Search Results

Search found 21057 results on 843 pages for 'video game consoles'.

Page 827/843 | < Previous Page | 823 824 825 826 827 828 829 830 831 832 833 834  | Next Page >

  • Java - Problem when Resizing a JInternalFrame

    - by Amokrane
    Hi, In a previous SO question, I was talking about somes issues dealing with my MDI architecture. I have now another problem, when resizing my JInternalFrame. Here is a short video that illustrates the problem. I have a class: Cadre which is basically my JInternalFrame. public class Cadre extends JInternalFrame { /** Largeur par d'une fenêtre interne */ private int width; /** Hauteur d'une fenêtre interne */ private int height; /** Titre d'une fenêtre interne */ private String title; /** Toile associée à la fenêtre interne */ private Toile toile; /** Permet de compter le nombre de fenêtres internes ouvertes */ static int frameCount = 0; /** Permet de décaler les fenêtres internes à l'ouverture */ static final int xDecalage = 30, yDecalage = 30; public Cadre() { super("Form # " + (++frameCount), true, //resizable true, //closable true, //maximizable true);//iconifiable // Taille de la fenêtre interne par défaut width = 500; height = 500; // Titre par défaut title = "Form # " + (frameCount); // On associe une nouvelle toile à la fenêtre toile = new Toile(); this.setContentPane(toile); // On spécifie le titre this.setTitle(title); // Taille de chaque form par défaut this.setSize(width, height); // Permet d'ouvrir les frames de manière décalée par rapport à la dernière ouverte this.setLocation(xDecalage * frameCount, yDecalage * frameCount); } } And this is the JFrame that contains all the JInternalFrame(s): public class Fenetre extends JFrame { /** Titre de la fenêtre principale */ private String title; /** Largeur de la fenêtre */ private int width; /** Hauteur de la fenêtre */ private int height; /** Le menu */ private Menu menu; /** La barre d'outils */ private ToolBox toolBox; /** La zone contenant les JInternalFrame */ private JDesktopPane planche; /** Le pannel comportant la liste des formes à dessiner*/ private Pannel pannel; /** La liste de fenêtres ouvertes */ private static ArrayList<Cadre> cadres; public Fenetre(String inTitle, int inWidth, int inHeight) { // lecture de la taille de la frame width = inWidth; height = inHeight; // lecture du titre de la fenêtre title = inTitle; // On spécifie la taille de la fenêtre ainsi que le titre this.setSize(width, height); this.setTitle(title); // Initialisations des listes de cadres cadres = new ArrayList<Cadre>(); // Instanciation de la fenêtre this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // On définit un layout pour notre frame this.setLayout(new BorderLayout()); // On crée la zone supérieure : Menu + ToolBar JPanel banniere = new JPanel(); banniere.setLayout(new BorderLayout()); // Instanciation d'un menu menu = new Menu(this); this.setJMenuBar(menu); // En haut la ToolBox toolBox = new ToolBox(); this.add(toolBox, BorderLayout.NORTH); // Ajout du pannel à gauche pannel = new Pannel(); this.add(pannel, BorderLayout.WEST); **// Intialisation de la planche de dessin planche = new JDesktopPane(); // On ajoute une Internal frame à notre desktop pane Cadre cadre = new Cadre(); cadre.setVisible(true); planche.add(cadre); try { cadre.setSelected(true); } catch (PropertyVetoException e) { e.printStackTrace(); }** // Pour faire en sorte que le déplacement soit "nice" planche.setDragMode(JDesktopPane.OUTLINE_DRAG_MODE); // On ajoute le nouveau cadre crée à la liste des cadres cadres.add(cadre); // Le contenu principal de la fenêtre est la planche contenant les différentes JInternalFrame this.getContentPane().add(planche); this.setVisible(true); } } So as you can see, I have declared a: JDesktopPane inside the main JFrame of my application. Any idea how to solve this? Thank you!

    Read the article

  • Swing button repaint issue

    - by KáGé
    Hello, I'm new to java and I have to get a school project done by Sunday and got a problem. Here's the code: private abstract class GamePanel { JPanel panel = null; } private class PutPanel extends GamePanel { JButton putShip1 = new JButton(""); JButton putShip2 = new JButton(""); JButton putShip3 = new JButton(""); JButton putShip4 = new JButton(""); ShipDirection ship1Direction = ShipDirection.NORTH; ShipDirection ship2Direction = ShipDirection.NORTH; ShipDirection ship3Direction = ShipDirection.NORTH; ShipDirection ship4Direction = ShipDirection.NORTH; JButton startButton = new JButton("Start game"); public PutPanel(){ this.panel = new JPanel(); panel.setSize(200, Torpedo.session.map.size*Field.buttonSize+300); panel.setBackground(Color.blue); putShip1.setSize(90, 90); putShip1.setLocation(55, 5); putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_north.png", null)); putShip2.setSize(90, 90); putShip2.setLocation(55, 105); putShip2.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship2/full_north.png", null)); putShip3.setSize(90, 90); putShip3.setLocation(55, 205); putShip3.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship3/full_north.png", null)); putShip4.setSize(90, 90); putShip4.setLocation(55, 305); putShip4.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship4/full_north.png", null)); startButton.setSize(150, 30); startButton.setLocation(20, Torpedo.session.map.size*Field.buttonSize+205); panel.add(putShip1); panel.add(putShip2); panel.add(putShip3); panel.add(putShip4); panel.add(startButton); startButton.addActionListener(startButton()); startButton.addActionListener(putShip1()); startButton.addActionListener(putShip2()); startButton.addActionListener(putShip3()); startButton.addActionListener(putShip4()); panel.setLayout(null); panel.setVisible(true); } private ActionListener startButton(){ return new ActionListener(){ public void actionPerformed(ActionEvent e) { putPanel.panel.setVisible(false); actionPanel.panel.setVisible(true); } }; } private ActionListener putShip1(){ return new ActionListener(){ public void actionPerformed(ActionEvent e) { selectedShip = 1; putShip1.setBackground(Color.red); putShip2.setBackground(null); putShip3.setBackground(null); putShip4.setBackground(null); switch(ship1Direction){ case NORTH: ship1Direction = ShipDirection.EAST; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_east.png", null)); break; case EAST: ship1Direction = ShipDirection.SOUTH; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_south.png", null)); break; case SOUTH: ship1Direction = ShipDirection.WEST; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_west.png", null)); break; case WEST: ship1Direction = ShipDirection.NORTH; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_north.png", null)); break; } putShip1.repaint(); putShip2.repaint(); putShip3.repaint(); putShip4.repaint(); panel.repaint(); JOptionPane.showMessageDialog(new JFrame(), "Repaint finished", "Repaint status info", JOptionPane.INFORMATION_MESSAGE); //this here hangs the program when the method is finally called } }; When one of the putShip* buttons is clicked, it should rotate its own icon right 90° (means changing it to the next image), but it does nothing until the startButton is clicked, which changes the panel to an other one. (Only the first button's actionListener is here, the others' are practically the same). The panel is in a JFrame with two other panels that yet do nothing. How could I make it work properly? Thank you.

    Read the article

  • Encode audio to aac with libavcodec

    - by ryan
    I'm using libavcodec (latest git as of 3/3/10) to encode raw pcm to aac (libfaac support enabled). I do this by calling avcodec_encode_audio repeatedly with codec_context-frame_size samples each time. The first four calls return successfully, but the fifth call never returns. When I use gdb to break, the stack is corrupt. If I use audacity to export the pcm data to a .wav file, then I can use command-line ffmpeg to convert to aac without any issues, so I'm sure it's something I'm doing wrong. I've written a small test program that duplicates my problem. It reads the test data from a file, which is available here: http://birdie.protoven.com/audio.pcm (~2 seconds of signed 16 bit LE pcm) I can make it all work if I use FAAC directly, but the code would be a little cleaner if I could just use libavcodec, as I'm also encoding video, and writing both to an mp4. ffmpeg version info: FFmpeg version git-c280040, Copyright (c) 2000-2010 the FFmpeg developers built on Mar 3 2010 15:40:46 with gcc 4.4.1 configuration: --enable-libfaac --enable-gpl --enable-nonfree --enable-version3 --enable-postproc --enable-pthreads --enable-debug=3 --enable-shared libavutil 50.10. 0 / 50.10. 0 libavcodec 52.55. 0 / 52.55. 0 libavformat 52.54. 0 / 52.54. 0 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0.10. 0 / 0.10. 0 libpostproc 51. 2. 0 / 51. 2. 0 Is there something I'm not setting, or setting incorrectly in my codec context, maybe? Any help is greatly appreciated! Here is my test code: #include <stdio.h> #include <libavcodec/avcodec.h> void EncodeTest(int sampleRate, int channels, int audioBitrate, uint8_t *audioData, size_t audioSize) { AVCodecContext *audioCodec; AVCodec *codec; uint8_t *buf; int bufSize, frameBytes; avcodec_register_all(); //Set up audio encoder codec = avcodec_find_encoder(CODEC_ID_AAC); if (codec == NULL) return; audioCodec = avcodec_alloc_context(); audioCodec->bit_rate = audioBitrate; audioCodec->sample_fmt = SAMPLE_FMT_S16; audioCodec->sample_rate = sampleRate; audioCodec->channels = channels; audioCodec->profile = FF_PROFILE_AAC_MAIN; audioCodec->time_base = (AVRational){1, sampleRate}; audioCodec->codec_type = CODEC_TYPE_AUDIO; if (avcodec_open(audioCodec, codec) < 0) return; bufSize = FF_MIN_BUFFER_SIZE * 10; buf = (uint8_t *)malloc(bufSize); if (buf == NULL) return; frameBytes = audioCodec->frame_size * audioCodec->channels * 2; while (audioSize >= frameBytes) { int packetSize; packetSize = avcodec_encode_audio(audioCodec, buf, bufSize, (short *)audioData); printf("encoder returned %d bytes of data\n", packetSize); audioData += frameBytes; audioSize -= frameBytes; } } int main() { FILE *stream = fopen("audio.pcm", "rb"); size_t size; uint8_t *buf; if (stream == NULL) { printf("Unable to open file\n"); return 1; } fseek(stream, 0, SEEK_END); size = ftell(stream); fseek(stream, 0, SEEK_SET); buf = (uint8_t *)malloc(size); fread(buf, sizeof(uint8_t), size, stream); fclose(stream); EncodeTest(32000, 2, 448000, buf, size); }

