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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Collaborative Whiteboard using WebSocket in GlassFish 4 - Text/JSON and Binary/ArrayBuffer Data Transfer (TOTD #189)

    - by arungupta
    This blog has published a few blogs on using JSR 356 Reference Implementation (Tyrus) as its integrated in GlassFish 4 promoted builds. TOTD #183: Getting Started with WebSocket in GlassFish TOTD #184: Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket TOTD #186: Custom Text and Binary Payloads using WebSocket One of the typical usecase for WebSocket is online collaborative games. This Tip Of The Day (TOTD) explains a sample that can be used to build such games easily. The application is a collaborative whiteboard where different shapes can be drawn in multiple colors. The shapes drawn on one browser are automatically drawn on all other peer browsers that are connected to the same endpoint. The shape, color, and coordinates of the image are transfered using a JSON structure. A browser may opt-out of sharing the figures. Alternatively any browser can send a snapshot of their existing whiteboard to all other browsers. Take a look at this video to understand how the application work and the underlying code. The complete sample code can be downloaded here. The code behind the application is also explained below. The web page (index.jsp) has a HTML5 Canvas as shown: <canvas id="myCanvas" width="150" height="150" style="border:1px solid #000000;"></canvas> And some radio buttons to choose the color and shape. By default, the shape, color, and coordinates of any figure drawn on the canvas are put in a JSON structure and sent as a message to the WebSocket endpoint. The JSON structure looks like: { "shape": "square", "color": "#FF0000", "coords": { "x": 31.59999942779541, "y": 49.91999053955078 }} The endpoint definition looks like: @WebSocketEndpoint(value = "websocket",encoders = {FigureDecoderEncoder.class},decoders = {FigureDecoderEncoder.class})public class Whiteboard { As you can see, the endpoint has decoder and encoder registered that decodes JSON to a Figure (a POJO class) and vice versa respectively. The decode method looks like: public Figure decode(String string) throws DecodeException { try { JSONObject jsonObject = new JSONObject(string); return new Figure(jsonObject); } catch (JSONException ex) { throw new DecodeException("Error parsing JSON", ex.getMessage(), ex.fillInStackTrace()); }} And the encode method looks like: public String encode(Figure figure) throws EncodeException { return figure.getJson().toString();} FigureDecoderEncoder implements both decoder and encoder functionality but thats purely for convenience. But the recommended design pattern is to keep them in separate classes. In certain cases, you may even need only one of them. On the client-side, the Canvas is initialized as: var canvas = document.getElementById("myCanvas");var context = canvas.getContext("2d");canvas.addEventListener("click", defineImage, false); The defineImage method constructs the JSON structure as shown above and sends it to the endpoint using websocket.send(). An instant snapshot of the canvas is sent using binary transfer with WebSocket. The WebSocket is initialized as: var wsUri = "ws://localhost:8080/whiteboard/websocket";var websocket = new WebSocket(wsUri);websocket.binaryType = "arraybuffer"; The important part is to set the binaryType property of WebSocket to arraybuffer. This ensures that any binary transfers using WebSocket are done using ArrayBuffer as the default type seem to be blob. The actual binary data transfer is done using the following: var image = context.getImageData(0, 0, canvas.width, canvas.height);var buffer = new ArrayBuffer(image.data.length);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = image.data[i];}websocket.send(bytes); This comprehensive sample shows the following features of JSR 356 API: Annotation-driven endpoints Send/receive text and binary payload in WebSocket Encoders/decoders for custom text payload In addition, it also shows how images can be captured and drawn using HTML5 Canvas in a JSP. How could this be turned in to an online game ? Imagine drawing a Tic-tac-toe board on the canvas with two players playing and others watching. Then you can build access rights and controls within the application itself. Instead of sending a snapshot of the canvas on demand, a new peer joining the game could be automatically transferred the current state as well. Do you want to build this game ? I built a similar game a few years ago. Do somebody want to rewrite the game using WebSocket APIs ? :-) Many thanks to Jitu and Akshay for helping through the WebSocket internals! Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • PeopleSoft @ RECONNECT 14

