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  • Android: Stopping method to be called twice if already running.

    - by user285831
    I'm trying to prevent my application to call the same method twice in the event of a double-click, or if the user presses different buttons quickly, almost at the same time. I have clickable Views, acting as buttons, that call the same method but passing different parameters. This is the call: startTheSearch(context, getState(), what, where); Inside this method I'm creating a new Thread, because it queries a web server for the result: new Thread(new Runnable() { public void run() { progDiag = ProgressDialog.show(ctx, null, "Searching", true); getServerXML(context, what, where, searchIsCustom, mOffset); handler.sendEmptyMessage(0); } }).start(); The problem is that upon two quick clicks, the method is fired twice, two threads are created, and consequently two new activities are created. That makes my app crash. When the methods are done, and we have the result from the server, we call the handler: private Handler handler = new Handler() { @Override public void handleMessage(Message msg) { super.handleMessage(msg); try { Intent i = new Intent(Golf.this, Result.class); Bundle b = new Bundle(); b.putString("what", mWhat); b.putString("where", mWhere); b.putInt("offset", mOffset); b.putBoolean("searchIsCustom", searchIsCustom); i.putExtras(b); startActivityForResult(i, Activity.RESULT_OK); progDiag.dismiss(); } catch (Exception e) { Alerts.generalDialogAlert("Error", "settings", ctx); } } }; I tried to have a global boolean variable called "blocked" initially set to false, creating a condition like: if(!blocked){ blocked = true; new Thread(new Runnable() { public void run() { But this only seems to work on slower phones like the G1, I tried on Nexus and before it set blocked = true, the second request has was granted. So is there any way I can block the method being called if it's already running, or if the thread has started so it wont create a new one? Please, I really need to fix this. I've been developing on Android for almost 2 months now, but I'm yet to tackle that bug. Thanks in advance.

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  • How to maintain the state of button cutom listview in android