    Read the article

  • Chaining CSS classes in IE6 - Trying to find a jQuery solution?

    - by Mike Baxter
    Right, perhaps I ask the impossible? I consider myself fairly new to Javscript and jQuery, but that being said, I have written some fairly complex code recently so I am definitely getting there... however I am now possed with a rather interesting issue at my current freelance contract. The previous web coder has taken a Grid-960 approach to the HTML and as a result has used chained classes to style many of the elements. The example below is typical of what can be found in the code: <div class='blocks four-col-1 orange highlight'>Some content</div> And in the css there will be different declarations for: (not actual css... but close enough) .blocks {margin-right:10px;} .orange {background-image:url(someimage.jpg);} .highlight {font-weight:bold;} .four-col-1 {width:300px;} and to make matters worse... this is in the CSS: .blocks.orange.highlight {background-colour:#dd00ff;} Anyone not familiar with this particular bug can read more on it here: http://www.ryanbrill.com/archives/multiple-classes-in-ie/ it is very real and very annoying. Without wanting to go into the merrits of not chaining classes (I told them this, but it is no longer feasible to change their approach... 100 hand coded pages into a 150 page website, no CMS... sigh) and without the luxury of being able to change the way these blocks are styled... can anyone advise me on the complexity and benefits between any of my below proposed approaches or possible other options that would adequately solve this problem. Potential Solution 1 Using conditional comments I am considering loading a jquery script only for IE6 that: Reads the class of all divs in a certain section of the page and pushes to an array creates empty boxes off screen with only one of the classes applied at a time Reads the applied CSS values for each box Re-applies these styles to the individual box, somehow bearing in mind the order in which they are called and overwriting conflicting instructions as required Potential Solution 2 read the class of all divs in a certain section of the page and push to an array Scan the document for links to style sheets Ajax grab the stylesheets and traverse looking for matching names to those in class array Apply styles as needed Potential Solution 3 Create an IE6 only stylesheet containing the exact style to be applied as a unique name (ie: class='blocks orange highlight' becomes class='blocks-orange-highlight') Traverse the document in IE6 and convert all spaces in class declarations to hyphens and reapply classes based on new style name Summary: Solution 1 allows the people at this company to apply any styles in the future and the script will adjust as needed. However it does not allow for the chained style to be added, only the individual style... it is also processor intensive and time consuming, but also the most likely to be converted into a plugin that could be used the world over Solution 2 is a potential nightmare to code. But again will allow for an endless number of updates without breaking Solution 3 will require someone at the companty to hardcode the new styles every time they make a change, and if they don't, IE6 will break. Ironically the site, whilst needing to conform to IE6 in a limited manner, does not need to run wihtout javascript (they've made the call... have JS or go away), so consider all jQuery and JS solutions to be 'game on'. Did I mention how much i hate IE6? Anyway... any thoughts or comments would be appreciated. I will continue to develop my own solution and if I discover one that can be turned into a jQuery plugin I will post it here in the comments. Regards, Mike.

    Read the article

  • C#: Inheritence, Overriding, and Hiding

    - by Rosarch
    I'm having difficulty with an architectural decision for my C# XNA game. The basic entity in the world, such as a tree, zombie, or the player, is represented as a GameObject. Each GameObject is composed of at least a GameObjectController, GameObjectModel, and GameObjectView. These three are enough for simple entities, like inanimate trees or rocks. However, as I try to keep the functionality as factored out as possible, the inheritance begins to feel unwieldy. Syntactically, I'm not even sure how best to accomplish my goals. Here is the GameObjectController: public class GameObjectController { protected GameObjectModel model; protected GameObjectView view; public GameObjectController(GameObjectManager gameObjectManager) { this.gameObjectManager = gameObjectManager; model = new GameObjectModel(this); view = new GameObjectView(this); } public GameObjectManager GameObjectManager { get { return gameObjectManager; } } public virtual GameObjectView View { get { return view; } } public virtual GameObjectModel Model { get { return model; } } public virtual void Update(long tick) { } } I want to specify that each subclass of GameObjectController will have accessible at least a GameObjectView and GameObjectModel. If subclasses are fine using those classes, but perhaps are overriding for a more sophisticated Update() method, I don't want them to have to duplicate the code to produce those dependencies. So, the GameObjectController constructor sets those objects up. However, some objects do want to override the model and view. This is where the trouble comes in. Some objects need to fight, so they are CombatantGameObjects: public class CombatantGameObject : GameObjectController { protected new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } protected readonly CombatEngine combatEngine; public CombatantGameObject(GameObjectManager gameObjectManager, CombatEngine combatEngine) : base(gameObjectManager) { model = new CombatantGameModel(this); this.combatEngine = combatEngine; } public override void Update(long tick) { if (model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); } base.Update(tick); } } Still pretty simple. Is my use of new to hide instance variables correct? Note that I'm assigning CombatantObjectController.model here, even though GameObjectController.Model was already set. And, combatants don't need any special view functionality, so they leave GameObjectController.View alone. Then I get down to the PlayerController, at which a bug is found. public class PlayerController : CombatantGameObject { private readonly IInputReader inputReader; private new readonly PlayerModel model; public new PlayerModel Model { get { return model; } } private float lastInventoryIndexAt; private float lastThrowAt; public PlayerController(GameObjectManager gameObjectManager, IInputReader inputReader, CombatEngine combatEngine) : base(gameObjectManager, combatEngine) { this.inputReader = inputReader; model = new PlayerModel(this); Model.Health = Constants.PLAYER_HEALTH; } public override void Update(long tick) { if (Model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); for (int i = 0; i < 10; i++) { Debug.WriteLine("YOU DEAD SON!!!"); } return; } UpdateFromInput(tick); // .... } } The first time that this line is executed, I get a null reference exception: model.Body.ApplyImpulse(movementImpulse, model.Position); model.Position looks at model.Body, which is null. This is a function that initializes GameObjects before they are deployed into the world: public void Initialize(GameObjectController controller, IDictionary<string, string> data, WorldState worldState) { controller.View.read(data); controller.View.createSpriteAnimations(data, _assets); controller.Model.read(data); SetUpPhysics(controller, worldState, controller.Model.BoundingCircleRadius, Single.Parse(data["x"]), Single.Parse(data["y"]), bool.Parse(data["isBullet"])); } Every object is passed as a GameObjectController. Does that mean that if the object is really a PlayerController, controller.Model will refer to the base's GameObjectModel and not the PlayerController's overriden PlayerObjectModel?