    - by Marc Weintraub
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Quest’s RECONNECT 14 is just around the corner and will be here before you know it. RECONNECT 14 is Tuesday, July 22 – Thursday, July 24 at the Hyatt Regency O’Hare in Rosemont, IL. Quest’s RECONNECT event is a PeopleSoft-specific deep dive conference for the Quest community. Join Quest and hundreds of other PeopleSoft users for deep-dive education into all things PeopleSoft; from HCM and Financials to Applications Tools and Technology (i.e. PeopleTools) and Procurement (i.e. Supplier Relationship Management). RECONNECT also includes industry specific interest areas like those for Financial Services and Manufacturing and Distribution. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} This year's event will feature many key players from Oracle’s PeopleSoft team including PeopleSoft Product Strategy leads and PeopleSoft Development leads. Nearly 50 of the more than 175 conference sessions will be led by members of Oracle including pillar-specific roadmap presentations. Create a custom agenda that fits your specific needs and interests. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The RECONNECT Advance Program is now available and includes: Who Should Attend? Keynotes and Super Sessions Full Listing of Conference Sessions Ways to Influence Future PeopleSoft Investments Trainings and Continuing Professional Education (CPE) Offerings Onsite User Group Meetings Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Don’t wait another moment, register now. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Memory Leak Issue in Weblogic, SUN, Apache and Oracle classes Options

    - by Amit
    Hi All, Please find below the description of memory leaks issues. Statistics show major growth in the perm area (static classes). Flows were ran for 8 hours , Heap dump was taken after 2 hours and at the end. A growth in Perm area was identified Statistics show from our last run 240MB growth in 6 hour,40mb growth every hour 2GB heap –can hold ¾ days ,heap will be full in ¾ days Heap dump show –growth in area as mentioned below JMS connection/session Area Apache org.apache.xml.dtm.DTM[] org.apache.xml.dtm.ref.ExpandedNameTable$ExtendedType org.jdom.AttributeList org.jdom.Content[] org.jdom.ContentList org.jdom.Element SUN * ConstantPoolCacheKlass * ConstantPoolKlass * ConstMethodKlass * MethodDataKlass * MethodKlass * SymbolKlass byte[] char[] com.sun.org.apache.xml.internal.dtm.DTM[] com.sun.org.apache.xml.internal.dtm.ref.ExtendedType java.beans.PropertyDescriptor java.lang.Class java.lang.Long java.lang.ref.WeakReference java.lang.ref.SoftReference java.lang.String java.text.Format[] java.util.concurrent.ConcurrentHashMap$Segment java.util.LinkedList$Entry Weblogic com.bea.console.cvo.ConsoleValueObject$PropertyInfo com.bea.jsptools.tree.TreeNode com.bea.netuix.servlets.controls.content.StrutsContent com.bea.netuix.servlets.controls.layout.FlowLayout com.bea.netuix.servlets.controls.layout.GridLayout com.bea.netuix.servlets.controls.layout.Placeholder com.bea.netuix.servlets.controls.page.Book com.bea.netuix.servlets.controls.window.Window[] com.bea.netuix.servlets.controls.window.WindowMode javax.management.modelmbean.ModelMBeanAttributeInfo weblogic.apache.xerces.parsers.SecurityConfiguration weblogic.apache.xerces.util.AugmentationsImpl weblogic.apache.xerces.util.AugmentationsImpl$SmallContainer weblogic.apache.xerces.util.SymbolTable$Entry weblogic.apache.xerces.util.XMLAttributesImpl$Attribute weblogic.apache.xerces.xni.QName weblogic.apache.xerces.xni.QName[] weblogic.ejb.container.cache.CacheKey weblogic.ejb20.manager.SimpleKey weblogic.jdbc.common.internal.ConnectionEnv weblogic.jdbc.common.internal.StatementCacheKey weblogic.jms.common.Item weblogic.jms.common.JMSID weblogic.jms.frontend.FEConnection weblogic.logging.MessageLogger$1 weblogic.logging.WLLogRecord weblogic.rjvm.BubblingAbbrever$BubblingAbbreverEntry weblogic.rjvm.ClassTableEntry weblogic.rjvm.JVMID weblogic.rmi.cluster.ClusterableRemoteRef weblogic.rmi.internal.CollocatedRemoteRef weblogic.rmi.internal.PhantomRef weblogic.rmi.spi.ServiceContext[] weblogic.security.acl.internal.AuthenticatedSubject weblogic.security.acl.internal.AuthenticatedSubject$SealableSet weblogic.servlet.internal.ServletRuntimeMBeanImpl weblogic.transaction.internal.XidImpl weblogic.utils.collections.ConcurrentHashMap$Entry Oracle XA Transaction oracle.jdbc.driver.Binder[] oracle.jdbc.driver.OracleDatabaseMetaData oracle.jdbc.driver.T4C7Ocommoncall oracle.jdbc.driver.T4C7Oversion oracle.jdbc.driver.T4C8Oall oracle.jdbc.driver.T4C8Oclose oracle.jdbc.driver.T4C8TTIBfile oracle.jdbc.driver.T4C8TTIBlob oracle.jdbc.driver.T4C8TTIClob oracle.jdbc.driver.T4C8TTIdty oracle.jdbc.driver.T4C8TTILobd oracle.jdbc.driver.T4C8TTIpro oracle.jdbc.driver.T4C8TTIrxh oracle.jdbc.driver.T4C8TTIuds oracle.jdbc.driver.T4CCallableStatement oracle.jdbc.driver.T4CClobAccessor oracle.jdbc.driver.T4CConnection oracle.jdbc.driver.T4CMAREngine oracle.jdbc.driver.T4CNumberAccessor oracle.jdbc.driver.T4CPreparedStatement oracle.jdbc.driver.T4CTTIdcb oracle.jdbc.driver.T4CTTIk2rpc oracle.jdbc.driver.T4CTTIoac oracle.jdbc.driver.T4CTTIoac[] oracle.jdbc.driver.T4CTTIoauthenticate oracle.jdbc.driver.T4CTTIokeyval oracle.jdbc.driver.T4CTTIoscid oracle.jdbc.driver.T4CTTIoses oracle.jdbc.driver.T4CTTIOtxen oracle.jdbc.driver.T4CTTIOtxse oracle.jdbc.driver.T4CTTIsto oracle.jdbc.driver.T4CXAConnection oracle.jdbc.driver.T4CXAResource oracle.jdbc.oracore.OracleTypeADT[] oracle.jdbc.xa.OracleXAResource$XidListEntry oracle.net.ano.Ano oracle.net.ns.ClientProfile oracle.net.ns.ClientProfile oracle.net.ns.NetInputStream oracle.net.ns.NetOutputStream oracle.net.ns.SessionAtts oracle.net.nt.ConnOption oracle.net.nt.ConnStrategy oracle.net.resolver.AddrResolution oracle.sql.CharacterSet1Byte we are using Oracle BEA Weblogic 9.2 MP3 JDK 1.5.12 Oracle versoin 10.2.0.4 (for oracle we found one path which is needed to applied to avoid XA transaction memory leaks). But we are stuck to resolve SUN, BEA Weblgogic and Apache leaks. please suggest... regards, Amit J.