    - by Akshay
    I have custom ListView with three TextView three Button and three Chronometer. And the situation is I am loading the ListView properly.But while loading ListView I am disabling some button in the ListView by checking one parameter. Up to this point ListView is showing it's row properly. But when I am scrolling the ListView at that time previously enabled Button are getting disabled.What I am doing wrong I am not getting can one please point out my mistake Or any suggestion. Here is my Adapter class. public class OrderSmartKitchenAdapter extends BaseAdapter { private int flagDeliveryComplete = 0; private int flagPreparationComplete = 0; private int flagPreparationStarted = 0; private List<OrderitemdetailsBO> list = new ArrayList<OrderitemdetailsBO(); private int orderStatus; public OrderSmartKitchenAdapter() { // TODO Auto-generated constructor stub } public void setOrderList(List<OrderitemdetailsBO> orderList) { this.list = orderList; } @Override public int getCount() { // TODO Auto-generated method stub Log.i("OrderItemList Size :-", Integer.toString(list.size())); return list.size(); } @Override public Object getItem(int position) { // TODO Auto-generated method stub return null; } @Override public long getItemId(int position) { // TODO Auto-generated method stub return 0; } @Override public View getView(final int position, View convertView,ViewGroup parent) { // TODO Auto-generated method stub final ViewHolder viewHolder ; if (convertView == null) { layoutInflater = LayoutInflater.from(myContext); convertView = layoutInflater.inflate(R.layout.table_row_view,null); viewHolder = new ViewHolder(); viewHolder.txtTableNumber = (TextView) convertView.findViewById(R.id.txtTableNumber); viewHolder.txtMenuItem = (TextView) convertView.findViewById(R.id.txtMenuItem); viewHolder.txtQuantity = (TextView) convertView.findViewById(R.id.txtQuantity); viewHolder.txtOrderAcceptanceTime = (TextView) convertView.findViewById(R.id.txtOrderAcceptanceTime); viewHolder.txtElapsedTimeOfOrderAcceptance = (Chronometer) convertView.findViewById(R.id.txtElapsedTimeOfOrderAcceptance); viewHolder.btnPreparationStart = (Button) convertView.findViewById(R.id.btnPreparationStart); viewHolder.btnPreparationStart.setTag(position); viewHolder.txtElapsedTimeForPreparation = (Chronometer) convertView.findViewById(R.id.txtElapsedTimeForPrepatration); viewHolder.btnPreparationComplete = (Button) convertView.findViewById(R.id.btnPreparationCompleted); viewHolder.btnPreparationComplete.setTag(position); viewHolder.txtElapsedTimeForDeliveryComplete = (Chronometer) convertView.findViewById(R.id.txtElapsedTimeForCompleation); viewHolder.btnDeliveryComplete = (Button) convertView.findViewById(R.id.btnOrderComplete); viewHolder.btnDeliveryComplete.setTag(position); convertView.setTag(viewHolder); } else{ viewHolder = (ViewHolder)convertView.getTag(); viewHolder.btnDeliveryComplete.setTag(position); viewHolder.btnPreparationComplete.setTag(position); viewHolder.btnPreparationStart.setTag(position); } if (list.get(position) != null) { OrderitemdetailsBO orderitemdetailsBO = new OrderitemdetailsBO(); orderitemdetailsBO = list.get(position); viewHolder.txtTableNumber.setText(orderitemdetailsBO.getOrderitemid().toString()); viewHolder.txtMenuItem.setText(orderitemdetailsBO.getMenuitemname().toString()); viewHolder.txtQuantity.setText(orderitemdetailsBO.getQuantity().toString()); Log.i("Table Number :-", Long.toString(orderitemdetailsBO.getOrderitemid())); Log.i("Menu Name :-", orderitemdetailsBO.getMenuitemname().toString()); Log.i("Quantity", orderitemdetailsBO.getQuantity().toString()); Date acceptTime = new Date(); acceptTime = orderitemdetailsBO.getOrderdatetime(); viewHolder.txtOrderAcceptanceTime.setText(DateUtil.getDateAsString(acceptTime,"HH:mm")); Log.i("Order Accept Time :-", acceptTime.getMinutes() + ":"+ acceptTime.getSeconds()); orderStatus = orderitemdetailsBO.getOrderstatus(); Date preparationStartTime = new Date(); preparationStartTime = orderitemdetailsBO.getPreparationstarttime(); if(preparationStartTime != null) { Log.i("OrderSmartKitchenActivity", "2 Order Acceptance Time :-" + "Menu Item id "+ orderitemdetailsBO.getOrderitemid() + " Preparation Start time " + orderitemdetailsBO.getPreparationstarttime() ); viewHolder.txtElapsedTimeOfOrderAcceptance.stop(); Log.i("Preparation Start Time :-",preparationStartTime.getMinutes() + ":" + preparationStartTime.getSeconds()); viewHolder.txtElapsedTimeOfOrderAcceptance.setText(DateUtil.getDateAsString(preparationStartTime,"MM:ss")); viewHolder.txtElapsedTimeOfOrderAcceptance.stop(); viewHolder.btnPreparationStart.setEnabled(false); viewHolder.btnPreparationStart.setClickable(false); viewHolder.btnPreparationStart.setBackgroundColor(Color.LTGRAY); } else { Long n = acceptTime.getTime(); Log.i("OrderSmartKitchenActivity", "Order Acceptance Time :-" + "Menu Item id "+ orderitemdetailsBO.getOrderitemid() + " Acceptance time" + Long.toString(n) + " Preparation Start time " + orderitemdetailsBO.getPreparationstarttime() ); // Calculate Time difference viewHolder.txtElapsedTimeOfOrderAcceptance.setBase(SystemClock.elapsedRealtime() - System.currentTimeMillis() + n); viewHolder.txtElapsedTimeOfOrderAcceptance.getBase(); viewHolder.txtElapsedTimeOfOrderAcceptance.start(); viewHolder.txtElapsedTimeOfOrderAcceptance.setFormat("%s"); } viewHolder.btnPreparationStart.setOnClickListener(new OnClickListener() { @Override public void onClick(final View v) { // TODO Auto-generated method stub if (flagPreparationStarted == 0) { flagPreparationStarted++; v.startAnimation(playAnimation()); handler.postDelayed(new Runnable() { @Override public void run() { // TODO Auto-generated method stub v.clearAnimation(); Date currentTime = new Date(); // Set Preparation Start