23px {nifty-button#panel}, style => nifty-button, name => button, inputMapping => de.lessvoid.nifty.input.mapping.MenuInputMapping, childLayout => center, controller => gui.BaseElementController, y => 224, x => 381 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: panel1 (de.lessvoid.nifty.elements.Element@373ec894) ******INITIALIZED ELEMENT: id => panel1, height => 30%, style => nifty-panel-simple, width => 50%, backgroundImage => panel/nifty-panel-simple.png {nifty-panel-simple}, controller => gui.BaseElementController, childLayout => center, padding => 5px {nifty-panel-simple}, imageMode => resize:9,2,9,9,9,2,9,2,9,2,9,9 {nifty-panel-simple}, y => 334, x => 282 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: layer4 (de.lessvoid.nifty.elements.Element@6427d489) ******INITIALIZED ELEMENT: id => layer4, backgroundColor => #fff0, controller => gui.BaseElementController, childLayout => absolute the button2 object is getting bound to my BaseElementController, but i can't seem to get it into the defined "onClick" call.

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

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  • Why you need to learn async in .NET

    - by PSteele
    I had an opportunity to teach a quick class yesterday about what’s new in .NET 4.0.  One of the topics was the TPL (Task Parallel Library) and how it can make async programming easier.  I also stressed that this is the direction Microsoft is going with for C# 5.0 and learning the TPL will greatly benefit their understanding of the new async stuff.  We had a little time left over and I was able to show some code that uses the Async CTP to accomplish some stuff, but it wasn’t a simple demo that you could jump in to and understand so I thought I’d thrown one together and put it in a blog post. The entire solution file with all of the sample projects is located here. A Simple Example Let’s start with a super-simple example (WindowsApplication01 in the solution). I’ve got a form that displays a label and a button.  When the user clicks the button, I want to start displaying the current time for 15 seconds and then stop. What I’d like to write is this: lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); Thread.Sleep(1000); } lblTime.ForeColor = SystemColors.ControlText; (Note that I also changed the label’s color while counting – not quite an ILM-level effect, but it adds something to the demo!) As I’m sure most of my readers are aware, you can’t write WinForms code this way.  WinForms apps, by default, only have one thread running and it’s main job is to process messages from the windows message pump (for a more thorough explanation, see my Visual Studio Magazine article on multithreading in WinForms).  If you put a Thread.Sleep in the middle of that code, your UI will be locked up and unresponsive for those 15 seconds.  Not a good UX and something that needs to be fixed.  Sure, I could throw an “Application.DoEvents()” in there, but that’s hacky. The Windows Timer Then I think, “I can solve that.  I’ll use the Windows Timer to handle the timing in the background and simply notify me when the time has changed”.  Let’s see how I could accomplish this with a Windows timer (WindowsApplication02 in the solution): public partial class Form1 : Form { private readonly Timer clockTimer; private int counter;   public Form1() { InitializeComponent(); clockTimer = new Timer {Interval = 1000}; clockTimer.Tick += UpdateLabel; }   private void UpdateLabel(object sender, EventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); counter++; if (counter == 15) { clockTimer.Enabled = false; lblTime.ForeColor = SystemColors.ControlText; } }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; counter = 0; clockTimer.Start(); } } Holy cow – things got pretty complicated here.  I use the timer to fire off a Tick event every second.  Inside there, I can update the label.  Granted, I can’t use a simple for/loop and have to maintain a global counter for the number of iterations.  And my “end” code (when the loop is finished) is now buried inside the bottom of the Tick event (inside an “if” statement).  I do, however, get a responsive application that doesn’t hang or stop repainting while the 15 seconds are ticking away. But doesn’t .NET have something that makes background processing easier? The BackgroundWorker Next I try .NET’s BackgroundWorker component – it’s specifically designed to do processing in a background thread (leaving the UI thread free to process the windows message pump) and allows updates to be performed on the main UI thread (WindowsApplication03 in the solution): public partial class Form1 : Form { private readonly BackgroundWorker worker;   public Form1() { InitializeComponent(); worker = new BackgroundWorker {WorkerReportsProgress = true}; worker.DoWork += StartUpdating; worker.ProgressChanged += UpdateLabel; worker.RunWorkerCompleted += ResetLabelColor; }   private void StartUpdating(object sender, DoWorkEventArgs e) { var workerObject = (BackgroundWorker) sender; for (int x = 0; x < 15; x++) { workerObject.ReportProgress(0); Thread.Sleep(1000); } }   private void UpdateLabel(object sender, ProgressChangedEventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); }   private void ResetLabelColor(object sender, RunWorkerCompletedEventArgs e) { lblTime.ForeColor = SystemColors.ControlText; }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; worker.RunWorkerAsync(); } } Well, this got a little better (I think).  At least I now have my simple for/next loop back.  Unfortunately, I’m still dealing with event handlers spread throughout my code to co-ordinate all of this stuff in the right order. Time to look into the future. The async way Using the Async CTP, I can go back to much simpler code (WindowsApplication04 in the solution): private async void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); await TaskEx.Delay(1000); } lblTime.ForeColor = SystemColors.ControlText; } This code will run just like the Timer or BackgroundWorker versions – fully responsive during the updates – yet is way easier to implement.  In fact, it’s almost a line-for-line copy of the original version of this code.  All of the async plumbing is handled by the compiler and the framework.  My code goes back to representing the “what” of what I want to do, not the “how”. I urge you to download the Async CTP.  All you need is .NET 4.0 and Visual Studio 2010 sp1 – no need to set up a virtual machine with the VS2011 beta (unless, of course, you want to dive right in to the C# 5.0 stuff!).  Starting playing around with this today and see how much easier it will be in the future to write async-enabled applications.

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • java.lang.ClassCastException: java.lang.Integer cannot be cast to java.util.HashMap