    Read the article

  • Add note model in Rails

    - by dannymcc
    Hi Everyone, I am following the 15 minute blog tutorial on Ruby on Rails .com: http://media.rubyonrails.org/video/rails_blog_2.mov and am stumbling into some issues. I am using the following alterations to the names in the tutorial: posts = kases comments = notes I have setup the models as follows: class Kase < ActiveRecord::Base validates_presence_of :jobno has_many :notes belongs_to :company # foreign key: company_id belongs_to :person # foreign key in join table belongs_to :surveyor, :class_name => "Company", :foreign_key => "appointedsurveyor_id" belongs_to :surveyorperson, :class_name => "Person", :foreign_key => "surveyorperson_id" def to_param jobno end and... class Note < ActiveRecord::Base belongs_to :kase end The Notes controller look like this: # POST /notes # POST /notes.xml def create @kase = Kase.find(params[:kase_id]) @note = @kase.notes.build(params[:note]) redirect_to @kase end and the database scheme for Kases looks like this: create_table "notes", :force => true do |t| t.integer "kase_id" t.text "body" t.datetime "created_at" t.datetime "updated_at" end and for kases... create_table "kases", :force => true do |t| t.string "jobno" t.date "dateinstructed" t.string "clientref" t.string "clientcompanyname" t.text "clientcompanyaddress" t.string "clientcompanyfax" t.string "casehandlername" t.string "casehandlertel" t.string "casehandleremail" t.text "casesubject" t.string "transport" t.string "goods" t.string "claimantname" t.string "claimantaddressline1" t.string "claimantaddressline2" t.string "claimantaddressline3" t.string "claimantaddresscity" t.string "claimantaddresspostcode" t.string "claimantcontact" t.string "claimanttel" t.string "claimantmob" t.string "claimantemail" t.string "claimanturl" t.string "lyingatlocationname" t.string "lyingatlocationaddressline1" t.string "lyingatlocationaddressline2" t.string "lyingatlocationaddressline3" t.string "lyingatlocationaddresscity" t.string "lyingatlocationaddresspostcode" t.string "lyingatlocationcontactname" t.string "lyingattel" t.string "lyingatmobile" t.string "lyingatlocationurl" t.text "comments" t.string "invoicenumber" t.string "netamount" t.string "vat" t.string "grossamount" t.date "dateclosed" t.date "datepaid" t.datetime "filecreated" t.string "avatar_file_name" t.string "avatar_content_type" t.integer "avatar_file_size" t.datetime "avatar_updated_at" t.datetime "created_at" t.datetime "updated_at" t.string "kase_status" t.string "invoice_date" t.integer "surveyorperson_id" t.integer "appointedsurveyor_id" t.integer "person_id" t.string "company_id" t.string "dischargeamount" t.string "dishchargeheader" t.text "highrisesubject" end Whenever I enter a note into the kase show view's note entry form: <h2>Notes</h2> <div id="sub-notes"> <%= render :partial => @kase.notes %> </div> <% form_for [@kase, Note.new] do |f| %> <p> <%= f.label :body, "New Note" %><br /> <%= f.text_area :body %> </p> <p><%= f.submit "Add Note" %></p> <% end %> partial: <% div_for note do %> <p> <strong>Created <%= time_ago_in_words(note.created_at) %> ago</strong><br /> <%= h(note.body) %> </p> <% end %> I get the following error: ActiveRecord::RecordNotFound in NotesController#create Couldn't find Kase with ID=Test Case I have tried removing the def to_param jobno end from the kase model, but the same error shows. Any ideas what I'm missing? Thanks, Danny

    Read the article

  • wave.getState() returns null

    - by RMorrisey
    When trying to call wave.getState() in my Google Wave gadget, I get back null (no state object). How can I initialize the Wave state object? I am working in the Wave Sandbox. My ModulePrefs contains the following: <Require feature="wave" /> <Require feature="rpc"/> I got the "rpc" feature from some google groups post when searching for a fix, but it doesn't seem to be any help. The gadget contains a jQuery plugin, which defines the classes I use (not shown), attaches an event handler to the link that shows up in edit mode, and sets up the callback methods with the google wave gadget initializer: $.fn.extend({ $.gork.InitPass.newButtonClick = function newButtonClick() { var jer = new $.gork.InitPass.Player('Jeremias', 12, 2); var delta = {}; delta[jer.name] = jer.serialize(); wave.getState().submitDelta(delta); }; $.gork.InitPass.modeCallback = function modeCallback() { var state = wave.getState(); var mode = wave.getMode(); $.gork.InitPass.getContainer().ipCombatState(state, (mode == wave.Mode.EDIT)); }; $.gork.InitPass.stateCallback = function stateCallback() { $.gork.InitPass.getContainer().ipCombatState( wave.getState(), (wave.getMode() == wave.Mode.EDIT)); alert('state'); }; $.gork.InitPass.init = function init() { if (wave && wave.isInWaveContainer()) { var mode = wave.getMode(); $('.gork-ip-container').ipCombatState(null, (mode == wave.Mode.EDIT)); wave.setModeCallback($.gork.InitPass.modeCallback); wave.setStateCallback($.gork.InitPass.stateCallback); } }; })(jQuery); gadgets.util.registerOnLoadHandler($.gork.InitPass.init); $(function ready() { $.gork.InitPass.getContainer().find('.gork-ip-edit .addSection a.newButton').click( $.gork.InitPass.newButtonClick); }); So there are two main pieces of functionality here: When the mode changes, ipCombatState(...) is called. This changes the visual appearance of the gadget when the user puts the gadget in Edit mode (CTRL+E), by hiding the view DIV and displaying the edit DIV. The newButtonClick callback (which is attached to the link "a.newButton" in the edit container) is supposed to add Jeremias (Nate's Shadowrun character) to the gadget state, so that he'll be appear as a table row in edit mode. I have verified that the initializer method is called, and the view/edit mode switch works just fine (except the state is null). When I click on the new button link (the link at the bottom in edit mode), and trigger the newButtonClick handler, I get an error because wave.getState() also returns null. How can I initialize the wave state so that I can work with it? The purpose of my gadget will be to keep track of combat initiative order in a Shadowrun tabletop game (4th Ed). You can test it out in Wave and see what I have so far: http://gorkwobble.herobo.com/wave/init-pass.xml The actual javascript code is externalized to: http://gorkwobble.herobo.com/wave/init-pass.js P.S. If any Shadowrun players read this, and want to hear about it when I get the gadget working, leave a comment and I'll wave you.

    Read the article

  • How do I solve this indexOutOfBoundsException in my server send/receive thread?

    - by Stefan Schouten
    I am creating a multiplayer game in Java with a server and multiple clients. Everything runs perfectly, until I press the Kick-button in the server to kick a client. Error at receive thread of server, after kicking the first person who joined out of three: java.lang.IndexOutOfBoundsException: Index: 2, Size: 2 at java.util.ArrayList.rangeCheck(ArrayList.java:604) at java.util.ArrayList.get(ArrayList.java:382) > at networktest.Server$3.run(Server.java:186) at java.lang.Thread.run(Thread.java:722) The pointed line is the ois = new ObjectInputStream where I send datatype. The server kicks the first person perfectly, but removes the second one in the list too, with an error of java.lang.ClassCastException. server receive: private static Thread receive = new Thread() { @Override public void run() { ObjectInputStream ois; while (true) { for (int i = 0; i < list_sockets.size(); i++) { try { ois = new ObjectInputStream(list_sockets.get(i).getInputStream()); int receive_state = (Integer) ois.readObject(); // receive state ois = new ObjectInputStream(list_sockets.get(i).getInputStream()); byte datatype = (byte) ois.readObject(); // receive datatype if(datatype == 2){ ois = new ObjectInputStream(list_sockets.get(i).getInputStream()); ChatLine chatLine = (ChatLine) ois.readObject(); // receive ChatLine } else if (datatype == 0){ ois = new ObjectInputStream(list_sockets.get(i).getInputStream()); DataPackage dp = (DataPackage) ois.readObject(); // receive dp list_data.set(i, dp); } if (receive_state == 1) // Client Disconnected by User { disconnectClient(i); i--; } } catch (Exception ex) // Client Disconnected (Client Didn't Notify Server About Disconnecting) { System.err.println("Error @ receive:"); ex.printStackTrace(); disconnectClient(i); i--; } } try { this.sleep(3); } catch (InterruptedException ex) { Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } } } }; user send: Thread send = new Thread() { public void run() { ObjectOutputStream oos; byte datatype = 0; while (connected){ if (socket != null){ try { DataPackage dp = new DataPackage(); dp.x = Client.player.x; dp.y = Client.player.y; dp.username = username; dp.charType = charType; dp.walking = (byte)Client.player.walking; if (Client.outputChatLine.line != null) datatype = 2; else { datatype = 0; } oos = new ObjectOutputStream(socket.getOutputStream()); oos.writeObject(Integer.valueOf(Client.this.state)); // send state oos = new ObjectOutputStream(socket.getOutputStream()); oos.writeObject(Byte.valueOf(datatype)); // send datatype if (datatype == 2) { oos.reset(); oos.writeObject(Client.outputChatLine); Client.outputChatLine = new ChatLine(); } else { oos = new ObjectOutputStream(socket.getOutputStream()); oos.writeObject(dp); } if (Client.this.state == 1) { connected = false; socket = null; JOptionPane.showMessageDialog(null, "Client Disconnected", "Info", 1); System.exit(0); } } catch (Exception ex){} } try { this.sleep(2); } catch (InterruptedException ex) { Logger.getLogger(Client.class.getName()).log(Level.SEVERE, null, ex); } } } }; disconnect client method: public static void disconnectClient(int index) { try { list_clients_model.removeElementAt(index); list_client_states.remove(index); list_data.remove(index); list_sockets.remove(index); } catch (Exception ex) {} } Does anyone know how to solve this?