Time. viewHolder.txtElapsedTimeOfOrderAcceptance.stop(); Date setTime = new Date(currentTime.getTime() * 1000); OrderitemdetailsBO orderitemdetailsBO = list.get(position); orderitemdetailsBO.setPreparationstarttime(setTime); String orderDetails = "2"; String getPosition = Integer.toString(position); viewHolder.btnPreparationStart.setBackgroundColor(Color.LTGRAY); new sendOrderStatusToServer().execute(orderDetails,getPosition); } }, 5000); } else { handler.removeCallbacksAndMessages(null); v.clearAnimation(); flagPreparationStarted = 0; Log.i("Handler Removed. :-", "Here"); } } }); String preparationTime = orderitemdetailsBO.getOrderpreparationtime(); if(preparationTime != null && orderStatus == order_preparationComplete) { viewHolder.txtElapsedTimeForPreparation.setText(preparationTime); viewHolder.txtElapsedTimeForPreparation.stop(); viewHolder.btnPreparationComplete.getTag(position); viewHolder.btnPreparationComplete.setEnabled(false); viewHolder.btnPreparationComplete.setClickable(false); viewHolder.btnPreparationComplete.setBackgroundColor(Color.LTGRAY); } else if( orderStatus == order_preparationStart || orderStatus == orderReceived || orderStatus == order_delivered){ Long n = acceptTime.getTime(); Log.i("Preparation Start Time :-", Long.toString(n)); viewHolder.txtElapsedTimeForPreparation.setBase(SystemClock.elapsedRealtime() - System.currentTimeMillis() + n); viewHolder.txtElapsedTimeForPreparation.getBase(); viewHolder.txtElapsedTimeForPreparation.start(); viewHolder.txtElapsedTimeForPreparation.setFormat("%s"); } viewHolder.btnPreparationComplete.setOnClickListener(new OnClickListener() { @Override public void onClick(final View v) { // TODO Auto-generated method if (flagPreparationComplete == 0) { flagPreparationComplete++; v.startAnimation(playAnimation()); handler.postDelayed(new Runnable() { @Override public void run() { // TODO Auto-generated method stub v.clearAnimation(); OrderitemdetailsBO orderitemdetailsBO = list.get(position); Date date = orderitemdetailsBO.getPreparationstarttime(); if(date != null) { viewHolder.txtElapsedTimeForPreparation.stop(); Date currentTime = new Date(); Calendar calendar = Calendar.getInstance(); int minute = calendar.get(Calendar.MINUTE); int second = calendar.get(Calendar.SECOND); orderitemdetailsBO.setOrderpreparationtime(calendar.get(Calendar.MINUTE) +":" +calendar.get(Calendar.SECOND)); String orderDetails = "3"; String getPosition = Integer.toString(position); viewHolder.btnPreparationComplete.setBackgroundColor(Color.LTGRAY); new sendOrderStatusToServer().execute(orderDetails,getPosition); } else { Toast.makeText(myContext, "Please Enter Preparation Start Time.", Toast.LENGTH_LONG).show(); } } }, 5000); } else { handler.removeCallbacksAndMessages(null); v.clearAnimation(); flagPreparationComplete = 0; } } }); String deleveredTime = orderitemdetailsBO.getOrderdeliverytime(); if(deleveredTime != null && orderStatus == order_delivered) { Date delevered = new Date(Long.parseLong(deleveredTime)); viewHolder.txtElapsedTimeForPreparation.setText(DateUtil.getDateAsString(delevered,"MM:ss")); Log.i("Preparation Start Time :-", delevered.getMinutes()+":"+delevered.getSeconds()); viewHolder.txtElapsedTimeForPreparation.stop(); viewHolder.btnDeliveryComplete.getTag(position); viewHolder.btnDeliveryComplete.setEnabled(false); viewHolder.btnDeliveryComplete.setClickable(false); viewHolder.btnDeliveryComplete.setBackgroundColor(Color.LTGRAY); } else if(orderStatus == 3 || orderStatus == 2 || orderStatus == 1) { Long n = acceptTime.getTime(); Log.i("Preparation Start Time :-", Long.toString(n)); viewHolder.txtElapsedTimeForDeliveryComplete.setTag(list.get(position)); viewHolder.txtElapsedTimeForDeliveryComplete.setBase(SystemClock.elapsedRealtime() - System.currentTimeMillis() + n); viewHolder.txtElapsedTimeForDeliveryComplete.getBase(); viewHolder.txtElapsedTimeForDeliveryComplete.start(); viewHolder.txtElapsedTimeForDeliveryComplete.setFormat("%s"); } viewHolder.btnDeliveryComplete.setOnClickListener(new OnClickListener() { @Override public void onClick(final View v) { // TODO Auto-generated method stub if (flagDeliveryComplete == 0) { flagDeliveryComplete++; v.startAnimation(playAnimation()); handler.postDelayed(new Runnable() { @Override public void run() { // TODO Auto-generated method stub v.clearAnimation(); OrderitemdetailsBO orderitemdetailsBO = list.get(position); Date date = orderitemdetailsBO.getPreparationstarttime(); String preparationComplete = orderitemdetailsBO.getOrderpreparationtime(); if(date != null && preparationComplete != null ) { Date currentTime = new Date(); Calendar calendar = Calendar.getInstance(); viewHolder.txtElapsedTimeForDeliveryComplete.stop(); orderitemdetailsBO.setOrderdeliverytime(calendar.get(Calendar.MINUTE) +":"+calendar.get(Calendar.SECOND)); String orderDetails = Integer.toString(order_delivered); String getPosition = Integer.toString(position); viewHolder.btnDeliveryComplete.setBackgroundColor(Color.LTGRAY); new sendOrderStatusToServer().execute(orderDetails,getPosition); } else { Toast.makeText(myContext, "Please Enter Preparation Start Time & Preparation Complete Time.", Toast.LENGTH_LONG).show(); } } }, 5000); } else { handler.removeCallbacksAndMessages(null); v.clearAnimation(); flagDeliveryComplete = 0; } } }); } return convertView; } } private static class ViewHolder { protected TextView txtTableNumber; protected TextView txtMenuItem; protected TextView txtQuantity; protected TextView txtOrderAcceptanceTime; protected Chronometer txtElapsedTimeOfOrderAcceptance; protected Button btnPreparationStart; protected Chronometer txtElapsedTimeForPreparation; protected Button btnPreparationComplete; protected Chronometer txtElapsedTimeForDeliveryComplete; protected Button btnDeliveryComplete; }