    - by kongkea
    I've got this Error When I click listview to show full image size. how can i solve it? Error 11-20 10:27:47.039: D/AndroidRuntime(5078): Shutting down VM 11-20 10:27:47.039: W/dalvikvm(5078): threadid=1: thread exiting with uncaught exception (group=0x40c061f8) 11-20 10:27:47.047: E/AndroidRuntime(5078): FATAL EXCEPTION: main 11-20 10:27:47.047: E/AndroidRuntime(5078): java.lang.ClassCastException: java.lang.Integer cannot be cast to java.util.HashMap 11-20 10:27:47.047: E/AndroidRuntime(5078): at com.example.mylistview.MainActivity$1.onItemClick(MainActivity.java:103) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AdapterView.performItemClick(AdapterView.java:292) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AbsListView.performItemClick(AbsListView.java:1173) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AbsListView$PerformClick.run(AbsListView.java:2701) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.widget.AbsListView$1.run(AbsListView.java:3453) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.os.Handler.handleCallback(Handler.java:605) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.os.Handler.dispatchMessage(Handler.java:92) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.os.Looper.loop(Looper.java:137) 11-20 10:27:47.047: E/AndroidRuntime(5078): at android.app.ActivityThread.main(ActivityThread.java:4514) 11-20 10:27:47.047: E/AndroidRuntime(5078): at java.lang.reflect.Method.invokeNative(Native Method) 11-20 10:27:47.047: E/AndroidRuntime(5078): at java.lang.reflect.Method.invoke(Method.java:511) 11-20 10:27:47.047: E/AndroidRuntime(5078): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:790) 11-20 10:27:47.047: E/AndroidRuntime(5078): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:557) 11-20 10:27:47.047: E/AndroidRuntime(5078): at dalvik.system.NativeStart.main(Native Method) MainActivity public class MainActivity extends Activity { public static final int DIALOG_DOWNLOAD_JSON_PROGRESS = 0; private ProgressDialog mProgressDialog; ArrayList<HashMap<String, Object>> MyArrList; @SuppressLint("NewApi") @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); // Permission StrictMode if (android.os.Build.VERSION.SDK_INT > 9) { StrictMode.ThreadPolicy policy = new StrictMode.ThreadPolicy.Builder().permitAll().build(); StrictMode.setThreadPolicy(policy); } // Download JSON File new DownloadJSONFileAsync().execute(); } @Override protected Dialog onCreateDialog(int id) { switch (id) { case DIALOG_DOWNLOAD_JSON_PROGRESS: mProgressDialog = new ProgressDialog(this); mProgressDialog.setMessage("Downloading....."); mProgressDialog.setProgressStyle(ProgressDialog.STYLE_SPINNER); mProgressDialog.setCancelable(true); mProgressDialog.show(); return mProgressDialog; default: return null; } } // Show All Content public void ShowAllContent() { // listView1 final ListView lstView1 = (ListView)findViewById(R.id.listView1); lstView1.setAdapter(new ImageAdapter(MainActivity.this,MyArrList)); lstView1.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { HashMap<String, Object> hm = (HashMap<String, Object>) lstView1.getAdapter().getItem(position); String imagePath = (String) hm.get("photo"); Intent i = new Intent(MainActivity.this,FullImageActivity.class); i.putExtra("fullImage", imagePath); startActivity(i); } }); } public class ImageAdapter extends BaseAdapter { private Context context; private ArrayList<HashMap<String, Object>> MyArr = new ArrayList<HashMap<String, Object>>(); public ImageAdapter(Context c, ArrayList<HashMap<String, Object>> myArrList) { // TODO Auto-generated method stub context = c; MyArr = myArrList; } public int getCount() { // TODO Auto-generated method stub return MyArr.size(); } public Object getItem(int position) { // TODO Auto-generated method stub return position; } public long getItemId(int position) { // TODO Auto-generated method stub return position; } public View getView(int position, View convertView, ViewGroup parent) { // TODO Auto-generated method stub LayoutInflater inflater = (LayoutInflater) context .getSystemService(Context.LAYOUT_INFLATER_SERVICE); if (convertView == null) { convertView = inflater.inflate(R.layout.activity_column, null); } // ColImage ImageView imageView = (ImageView) convertView.findViewById(R.id.ColImgPath); imageView.getLayoutParams().height = 80; imageView.getLayoutParams().width = 80; imageView.setPadding(5, 5, 5, 5); imageView.setScaleType(ImageView.ScaleType.CENTER_CROP); try { imageView.setImageBitmap((Bitmap)MyArr.get(position).get("ImageThumBitmap")); } catch (Exception e) { // When Error imageView.setImageResource(android.R.drawable.ic_menu_report_image); } // ColImgID TextView txtImgID = (TextView) convertView.findViewById(R.id.ColImgID); txtImgID.setPadding(10, 0, 0, 0); txtImgID.setText("ID : " + MyArr.get(position).get("id").toString()); // ColImgName TextView txtPicName = (TextView) convertView.findViewById(R.id.ColImgName); txtPicName.setPadding(50, 0, 0, 0); txtPicName.setText("Name : " + MyArr.get(position).get("first_name").toString()); return convertView; } } // Download JSON in Background public class DownloadJSONFileAsync extends AsyncTask<String, Void, Void> { protected void onPreExecute() { super.onPreExecute(); showDialog(DIALOG_DOWNLOAD_JSON_PROGRESS); } @Override protected Void doInBackground(String... params) { // TODO Auto-generated method stub String url = "http://192.168.10.104/adchara1/"; JSONArray data; try { data = new JSONArray(getJSONUrl(url)); MyArrList = new ArrayList<HashMap<String, Object>>(); HashMap<String, Object> map; for(int i = 0; i < data.length(); i++){ JSONObject c = data.getJSONObject(i); map = new HashMap<String, Object>(); map.put("id", (String)c.getString("id")); map.put("first_name", (String)c.getString("first_name")); // Thumbnail Get ImageBitmap To Object map.put("photo", (String)c.getString("photo")); map.put("ImageThumBitmap", (Bitmap)loadBitmap(c.getString("photo"))); // Full (for View Popup) map.put("frame", (String)c.getString("frame")); MyArrList.add(map); } } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } return null; } protected void onPostExecute(Void unused) { ShowAllContent(); // When Finish Show Content dismissDialog(DIALOG_DOWNLOAD_JSON_PROGRESS); removeDialog(DIALOG_DOWNLOAD_JSON_PROGRESS); } } /*** Get JSON Code from URL ***/ public String getJSONUrl(String url) { StringBuilder str = new StringBuilder(); HttpClient client = new DefaultHttpClient(); HttpGet httpGet = new HttpGet(url); try { HttpResponse response = client.execute(httpGet); StatusLine statusLine = response.getStatusLine(); int statusCode = statusLine.getStatusCode(); if (statusCode == 200) { // Download OK HttpEntity entity = response.getEntity(); InputStream content = entity.getContent(); BufferedReader reader = new BufferedReader(new InputStreamReader(content)); String line; while ((line = reader.readLine()) != null) { str.append(line); } } else { Log.e("Log", "Failed to download file.."); } } catch (ClientProtocolException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } return str.toString(); } /***** Get Image Resource from URL (Start) *****/ private static final String TAG = "Image"; private static final int IO_BUFFER_SIZE = 4 * 1024; public static Bitmap loadBitmap(String url) { Bitmap bitmap = null; InputStream in = null; BufferedOutputStream out = null; try { in = new BufferedInputStream(new URL(url).openStream(), IO_BUFFER_SIZE); final ByteArrayOutputStream dataStream = new ByteArrayOutputStream(); out = new BufferedOutputStream(dataStream, IO_BUFFER_SIZE); copy(in, out); out.flush(); final byte[] data = dataStream.toByteArray(); BitmapFactory.Options options = new BitmapFactory.Options(); //options.inSampleSize = 1; bitmap = BitmapFactory.decodeByteArray(data, 0, data.length,options); } catch (IOException e) { Log.e(TAG, "Could not load Bitmap from: " + url); } finally { closeStream(in); closeStream(out); } return bitmap; } private static void closeStream(Closeable stream) { if (stream != null) { try { stream.close(); } catch (IOException e) { android.util.Log.e(TAG, "Could not close stream", e); } } } private static void copy(InputStream in, OutputStream out) throws IOException { byte[] b = new byte[IO_BUFFER_SIZE]; int read; while ((read = in.read(b)) != -1) { out.write(b, 0, read); } } /***** Get Image Resource from URL (End) *****/ @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } } FullImageActivity String imagePath = getIntent().getStringExtra("fullImage"); if(imagePath != null && !imagePath.isEmpty()){ File imageFile = new File(imagePath); if(imageFile.exists()){ Bitmap myBitmap = BitmapFactory.decodeFile(imageFile.getAbsolutePath()); ImageView iv = (ImageView) findViewById(R.id.fullimage); iv.setImageBitmap(myBitmap); } }

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Problem with onRetainNonConfigurationInstance