    Read the article

  • GLSL Error: failed to preprocess the source. How can I troubleshoot this?

    - by Brent Parker
    I'm trying to learn to play with OpenGL GLSL shaders. I've written a very simple program to simply create a shader and compile it. However, whenever I get to the compile step, I get the error: Error: Preprocessor error Error: failed to preprocess the source. Here's my very simple code: #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <GL/glext.h> #include <time.h> #include <stdio.h> #include <iostream> #include <stdlib.h> using namespace std; const int screenWidth = 640; const int screenHeight = 480; const GLchar* gravity_shader[] = { "#version 140" "uniform float t;" "uniform mat4 MVP;" "in vec4 pos;" "in vec4 vel;" "const vec4 g = vec4(0.0, 0.0, -9.80, 0.0);" "void main() {" " vec4 position = pos;" " position += t*vel + t*t*g;" " gl_Position = MVP * position;" "}" }; double pointX = (double)screenWidth/2.0; double pointY = (double)screenWidth/2.0; void initShader() { GLuint shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(shader, 1, gravity_shader, NULL); glCompileShader(shader); GLint compiled = true; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if(!compiled) { GLint length; GLchar* log; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); log = (GLchar*)malloc(length); glGetShaderInfoLog(shader, length, &length, log); std::cout << log <<std::endl; free(log); } exit(0); } bool myInit() { initShader(); glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glColor3f(0.0f, 0.0f, 0.0f); glPointSize(1.0); glLineWidth(1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, (GLdouble) screenWidth, 0.0, (GLdouble) screenHeight); glEnable(GL_DEPTH_TEST); return true; } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(screenWidth, screenHeight); glutInitWindowPosition(100, 150); glutCreateWindow("Mouse Interaction Display"); myInit(); glutMainLoop(); return 0; } Where am I going wrong? If it helps, I am trying to do this on a Acer Aspire One with an atom processor and integrated Intel video running the latest Ubuntu. It's not very powerful, but then again, this is a very simple shader. Thanks a lot for taking a look!

    Read the article

  • Large number of soft page faults when assigning a TJpegImage to a TBitmap

    - by Robert Oschler
    I have a Delphi 6 Pro application that processes incoming jpeg frames from a streaming video server. The code works but I recently noticed that it generates a huge number of soft page faults over time. After doing some investigation, the page faults appear to be coming from one particular graphics operation. Note, the uncompressed bitmaps in question are 320 x 240 or about 300 KB in size so it's not due to the handling of large images. The number of page faults being generated isn't tolerable. Over an hour it can easily top 1000000 page faults. I created a stripped down test case that executes the code I have included below on a timer, 10 times a second. The page faults appear to happen when I try to assign the TJpegImage to a TBitmap in the GetBitmap() method. I know this because I commented out that line and the page faults do not occur. The assign() triggers a decompression operation on the part of TJpegImage as it pushes the decompressed bits into a newly created bitmap that GetBitmap() returns. When I run Microsoft's pfmon utility (page fault monitor), I get a huge number of soft page fault error lines concerning RtlFillMemoryUlong, so it appears to happen during a memory buffer fill operation. One puzzling note. The summary part of pfmon's report where it shows which DLL caused what page fault does not show any DLL names in the far left column. I tried this on another system and it happens there too. Can anyone suggest a fix or a workaround? Here's the code. Note, IReceiveBufferForClientSocket is a simple class object that holds bytes in an accumulating buffer. function GetBitmap(theJpegImage: TJpegImage): Graphics.TBitmap; begin Result := TBitmap.Create; Result.Assign(theJpegImage); end; // --------------------------------------------------------------- procedure processJpegFrame(intfReceiveBuffer: IReceiveBufferForClientSocket); var theBitmap: TBitmap; theJpegStream, theBitmapStream: TMemoryStream; theJpegImage: TJpegImage; begin theBitmap := nil; theJpegImage := TJPEGImage.Create; theJpegStream:= TMemoryStream.Create; theBitmapStream := TMemoryStream.Create; try // 2 // ************************ BEGIN JPEG FRAME PROCESSING // Load the JPEG image from the receive buffer. theJpegStream.Size := intfReceiveBuffer.numBytesInBuffer; Move(intfReceiveBuffer.bufPtr^, theJpegStream.Memory^, intfReceiveBuffer.numBytesInBuffer); theJpegImage.LoadFromStream(theJpegStream); // Convert to bitmap. theBitmap := GetBitmap(theJpegImage); finally // Free memory objects. if Assigned(theBitmap) then theBitmap.Free; if Assigned(theJpegImage) then theJpegImage.Free; if Assigned(theBitmapStream) then theBitmapStream.Free; if Assigned(theJpegStream) then theJpegStream.Free; end; // try() end; // --------------------------------------------------------------- procedure TForm1.Timer1Timer(Sender: TObject); begin processJpegFrame(FIntfReceiveBufferForClientSocket); end; // --------------------------------------------------------------- procedure TForm1.FormCreate(Sender: TObject); var S: string; begin FIntfReceiveBufferForClientSocket := TReceiveBufferForClientSocket.Create(1000000); S := loadStringFromFile('c:\test.jpg'); FIntfReceiveBufferForClientSocket.assign(S); end; // --------------------------------------------------------------- Thanks, Robert

    Read the article

  • simplfy javascript code using regex

    - by Pradyut Bhattacharya
    Hi I have a code which can show youtube videos if there are any links to youtube in the text like for example the text example at:- pradyut.dyndns.org http://www.youtube.com/watch?v=-LiPMxFBLZY testing http://www.youtube.com/watch?v=Q3-l22b_Qg8&feature=related this text i m forwarding to the function... function to_youtubelink(text) { if ( text.indexOf ('<') > 0 || text.indexOf ('"') > 0 || text.indexOf ('>') > 0 ) return text; else { var obj_text = new Array(); var oi = 0; while(text.indexOf('http://') >=0) { //getting the paths var si = text.indexOf('http://'); var gr = text.indexOf('\n', si); var sp = text.indexOf(' ', si); var ei; if ( gr > 0 || sp > 0 ) { if ( gr >0 && sp > 0 ) { if ( gr < sp ) { ei = gr ; } else { ei = sp ; } } else if ( gr > 0) { ei = gr; } else { ei = sp; } } else { ei = text.length; } var it = text.substring(si,ei); if ( it.indexOf('"') > 0) { it.substring(0, it.indexOf('"') ); } if(ei < 0) ei = text.length; else ei = text.indexOf(' ', si) ; obj_text[oi] = it; text = text.replace( it, '[link_service]'); oi++; } var ob_text = new Array(); var ob =0; for (oi=0; oi<obj_text.length; oi++) { if ( is_youtubelink( obj_text[oi] ) ) { ob_text[ob] = to_utubelink(obj_text[oi]); ob++; } } oi = 0; while ( text.indexOf('[link_service]') >=0 ) { text = text.replace( '[link_service]', obj_text[oi]); oi ++; } for (ob=0; ob<ob_text.length; ob++) { text = text +"\n\n" + ob_text[ob]; } return text; } } function is_youtubelink(text) { var matches = text.match(/http:\/\/(?:www\.)?youtube.*watch\?v=([a-zA-Z0-9\-_]+)/); if (matches) { return true; } else { return false; } } function to_utubelink(text) { var video_id = text.split('v=')[1]; var ampersandPosition = video_id.indexOf('&'); if(ampersandPosition != -1) { video_id = video_id.substring(0, ampersandPosition); } text = "<iframe title=\"YouTube video player\" class=\"youtube-player\" type=\"text/html\" width=\"425\" height=\"350\" src=\"http://www.youtube.com/embed/" + video_id + "\" frameborder=\"0\"></iframe>" return text; } now i m getting the output properly... but i was thinking if the code could be done better and simplified using regex ...especially getting the urls part... thanks