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  • openGL ES - change the render mode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY on touch

    - by Sid
    i want to change the rendermode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY when i touch the screen. WHAT i Need : Initially the object should be stationary. after touching the screen, it should move automatically. The motion of my object is a projectile motion ans it is working fine. what i get : Force close and a NULL pointer exception. My code : public class BallThrowGLSurfaceView extends GLSurfaceView{ MyRender _renderObj; Context context; GLSurfaceView glView; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MyRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); this.requestFocus(); this.setFocusableInTouchMode(true); glView = new GLSurfaceView(context.getApplicationContext()); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub if (event != null) { if (event.getAction() == MotionEvent.ACTION_DOWN) { if (_renderObj != null) { Log.i("renderObj", _renderObj + "lll"); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { public void run() { glView.setRenderMode(RENDERMODE_CONTINUOUSLY); } }); return true; } } } return super.onTouchEvent(event); } } PS : i know that i am making some silly mistakes in this, but cannot figure out what it really is.

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  • Notepad++ doesn't launch (notepad++.exe present in the task manager)

    - by Dsandre
    Yesterday Notepad++ was runnable, but today it doesn't. In spite of the notepad++.exe (with its 13 process) presence is the tasks manager, Notepad++ window doesn't launch. I tried to uninstall and re-install the sofware (and the first launch works), notepad.exe is present in C:\Windows and C:\Windows\Sytem32 folders. The last file opened with notepad++ was a xml file which isn't readable by other softwares because of the following error message : The '<' caracter can not be used in a value attribut What can I do please ?

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  • Limiting Sybase ASE 15 CPU usage on VM

    - by reiniero
    I've set up a single CPU Sybase ASE 15.7 test/hobby/experimentation system on a Debian Squeeze x64 KVM VM. I notice the CPU load goes to 100% and stays there. Definitely not a Sybase guru, only interested to see if some programs I'm running work on the database. Looking at Sybase docs it seems ASE detects the machine is idle and then takes over all processing just waiting for a connection (and if needed, doing some housekeeping apparently). Normally that would be fine but as it is running in a VM it's taking away processor resources other VMs could use - and the increased fan noise of the PC near my desk annoy me. I've tried to remedy this: set the "runnable process search count" parameter from DEFAULT (2000 IRC) to 3 in /opt/sybase/ASE-15_0/SYBASE.cfg from http://sybase.reygrobellet.com/tutorials/install_sybase_vb/standalone04_configure_oralin11#TOC-Configure-kernel I added this to my /etc/init.d/sybase startup script: echo 0 /proc/sys/kernel/randomize_va_space (though I don't think it'll make much difference) How can I tell Sybase to "behave" and not hog the processor - I don't mind reduced performance.

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  • Design pattern for animation sequence in LibGDX

    - by kevinyu
    What design pattern to use for sequence of animation that involve different actor in libGDX. For example I am making a game to choose a wolf from a group of sheeps. The first animation played when the game begin is the wolf enter the field that is filled with two sheeps.Then the wolf disguise as a sheep and goes to the center of the screen. Then the game will shuffle the sheeps. After it finished it will ask the player where is the wolf. The game wait for player input. After that the game will show animation to show the player whether their answer is right or wrong. I am currently using State design pattern. There are four states wolfEnterState,DisguiseState,ShuffleState,UserInputState, and answerAnimationState. I feel that my code is messy. I use addAction with action sequence and action completion(new Runnable()) a lot. I feel that the action sequence is getting long. Is there a better solution for this kind of problem

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  • Packing jar files into library jar files

    - by Hillel
    Firstly, this question is not about packing a simple jar file (e.g. lwjgl) into a runnable jar file. I know how to do this using JarSplice. So if I have a game which uses JInput, I will pack my game jar and jinput.jar using JarSplice and enter the natives in the process. The problem arises when I want to create a custom library that uses JInput, and then pack that into my games. See, the whole idea of writing a game library is that I don't ever have to even copy code like the wrapper I wrote for JInput Controller, and I always have a definitive version inside a library jar. Basically what I wanna do is create a jar file of my library, pack jinput.jar into it using JarSplice, possibly with the natives as well, and then when I want to export a jar of my game, I either export it automatically through Eclipse with the library jar, or, if that doesn't work, use JarSplice. I've tried several solutions, and nothing works. When I try to pack the game jar and the library jar using JarSplice, I get an error saying that there's either duplicate .project or .classpath. When I try to export my game through Eclipse with the library jar, it won't run (which is to be expected), but then, if I try to attach the natives with JarSplice, it doesn't give me any errors but the jar doesn't run. I'm not expecting anyone to solve this, but if anyone has an idea, something that will allow me to never look at the Gamepad code ever again, that would be awesome. I don't care if I have to package my library jar using JarSplice 5 times, and then do the same with the game jar, as long as it works. Otherwise I'll just have to copy the Gamepad class into every project alongside the library jar. :(

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  • what could cause a script to fail to find python when it has `#!/usr/bin/env python` in the first line?

    - by jcollum
    Trying to get casperjs running on Ubuntu 12.04. After installing it when I run I get: 09:20 $ ll /usr/local/bin/casperjs lrwxrwxrwx 1 root root 26 Nov 6 16:49 /usr/local/bin/casperjs -> /opt/casperjs/bin/casperjs 09:20 $ /usr/bin/env python --version Python 2.7.3 09:20 $ cat /opt/casperjs/bin/casperjs | head -4 #!/usr/bin/env python import os import sys 09:20 $ casperjs : No such file or directory 09: 22 $ python Python 2.7.3 (default, Sep 26 2013, 20:03:06) [GCC 4.6.3] on linux2 So Python is present and runnable, casperjs is pointing to the right place and it is a python script. But when I run it I get "No such file". I can fix it by changing the first line of the casperjs python file from: #!/usr/bin/env python to: #!/usr/bin/python Result: $ casperjs --version 1.1.0-DEV I managed to fix it, but I'm wondering why it didn't work with #!/usr/bin/env python, since that seems to be a normal interpreter line. Do I have something configured wrong? Here are the steps to get casperjs: $ git clone git://github.com/n1k0/casperjs.git $ cd casperjs $ ln -sf `pwd`/bin/casperjs /usr/local/bin/casperjs $ casperjs : No such file or directory