    - by David
    I am writing a small app using the Android SDK, 1.6 target, and the Eclipse plug-in. I have layouts for both portrait and landscape mode, and most everything is working well. I say most because I am having issues with the orientation change. One part of the app has a ListView "on top of" another section. That section consists of 4 checkboxes, a button, and some TextViews. That is the portrait version. The landscape version replaces the ListView with a Spinner and rearranges some of the other components (but leaves the ALL resource ids the same). While in either orientation things work like they should. It's when the app switches orientation that things go off. Only 1 of the checkboxes maintains it's state throughout both layout changes. The other three CBs only maintain their state when going from landscape-portrait. I am also having problem getting the ListView/Spinner to correctly set themselves on changing. I am using onRetainNonConfigurationInstance() and creating a custom object that is returned. When I step through the code during a orientation change, the custom object is successfully pulled back out the the ether, and the widgets are being set to the correct values (inspecting them). But for some reason, once the onCreate is done, the checkboxes are not set to true. public class SkillSelectionActivity extends Activity { private Button rollDiceButton; private ListView skillListView; private CheckBox makeCommonCB; private CheckBox useEdgeCB; private CheckBox useSpecializationCB; private CheckBox isExtendedCB; private TextView skillNameView; private TextView skillRanksView; private TextView rollResultView; private TextView rollSuccessesView; private TextView rollFailuresView; private TextView extendedTestTotalView; private TextView extendedTestTimeView; private TextView skillSpecNameView; private int extendedTestTotal = 0; private int extendedTestTime = 0; private Skill currentSkill; private int currentPosition = 0; private SRCharacter character; private int skillSelectionType; private Spinner skillSpinnerView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.skill_selection2); Intent intent = getIntent(); Bundle extras = intent.getExtras(); skillSelectionType = extras.getInt("SKILL_SELECTION"); skillListView = (ListView) findViewById(R.id.skillList); skillSpinnerView = (Spinner) findViewById(R.id.skillSpinner); rollDiceButton = (Button) findViewById(R.id.rollDiceButton); makeCommonCB = (CheckBox) findViewById(R.id.makeCommonCB); useEdgeCB = (CheckBox) findViewById(R.id.useEdgeCB); useSpecializationCB = (CheckBox) findViewById(R.id.useSpecializationCB); isExtendedCB = (CheckBox) findViewById(R.id.extendedTestCB); skillNameView = (TextView) findViewById(R.id.skillName); skillRanksView = (TextView) findViewById(R.id.skillRanks); rollResultView = (TextView) findViewById(R.id.rollResult); rollSuccessesView = (TextView) findViewById(R.id.rollSuccesses); rollFailuresView = (TextView) findViewById(R.id.rollFailures); extendedTestTotalView = (TextView) findViewById(R.id.extendedTestTotal); extendedTestTimeView = (TextView) findViewById(R.id.extendedTestTime); skillSpecNameView = (TextView) findViewById(R.id.skillSpecName); character = ((SR4DR) getApplication()).getCharacter(); ConfigSaver data = (ConfigSaver) getLastNonConfigurationInstance(); if (data == null) { makeCommonCB.setChecked(false); useEdgeCB.setChecked(false); useSpecializationCB.setChecked(false); isExtendedCB.setChecked(false); currentSkill = null; } else { currentSkill = data.getSkill(); currentPosition = data.getPosition(); useEdgeCB.setChecked(data.isEdge()); useSpecializationCB.setChecked(data.isSpec()); isExtendedCB.setChecked(data.isExtended()); makeCommonCB.setChecked(data.isCommon()); if (skillSpinnerView != null) { skillSpinnerView.setSelection(currentPosition); } if (skillListView != null) { skillListView.setSelection(currentPosition); } } // Register handler for UI elements rollDiceButton.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { // guts removed for clarity } }); makeCommonCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); isExtendedCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); useEdgeCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); useSpecializationCB.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // guts removed for clarity } }); if (skillListView != null) { skillListView.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { // guts removed for clarity } }); } if (skillSpinnerView != null) { skillSpinnerView.setOnItemSelectedListener(new MyOnItemSelectedListener()); } populateSkillList(); } private void populateSkillList() { String[] list = character.getSkillNames(skillSelectionType); if (list == null) { list = new String[0]; } if (skillListView != null) { ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, R.layout.list_item, list); skillListView.setAdapter(adapter); } if (skillSpinnerView != null) { ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.simple_spinner_item, list); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); skillSpinnerView.setAdapter(adapter); } } public class MyOnItemSelectedListener implements OnItemSelectedListener { public void onItemSelected(AdapterView<?> parent, View view, int position, long id) { // guts removed for clarity } public void onNothingSelected(AdapterView<?> parent) { // Do nothing. } } @Override public Object onRetainNonConfigurationInstance() { ConfigSaver cs = new ConfigSaver(currentSkill, currentPosition, useEdgeCB.isChecked(), useSpecializationCB.isChecked(), makeCommonCB.isChecked(), isExtendedCB.isChecked()); return cs; } class ConfigSaver { private Skill skill = null; private int position = 0; private boolean edge; private boolean spec; private boolean common; private boolean extended; public ConfigSaver(Skill skill, int position, boolean useEdge, boolean useSpec, boolean isCommon, boolean isExt) { this.setSkill(skill); this.position = position; this.edge = useEdge; this.spec = useSpec; this.common = isCommon; this.extended = isExt; } // public getters and setters removed for clarity } }

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  • Communicating between C# application and Android app via bluetooth