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  • How to play multiple audio sources simultaneously in Silverlight

    - by Shurup
    I want to play simultaneous multiply audio sources in Silverlight. So I've created a prototype in Silverlight 4 that should play a two mp3 files containing the same ticks sound with an intervall 1 second. So these files must be sounded as one sound if they will be played together with any whole second offsets (0 and 1, 0 and 2, 1 and 1 seconds, etc.) I my prototype I use two MediaElement (me and me2) objects. DateTime startTime; private void Play_Clicked(object sender, RoutedEventArgs e) { me.SetSource(new FileStream(file1), FileMode.Open))); me2.SetSource(new FileStream(file2), FileMode.Open))); var timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(1) }; timer.Tick += RefreshData; timer.Start(); } First file should be played at 00:00 sec. and the second in 00:02 second. void RefreshData(object sender, EventArgs e) { if(me.CurrentState != MediaElementState.Playing) { startTime = DateTime.Now; me.Play(); return; } var elapsed = DateTime.Now - startTime; if(me2.CurrentState != MediaElementState.Playing && elapsed >= TimeSpan.FromSeconds(2)) { me2.Play(); ((DispatcherTimer)sender).Stop(); } } The tracks played every time different and not simultaneous as they should (as one sound). Addition: I've tested a code from the Bobby's answer. private void Play_Clicked(object sender, RoutedEventArgs e) { me.SetSource(new FileStream(file1), FileMode.Open))); me2.SetSource(new FileStream(file2), FileMode.Open))); // This code plays well enough. // me.Play(); // me2.Play(); // But adding the 2 second offset using the timer, // they play no simultaneous. var timer = new DispatcherTimer { Interval = TimeSpan.FromSeconds(2) }; timer.Tick += (source, arg) => { me2.Play(); ((DispatcherTimer)source).Stop(); }; timer.Start(); } Is it possible to play them together using only one MediaElement or any implementation of MediaStreamSource that can play multiply sources?