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  • Architectural Composition Languages

    - by C. Lawrence Wenham
    Recently stumbled upon this paper (PDF) talking about ACLs, or Architectural Composition Languages. They're a fusion of two earlier lines of research: Architectural Definition Languages (such as UML) and Object Composition Languages (such as XAML, WWF, or scripting languages). The goal of an ACL is to have a high-level description of a program's architecture which can also be compiled into a runnable program. The high-level description assists automated analysis, while the 'executability' means changes can be tested immediately. You would still author the components of the program in a conventional programming language (C, Java, Python, etc), but they would be composed into a complete program by the ACL. One of the expected benefits is that a program can be ported to a different platform by swapping in "similar but different" components. I've been hankering for something like this for a long time (see this answer I gave on a StackOverflow question a few years ago). The paper mentions that the researchers were working on a language called ACL/1 that initially targeted Java, but would be ported to support .Net as well. However, I can't find any more mention of ACL/1 anywhere. Has there been any more work done on this? Are there any other implementations of the ACL concept that are available for use or experimentation?

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  • How do I make time?

    - by SystemNetworks
    I wanted to output a text for a certain amount of time. One way is to use threads. Are there any other ways? I can't use threads for slick2d. This is my code when I use threads for slick: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import java.util.Random; import org.newdawn.slick.Input; import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; public class thread1 implements Runnable { String showUp; int timeLeft; public thread1(String s) { s = showUp; } public void run(Graphics g) { try { g.drawString("%s is sleeping %d", 500, 500); Thread.sleep(timeLeft); g.drawString("%s is awake", 600,600); } catch(Exception e) { } } @Override public void run() { // TODO Auto-generated method stub run(); } } It auto generates a new run() And also when I call it to my main class it has stack overflow!

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  • Testcase runner for parametrized testcases

    - by Razer
    Let me explain my situation. I'm planning a kind of test case runner for doing testcases on external devices, which are microcontroller based. Lets consider the devices: Device 1 Device 2 There exist a lot of test cases which can be run with one of the devices above. For example: Testcase 1 Testcase 2 The main reason that all the testcases can be run with any device is, that the testcases validates some standard and this software should be extensible for future devices. The testcases itself must be runnable with changing parameters. For example Testcase 1 does some Timing Verification the testcase needs as input parameter the datarate: 4800, 9600, 19200. Now hoping you understand the situation, let me explain my design questions. For implementing the test cases I thought about an Attribute based approach, like nunit does it. The more complicated problem is, how to define the parametrized testcases? Like this: Device 1: Testcase 1: datarate: 4800, 9600, 19200 Testcase 2: supply: 1, 2, 3 Device 2: Testcase 1: datarate: 9600, 19200, 38400 Testcase 2: supply: 3, 4, 5 How would you design such a framework? I've done a similar desin in python where I had for every device a XML containing the testcase definitions like: <Testcase="Testcase 1" datarate=4800/> <Testcase="Testcase 1" datarate=9600/> <Testcase="Testcase 1" datarate=19200/>

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  • Gnome shell not starting at login, but can start from terminal (Ubuntu 12.04)

    - by Mat Leonard
    I upgraded to Ubuntu 12.04 recently and for some reason it broke Gnome 3. The shell doesn't start up at login. My .xsession-errors looks like this right after I log in: gnome-session[1689]: WARNING: Session 'gnome' runnable check failed: Timed out (gnome-settings-daemon:1744): color-plugin-WARNING **: failed to get edid: unable to get EDID for output (gnome-settings-daemon:1744): color-plugin-WARNING **: unable to get EDID for xrandr-default: unable to get EDID for output (gnome-settings-daemon:1744): color-plugin-WARNING **: failed to reset xrandr-default gamma tables: gamma size is zero ** Message: applet now removed from the notification area ** Message: using fallback from indicator to GtkStatusIcon ** Message: moving back from GtkStatusIcon to indicator Then I can run gnome-shell --replace, the shell starts up and everything works. This is what I get immediately after: Window manager warning: Log level 16: Unable to register authentication agent: GDBus.Error:org.freedesktop.PolicyKit1.Error.Failed: An authentication agent already exists for the given subject Window manager warning: Log level 16: Error registering polkit authentication agent: GDBus.Error:org.freedesktop.PolicyKit1.Error.Failed: An authentication agent already exists for the given subject (polkit-error-quark 0) (gnome-shell:2442): folks-WARNING **: Failed to find primary PersonaStore with type ID 'eds' and ID 'system'. Individuals will not be linked properly and creating new links between Personas will not work. The configured primary PersonaStore's backend may not be installed. If you are unsure, check with your distribution Also, if I run /usr/lib/nux/unity_support_test -p, everything comes back as Yes and this checks out: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 8300 GS/PCIe/SSE2 OpenGL version string: 3.3.0 NVIDIA 295.40 It isn't a huge problem since I can get gnome shell to work, but it is a little annoying. So, I'd like to fix this. Thanks for your help.