    - by Akki
    The android application acts as a server in this case. I have a main activity which creates a Thread to handle serverSocket and a different thread to handle the socket connection. I am using a uuid common to C# and android. I am using 32feet bluetooth library for C#. The errors i am facing are 1) My logcat shows this debug log Error while doing socket.connect()1 java.io.IOException: File descriptor in bad state Message: File descriptor in bad state Localized Message: File descriptor in bad state Received : Testing Connection Count of Thread is : 1 2) When i try to send something via C# app the second time, this exception is thrown: A first chance exception of type 'System.InvalidOperationException' occurred in System.dll System.InvalidOperationException: BeginConnect cannot be called while another asynchronous operation is in progress on the same Socket. at System.Net.Sockets.Socket.DoBeginConnect(EndPoint endPointSnapshot, SocketAddress socketAddress, LazyAsyncResult asyncResult) at System.Net.Sockets.Socket.BeginConnect(EndPoint remoteEP, AsyncCallback callback, Object state) at InTheHand.Net.Bluetooth.Msft.SocketBluetoothClient.BeginConnect(BluetoothEndPoint remoteEP, AsyncCallback requestCallback, Object state) at InTheHand.Net.Sockets.BluetoothClient.BeginConnect(BluetoothEndPoint remoteEP, AsyncCallback requestCallback, Object state) at InTheHand.Net.Sockets.BluetoothClient.BeginConnect(BluetoothAddress address, Guid service, AsyncCallback requestCallback, Object state) at BTSyncClient.Form1.connect() in c:\users\----\documents\visual studio 2010\Projects\TestClient\TestClient\Form1.cs:line 154 I only know android application programming and i designed the C# by learning bit and pieces. FYI, My android phone is galaxy s with ICS running on it.Please point out my mistakes.. Source codes : C# Code using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; using System.Net.Sockets; using InTheHand.Net.Bluetooth; using InTheHand.Windows.Forms; using InTheHand.Net.Sockets; using InTheHand.Net; namespace BTSyncClient { public partial class Form1 : Form { BluetoothClient myself; BluetoothDeviceInfo bTServerDevice; private Guid uuid = Guid.Parse("00001101-0000-1000-8000-00805F9B34FB"); bool isConnected; public Form1() { InitializeComponent(); if (BluetoothRadio.IsSupported) { myself = new BluetoothClient(); } } private void Form1_Load(object sender, EventArgs e) { } private void button1_Click(object sender, EventArgs e) { connect(); } private void Form1_FormClosing(object sender, FormClosingEventArgs e) { try { myself.GetStream().Close(); myself.Dispose(); } catch (Exception ex) { Console.Out.WriteLine(ex); } } private void button2_Click(object sender, EventArgs e) { SelectBluetoothDeviceDialog dialog = new SelectBluetoothDeviceDialog(); DialogResult result = dialog.ShowDialog(this); if(result.Equals(DialogResult.OK)){ bTServerDevice = dialog.SelectedDevice; } } private void callback(IAsyncResult ar) { String msg = (String)ar.AsyncState; if (ar.IsCompleted) { isConnected = myself.Connected; if (myself.Connected) { UTF8Encoding encoder = new UTF8Encoding(); NetworkStream stream = myself.GetStream(); if (!stream.CanWrite) { MessageBox.Show("Stream is not Writable"); } System.IO.StreamWriter mywriter = new System.IO.StreamWriter(stream, Encoding.UTF8); mywriter.WriteLine(msg); mywriter.Flush(); } else MessageBox.Show("Damn thing isnt connected"); } } private void connect() { try { if (bTServerDevice != null) { myself.BeginConnect(bTServerDevice.DeviceAddress, uuid, new AsyncCallback(callback) , message.Text); } } catch (Exception e) { Console.Out.WriteLine(e); } } } } Server Thread import java.io.IOException; import java.util.UUID; import android.bluetooth.BluetoothAdapter; import android.bluetooth.BluetoothServerSocket; import android.bluetooth.BluetoothSocket; import android.util.Log; public class ServerSocketThread extends Thread { private static final String TAG = "TestApp"; private BluetoothAdapter btAdapter; private BluetoothServerSocket serverSocket; private boolean stopMe; private static final UUID uuid = UUID.fromString("00001101-0000-1000-8000-00805F9B34FB"); //private static final UUID uuid = UUID.fromString("6e58c9d5-b0b6-4009-ad9b-fd9481aef9b3"); private static final String SERVICE_NAME = "TestService"; public ServerSocketThread() { stopMe = false; btAdapter = BluetoothAdapter.getDefaultAdapter(); try { serverSocket = btAdapter.listenUsingRfcommWithServiceRecord(SERVICE_NAME, uuid); } catch (IOException e) { Log.d(TAG,e.toString()); } } public void signalStop(){ stopMe = true; } public void run(){ Log.d(TAG,"In ServerThread"); BluetoothSocket socket = null; while(!stopMe){ try { socket = serverSocket.accept(); } catch (IOException e) { break; } if(socket != null){ AcceptThread newClientConnection = new AcceptThread(socket); newClientConnection.start(); } } Log.d(TAG,"Server Thread now dead"); } // Will cancel the listening socket and cause the thread to finish public void cancel(){ try { serverSocket.close(); } catch (IOException e) { } } } Accept Thread import java.io.IOException; import java.io.InputStream; import java.util.Scanner; import android.bluetooth.BluetoothSocket; import android.util.Log; public class AcceptThread extends Thread { private BluetoothSocket socket; private String TAG = "TestApp"; static int count = 0; public AcceptThread(BluetoothSocket Socket) { socket = Socket; } volatile boolean isError; String output; String error; public void run() { Log.d(TAG, "AcceptThread Started"); isError = false; try { socket.connect(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.connect()"+ ++count); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } InputStream in = null; try { in = socket.getInputStream(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.getInputStream()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } Scanner istream = new Scanner(in); if (istream.hasNextLine()) { Log.d(TAG, "Received : "+istream.nextLine()); Log.d(TAG,"Count of Thread is : " + count); } istream.close(); try { in.close(); } catch (IOException e) { Log.d(TAG,"Error while doing in.close()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } try { socket.close(); } catch (IOException e) { Log.d(TAG,"Error while doing socket.close()"); Log.d(TAG, e.toString()); Log.d(TAG,"Message: "+e.getLocalizedMessage()); Log.d(TAG,"Localized Message: "+e.getMessage()); isError = true; } } }

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  • How to declare a(n) vector/array of reducer objects in Cilk++?

    - by Jin
    Hi All, I had a problem when I am using Cilk++, an extension to C++ for parallel computing. I found that I can't declare a vector of reducer objects: typedef cilk::reducer_opadd<int> T_reducer; vector<T_reducer> bitmiss_vec; for (int i = 0; i < 24; ++i) { T_reducer r; bitmiss_vec.push_back(r); } However, when I compile the code with Cilk++, it complains at the push_back() line: cilk++ geneAttack.cilk -O1 -g -lcilkutil -o geneAttack /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In member function ‘void __gnu_cxx::new_allocator<_Tp>::construct(_Tp*, const _Tp&) [with _Tp = cilk::reducer_opadd<int>]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:601: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/ext/new_allocator.h:107: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In member function ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:252: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:230: error: ‘cilk::reducer_opadd<Type>& cilk::reducer_opadd<Type>::operator=(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:256: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In static member function ‘static _BI2 std::__copy_backward<_BoolType, std::random_access_iterator_tag>::__copy_b(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*, bool _BoolType = false]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:465: instantiated from ‘_BI2 std::__copy_backward_aux(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:474: instantiated from ‘static _BI2 std::__copy_backward_normal<<anonymous>, <anonymous> >::__copy_b_n(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*, bool <anonymous> = false, bool <anonymous> = false]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:540: instantiated from ‘_BI2 std::copy_backward(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:253: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:230: error: ‘cilk::reducer_opadd<Type>& cilk::reducer_opadd<Type>::operator=(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:433: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In function ‘void std::_Construct(_T1*, const _T2&) [with _T1 = cilk::reducer_opadd<int>, _T2 = cilk::reducer_opadd<int>]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:87: instantiated from ‘_ForwardIterator std::__uninitialized_copy_aux(_InputIterator, _InputIterator, _ForwardIterator, std::__false_type) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:114: instantiated from ‘_ForwardIterator std::uninitialized_copy(_InputIterator, _InputIterator, _ForwardIterator) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:254: instantiated from ‘_ForwardIterator std::__uninitialized_copy_a(_InputIterator, _InputIterator, _ForwardIterator, std::allocator<_Tp>) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*, _Tp = cilk::reducer_opadd<int>]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:275: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_construct.h:81: error: within this context make: *** [geneAttack] Error 1 jinchen@galactica:~/workspace/biometrics/genAttack$ make cilk++ geneAttack.cilk -O1 -g -lcilkutil -o geneAttack geneAttack.cilk: In function ‘int cilk cilk_main(int, char**)’: geneAttack.cilk:670: error: expected primary-expression before ‘,’ token geneAttack.cilk:670: error: expected primary-expression before ‘}’ token geneAttack.cilk:674: error: ‘bitmiss_vec’ was not declared in this scope make: *** [geneAttack] Error 1 The Cilk++ manule says it supports array/vector of reducers, although there are performance issues to consider: "If you create a large number of reducers (for example, an array or vector of reducers) you must be aware that there is an overhead at steal and reduce that is proportional to the number of reducers in the program. " Anyone knows what is going on? How should I declare/use vector of reducers? Thank you

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  • How to connect to bluetoothbee device using j2me?