    Read the article

  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

    Read the article

  • Action bar with Search View. Reverse compatibility issues

    - by suresh
    I am building a sample app to demonstrate SearchView with filter and other Action Bar items. I am able to successfully run this app on 4.2(Nexus 7). But it is not running on 2.3. I googled about the issue. Came to know that i should use SherLock Action bar. I just went to http://actionbarsherlock.com/download.html, downloaded the zip file and added the library as informed in the video: http://www.youtube.com/watch?v=4GJ6yY1lNNY&feature=player_embedde by WiseManDesigns. But still I am unable to figure out the issue. Here is my code: SearchViewActionBar.java public class SearchViewActionBar extends Activity implements SearchView.OnQueryTextListener { private SearchView mSearchView; private TextView mStatusView; int mSortMode = -1; private ListView mListView; private ArrayAdapter<String> mAdapter; protected CharSequence[] _options = { "Wild Life", "River", "Hill Station", "Temple", "Bird Sanctuary", "Hill", "Amusement Park"}; protected boolean[] _selections = new boolean[ _options.length ]; private final String[] mStrings = Cheeses.sCheeseStrings; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); getWindow().requestFeature(Window.FEATURE_ACTION_BAR); setContentView(R.layout.activity_main); // mStatusView = (TextView) findViewById(R.id.status_text); // mSearchView = (SearchView) findViewById(R.id.search_view); mListView = (ListView) findViewById(R.id.list_view); mListView.setAdapter(mAdapter = new ArrayAdapter<String>(this, android.R.layout.simple_list_item_1, mStrings)); mListView.setTextFilterEnabled(true); //setupSearchView(); } private void setupSearchView() { mSearchView.setIconifiedByDefault(true); mSearchView.setOnQueryTextListener(this); mSearchView.setSubmitButtonEnabled(false); //mSearchView.setQueryHint(getString(R.string.cheese_hunt_hint)); } @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.searchview_in_menu, menu); MenuItem searchItem = menu.findItem(R.id.action_search); mSearchView = (SearchView) searchItem.getActionView(); //setupSearchView(searchItem); setupSearchView(); return true; } @Override public boolean onPrepareOptionsMenu(Menu menu) { if (mSortMode != -1) { Drawable icon = menu.findItem(mSortMode).getIcon(); menu.findItem(R.id.action_sort).setIcon(icon); } return super.onPrepareOptionsMenu(menu); } @Override public boolean onOptionsItemSelected(MenuItem item) { String c="Category"; String s=(String) item.getTitle(); if(s.equals(c)) { System.out.println("same"); showDialog( 0 ); } //System.out.println(s); Toast.makeText(this, "Selected Item: " + item.getTitle(), Toast.LENGTH_SHORT).show(); return true; } protected Dialog onCreateDialog( int id ) { return new AlertDialog.Builder( this ) .setTitle( "Category" ) .setMultiChoiceItems( _options, _selections, new DialogSelectionClickHandler() ) .setPositiveButton( "SAVE", new DialogButtonClickHandler() ) .create(); } public class DialogSelectionClickHandler implements DialogInterface.OnMultiChoiceClickListener { public void onClick( DialogInterface dialog, int clicked, boolean selected ) { Log.i( "ME", _options[ clicked ] + " selected: " + selected ); } } public class DialogButtonClickHandler implements DialogInterface.OnClickListener { public void onClick( DialogInterface dialog, int clicked ) { switch( clicked ) { case DialogInterface.BUTTON_POSITIVE: printSelectedPlanets(); break; } } } protected void printSelectedPlanets() { for( int i = 0; i < _options.length; i++ ){ Log.i( "ME", _options[ i ] + " selected: " + _selections[i] ); } } public void onSort(MenuItem item) { mSortMode = item.getItemId(); invalidateOptionsMenu(); } public boolean onQueryTextChange(String newText) { if (TextUtils.isEmpty(newText)) { mListView.clearTextFilter(); } else { mListView.setFilterText(newText.toString()); } return true; } public boolean onQueryTextSubmit(String query) { mStatusView.setText("Query = " + query + " : submitted"); return false; } public boolean onClose() { mStatusView.setText("Closed!"); return false; } protected boolean isAlwaysExpanded() { return false; } }

    Read the article

  • Why does my Ajax function returns my entire code?

    - by JDelage
    I'm playing with sample code from the book "Head first Ajax". Here are the salient pieces of code: Index.php - html piece: <body> <div id="wrapper"> <div id="thumbnailPane"> <img src="images/itemGuitar.jpg" width="301" height="105" alt="guitar" title="itemGuitar" id="itemGuitar" onclick="getDetails(this)"/> <img src="images/itemShades.jpg" alt="sunglasses" width="301" height="88" title="itemShades" id="itemShades" onclick="getDetails(this)" /> <img src="images/itemCowbell.jpg" alt="cowbell" width="301" height="126" title="itemCowbell" id="itemCowbell" onclick="getDetails(this)" /> <img src="images/itemHat.jpg" alt="hat" width="300" height="152" title="itemHat" id="itemHat" onclick="getDetails(this)" /> </div> <div id="detailsPane"> <img src="images/blank-detail.jpg" width="346" height="153" id="itemDetail" /> <div id="description"></div> </div> </div> </body> Index.php - script: function getDetails(img){ var title = img.title; request = createRequest(); if (request == null) { alert("Unable to create request"); return; } var url= "getDetails.php?ImageID=" + escape(title); request.open("GET", url, true); request.onreadystatechange = displayDetails; request.send(null); } function displayDetails() { if (request.readyState == 4) { if (request.status == 200) { detailDiv = document.getElementById("description"); detailDiv.innerHTML = request.responseText; }else{ return; } }else{ return; } request.send(null); } And Index.php: <?php $details = array ( 'itemGuitar' => "<p>Pete Townshend once played this guitar while his own axe was in the shop having bits of drumkit removed from it.</p>", 'itemShades' => "<p>Yoko Ono's sunglasses. While perhaps not valued much by Beatles fans, this pair is rumored to have been licked by John Lennon.</p>", 'itemCowbell' => "<p>Remember the famous \"more cowbell\" skit from Saturday Night Live? Well, this is the actual cowbell.</p>", 'itemHat' => "<p>Michael Jackson's hat, as worn in the \"Billie Jean\" video. Not really rock memorabilia, but it smells better than Slash's tophat.</p>" ); if (isset($_REQUEST['ImageID'])){echo $details[$_REQUEST['ImageID']];} ?> All this code does is that when someone clicks on a thumbnail, a corresponding text description appears on the page. Here is my question. I have tried to bring the getDetails.php code inside Index.php, and modify the getDetails function so that the var url be "Index.php?ImageID="... . When I do that, I get the following problem: the function does not display the snippet of text in the array, as it should. Instead it reproduces the entire code - the webpage, etc - and then at the bottom the expected snippet of text. Why is that?

    Read the article

  • Hardware/Software inventory open source projects

    - by Dick dastardly
    Dear Stackoverflowers I would like to develop a Network Inventory application that works on any operating system. Reports on every possible resource attacehd to a network. Reports all pertinent details of hardware and software. Thats (and i hate to use the phrase) my "End Game". However I am running before i can crawl here. I have no experience of this type of development, e.g. discovering a computers hardware and software settings. I've spent almost two weeks googling and come up short! :-(. So I am turning to you to ask these questions:- My first step is to find an existing open source project i can incorporate into my own code that extracts the fine grained details i am after, e.g. EVERYTHING there is to know about the hardaware and software on a single machine. Does this project exist? or do i have to develop that first? Have i got to write all this in C? I am guessing getting this information about a computer is going to be easier than for printers, scanners, routers etc... e.g. everything else you would find attached to a network. Once i have access to a single computers details i then need to investigate how i can traverse an entire newtork of printers, scanners, routers, load balancers, switches, firewalls, workstations, servers, storeage devices, laptops, monitors, the list goes on and on One problem i have is i dont have a 1000 machine newtork to play on! Is there any such resource available on theinternet? (is that a silly question?) Anywho, if you dont ask you wont find out! One aspect iam really looking forward to finding out how to travers the entire network, should i be using TCP/IP for this? Whats a good site, blog, usergorup, book for TCP/IP development? How do i go about getting through firewalls? How many questions can i ask in one go? :-) My previous question on this topic ended up with PYTHON being championed as the language/script to go with to develop this application in. Having looked at a few PYTHON examples they all seemed to be related to WINDOWS networks and interrogating Windows Management Instrumentation (WMI). I had the feeling you cant rely on whats in WMI, and even if you can that s no good for UNIX netwrks. Surely there exist common code for extracting hardware and software details from a computer? Why cant i find it on the internet? Pease help? Theres no prizes though :-( Thanks in advance I would like to appologise if i have broken forum rules or not tried hard enough on my own before asking for assistance. I just would like to start moving forward with this as its one of the best projects i have been involved with. I am inspired by the many differnt number of challenges involved and that if i manage to produce a useful application at the end of it it would hopefully be extremely helpful to many people. That sit Thanks in advance DD

    Read the article

  • Calculus? Need help solving for a time-dependent variable given some other variables.