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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • How to determine which source files are required for an Eclipse run configuration

    - by isme
    When writing code in an Eclipse project, I'm usually quite messy and undisciplined in how I create and organize my classes, at least in the early hacky and experimental stages. In particular, I create more than one class with a main method for testing different ideas that share most of the same classes. If I come up with something like a useful app, I can export it to a runnable jar so I can share it with friends. But this simply packs up the whole project, which can become several megabytes big if I'm relying on large library such as httpclient. Also, if I decide to refactor my lump of code into several projects once I work out what works, and I can't remember which source files are used in a particular run configuration, all I can do it copy the main class to a new project and then keep copying missing types till the new project compiles. Is there a way in Eclipse to determine which classes are actually used in a particular run configuration?

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  • Dynamically load images inside jar

    - by Rahat Ahmed
    I'm using Slick2d for a game, and while it runs fine in Eclipse, i'm trying to figure out how to make it work when exported to a runnable .jar. I have it set up to where I load every image located in the res/ directory. Here's the code /** * Loads all .png images located in source folders. * @throws SlickException */ public static void init() throws SlickException { loadedImages = new HashMap<>(); try { URI uri = new URI(ResourceLoader.getResource("res").toString()); File[] files = new File(uri).listFiles(new FilenameFilter(){ @Override public boolean accept(File dir, String name) { if(name.endsWith(".png")) return true; return false; } }); System.out.println("Naming filenames now."); for(File f:files) { System.out.println(f.getName()); FileInputStream fis = new FileInputStream(f); Image image = new Image(fis, f.getName(), false); loadedImages.put(f.getName(), image); } } catch (URISyntaxException | FileNotFoundException e) { System.err.println("UNABLE TO LOAD IMAGES FROM RES FOLDER!"); e.printStackTrace(); } font = new AngelCodeFont("res/bitmapfont.fnt",Art.get("bitmapfont.png")); } Now the obvious problem is the line URI uri = new URI(ResourceLoader.getResource("res").toString()); If I pack the res folder into the .jar there will not be a res folder on the filesystem. How can I iterate through all the images in the compiled .jar itself, or what is a better system to automatically load all images?

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  • Proper method to update and draw from game loop?

    - by Lost_Soul
    Recently I've took up the challenge for myself to create a basic 2d side scrolling monster truck game for my little brother. Which seems easy enough in theory. After working with XNA it seems strange jumping into Java (which is what I plan to program it in). Inside my game class I created a private class called GameLoop that extends from Runnable, then in the overridden run() method I made a while loop that handles time and such and I implemented a targetFPS for drawing as well. The loop looks like this: @Override public void run() { long fpsTime = 0; gameStart = System.currentTimeMillis(); lastTime = System.currentTimeMillis(); while(game.isGameRunning()) { currentTime = System.currentTimeMillis(); long ellapsedTime = currentTime - lastTime; if(mouseState.leftIsDown) { que.add(new Dot(mouseState.getPosition())); } entities.addAll(que); game.updateGame(ellapsedTime); fpsTime += ellapsedTime; if(fpsTime >= (1000 / targetedFPS)) { game.drawGame(ellapsedTime); } lastTime = currentTime; } The problem I've ran into is adding of entities after a click. I made a class that has another private class that extends MouseListener and MouseMotionListener then on changes I have it set a few booleans to tell me if the mouse is pressed or not which seems to work great but when I add the entity it throws a CME (Concurrent Modification Exception) sometimes. I have all the entities stored in a LinkedList so later I tried adding a que linkedlist where I later add the que to the normal list in the update loop. I think this would work fine if it was just the update method in the gameloop but with the repaint() method (called inside game.drawGame() method) it throws the CME. The only other thing is that I'm currently drawing directly from the overridden paintComponent() method in a custom class that extends JPanel. Maybe there is a better way to go about this? As well as fix my CME? Thanks in advance!!!

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • UnsatisfiedLinkError: no swt-gtk-4233

    - by Abogical
    I'm a Java newbie who just a made a simple Java program using SWT for GUI via eclipse Juno. The code was working and the program was able to run inside eclipse, so I compiled it and made it a runnable jar file so it can be run outside eclipse. I tried to run it using the terminal and this error came up. Exception in thread "main" java.lang.UnsatisfiedLinkError: Could not load SWT library. Reasons: no swt-gtk-4233 in java.library.path no swt-gtk in java.library.path Can't load library: /home/abody/.swt/lib/linux/x86_64/libswt-gtk-4233.so Can't load library: /home/abody/.swt/lib/linux/x86_64/libswt-gtk.so at org.eclipse.swt.internal.Library.loadLibrary(Library.java:331) at org.eclipse.swt.internal.Library.loadLibrary(Library.java:240) at org.eclipse.swt.internal.C.<clinit>(C.java:21) at org.eclipse.swt.internal.Converter.wcsToMbcs(Converter.java:63) at org.eclipse.swt.internal.Converter.wcsToMbcs(Converter.java:54) at org.eclipse.swt.widgets.Display.<clinit>(Display.java:133) at Class1.main(Class1.java:12) So now it looks like it can't find "libswt-gtk-4233.so" and the other file. However, when I took a look at he ".swt" folder I had an "libswt-gtk-3740.so" not 4233. So its trying to find a file that is more up-to-date. So what does that mean, should I update SWT? what's going on?