    - by user1500412
    I developed a simple bluetooth connection application in j2me. I try it on emulator, both server and client can found each other, but when I deploy the application to blackberry mobile phone and connect to a bluetoothbee device it says service search no records. What could it be possibly wrong? is it j2me can not find a service in bluetoothbee? The j2me itself succeed to found the bluetoothbee device, but why it can not find the service? My code is below. What I don't understand is the UUID? how to set UUID for unknown source? since I didn't know the UUID for the bluetoothbee device. class SearchingDevice extends Canvas implements Runnable,CommandListener,DiscoveryListener{ //...... public SearchingDevice(MenuUtama midlet, Display display){ this.display = display; this.midlet = midlet; t = new Thread(this); t.start(); timer = new Timer(); task = new TestTimerTask(); /*--------------------Device List------------------------------*/ select = new Command("Pilih",Command.OK,0); back = new Command("Kembali",Command.BACK,0); btDevice = new List("Pilih Device",Choice.IMPLICIT); btDevice.addCommand(select); btDevice.addCommand(back); btDevice.setCommandListener(this); /*------------------Input Form---------------------------------*/ formInput = new Form("Form Input"); nama = new TextField("Nama","",50,TextField.ANY); umur = new TextField("Umur","",50,TextField.ANY); measure = new Command("Ukur",Command.SCREEN,0); gender = new ChoiceGroup("Jenis Kelamin",Choice.EXCLUSIVE); formInput.addCommand(back); formInput.addCommand(measure); gender.append("Pria", null); gender.append("Wanita", null); formInput.append(nama); formInput.append(umur); formInput.append(gender); formInput.setCommandListener(this); /*---------------------------------------------------------------*/ findDevice(); } /*----------------Gambar screen searching device---------------------------------*/ protected void paint(Graphics g) { g.setColor(0,0,0); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(255,255,255); g.drawString("Mencari Device", 20, 20, Graphics.TOP|Graphics.LEFT); if(this.counter == 1){ g.setColor(255,115,200); g.fillRect(20, 100, 20, 20); } if(this.counter == 2){ g.setColor(255,115,200); g.fillRect(20, 100, 20, 20); g.setColor(100,255,255); g.fillRect(60, 80, 20, 40); } if(this.counter == 3){ g.setColor(255,115,200); g.fillRect(20, 100, 20, 20); g.setColor(100,255,255); g.fillRect(60, 80, 20, 40); g.setColor(255,115,200); g.fillRect(100, 60, 20, 60); } if(this.counter == 4){ g.setColor(255,115,200); g.fillRect(20, 100, 20, 20); g.setColor(100,255,255); g.fillRect(60, 80, 20, 40); g.setColor(255,115,200); g.fillRect(100, 60, 20, 60); g.setColor(100,255,255); g.fillRect(140, 40, 20, 80); //display.callSerially(this); } } /*--------- Running Searching Screen ----------------------------------------------*/ public void run() { while(run){ this.counter++; if(counter > 4){ this.counter = 1; } try { Thread.sleep(1000); } catch (InterruptedException ex) { System.out.println("interrupt"+ex.getMessage()); } repaint(); } } /*-----------------------------cari device bluetooth yang -------------------*/ public void findDevice(){ try { devices = new java.util.Vector(); local = LocalDevice.getLocalDevice(); agent = local.getDiscoveryAgent(); local.setDiscoverable(DiscoveryAgent.GIAC); agent.startInquiry(DiscoveryAgent.GIAC, this); } catch (BluetoothStateException ex) { System.out.println("find device"+ex.getMessage()); } } /*-----------------------------jika device ditemukan--------------------------*/ public void deviceDiscovered(RemoteDevice rd, DeviceClass dc) { devices.addElement(rd); } /*--------------Selesai tes koneksi ke bluetooth server--------------------------*/ public void inquiryCompleted(int param) { switch(param){ case DiscoveryListener.INQUIRY_COMPLETED: //inquiry completed normally if(devices.size()>0){ //at least one device has been found services = new java.util.Vector(); this.findServices((RemoteDevice)devices.elementAt(0)); this.run = false; do_alert("Inquiry completed",4000); }else{ do_alert("No device found in range",4000); } break; case DiscoveryListener.INQUIRY_ERROR: do_alert("Inquiry error",4000); break; case DiscoveryListener.INQUIRY_TERMINATED: do_alert("Inquiry canceled",4000); break; } } /*-------------------------------Cari service bluetooth server----------------------------*/ public void findServices(RemoteDevice device){ try { // int[] attributes = {0x100,0x101,0x102}; UUID[] uuids = new UUID[1]; //alamat server uuids[0] = new UUID("F0E0D0C0B0A000908070605040302010",false); //uuids[0] = new UUID("8841",true); //menyiapkan device lokal local = LocalDevice.getLocalDevice(); agent = local.getDiscoveryAgent(); //mencari service dari server agent.searchServices(null, uuids, device, this); //server = (StreamConnectionNotifies)Connector.open(url.toString()); } catch (BluetoothStateException ex) { // ex.printStackTrace(); System.out.println("Errorx"+ex.getMessage()); } } /*---------------------------Pencarian service selesai------------------------*/ public void serviceSearchCompleted(int transID, int respCode) { switch(respCode){ case DiscoveryListener.SERVICE_SEARCH_COMPLETED: if(currentDevice == devices.size() - 1){ if(services.size() > 0){ this.run = false; display.setCurrent(btDevice); do_alert("Service found",4000); }else{ do_alert("The service was not found",4000); } }else{ currentDevice++; this.findServices((RemoteDevice)devices.elementAt(currentDevice)); } break; case DiscoveryListener.SERVICE_SEARCH_DEVICE_NOT_REACHABLE: do_alert("Device not Reachable",4000); break; case DiscoveryListener.SERVICE_SEARCH_ERROR: do_alert("Service search error",4000); break; case DiscoveryListener.SERVICE_SEARCH_NO_RECORDS: do_alert("No records return",4000); break; case DiscoveryListener.SERVICE_SEARCH_TERMINATED: do_alert("Inquiry canceled",4000); break; } } public void servicesDiscovered(int i, ServiceRecord[] srs) { for(int x=0; x<srs.length;x++) services.addElement(srs[x]); try { btDevice.append(((RemoteDevice)devices.elementAt(currentDevice)).getFriendlyName(false),null); } catch (IOException ex) { System.out.println("service discover"+ex.getMessage()); } } public void do_alert(String msg, int time_out){ if(display.getCurrent() instanceof Alert){ ((Alert)display.getCurrent()).setString(msg); ((Alert)display.getCurrent()).setTimeout(time_out); }else{ Alert alert = new Alert("Bluetooth"); alert.setString(msg); alert.setTimeout(time_out); display.setCurrent(alert); } } private String getData(){ System.out.println("getData"); String cmd=""; try { ServiceRecord service = (ServiceRecord)services.elementAt(btDevice.getSelectedIndex()); String url = service.getConnectionURL(ServiceRecord.NOAUTHENTICATE_NOENCRYPT, false); conn = (StreamConnection)Connector.open(url); DataInputStream in = conn.openDataInputStream(); int i=0; timer.schedule(task, 15000); char c1; while(time){ //while(((c1 = in.readChar())>0) && (c1 != '\n')){ //while(((c1 = in.readChar())>0) ){ c1 = in.readChar(); cmd = cmd + c1; //System.out.println(c1); // } } System.out.print("cmd"+cmd); if(time == false){ in.close(); conn.close(); } } catch (IOException ex) { System.err.println("Cant read data"+ex); } return cmd; } //timer task fungsinya ketika telah mencapai waktu yg dijadwalkan putus koneksi private static class TestTimerTask extends TimerTask{ public TestTimerTask() { } public void run() { time = false; } } }

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  • Bi-directional WCF Client-Server Communication