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  • getExtra from Intent launched from a pendingIntent

    - by spagi
    Hi. I am trying to make some alarms after the user selects something with a time from a list and create a notification for it at the given time. My problem is that the "showname" that a putExtra on my Intent cant be received at the broadcast receiver. It always get null value. This is the way I do it for most of my intents but I think this time maybe because of the pendingIntent or the broadcastReceiver something need to be done differentelly. Thank you The function that sends the Intent through the pending intent public void setAlarm(String showname,String time) { String[] hourminute=time.split(":"); String hour = hourminute[0]; String minute = hourminute[1]; Calendar rightNow = Calendar.getInstance(); rightNow.set(Calendar.HOUR_OF_DAY, Integer.parseInt(hour)); rightNow.set(Calendar.MINUTE, Integer.parseInt(minute)); rightNow.set(Calendar.SECOND, 0); long t=rightNow.getTimeInMillis(); long t1=System.currentTimeMillis(); try { Intent intent = new Intent(this, alarmreceiver.class); Bundle c = new Bundle(); c.putString("showname", showname);//This is the value I want to pass intent.putExtras(c); PendingIntent pendingIntent = PendingIntent.getBroadcast(this, 12345, intent, 0); AlarmManager alarmManager = (AlarmManager) getSystemService(ALARM_SERVICE); alarmManager.set(AlarmManager.RTC_WAKEUP, rightNow.getTimeInMillis(),pendingIntent); //Log.e("ALARM", "time of millis: "+System.currentTimeMillis()); Toast.makeText(this, "Alarm set", Toast.LENGTH_LONG).show(); } catch (Exception e) { Log.e("ALARM", "ERROR IN CODE:"+e.toString()); } } And this is the receiving end public class alarmreceiver extends BroadcastReceiver { @Override public void onReceive(Context context, Intent intent) { // Toast.makeText(context, "Alarm worked.", Toast.LENGTH_LONG).show(); Bundle b = intent.getExtras(); String showname=b.getString("showname");//This is where I suppose to receive it but its null NotificationManager manger = (NotificationManager) context .getSystemService(context.NOTIFICATION_SERVICE); Notification notification = new Notification(R.drawable.icon, "TVGuide ?pe???µ?s?", System.currentTimeMillis()); PendingIntent contentIntent = PendingIntent.getActivity(context, 0, new Intent(context, tvguide.class), 0); notification.setLatestEventInfo(context, "?? ?????aµµa ?e????se", showname, contentIntent); notification.flags = Notification.FLAG_ONLY_ALERT_ONCE; notification.sound = Uri.parse("file:///sdcard/dominating.mp3"); notification.vibrate = new long[]{100, 250, 100, 500}; manger.notify(1, notification); } }

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  • How to quickly acquire and process real time screen output

    - by Akusete
    I am trying to write a program to play a full screen PC game for fun (as an experiment in Computer Vision and Artificial Intelligence). For this experiment I am assuming the game has no underlying API for AI players (nor is the source available) so I intend to process the visual information rendered by the game on the screen. The game runs in full screen mode on a win32 system (direct-X I assume). Currently I am using the win32 functions #include <windows.h> #include <cvaux.h> class Screen { public: HWND windowHandle; HDC windowContext; HBITMAP buffer; HDC bufferContext; CvSize size; uchar* bytes; int channels; Screen () { windowHandle = GetDesktopWindow(); windowContext = GetWindowDC (windowHandle); size = cvSize (GetDeviceCaps (windowContext, HORZRES), GetDeviceCaps (windowContext, VERTRES)); buffer = CreateCompatibleBitmap (windowContext, size.width, size.height); bufferContext = CreateCompatibleDC (windowContext); SelectObject (bufferContext, buffer); channels = 4; bytes = new uchar[size.width * size.height * channels]; } ~Screen () { ReleaseDC(windowHandle, windowContext); DeleteDC(bufferContext); DeleteObject(buffer); delete[] bytes; } void CaptureScreen (IplImage* img) { BitBlt(bufferContext, 0, 0, size.width, size.height, windowContext, 0, 0, SRCCOPY); int n = size.width * size.height; int imgChannels = img->nChannels; GetBitmapBits (buffer, n * channels, bytes); uchar* src = bytes; uchar* dest = (uchar*) img->imageData; uchar* end = dest + n * imgChannels; while (dest < end) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest += imgChannels; src += channels; } } The rate at which I can process frames using this approach is much to slow. Is there a better way to acquire screen frames?