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  • Do you feel bad when you have to learn new things?

    - by tactoth
    New thing is not always cool. I see many people say they are very bored by doing the similar things day after day. For me it's the opposite - I'm always learning something new. During the last one and a harf year, nearly every two months I need to do lots of researches on a totally new topic: RTMP, MP4, SIP, VNC, Smooth streaming, ..., I have to read lots of specifications, download tones of open source projects to understand concepts, and turn them into my runnable code. And it was so bad! My brain has never been very sure and very familiar with anything, and when it's close to be sure and familiar, it'll have to switch to next thing. I kind of envy people who build upper level applications because they can be very focusing, and their knowledge set includes most things their job requires. Everything is quite measurable, direct and straightforward. Have you ever had the similar feeling? I'm thinking of asking my boss to assign me some other piece of work so that I work like moving forward on a broad road instead of figuring out a way in the dark, I think it'll be more relaxing, any suggestion?

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  • How to dynamically override a method in an object

    - by Ace Takwas
    If this is possible, how can I change what a method does after I might have created an instance of that class and wish to keep the reference to that object but override a public method in it's class' definition? Here's my code: package time_applet; public class TimerGroup implements Runnable{ private Timer hour, min, sec; private Thread hourThread, minThread, secThread; public TimerGroup(){ hour = new HourTimer(); min = new MinuteTimer(); sec = new SecondTimer(); } public void run(){ hourThread.start(); minThread.start(); secThread.start(); } /*Please pay close attention to this method*/ private Timer activateHourTimer(int start_time){ hour = new HourTimer(start_time){ public void run(){ while (true){ if(min.changed)//min.getTime() == 0) changeTime(); } } }; hourThread = new Thread(hour); return hour; } private Timer activateMinuteTimer(int start_time){ min = new MinuteTimer(start_time){ public void run(){ while (true){ if(sec.changed)//sec.getTime() == 0) changeTime(); } } }; minThread = new Thread(min); return min; } private Timer activateSecondTimer(int start_time){ sec = new SecondTimer(start_time); secThread = new Thread(sec); return sec; } public Timer addTimer(Timer timer){ if (timer instanceof HourTimer){ hour = timer; return activateHourTimer(timer.getTime()); } else if (timer instanceof MinuteTimer){ min = timer; return activateMinuteTimer(timer.getTime()); } else{ sec = timer; return activateSecondTimer(timer.getTime()); } } } So for example in the method activateHourTimer(), I would like to override the run() method of the hour object without having to create a new object. How do I go about that?

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  • Context switches much slower in new linux kernels

    - by Michael Goldshteyn
    We are looking to upgrade the OS on our servers from Ubuntu 10.04 LTS to Ubuntu 12.04 LTS. Unfortunately, it seems that the latency to run a thread that has become runnable has significantly increased from the 2.6 kernel to the 3.2 kernel. In fact the latency numbers we are getting are hard to believe. Let me be more specific about the test. We have a program that has two threads. The first thread gets the current time (in ticks using RDTSC) and then signals a condition variable once a second. The second thread waits on the condition variable and wakes up when it is signaled. It then gets the current time (in ticks using RDTSC). The difference between the time in the second thread and the time in the first thread is computed and displayed on the console. After this the second thread waits on the condition variable once more. So, we get a thread to thread signaling latency measurement once a second as a result. In linux 2.6.32, this latency is somewhere on the order of 2.8-3.5 us, which is reasonable. In linux 3.2.0, this latency is somewhere on the order of 40-100 us. I have excluded any differences in hardware between the two host hosts. They run on identical hardware (dual socket X5687 {Westmere-EP} processors running at 3.6 GHz with hyperthreading, speedstep and all C states turned off). We are changing the affinity to run both threads on physical cores of the same socket (i.e., the first thread is run on Core 0 and the second thread is run on Core 1), so there is no bouncing of threads on cores or bouncing/communication between sockets. The only difference between the two hosts is that one is running Ubuntu 10.04 LTS with kernel 2.6.32-28 (the fast context switch box) and the other is running the latest Ubuntu 12.04 LTS with kernel 3.2.0-23 (the slow context switch box). Have there been any changes in the kernel that could account for this ridiculous slow down in how long it takes for a thread to be scheduled to run?