    - by Bill
    I have been working for weeks on creating a client/server to control a music-server application located on the server-side that is controlled by several client apps located across the LAN. I've been successful in getting the client-side to communicate with the Server, sending commands to operate the music-server, and through the use of callbacks, reply to the clients so that all of the client UI's can be appropriately updated. My problem is however, that I unable to figure-out how to broadcast other messages that need to be sent from the server app to the clients. I was hoping to utilize the callback method; however I have not been able to access it from the server side. Do I need to modify or create another contract that provides for communication from the server to the clients? Does the binding require modification? As I mentioned earlier, I have truly been working on this for weeks (which is beginning to feel like 'years'), and hope to get this last piece of the application working. Would someone please steer me in the right direction? Client Side SERVICE REFERENCE: <?xml version="1.0" encoding="utf-8"?> <ServiceReference> <ProxyGenerationParameters ServiceReferenceUri="http://localhost:8001/APService/mex" Name="APGateway" NotifyPropertyChange="True" UseObservableCollection="False"> </ProxyGenerationParameters> <EndPoints> <EndPoint Address="net.tcp://localhost:8000/APService/service" BindingConfiguration="TcpBinding" Contract="APClient.APGateway.APUserService" > </EndPoint> <EndPoint Address="http://localhost:8001/APService/service" BindingConfiguration="HttpBinding" Contract="APClient.APGateway.APUserService" > </EndPoint> </EndPoints> </ServiceReference> Client Side AP CONFIG <?xml version="1.0" encoding="utf-8" ?> <configuration> <configSections> <sectionGroup name="applicationSettings" type="System.Configuration.ApplicationSettingsGroup, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" > <section name="APClient.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false" /> </sectionGroup> </configSections> <system.serviceModel> <client> <endpoint address="net.tcp://localhost:8000/APService/service" binding="netTcpBinding" contract="APClient.APGateway.APUserService" name="TcpBinding" /> <endpoint address="http://localhost:8001/APService/service" binding="wsDualHttpBinding" contract="APClient.APGateway.APUserService" name="HttpBinding" /> </client> </system.serviceModel> <applicationSettings> <APClient.Properties.Settings> <setting name="pathToDatabase" serializeAs="String"> <value>C:\Users\Bill\Documents\APData\</value> </setting> </APClient.Properties.Settings> </applicationSettings> Server Side AP.CONFIG <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.serviceModel> <behaviors> <serviceBehaviors> <behavior name="MetadataBehavior"> <serviceMetadata httpGetEnabled="true" httpGetUrl="http://localhost:8001/APService/mex" /> </behavior> </serviceBehaviors> </behaviors> <services> <service behaviorConfiguration="MetadataBehavior" name="APService.APService"> <endpoint address="service" binding="netTcpBinding" name="TcpBinding" contract="APService.IAPServiceInventory" /> <endpoint address="service" binding="wsDualHttpBinding" name="HttpBinding" contract="APService.IAPServiceInventory" /> <endpoint address="mex" binding="mexHttpBinding" name="MexBinding" contract="IMetadataExchange" /> <host> <baseAddresses> <add baseAddress="net.tcp://localhost:8000/APService/" /> <add baseAddress="http://localhost:8001/APService/" /> </baseAddresses> </host> </service> </services> </system.serviceModel> </configuration> Server Side APSERVICE.CS namespace APService { [ServiceBehavior(ConcurrencyMode=ConcurrencyMode.Single,InstanceContextMode=InstanceContextMode.PerCall)] public class APService : IAPServiceInventory { private static List<IClientCallback> _callbackList = new List<IClientCallback>(); private static int _beerInventory = Convert.ToInt32(System.Configuration.ConfigurationManager.AppSettings["InitialBeerInventory"]); public APService() {} public int SubscribeToServer(string guestName) { IClientCallback guest = OperationContext.Current.GetCallbackChannel<IClientCallback>(); if(!_callbackList.Contains(guest)) { _callbackList.Add(guest); } else { Console.WriteLine(guest + " is already logged onto the Server."); } _callbackList.ForEach(delegate(IClientCallback callback) { callback.NotifyGuestJoinedParty(guestName); }); } public void UpdateClients(string guestName,string UpdateInfo) { _callbackList.ForEach(delegate(IClientCallback callback) { callback.NotifyUpdateClients(guestName,UpdateInfo); }); } public void SendRequestToServer(string guestName, string request) { _callbackList.ForEach(delegate(IClientCallback callback) { callback.NotifyRequestMadeToServer(guestName,request); }); if(request == "Play") { APControl.Play(); } else if(request == "Stop") { APControl.Stop(); } else if(request == "Pause") { APControl.PlayPause(); } else if(request == "Next Track") { APControl.NextTrack(); } else if(request == "Previous Track") { APControl.PreviousTrack(); } else if(request == "Mute") { APControl.Mute(); } else if(request == "Volume Up") { APControl.VolumeUp(5); } else if(request == "Volume Down") { APControl.VolumeDown(5); } } public void CancelServerSubscription(string guestName) { IClientCallback guest = OperationContext.Current.GetCallbackChannel<IClientCallback>(); if(_callbackList.Contains(guest)) { _callbackList.Remove(guest); } _callbackList.ForEach(delegate(IClientCallback callback) { callback.NotifyGuestLeftParty(guestName); }); } } Server Side IAPSERVICE.CS namespace APService { [ServiceContract(Name="APUserService",Namespace="http://AP.com/WCFClientServer/",SessionMode=SessionMode.Required, CallbackContract=typeof(IClientCallback))] public interface IAPServiceInventory { [OperationContract()] int SubscribeToServer(string guestName); [OperationContract(IsOneWay=true)] void SendRequestToServer(string guestName,string request); [OperationContract(IsOneWay=true)] void UpdateClients(string guestName,string UpdateInfo); [OperationContract(IsOneWay=true)] void CancelServerSubscription(string guestName); } } Server side - IAPServiceCallback.cs namespace APService { public interface IClientCallback { [OperationContract(IsOneWay=true)] void NotifyGuestJoinedParty(string guestName); [OperationContract(IsOneWay=true)] void NotifyUpdateClients(string guestName,string UpdateInfo); [OperationContract(IsOneWay=true)] void NotifyRequestMadeToServer(string guestName,string request); [OperationContract(IsOneWay=true)] void NotifyGuestLeftParty(string guestName); }

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  • My App crashes when launched on my Iphone