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  • Playing dynamically embedded sound object via Javascript

    - by Vikram Goyal
    I need to background load some WAV files for an HTML page using AJAX. I use AJAX to get the details of the WAV files, then use the embed tag, and I can confirm that the files have loaded successfully because when I set autostart to true, the files play. However, I need the files to play only when the user clicks on a button (or an event is fired). The following is my code to preload these files: function preloadMedia() { for(var i = 0; i < testQuestions.length; i++) { var soundEmbed = document.createElement("embed"); soundEmbed.setAttribute("src", "/media/sounds/" + testQuestions[i].mediaFile); soundEmbed.setAttribute("hidden", true); soundEmbed.setAttribute("id", testQuestions[i].id); soundEmbed.setAttribute("autostart", false); soundEmbed.setAttribute("width", 0); soundEmbed.setAttribute("height", 0); soundEmbed.setAttribute("enablejavascript", true); document.body.appendChild((soundEmbed)); } } I use the following code to play the file (based on what sound file that user wants to play) function soundPlay(which) { var sounder = document.getElementById(which); sounder.Play(); } Something is wrong here, as none of the browsers I have tested on play the files using the code above. There are no errors, and the code just returns. I would have left it at that (that is - I would have convinced the client to convert all WAV's to MP3 and use MooTools). But I realized that I could play the sound files, which were not dynamically embeded. Thus, the same soundPlay function would work for a file embeded in the following manner: <embed src="/media/sounds/hug_sw1.wav" id="sound2" width="0" heigh="0" autostart="false" enablejavascript="true"/> anywhere within the HTML. And it plays well in all the browsers. Anyone have a clue on this? Is this some sort of undocumented security restriction in all the browsers? (Please remember that the files do get preloaded dynamically, as I can confirm by setting the autostart property to true - They all play). Any help appreciated.

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  • Adb shell commands to change settings or perform tasks on a phone

    - by Noah
    How do I use adb to perform some automated tasks on my android phone? I need to find commands that I can issue from the command line (ideally, using a .bat file) that will be capable of more than simply opening an application or sending an input keyevent (button press). For instance, I want to toggle Airplane Mode on or off from the command line. Currently, the best I can do is launch the Wireless & network settings menu and then use input keyevents to click Airplane mode: adb shell am start -a android.settings.AIRPLANE_MODE_SETTINGS adb shell input keyevent 19 & adb shell input keyevent 23 There are quite a few drawbacks to this method, primarily that the screen has to be on and unlocked. Also, the tasks I want to do are much broader than this simple example. Other things I'd like to do if possible: 1.Play an mp3 and set it on repeat. Current solution: adb shell am start -n com.android.music/.MusicBrowserActivity adb shell input keyevent 84 adb shell input keyevent 56 & adb shell input keyevent 66 & adb shell input keyevent 67 & adb shell input keyevent 19 adb shell input keyevent 23 & adb shell input keyevent 21 adb shell input keyevent 19 & adb shell input keyevent 19 & adb shell input keyevent 19 & adb shell input keyevent 22 & adb shell input keyevent 22 & adb shell input keyevent 23 & adb shell input keyevent 23 2.Play a video. (current solution: open MediaGallery, send keyevents, similar to above) 3.Change the volume (current solution: send volume-up button keyevents) 4.Change the display timeout (current solution: open sound & display settings, send keyevents) As before, these all require the screen to be on and unlocked. The other major drawback to using keyevents is if the UI of the application is changed, the keyevents will no longer perform the correct function. If there is no easier way to do these sort of things, is there at least a way to turn the screen on (using adb) when it is off? Or to have keyevents still work when the screen is off? I'm not very familiar with java. That said, I've seen code like the following (source: http://yenliangl.blogspot.com/2009/12/toggle-airplane-mode.html) to change a setting on the phone: Settings.System.putInt(Settings.System.AIRPLANE_MODE_ON, 1 /* 1 or 0 */); How do I translate something like the above into an adb shell command? Is this possible, or the wrong way to think about it? I can provide more details if needed. Thanks!

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  • How to implement a SIMPLE "You typed ACB, did you mean ABC?"