    - by user451527
    Long story short, I'm making a platform game. I'm not old enough to have taken Calculus yet, so I know not of derivatives or integrals, but I know of them. The desired behavior is for my character to automagically jump when there is a block to either side of him that is above the one he's standing on; for instance, stairs. This way the player can just hold left / right to climb stairs, instead of having to spam the jump key too. The issue is with the way I've implemented jumping; I've decided to go mario-style, and allow the player to hold 'jump' longer to jump higher. To do so, I have a 'jump' variable which is added to the player's Y velocity. The jump variable increases to a set value when the 'jump' key is pressed, and decreases very quickly once the 'jump' key is released, but decreases less quickly so long as you hold the 'jump' key down, thus providing continuous acceleration up as long as you hold 'jump.' This also makes for a nice, flowing jump, rather than a visually jarring, abrupt acceleration. So, in order to account for variable stair height, I want to be able to calculate exactly what value the 'jump' variable should get in order to jump exactly to the height of the stair; preferably no more, no less, though slightly more is permissible. This way the character can jump up steep or shallow flights of stairs without it looking weird or being slow. There are essentially 5 variables in play: h -the height the character needs to jump to reach the stair top<br> j -the jump acceleration variable<br> v -the vertical velocity of the character<br> p -the vertical position of the character<br> d -initial vertical position of the player minus final position<br> Each timestep:<br> j -= 1.5; //the jump variable's deceleration<br> v -= j; //the jump value's influence on vertical speed<br> v *= 0.95; //friction on the vertical speed<br> v += 1; //gravity<br> p += v; //add the vertical speed to the vertical position<br> v-initial is known to be zero<br> v-final is known to be zero<br> p-initial is known<br> p-final is known<br> d is known to be p-initial minus p-final<br> j-final is known to be zero<br> j-initial is unknown<br> Given all of these facts, how can I make an equation that will solve for j? tl;dr How do I Calculus? Much thanks to anyone who's made it this far and decides to plow through this problem.

    Read the article

  • Youtube API upload - Incomplete Multipart body error

    - by Blerim J
    Hello, I'm trying to upload videos in Youtube through HttpWebRequest. Everything seems to be fine when uploading following the example given in API documentation. I see that request is being formed correctly, with content and token sent but I receive "Incomplete multipart body" as response. Thanks Blerim public bool YouTubeUpload() { string newLine = "\r\n"; //token and url are retrieved from YouTube at runtime. string token = string.Empty; string url = string.Empty; // construct the command url url = url + "?nexturl=http://www.mywebsite.com/"; // get a unique string to use for the data boundary string boundary = Guid.NewGuid().ToString().Replace("-", string.Empty); foreach (string file in Request.Files) { HttpPostedFileBase hpf = Request.Files[file] as HttpPostedFileBase; if (hpf.ContentLength == 0) continue; // get info about the file and open it for reading Stream fs = hpf.InputStream; HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(url); webRequest.ContentType = "multipart/form-data; boundary=" + boundary; webRequest.Method = "POST"; webRequest.KeepAlive = true; webRequest.Credentials = System.Net.CredentialCache.DefaultCredentials; MemoryStream memoryStream = new MemoryStream(); StreamWriter writer = new StreamWriter(memoryStream); //token writer.Write("--" + boundary + newLine); writer.Write("Content-Disposition: form-data; name=\"{0}\"{1}{2}", "token", newLine, newLine); writer.Write(token); writer.Write(newLine); //Video writer.Write("--" + boundary + newLine); writer.Write("Content-Disposition: form-data; name=\"{0}\"; filename=\"{1}\"{2}", "File1", hpf.FileName, newLine); writer.Write("Content-Type: {0}" + newLine + newLine, hpf.ContentType); writer.Flush(); byte[] boundarybytes = System.Text.Encoding.ASCII.GetBytes(string.Format("--{0}--{1}", boundary, newLine)); webRequest.ContentLength = memoryStream.Length + fs.Length + boundarybytes.Length; Stream webStream = webRequest.GetRequestStream(); // write the form data to the web stream memoryStream.Position = 0; byte[] tempBuffer = new byte[memoryStream.Length]; memoryStream.Read(tempBuffer, 0, tempBuffer.Length); memoryStream.Close(); webStream.Write(tempBuffer, 0, tempBuffer.Length); // write the file to the stream int size; byte[] buf = new byte[1024 * 10]; do { size = fs.Read(buf, 0, buf.Length); if (size > 0) webStream.Write(buf, 0, size); } while (size > 0); // write the trailer to the stream webStream.Write(boundarybytes, 0, boundarybytes.Length); webStream.Close(); fs.Close(); //fails here. Error - Incomplete multipart body. WebResponse webResponse = webRequest.GetResponse(); } return true; }

    Read the article

  • Issue getting camera emulation to work with Tom G's HttpCamera

    - by user591524
    I am trying to use the android emulator to preview video from webcam. I have used the tom gibara sample code, minus the webbroadcaster (i am instead using VLC streaming via http). So, I have modified the SDK's "CameraPreview" app to use the HttpCamera, but the stream never appears. Debugging through doesn't give me any clues either. I wonder if anything obvious is clear to others? The preview app launches and remains black. Notes: 1) I have updated the original CameraPreview class as described here: http://www.inter-fuser.com/2009/09/live-camera-preview-in-android-emulator.html, but referencing httpCamera instead of socketcamera. 2) I updated Tom's original example to reference "Camera" type instead of deprecated "CameraDevice" type. 3) Below is my CameraPreview.java. 4) THANK YOU package com.example.android.apis.graphics; import android.app.Activity; import android.content.Context; import android.hardware.Camera; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.Window; import java.io.IOException; import android.graphics.Canvas; // ---------------------------------------------------------------------- public class CameraPreview extends Activity { private Preview mPreview; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Hide the window title. requestWindowFeature(Window.FEATURE_NO_TITLE); // Create our Preview view and set it as the content of our activity. mPreview = new Preview(this); setContentView(mPreview); } } // ---------------------------------------------------------------------- class Preview extends SurfaceView implements SurfaceHolder.Callback { SurfaceHolder mHolder; //Camera mCamera; HttpCamera mCamera;//changed Preview(Context context) { super(context); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = getHolder(); mHolder.addCallback(this); //mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); mHolder.setType(SurfaceHolder.SURFACE_TYPE_NORMAL);//changed } public void surfaceCreated(SurfaceHolder holder) { // The Surface has been created, acquire the camera and tell it where // to draw. //mCamera = Camera.open(); this.StartCameraPreview(holder); } public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return, so stop the preview. // Because the CameraDevice object is not a shared resource, it's very // important to release it when the activity is paused. //mCamera.stopPreview();//changed mCamera = null; } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // Now that the size is known, set up the camera parameters and begin // the preview. //Camera.Parameters parameters = mCamera.getParameters(); //parameters.setPreviewSize(w, h); //mCamera.setParameters(parameters); //mCamera.startPreview(); this.StartCameraPreview(holder); } private void StartCameraPreview(SurfaceHolder sh) { mCamera = new HttpCamera("10.213.74.247:443", 640, 480, true);//changed try { //mCamera.setPreviewDisplay(holder); Canvas c = sh.lockCanvas(null); mCamera.capture(c); sh.unlockCanvasAndPost(c); } catch (Exception exception) { //mCamera.release(); mCamera = null; // TODO: add more exception handling logic here } } }

    Read the article

  • RackSpace Cloud Strips $_SESSION if URL Has Certain File Extensions

    - by macinjosh
    The Situation I am creating a video training site for a client on the RackSpace Cloud using the traditional LAMP stack (RackSpace's cloud has both Windows and LAMP stacks). The videos and other media files I'm serving on this site need to be protected as my client charges money for access to them. There is no DRM or funny business like that, essentially we store the files outside of the web root and use PHP to authenticate user's before they are able to access the files by using mod_rewrite to run the request through PHP. So let's say the user requests a file at this URL: http://www.example.com/uploads/preview_image/29.jpg I am using mod_rewrite to rewrite that url to: http://www.example.com/files.php?path=%2Fuploads%2Fpreview_image%2F29.jpg Here is a simplified version of the files.php script: <?php // Setups the environment and sets $logged_in // This part requires $_SESSION require_once('../../includes/user_config.php'); if (!$logged_in) { // Redirect non-authenticated users header('Location: login.php'); } // This user is authenticated, continue $content_type = "image/jpeg"; // getAbsolutePathForRequestedResource() takes // a Query Parameter called path and uses DB // lookups and some string manipulation to get // an absolute path. This part doesn't have // any bearing on the problem at hand $file_path = getAbsolutePathForRequestedResource($_GET['path']); // At this point $file_path looks something like // this: "/path/to/a/place/outside/the/webroot" if (file_exists($file_path) && !is_dir($file_path)) { header("Content-Type: $content_type"); header('Content-Length: ' . filesize($file_path)); echo file_get_contents($file_path); } else { header('HTTP/1.0 404 Not Found'); header('Status: 404 Not Found'); echo '404 Not Found'; } exit(); ?> The Problem Let me start by saying this works perfectly for me. On local test machines it works like a charm. However once deployed to the cloud it stops working. After some debugging it turns out that if a request to the cloud has certain file extensions like .JPG, .PNG, or .SWF (i.e. extensions of typically static media files.) the request is routed to a cache system called Varnish. The end result of this routing is that by the time this whole process makes it to my PHP script the session is not present. If I change the extension in the URL to .PHP or if I even add a query parameter Varnish is bypassed and the PHP script can get the session. No problem right? I'll just add a meaningless query parameter to my requests! Here is the rub: The media files I am serving through this system are being requested through compiled SWF files that I have zero control over. They are generated by third-party software and I have no hope of adding or changing the URLs that they request. Are there any other options I have on this? Update: I should note that I have verified this behavior with RackSpace support and they have said there is nothing they can do about it.