    - by Miky Mike
    hi guys, I have a problem here : my app crashed on my Iphone (JB) though Xcode doesn't complain about anything. The app works fine on the simulator though. However, there is this in the device logs : Thread 0 Crashed: 0 libSystem.B.dylib 0x00078ac8 kill + 8 1 libSystem.B.dylib 0x00078ab8 kill + 4 2 libSystem.B.dylib 0x00078aaa raise + 10 3 libSystem.B.dylib 0x0008d03a abort + 50 4 libstdc++.6.dylib 0x00044a20 __gnu_cxx::__verbose_terminate_handler() + 376 5 libobjc.A.dylib 0x00005958 _objc_terminate + 104 6 libstdc++.6.dylib 0x00042df2 _cxxabiv1::_terminate(void (*)()) + 46 7 libstdc++.6.dylib 0x00042e46 std::terminate() + 10 8 libstdc++.6.dylib 0x00042f16 __cxa_throw + 78 9 libobjc.A.dylib 0x00004838 objc_exception_throw + 64 10 CoreFoundation 0x0009fd0e +[NSException raise:format:arguments:] + 62 11 CoreFoundation 0x0009fd48 +[NSException raise:format:] + 28 12 Foundation 0x000125d8 -[NSURL(NSURL) initFileURLWithPath:] + 64 13 Foundation 0x000371e0 +[NSURL(NSURL) fileURLWithPath:] + 24 14 TheLearningMachine 0x00002d08 0x1000 + 7432 15 TheLearningMachine 0x00002e8c 0x1000 + 7820 16 TheLearningMachine 0x00002be4 0x1000 + 7140 17 TheLearningMachine 0x000029b6 0x1000 + 6582 18 UIKit 0x0000e47a -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 766 19 UIKit 0x000049e0 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 200 20 UIKit 0x0005dfd6 -[UIApplication handleEvent:withNewEvent:] + 1390 21 UIKit 0x0005d8fa -[UIApplication sendEvent:] + 38 22 UIKit 0x0005d330 _UIApplicationHandleEvent + 5104 23 GraphicsServices 0x00005044 PurpleEventCallback + 660 24 CoreFoundation 0x00034cdc __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION + 20 25 CoreFoundation 0x00034ca0 __CFRunLoopDoSource1 + 160 26 CoreFoundation 0x00027566 __CFRunLoopRun + 514 27 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224 28 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52 29 UIKit 0x000040fc -[UIApplication _run] + 364 30 UIKit 0x00002128 UIApplicationMain + 664 31 TheLearningMachine 0x00002948 0x1000 + 6472 32 TheLearningMachine 0x000028fc 0x1000 + 6396 Thread 1: 0 libSystem.B.dylib 0x0002d330 kevent + 24 1 libSystem.B.dylib 0x000d6b6c _dispatch_mgr_invoke + 88 2 libSystem.B.dylib 0x000d65bc _dispatch_queue_invoke + 96 3 libSystem.B.dylib 0x000d675c _dispatch_worker_thread2 + 120 4 libSystem.B.dylib 0x0007a67a _pthread_wqthread + 258 5 libSystem.B.dylib 0x00073190 start_wqthread + 0 Thread 2: 0 libSystem.B.dylib 0x0007b19c __workq_kernreturn + 8 1 libSystem.B.dylib 0x0007a790 _pthread_wqthread + 536 2 libSystem.B.dylib 0x00073190 start_wqthread + 0 Thread 3: 0 libSystem.B.dylib 0x00000c98 mach_msg_trap + 20 1 libSystem.B.dylib 0x00002d64 mach_msg + 44 2 CoreFoundation 0x00027c38 __CFRunLoopServiceMachPort + 88 3 CoreFoundation 0x000274c2 __CFRunLoopRun + 350 4 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224 5 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52 6 WebCore 0x000024e2 RunWebThread(void*) + 362 7 libSystem.B.dylib 0x0007a27e _pthread_start + 242 8 libSystem.B.dylib 0x0006f2a8 thread_start + 0 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x3e0862b4 r4: 0x00000006 r5: 0x0015a2ec r6: 0x2fffe090 r7: 0x2fffe0a0 r8: 0x3e1a378c r9: 0x00000065 r10: 0x33028e5a r11: 0x3e1ab89c ip: 0x00000025 sp: 0x2fffe0a0 lr: 0x30277abf pc: 0x30277ac8 cpsr: 0x000f0010 Any idea what the problem can be ? I've already spent my whole day on that, but... I'm stuck. Thanks in advance... Miky Mike Ok, Here is more then from the console, I get this : This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys002 Loading program into debugger… Program loaded. target remote-mobile /tmp/.XcodeGDBRemote-17280-65 Switching to remote-macosx protocol mem 0x1000 0x3fffffff cache mem 0x40000000 0xffffffff none mem 0x00000000 0x0fff none run Running… Error launching remote program: failed to get the task for process 456. Error launching remote program: failed to get the task for process 456. The program being debugged is not being run. The program being debugged is not being run. [Session started at 2010-12-23 20:33:33 +0100.] GNU gdb 6.3.50-20050815 (Apple version gdb-1472) (Thu Aug 5 05:54:10 UTC 2010) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys004 Loading program into debugger… Program loaded. target remote-mobile /tmp/.XcodeGDBRemote-17280-72 Switching to remote-macosx protocol mem 0x1000 0x3fffffff cache mem 0x40000000 0xffffffff none mem 0x00000000 0x0fff none run Running… Error launching remote program: failed to get the task for process 508. Error launching remote program: failed to get the task for process 508. The program being debugged is not being run. The program being debugged is not being run. And here is the code page that calls the URL import "TheLearningMachineAppDelegate.h" import "RootViewController.h" @implementation TheLearningMachineAppDelegate @synthesize window; @synthesize navigationController; pragma mark - pragma mark Application lifecycle (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { RootViewController *rootViewController = (RootViewController *)[navigationController topViewController]; rootViewController.managedObjectContext = self.managedObjectContext; [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; return YES; } (void)applicationWillResignActive:(UIApplication )application { / Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. */ } (void)applicationDidEnterBackground:(UIApplication *)application { [self saveContext]; } (void)applicationWillEnterForeground:(UIApplication )application { / Called as part of the transition from the background to the inactive state: here you can undo many of the changes made on entering the background. */ } (void)applicationDidBecomeActive:(UIApplication )application { / Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. */ } // Method that saves the managed object context before the application terminates. (void)applicationWillTerminate:(UIApplication *)application { [self saveContext]; } (void)saveContext { NSError *error = nil; if (managedObjectContext != nil) { if ([managedObjectContext hasChanges] && ![managedObjectContext save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); //Replace this implementation with code to handle the error appropriately. //abort() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development. If it is not possible to recover from the error, display an alert panel that instructs the user to quit the application by pressing the Home button. } } } pragma mark - pragma mark Core Data stack // Returns the managed object context for the application. (NSManagedObjectContext *)managedObjectContext { if (managedObjectContext != nil) { return managedObjectContext; } NSPersistentStoreCoordinator *coordinator = [self persistentStoreCoordinator]; if (coordinator != nil) { managedObjectContext = [[NSManagedObjectContext alloc] init]; [managedObjectContext setPersistentStoreCoordinator:coordinator]; } return managedObjectContext; } // Returns the managed object model for the application. (NSManagedObjectModel *)managedObjectModel { if (managedObjectModel != nil) { return managedObjectModel; } NSString *modelPath = [[NSBundle mainBundle] pathForResource:@"TheLearningMachine" ofType:@"momd"]; NSURL *modelURL = [NSURL fileURLWithPath:modelPath]; managedObjectModel = [[NSManagedObjectModel alloc] initWithContentsOfURL:modelURL]; return managedObjectModel; } pragma mark - pragma mark Application's Documents directory // Returns the path to the application's Documents directory. - (NSString *)applicationDocumentsDirectory { return [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject]; } // Returns the persistent store coordinator for the application. - (NSPersistentStoreCoordinator *)persistentStoreCoordinator { if (persistentStoreCoordinator != nil) { return persistentStoreCoordinator; } NSURL *storeURL = [NSURL fileURLWithPath: [[self applicationDocumentsDirectory] stringByAppendingPathComponent: @"TheLearningMachine.sqlite"]]; NSError *error = nil; persistentStoreCoordinator = [[NSPersistentStoreCoordinator alloc] initWithManagedObjectModel:[self managedObjectModel]]; if (![persistentStoreCoordinator addPersistentStoreWithType:NSSQLiteStoreType configuration:nil URL:storeURL options:nil error:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } return persistentStoreCoordinator; } pragma mark - pragma mark Memory management (void)applicationDidReceiveMemoryWarning:(UIApplication )application { / Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later. */ } (void)dealloc { [managedObjectContext release]; [managedObjectModel release]; [persistentStoreCoordinator release]; [window release]; [super dealloc]; } @end