    - by marcgg
    I know this is not a straight up question, so if you need me to provide more information about the scope of it, let me know. There are a bunch of questions that address almost the same issue (they are linked here), but never the exact same one with the same kind of scope and objective - at least as far as I know. Context: I have a MP3 file with ID3 tags for artist name and song title. I have two tables Artists and Songs The ID3 tags might be slightly off (e.g. Mikaell Jacksonne) I'm using ASP.NET + C# and a MSSQL database I need to synchronize the MP3s with the database. Meaning: The user launches a script The script browses through all the MP3s The script says "Is 'Mikaell Jacksonne' 'Michael Jackson' YES/NO" The user pick and we start over Examples of what the system could find: In the database... SONGS = {"This is a great song title", "This is a song title"} ARTISTS = {"Michael Jackson"} Outputs... "This is a grt song title" did you mean "This is a great song title" ? "This is song title" did you mean "This is a song title" ? "This si a song title" did you mean "This is a song title" ? "This si song a title" did you mean "This is a song title" ? "Jackson, Michael" did you mean "Michael Jackson" ? "JacksonMichael" did you mean "Michael Jackson" ? "Michael Jacksno" did you mean "Michael Jackson" ? etc. I read some documentation from this /how-do-you-implement-a-did-you-mean and this is not exactly what I need since I don't want to check an entire dictionary. I also can't really use a web service since it's depending a lot on what I already have in my database. If possible I'd also like to avoid dealing with distances and other complicated things. I could use the google api (or something similar) to do this, meaning that the script will try spell checking and test it with the database, but I feel there could be a better solution since my database might end up being really specific with weird songs and artists, making spell checking useless. I could also try something like what has been explained on this post, using Soundex for c#. Using a regular spell checker won't work because I won't be using words but names and 'titles'. So my question is: is there a relatively simple way of doing this, and if so, what is it? Any kind of help would be appreciated. Thanks!

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  • Output Caching with IIS7 - How To for an dynamic aspx page?

    - by Lieven Cardoen
    I have a RetrieveBlob.aspx that gets some query string variables and returns an asset. Eeach url corresponds to a unique asset. In the RetrieveBlob.aspx a Cache Profile is set. In Web.Config the profile looks like (under system.web tag: <caching> <outputCache enableOutputCache="true" /> <outputCacheSettings> <outputCacheProfiles> <add duration="14800" enabled="true" varyByParam="*" name="AssetCacheProfile" /> </outputCacheProfiles> </outputCacheSettings> </caching> Ok, this works fine. When I put a breakpoint in the code behind of RetrieveBlob.aspx, it gets triggered the first time, and all the other times not. Now, I throw away the Cache Profile and instead I'm having this in my Web.Config under System.WebServer: <caching> <profiles> <add extension=".swf" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> <add extension=".flv" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> <add extension=".gif" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> <add extension=".png" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> <add extension=".mp3" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> <add extension=".jpeg" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> <add extension=".jpg" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:08:00" /> </profiles> </caching> Now the caching doesn't work anymore. What am I doing wrong? Is it possible to configure under Caching tag of System.WebServer a Caching Profile for a Dynamic aspx page? I already tried adding something like this: <add extension="RetrieveBlob.aspx" policy="CacheForTimePeriod" kernelCachePolicy="CacheForTimePeriod" duration="00:00:30" varyByQueryString="assetId, assetFileId" /> But it doesn't work. An example of an url is: http://{server}/{application}/trunk/RetrieveBlob.aspx?assetId=31809&assetFileId=11829

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  • Streaming webcam video in Flash using MP4 encoding

    - by Herms
    One of the features of the Flash app I'm working on is to be able to stream a webcam to others. We're just using the built-in webcam support in Flash and sending it through FMS. We've had some people ask for higher quality video, but we're already using the highest quality setting we can in Flash (setting quality to 100%). My understanding is that in the newer flash players they added support for MPEG-4 encoding for the videos. I created a simple test Flex app to try and compare the video quality of the MP4 vs FLV encodings. However, I can't seem to get MP4 to work at all. According to the Flex documentation the only thing I need to do to use MP4 instead of FLV is prepend "mp4:" to the name of the stream when calling publish: Specify the stream name as a string with the prefix mp4: with or without the filename extension. The prefix indicates to the server that the file contains H.264-encoded video and AAC-encoded audio within the MPEG-4 Part 14 container format. When I try this nothing happens. I don't get any events raised on the client side, no exceptions thrown, and my logging on the server side doesn't show any streams starting. Here's the relevant code: // These are all defined and created within the class. private var nc:NetConnection; private var sharing:Boolean; private var pubStream:NetStream; private var format:String; private var streamName:String; private var camera:Camera; // called when the user clicks the start button private function startSharing():void { if (!nc.connected) { return; } if (sharing) { return; } if(pubStream == null) { pubStream = new NetStream(nc); pubStream.attachCamera(camera); } startPublish(); sharing = true; } private function startPublish():void { var name:String; if (this.format == "mp4") { name = "mp4:" + streamName; } else { name = streamName; } //pubStream.publish(name, "live"); pubStream.publish(name, "record"); }