    Read the article

  • Looping through siblings of a specific row/setting up function

    - by Matt
    Trying to work through my javascript book I am referencing to learn the language and got stuck on looping through siblings of a specific row. W3schools and W3 didnt have what i was looking for. Below is a function walk-through... It reads: Create the countRecords() function. The purpose of this function is to count the number of visible rows in the data table after the table headings. The total is then displayed in the table cell with the id "records". Add the follow commands to the function: a. Create a object named headRow that points to the table row with the id "titleRow". Create a variable named rowCount, setting its initial value to 0. b. Create a for loop that uses familial references starting with the first sibling of headRow and moving to the next sibling until there are no siblings left. Within the for loop. test whether the node name of the currentnext sibling until there are no sibilings left. Within the for loop test whether the node name of the current node is equal to "TR". If it is, test wheter the value of its display style is equal to an empty text string. If it is (indicating that it is visible in the document) increate the value of the rowCount variable by 1. c. Change the text of the "records" table cell to the value of the rowCount variable. Don't use innerHTML. Create a text node that contains the value of the rowCount variable and assign it to a variable called txt. Create a variable called record to store the reference to the element "records" table cell. d. Insert an if condition that test whether the "records" cell has any child nodes. If it does, replace the replace the text node of the "record" table cell with the created text node (txt). If it doesn't append the text node to the cell. var headRow; // part a var rowCount = 0; //part b this is where I get lost. I know I need to access the id titleRow but unsure how to set my loop up specifically for this headRow = document.getElementById("titleRow"); for(var i=0; i<headrow.length; i++) { if (something is not equal == "TH") { make code happen here } if (is "TR" == ""){ rowCount = +1; } //part c var txt = document.createTextNode(rowCount); var record = document.getElementsById("records") //part d holding off on this part until I get a,b,c figured out. The HTML supporting snippet: <table id="filters"> <tr><th colspan="2">Filter Product List</th></tr> <tr> <td>Records: </td> <td id="records"></td> </tr> <table id="prodTable"> <tr><th colspan="8">Digital Cameras</th></tr> <tr id="titleRow"> <th>Model</th> <th>Manufacturer</th> <th>Resolution</th> <th>Zoom</th> <th>Media</th> <th>Video</th> <th>Microphone</th> </tr> Thanks for the help!

    Read the article

  • Help with Silverlight Sockets and Message delivery

    - by pixel3cs
    There are 4 months since I stopped developing my Silverlight Multiplayer Chess game. The problem was a bug wich I couldn't reproduce. Sice I got some free time this week I managed to discover the problem and I am now able to reproduce the bug. It seems that if I send 10 messages from client, one after another, with no delay between them, just like in the below example // when I press Enter, the client will 10 messages with no delay between them private void textBox_KeyDown(object sender, KeyEventArgs e) { if (e.Key == Key.Enter && textBox.Text.Length > 0) { for (int i = 0; i < 10; i++) { MessageBuilder mb = new MessageBuilder(); mb.Writer.Write((byte)GameCommands.NewChatMessageInTable); mb.Writer.Write(string.Format("{0}{2}: {1}", ClientVars.PlayerNickname, textBox.Text, i)); SendChatMessageEvent(mb.GetMessage()); //System.Threading.Thread.Sleep(100); } textBox.Text = string.Empty; } } // the method used by client to send a message to server public void SendData(Message message) { if (socket.Connected) { SocketAsyncEventArgs myMsg = new SocketAsyncEventArgs(); myMsg.RemoteEndPoint = socket.RemoteEndPoint; byte[] buffer = message.Buffer; myMsg.SetBuffer(buffer, 0, buffer.Length); socket.SendAsync(myMsg); } else { string err = "Server does not respond. You are disconnected."; socket.Close(); uiContext.Post(this.uiClient.ProcessOnErrorData, err); } } // the method used by server to receive data from client private void OnDataReceived(IAsyncResult async) { ClientSocketPacket client = async.AsyncState as ClientSocketPacket; int count = 0; try { if (client.Socket.Connected) count = client.Socket.EndReceive(async); // THE PROBLEM IS HERE // IF SERVER WAS RECEIVE ALL MESSAGES SEPARATELY, ONE BY ONE, THE COUNT // WAS ALWAYS 15, BUT BECAUSE THE SERVER RECEIVE 3 MESSAGES IN 1, THE COUNT // IS SOMETIME 45 } catch { HandleException(client); } client.MessageStream.Write(client.Buffer, 0, count); Message message; while (client.MessageStream.Read(out message)) { message.Tag = client; ThreadPool.QueueUserWorkItem(new WaitCallback(this.processingThreadEvent.ServerGotData), message); totalReceivedBytes += message.Buffer.Length; } try { if (client.Socket.Connected) client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, 0, new AsyncCallback(OnDataReceived), client); } catch { HandleException(client); } } there are sent only 3 big messages, and every big message contain 3 or 4 small messages. This is not the behavior I want. If I put a 100 milliseconds delay between message delivery, everything is work fine, but in a real world scenario users can send messages to server even at 1 millisecond between them. Are there any settings to be done in order to make the client send only one message at a time, or Even if I receive 3 messages in 1, are they full messages all the time (I dont't want to receive 2.5 messages in one big message) ? because if they are, I can read them and treat this new situation

    Read the article

  • The type '' was not mapped

    - by Mike
    I've been trying to fix this error for awhile now. I get this error any time my application tries to create an instance of my data context. Below is the code: using System; using System.Collections.Generic; using System.Linq; using System.Web; using RandomRentals.Models; using System.Data.Entity; namespace RandomRentals.Models { public class RentalContext : DbContext { public DbSet<Rental> Rentals { get; set; } public DbSet<Category> Categories { get; set; } public DbSet<Item> Items { get; set; } public DbSet<Billing> Billings { get; set; } public DbSet<User> Users { get; set; } public DbSet<Video> Videos { get; set; } public DbSet<Picture> Pictures { get; set; } public DbSet<ServiceType> ServiceTypes { get; set; } public DbSet<Rating> Ratings { get; set; } public DbSet<Business> Businesses { get; set; } public DbSet<BusinessHour> BusinessHours { get; set; } } } Here is the stack Trace: [InvalidOperationException: The type 'RandomRentals.Rental' was not mapped. Check that the type has not been explicitly excluded by using the Ignore method or NotMappedAttribute data annotation. Verify that the type was defined as a class, is not primitive, nested or generic, and does not inherit from EntityObject.] System.Data.Entity.Internal.DbSetDiscoveryService.GetSets() +706 System.Data.Entity.Internal.DbSetDiscoveryService.InitializeSets() +31 System.Data.Entity.DbContext.DiscoverAndInitializeSets() +56 System.Data.Entity.DbContext.InitializeLazyInternalContext(IInternalConnection internalConnection, DbCompiledModel model) +79 System.Data.Entity.DbContext..ctor() +99 RandomRentals.Models.RentalContext..ctor() +44 RandomRentals.Models.UserModel..ctor() in C:\Users\nikka\Desktop\RandomRentals\RandomRentals\Models\UserModel.cs:11 [TargetInvocationException: Exception has been thrown by the target of an invocation.] System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) +0 System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache) +98 System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipVisibilityChecks, Boolean skipCheckThis, Boolean fillCache) +241 System.Activator.CreateInstance(Type type, Boolean nonPublic) +69 System.Web.Mvc.DefaultModelBinder.CreateModel(ControllerContext controllerContext, ModelBindingContext bindingContext, Type modelType) +199 System.Web.Mvc.DefaultModelBinder.BindComplexModel(ControllerContext controllerContext, ModelBindingContext bindingContext) +572 System.Web.Mvc.DefaultModelBinder.BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) +449 System.Web.Mvc.ControllerActionInvoker.GetParameterValue(ControllerContext controllerContext, ParameterDescriptor parameterDescriptor) +317 System.Web.Mvc.ControllerActionInvoker.GetParameterValues(ControllerContext controllerContext, ActionDescriptor actionDescriptor) +117 System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) +343 System.Web.Mvc.Controller.ExecuteCore() +116 System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) +97 System.Web.Mvc.ControllerBase.System.Web.Mvc.IController.Execute(RequestContext requestContext) +10 System.Web.Mvc.<>c__DisplayClassb.<BeginProcessRequest>b__5() +37 System.Web.Mvc.Async.<>c__DisplayClass1.<MakeVoidDelegate>b__0() +21 System.Web.Mvc.Async.<>c__DisplayClass8`1.<BeginSynchronous>b__7(IAsyncResult _) +12 System.Web.Mvc.Async.WrappedAsyncResult`1.End() +62 System.Web.Mvc.<>c__DisplayClasse.<EndProcessRequest>b__d() +50 System.Web.Mvc.SecurityUtil.<GetCallInAppTrustThunk>b__0(Action f) +7 System.Web.Mvc.SecurityUtil.ProcessInApplicationTrust(Action action) +22 System.Web.Mvc.MvcHandler.EndProcessRequest(IAsyncResult asyncResult) +60 System.Web.Mvc.MvcHandler.System.Web.IHttpAsyncHandler.EndProcessRequest(IAsyncResult result) +9 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +8970061 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +184 Here is the full error text: The type 'RandomRentals.Rental' was not mapped. Check that the type has not been explicitly excluded by using the Ignore method or NotMappedAttribute data annotation. Verify that the type was defined as a class, is not primitive, nested or generic, and does not inherit from EntityObject. Any help would be greatly appreciated