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  • Execption Error in c#

    - by Kumu
    using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; using System.Runtime.Serialization.Formatters.Binary; namespace FoolballLeague { public partial class MainMenu : Form { FootballLeagueDatabase footballLeagueDatabase; Game game; Login login; public MainMenu() { InitializeComponent(); changePanel(1); } public MainMenu(FootballLeagueDatabase footballLeagueDatabaseIn) { InitializeComponent(); footballLeagueDatabase = footballLeagueDatabaseIn; } private void Form_Loaded(object sender, EventArgs e) { } private void gameButton_Click(object sender, EventArgs e) { int option = 0; changePanel(option); } private void scoreboardButton_Click(object sender, EventArgs e) { int option = 1; changePanel(option); } private void changePanel(int optionIn) { gamePanel.Hide(); scoreboardPanel.Hide(); string title = "Football League System"; switch (optionIn) { case 0: gamePanel.Show(); this.Text = title + " - Game Menu"; break; case 1: scoreboardPanel.Show(); this.Text = title + " - Display Menu"; break; } } private void logoutButton_Click(object sender, EventArgs e) { login = new Login(); login.Show(); this.Hide(); } private void addGameButton_Click(object sender, EventArgs e) { if ((homeTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Home Team"); else if (homeScoreUpDown.Value > 9 || homeScoreUpDown.Minimum < 0) MessageBox.Show("You must enter one digit between 0 and 9"); else if ((awayTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Away Team"); else if (homeScoreUpDown.Value > 9 || homeScoreUpDown.Value < 0) MessageBox.Show("You must enter one digit between 0 to 9"); else { //checkGameInputFields(); game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); MessageBox.Show("Home Team -" + '\t' + homeTeamTxt.Text + '\t' + "and" + '\r' + "Away Team -" + '\t' + awayTeamTxt.Text + '\t' + "created"); footballLeagueDatabase.AddGame(game); //clearCreateStudentInputFields(); } } private void timer1_Tick(object sender, EventArgs e) { displayDateAndTime(); } private void displayDateAndTime() { dateLabel.Text = DateTime.Today.ToLongDateString(); timeLabel.Text = DateTime.Now.ToShortTimeString(); } private void displayResultsButton_Click(object sender, EventArgs e) { Game game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); gameResultsListView.Items.Clear(); gameResultsListView.View = View.Details; ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); gameResultsListView.Items.Add(row); } private void displayGamesButton_Click(object sender, EventArgs e) { Game game = new Game("Home", 2, "Away", 4);//homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); modifyGamesListView.Items.Clear(); modifyGamesListView.View = View.Details; ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); modifyGamesListView.Items.Add(row); } } } This is the whole code and I got same error like previous question. Unhandled Execption has occuredin you application.If you click...............click Quit.the application will close immediately. Object reference not set to an instance of an object. And the following details are in the error message. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ***** Exception Text ******* System.NullReferenceException: Object reference not set to an instance of an object. at FoolballLeague.MainMenu.addGameButton_Click(Object sender, EventArgs e) in C:\Users\achini\Desktop\FootballLeague\FootballLeague\MainMenu.cs:line 91 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ***** Loaded Assemblies ******* mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- FootballLeague Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/achini/Desktop/FootballLeague/FootballLeague/bin/Debug/FootballLeague.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ***** JIT Debugging ******* To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. I need to add the games to using the addGameButton and the save those added games and display them in the list view (gameResultsListView). Now I can added a game and display in the list view.But when I pressed the button addGameButton I got the above error message. If you can please give me a solution to this problem.

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  • java.lang.ArrayIndexOutOfBoundsException

    - by thefonso
    Here is the code. import java.applet.Applet; import java.awt.Button; import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class GuessingGame extends Applet{ /** * */ private static final long serialVersionUID = 1L; private final int START_X = 20; private final int START_Y = 40; private final int ROWS = 4; private final int COLS = 4; private final int BOX_WIDTH = 20; private final int BOX_HEIGHT = 20; //this is used to keep track of boxes that have been matched. private boolean matchedBoxes[][]; //this is used to keep track of two boxes that have been clicked. private MaskableBox chosenBoxes[]; private MaskableBox boxes[][]; private Color boxColors[][]; private Button resetButton; public void init() { boxes = new MaskableBox[ROWS][COLS]; boxColors = new Color[ROWS][COLS]; resetButton = new Button("Reset Colors"); resetButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { randomizeColors(); buildBoxes(); repaint(); } }); add(resetButton); //separate building colors so we can add a button later //to re-randomize them. randomizeColors(); buildBoxes(); } public void paint(Graphics g) { for (int row =0; row < boxes.length; row ++) { for (int col = 0; col < boxes[row].length; col++) { if(boxes[row][col].isClicked()) { //boxes[row][col].setMaskColor(Color.black); //boxes[row][col].setMask(!boxes[row][col].isMask()); //boxes[row][col].setClicked(false); //} if (!matchedBoxes[row][col]) { gameLogic(boxes[row][col]); //boxes[row][col].draw(g); } } } } //loop through the boxes and draw them. for (int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { boxes[row][col].draw(g); } } } public void gameLogic(MaskableBox box) { if ((chosenBoxes[0] != null)&&(chosenBoxes[1] != null)) { if(chosenBoxes[0].getBackColor() == chosenBoxes[1].getBackColor()) { for (int i=0; 0 <= chosenBoxes.length; ++i ) { for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { if( boxes[row][col] == chosenBoxes[i] ) { System.out.println("boxes [row][col] == chosenBoxes[] at index: " + i ); matchedBoxes[row][col] = true; break; } } } } }else { chosenBoxes[0].setMask(true); chosenBoxes[1].setMask(true); } chosenBoxes = new MaskableBox[2]; }else { if (chosenBoxes[0] == null) { chosenBoxes[0] = box; chosenBoxes[0].setMask(false); return; }else{ if (chosenBoxes[1] == null) { chosenBoxes[1] = box; chosenBoxes[1].setMask(false); } } } } private void removeMouseListeners() { for(int row = 0; row < boxes.length; row ++) { for(int col = 0; col < boxes[row].length; col++) { removeMouseListener(boxes[row][col]); } } } private void buildBoxes() { // need to clear any chosen boxes when building new array. chosenBoxes = new MaskableBox[2]; // create a new matchedBoxes array matchedBoxes = new boolean [ROWS][COLS]; removeMouseListeners(); for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { boxes[row][col] = new MaskableBox(START_X + col * BOX_WIDTH, START_Y + row * BOX_HEIGHT, BOX_WIDTH, BOX_HEIGHT, Color.gray, boxColors[row][col], true, true, this); addMouseListener(boxes[row][col]); } } } private void randomizeColors() { int[] chosenColors = {0,0,0,0,0,0,0,0}; Color[] availableColors = {Color.red, Color.blue, Color.green, Color.yellow, Color.cyan, Color.magenta, Color.pink, Color.orange }; for(int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { for (;;) { int rnd = (int) (Math.random() * 8); if (chosenColors[rnd]< 2) { chosenColors[rnd]++; boxColors[row][col] = availableColors[rnd]; break; } } } } } } here is the second batch of code containing maskablebox import java.awt.Color; import java.awt.Container; import java.awt.Graphics; public class MaskableBox extends ClickableBox { private boolean mask; private Color maskColor; Container parent; public MaskableBox(int x, int y, int width, int height, Color borderColor, Color backColor, boolean drawBorder, boolean mask, Container parent ) { super(x, y, width, height, borderColor, backColor, drawBorder, parent); this.parent = parent; this.mask = mask; } public void draw(Graphics g) { if(mask=false) { super.draw(g); // setOldColor(g.getColor()); // g.setColor(maskColor); // g.fillRect(getX(),getY(),getWidth(), getHeight()); // if(isDrawBorder()) { // g.setColor(getBorderColor()); // g.drawRect(getX(),getY(),getWidth(),getHeight()); // } // g.setColor(getOldColor()); }else { if(mask=true) { //super.draw(g); setOldColor(g.getColor()); g.setColor(maskColor); g.fillRect(getX(),getY(),getWidth(), getHeight()); if(isDrawBorder()) { g.setColor(getBorderColor()); g.drawRect(getX(),getY(),getWidth(),getHeight()); } g.setColor(getOldColor()); } } } public boolean isMask() { return mask; } public void setMask(boolean mask) { this.mask = mask; } public Color getMaskColor() { return maskColor; } public void setMaskColor(Color maskColor) { this.maskColor = maskColor; } } I keep getting these error messages. I'm going nuts trying to figure this out. can anyone tell me what I'm doing wrong? boxes [row][col] == chosenBoxes[] at index: 0 boxes [row][col] == chosenBoxes[] at index: 1 Exception in thread "AWT-EventQueue-1" java.lang.ArrayIndexOutOfBoundsException: 2 at GuessingGame.gameLogic(GuessingGame.java:77) at GuessingGame.paint(GuessingGame.java:55) at java.awt.Container.update(Container.java:1801) at sun.awt.RepaintArea.updateComponent(RepaintArea.java:239) at sun.awt.RepaintArea.paint(RepaintArea.java:216) at sun.awt.windows.WComponentPeer.handleEvent(WComponentPeer.java:306) at java.awt.Component.dispatchEventImpl(Component.java:4706) at java.awt.Container.dispatchEventImpl(Container.java:2099) at java.awt.Component.dispatchEvent(Component.java:4460) at java.awt.EventQueue.dispatchEvent(EventQueue.java:599) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

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