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  • controlling threads flow

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/201761/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. Logic is as follows: thread runs until matches equals to zero. If player number is correct at the moment function pickMatches() is called. After decreasing number of matches on table, thread should wait and another thread should be notified. I know I must use wait() and notify() but I can't place them right. Class Shared keeps the value of current player, and also amount of matches. public void suspendThread() { suspended = true; } public void resumeThread() { suspended = false; } @Override public void run(){ int matches=1; int which = 0; int tmp=0; Shared data = this.selectData(); String name = this.returnName(); int number = this.getNumber(); while(data.getMatches() != 0){ while(!suspended){ try{ which = data.getCurrent(); if(number == which){ matches = pickMatches(); tmp = data.getMatches() - matches; data.setMatches(tmp, number); if(data.getMatches() == 0){ System.out.println(" "+ name+" takes "+matches+" matches."); System.out.println("Winner is player: "+name); stop(); } System.out.println(" "+ name+" takes "+matches+" matches."); if(number != 0){ data.setCurrent(0); } else{ data.setCurrent(1); } } this.suspendThread(); notifyAll(); wait(); }catch(InterruptedException exc) {} } } } @Override synchronized public int pickMatches(){ Scanner scanner = new Scanner(System.in); int n = 0; Shared data = this.selectData(); System.out.println("Choose amount of matches (from 1 to 3): "); if(data.getMatches() == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } return n; } }

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  • Some more multitasking java issues

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/200660/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. When I type the values it sometimes catches them and decrease amount of matches but that's not exactly what I was up to :) Logics is : I check the value of current player. If it corresponds to this of the thread currently active I use scanner to catch the amount of matches. Else I wait one second (I know it's kinda harsh solution, but I have no other idea how to do it). Class Shared keeps the value of current player, and also amount of matches. By the way, is there any way I can make Player and Shared attributes private instead of public and still make the code work ? CONSOLE and INPUT-DIALOG is just for choosing way of inserting values. class PlayerMan extends Player{ static final int CONSOLE=0; static final int INPUT_DIALOG=1; private int input; public PlayerMan(String name, Shared data, int c){ super(name, data); input = c; } @Override public void run(){ Scanner scanner = new Scanner(System.in); int n = 0; System.out.println("Matches on table: "+data.matchesAmount); System.out.println("which: "+data.which); System.out.println("number: "+number); while(data.matchesAmount != 0){ if(number == data.which){ System.out.println("Choose amount of matches (from 1 to 3): "); n = scanner.nextInt(); if(data.matchesAmount == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } data.matchesAmount = data.matchesAmount - n; System.out.println(" "+ name+" takes "+n+" matches."); if(number != 0){ data.which = 0; } else{ data.which = 1; } } else{ try { Thread.sleep(1000); } catch(InterruptedException exc) { System.out.println("End of thread."); return; } } System.out.println("Matches on table: "+data.matchesAmount); } if(data.matchesAmount == 0){ System.out.println("Winner is player: "+name); stop(); } } }

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  • XML: When to use attributes instead of child nodes?

    - by Rosarch
    For tree leaves in XML, when is it better to use attributes, and when is it better to use descendant nodes? For example, in the following XML document: <?xml version="1.0" encoding="utf-8" ?> <savedGame> <links> <link rootTagName="zombies" packageName="zombie" /> <link rootTagName="ghosts" packageName="ghost" /> <link rootTagName="players" packageName="player" /> <link rootTagName="trees" packageName="tree" /> </links> <locations> <zombies> <zombie> <positionX>41</positionX> <positionY>100</positionY> </zombie> <zombie> <positionX>55</positionX> <positionY>56</positionY> </zombie> </zombies> <ghosts> <ghost> <positionX>11</positionX> <positionY>90</positionY> </ghost> </ghosts> </locations> </savedGame> The <link> tag has attributes, but it could also be written as: <link> <rootTagName>trees</rootTagName> <packageName>tree</packageName> </link> Similarly, the location tags could be written as: <zombie positionX="55" positionY="56" /> instead of: <zombie> <positionX>55</positionX> <positionY>56</positionY> </zombie> What reasons are there to prefer one over the other? Is it just a stylistic issue? Any performance considerations?