    Read the article

  • Javascript phsyics in a 2d space

    - by eroo
    So, I am working on teaching myself Canvas (HTML5) and have most of a simple game engine coded up. It is a 2d representation of a space scene (planets, stars, celestial bodies, etc). My default "Sprite" class has a frame listener like such: "baseClass" contains a function that allows inheritance and applies "a" to "this.a". So, "var aTest = new Sprite({foo: 'bar'});" would make "aTest.foo = 'bar'". This is how I expose my objects to each other. { Sprite = baseClass.extend({ init: function(a){ baseClass.init(this, a); this.fields = new Array(); // list of fields of gravity one is in. Not sure if this is a good idea. this.addFL(function(tick){ // this will change to be independent of framerate soon. // and this is where I need help // gobjs is an array of all the Sprite objects in the "world". for(i = 0; i < gobjs.length; i++){ // Make sure its got setup correctly, make sure it -wants- gravity, and make sure it's not -this- sprite. if(typeof(gobjs[i].a) != undefined && !gobjs[i].a.ignoreGravity && gobjs[i].id != this.id){ // Check if it's within a certain range (obviously, gravity doesn't work this way... But I plan on having a large "space" area, // And I can't very well have all objects accounted for at all times, can I? if(this.distanceTo(gobjs[i]) < this.s.size*10 && gobjs[i].fields.indexOf(this.id) == -1){ gobjs[i].fields.push(this.id); } } } for(i = 0; i < this.fields.length; i++){ distance = this.distanceTo(gobjs[this.fields[i]]); angletosun = this.angleTo(gobjs[this.fields[i]])*(180/Math.PI); // .angleTo works very well, returning the angle in radians, which I convert to degrees here. // I have no idea what should happen here, although through trial and error (and attempting to read Maths papers on gravity (eeeeek!)), this sort of mimics gravity. // angle is its orientation, currently I assign a constant velocity to one of my objects, and leave the other static (it ignores gravity, but still emits it). this.a.angle = angletosun+(75+(distance*-1)/5); //todo: omg learn math if(this.distanceTo(gobjs[this.fields[i]]) > gobjs[this.fields[i]].a.size*10) this.fields.splice(i); // out of range, stop effecting. } }); } }); } Thanks in advance. The real trick is that one line: { this.a.angle = angletosun+(75+(distance*-1)/5); } This is more a physics question than Javascript, but I've searched and searched and read way to many wiki articles on orbital mathematics. It gets over my head very quickly. Edit: There is a weirdness with the SO formatting; forgives me, I is noobie.

    Read the article

  • java.lang.OutOfMemoryError: bitmap size exceeds VM budget

    - by Angel
    Hi, I am trying to change the layout of my application from portrait to landscape and vice-versa. But if i do it frequently or more than once then at times my application crashes.. Below is the error log. Please suggest what can be done? < 01-06 09:52:27.787: ERROR/dalvikvm-heap(17473): 1550532-byte external allocation too large for this process. 01-06 09:52:27.787: ERROR/dalvikvm(17473): Out of memory: Heap Size=6471KB, Allocated=4075KB, Bitmap Size=9564KB 01-06 09:52:27.787: ERROR/(17473): VM won't let us allocate 1550532 bytes 01-06 09:52:27.798: DEBUG/skia(17473): --- decoder-decode returned false 01-06 09:52:27.798: DEBUG/AndroidRuntime(17473): Shutting down VM 01-06 09:52:27.798: WARN/dalvikvm(17473): threadid=3: thread exiting with uncaught exception (group=0x4001e390) 01-06 09:52:27.807: ERROR/AndroidRuntime(17473): Uncaught handler: thread main exiting due to uncaught exception 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): java.lang.RuntimeException: Unable to start activity ComponentInfo{}: android.view.InflateException: Binary XML file line #2: Error inflating class 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2596) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2621) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread.handleRelaunchActivity(ActivityThread.java:3812) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread.access$2300(ActivityThread.java:126) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1936) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.os.Handler.dispatchMessage(Handler.java:99) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.os.Looper.loop(Looper.java:123) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread.main(ActivityThread.java:4595) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at java.lang.reflect.Method.invokeNative(Native Method) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at java.lang.reflect.Method.invoke(Method.java:521) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at dalvik.system.NativeStart.main(Native Method) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): Caused by: android.view.InflateException: Binary XML file line #2: Error inflating class 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.LayoutInflater.createView(LayoutInflater.java:513) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:563) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.LayoutInflater.inflate(LayoutInflater.java:385) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:207) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.Activity.setContentView(Activity.java:1629) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at onCreate(Game.java:98) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2544) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): ... 12 more 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): Caused by: java.lang.reflect.InvocationTargetException 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.widget.LinearLayout.(LinearLayout.java:92) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at java.lang.reflect.Constructor.constructNative(Native Method) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at java.lang.reflect.Constructor.newInstance(Constructor.java:446) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.LayoutInflater.createView(LayoutInflater.java:500) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): ... 22 more 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): Caused by: java.lang.OutOfMemoryError: bitmap size exceeds VM budget 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:464) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:340) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:697) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.content.res.Resources.loadDrawable(Resources.java:1705) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.content.res.TypedArray.getDrawable(TypedArray.java:548) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.View.(View.java:1850) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.View.(View.java:1799) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): at android.view.ViewGroup.(ViewGroup.java:296) 01-06 09:52:27.857: ERROR/AndroidRuntime(17473): ... 26 more

    Read the article

  • Android: Programatically Add UI Elements to a View

    - by Shivan Raptor
    My view is written as follow: package com.mycompany; import android.view.View; import java.util.concurrent.TimeUnit; import java.util.ArrayList; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.util.AttributeSet; import android.graphics.Paint; import android.graphics.Point; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.widget.*; public class GameEngineView extends View implements SensorEventListener { GameLoop gameloop; String txt_acc; float accY; ArrayList<Point> bugPath; private SensorManager sensorManager; private class GameLoop extends Thread { private volatile boolean running = true; public void run() { while (running) { try { TimeUnit.MILLISECONDS.sleep(1); postInvalidate(); pause(); } catch (InterruptedException ex) { running = false; } } } public void pause() { running = false; } public void start() { running = true; run(); } public void safeStop() { running = false; interrupt(); } } public void unload() { gameloop.safeStop(); } public GameEngineView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub init(context); } public GameEngineView(Context context, AttributeSet attrs) { super(context, attrs); // TODO Auto-generated constructor stub init(context); } public GameEngineView(Context context) { super(context); // TODO Auto-generated constructor stub init(context); } private void init(Context context) { txt_acc = ""; // Adding SENSOR sensorManager=(SensorManager)context.getSystemService(Context.SENSOR_SERVICE); // add listener. The listener will be HelloAndroid (this) class sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_NORMAL); // Adding UI Elements : How ? Button btn_camera = new Button(context); btn_camera.setLayoutParams(new LinearLayout.LayoutParams(LinearLayout.LayoutParams.FILL_PARENT, LinearLayout.LayoutParams.FILL_PARENT)); btn_camera.setClickable(true); btn_camera.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { System.out.println("clicked the camera."); } }); gameloop = new GameLoop(); gameloop.run(); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { // TODO Auto-generated method stub //super.onMeasure(widthMeasureSpec, heightMeasureSpec); System.out.println("Width " + widthMeasureSpec); setMeasuredDimension(widthMeasureSpec, heightMeasureSpec); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub // super.onDraw(canvas); Paint p = new Paint(); p.setColor(Color.WHITE); p.setStyle(Paint.Style.FILL); p.setAntiAlias(true); p.setTextSize(30); canvas.drawText("|[ " + txt_acc + " ]|", 50, 500, p); gameloop.start(); } public void onAccuracyChanged(Sensor sensor,int accuracy){ } public void onSensorChanged(SensorEvent event){ if(event.sensor.getType()==Sensor.TYPE_ACCELEROMETER){ //float x=event.values[0]; accY =event.values[1]; //float z=event.values[2]; txt_acc = "" + accY; } } } I would like to add a Button to the scene, but I don't know how to. Can anybody give me some lights? UPDATE: Here is my Activity : public class MyActivity extends Activity { private GameEngineView gameEngine; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // add Game Engine gameEngine = new GameEngineView(this); setContentView(gameEngine); gameEngine.requestFocus(); } }

    Read the article

< Previous Page | 823 824 825 826 827 828 829 830 831 832 833 834  | Next Page >