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Synchronizing issue: I want the main thread to be run before another thread but it sometimes doesn´t

    - by Rox
    I have done my own small concurrency framework (just for learning purposes) inspired by the java.util.concurrency package. This is about the Callable/Future mechanism. My code below is the whole one and is compilable and very easy to understand. My problem is that sometimes I run into a deadlock where the first thread (the main thread) awaits for a signal from the other thread. But then the other thread has already notified the main thread before the main thread went into waiting state, so the main thread cannot wake up. FutureTask.get() should always be run before FutureTask.run() but sometimes the run() method (which is called by new thread) runs before the get() method (which is called by main thread). I don´t know how I can prevent that. This is a pseudo code of how I want the two threads to be run. //From main thread: Executor.submit().get() (in get() the main thread waits for new thread to notify) ->submit() calls Executor.execute(FutureTask object) -> execute() starts new thread -> new thread shall notify `main thread` I cannot understand how the new thread can start up and run faster than the main thread that actually starts the new thread. Main.java: public class Main { public static void main(String[] args) { new ExecutorServiceExample(); } public Main() { ThreadExecutor executor = new ThreadExecutor(); Integer i = executor.submit(new Callable<Integer>() { @Override public Integer call() { return 10; } }).get(); System.err.println("Value: "+i); } } ThreadExecutor.java: public class ThreadExecutor { public ThreadExecutor() {} protected <V> RunnableFuture<V> newTaskFor(Callable c) { return new FutureTask<V>(c); } public <V> Future<V> submit(Callable<V> task) { if (task == null) throw new NullPointerException(); RunnableFuture<V> ftask = newTaskFor(task); execute(ftask); return ftask; } public void execute(Runnable r) { new Thread(r).start(); } } FutureTask.java: import java.util.concurrent.locks.Condition; import java.util.concurrent.locks.ReentrantLock; import java.util.logging.Level; import java.util.logging.Logger; public class FutureTask<V> implements RunnableFuture<V> { private Callable<V> callable; private volatile V result; private ReentrantLock lock = new ReentrantLock(); private Condition condition = lock.newCondition(); public FutureTask(Callable callable) { if (callable == null) throw new NullPointerException(); this.callable = callable; } @Override public void run() { acquireLock(); System.err.println("RUN"+Thread.currentThread().getName()); V v = this.callable.call(); set(v); condition.signal(); releaseLock(); } @Override public V get() { acquireLock(); System.err.println("GET "+Thread.currentThread().getName()); try { condition.await(); } catch (InterruptedException ex) { Logger.getLogger(FutureTask.class.getName()).log(Level.SEVERE, null, ex); } releaseLock(); return this.result; } public void set(V v) { this.result = v; } private void acquireLock() { lock.lock(); } private void releaseLock() { lock.unlock(); } } And the interfaces: public interface RunnableFuture<V> extends Runnable, Future<V> { @Override void run(); } public interface Future<V> { V get(); } public interface Callable<V> { V call(); }

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  • Java Synchronized List Deadlock

    - by portoalet
    From Effective Java 2nd edition item 67 page 266-268: The background thread calls s.removeObserver, which attempts to lock observers, but it can’t acquire the lock, because the main thread already has the lock. All the while, the main thread is waiting for the background thread to finish removing the observer, which explains the deadlock. I am trying to find out which threads deadlock in the main method by using ThreadMXBean (http://stackoverflow.com/questions/1102359/programmatic-deadlock-detection-in-java) , but why does it not return the deadlocked threads? I used a new Thread to run the ThreadMXBean detection. public class ObservableSet<E> extends ForwardingSet<E> { public ObservableSet(Set<E> set) { super(set); } private final List<SetObserver<E>> observers = new ArrayList<SetObserver<E>>(); public void addObserver(SetObserver<E> observer) { synchronized(observers) { observers.add(observer); } } public boolean removeObserver(SetObserver<E> observer) { synchronized(observers) { return observers.remove(observer); } } private void notifyElementAdded(E element) { synchronized(observers) { for (SetObserver<E> observer : observers) observer.added(this, element); } } @Override public boolean add(E element) { boolean added = super.add(element); if (added) notifyElementAdded(element); return added; } @Override public boolean addAll(Collection<? extends E> c) { boolean result = false; for (E element : c) result|=add(element); //callsnotifyElementAdded return result; } public static void main(String[] args) { ObservableSet<Integer> set = new ObservableSet<Integer>(new HashSet<Integer>()); final ThreadMXBean threadMxBean = ManagementFactory.getThreadMXBean(); Thread t = new Thread(new Runnable() { @Override public void run() { while( true ) { long [] threadIds = threadMxBean.findDeadlockedThreads(); if( threadIds != null) { ThreadInfo[] infos = threadMxBean.getThreadInfo(threadIds); for( ThreadInfo threadInfo : infos) { StackTraceElement[] stacks = threadInfo.getStackTrace(); for( StackTraceElement stack : stacks ) { System.out.println(stack.toString()); } } } try { System.out.println("Sleeping.."); TimeUnit.MILLISECONDS.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }); t.start(); set.addObserver(new SetObserver<Integer>() { public void added(ObservableSet<Integer> s, Integer e) { ExecutorService executor = Executors.newSingleThreadExecutor(); final SetObserver<Integer> observer = this; try { executor.submit(new Runnable() { public void run() { s.removeObserver(observer); } }).get(); } catch (ExecutionException ex) { throw new AssertionError(ex.getCause()); } catch (InterruptedException ex) { throw new AssertionError(ex.getCause()); } finally { executor.shutdown(); } } }); for (int i = 0; i < 100; i++) set.add(i); } } public interface SetObserver<E> { // Invoked when an element is added to the observable set void added(ObservableSet<E> set, E element); } // ForwardingSet<E> simply wraps another Set and forwards all operations to it.

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