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  • Python. How to iterate through a list of lists looking for a partial match

    - by Becca Millard
    I'm completely stuck on this, without even an idea about how to wrap my head around the logic of this. In the first half of the code, I have successfully generation a list of (thousands of) lists of players names and efficiency scores: eg name_order_list = [["Bob", "Farley", 12.345], ["Jack", "Donalds", 14.567], ["Jack", "Donalds", 13.421], ["Jack", "Donalds", 15.232],["Mike", "Patricks", 10.543]] What I'm trying to do, is come up with a way to make a list of lists of the average efficiency of each player. So in that example, Jack Donalds appears multiple times, so I'd want to recognize his name somehow and average out the efficiency scores. Then sort that new list by efficiency, rather than name. So then the outcome would be like: average_eff_list = [[12.345, "Bob", "Farley"], [14.407, "Jack", "Donalds"], [10.543, "Mike", "Patricks"]] Here's what I tried (it's kind of a mess, but should be readable): total_list = [] odd_lines = [name_order_list[i] for i in range(len(name_order_list)) if i % 2 == 0] even_lines = [name_order_list[i] for i in range(len(name_order_list)) if i % 2 == 1] i = 0 j = i-1 while i <= 10650: iteration = 2 total_eff = 0 while odd_lines[i][0:2] == even_lines[i][0:2]: if odd_lines[i][0:2] == even_lines[j][0:2]: if odd_lines[j][0:2] != even_lines[j][0:2]: total_eff = even_lines[j][2]/(iteration-1) iteration -= 1 #account fr the single (rather than dual) additional entry else: total_eff = total_eff if iteration == 2: total_eff = (odd_lines[i][2] + even_lines[i][2]) / iteration else: total_eff = ((total_eff * (iteration - 2)) + (odd_lines[i][2] + even_lines[i][2])) / iteration iteration += 2 i += 1 j += 1 if i > 10650: break else: if odd_lines[i][0:2] == even_lines[j][0:2]: if odd_lines[j][0:2] != even_lines[j][0:2]: total_eff = (odd_lines[i][2] + even_lines[j][2]) / iteration else: total_eff = ((total_eff * (iteration -2)) + odd_lines[i][2]) / (iteration - 1) if total_eff == 0: #there's no match at all total_odd = [odd_lines[i][2], odd_lines[i][0], odd_lines[i][1]] total_list.append(total_odd) if even_lines[i][0:2] != odd_lines[i+1][0:2]: total_even = [even_lines[i][2], even_lines[i][0], even_lines[i][1]] else: total = [total_eff, odd_lines[i][0], odd_lines[i][1]] total_list.append(total) i += 1 if i > 10650: break else: print(total_list) Now, this runs well enough (doesn't get stuck or print someone's name multiple times) but the efficiency values are off by a large amount, so I know that scores are getting missed somewhere. This is a problem with my logic, I think, so any help would be greatly appreciated. As would any advice about how to loop through that massive list in a smarter way, since I'm sure there is one... EIDT: for this exercise, I need to keep it all in a list format. I can make new lists, but no using dictionaries, classes, etc.

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  • js works inside the page but not in code behind

    - by Cristian Boariu
    Hi guys, I have this function put in a MasterPage, which shows up an mp3 player: <script type="text/javascript"> $(document).ready(function() { var stageW = 500; var stageH = 216; var cacheBuster = Date.parse(new Date()); var flashvars = {}; var params = {}; params.bgcolor = '#F6F6F6'; params.allowfullscreen = 'true'; flashvars.stageW = stageW; flashvars.stageH = stageH; flashvars.pathToFiles = ''; flashvars.settingsPath = '../mp3player/mp3player_settings.xml'; flashvars.xmlPath = '<%# getRestXmlPlayerUrl() %>'; flashvars.keepSelected = 't'; flashvars.selectedWindow = '4'; flashvars.slideshow = 't'; flashvars.imageWidth = '130'; flashvars.imageHeight = '130'; swfobject.embedSWF('swf/preview.swf?t=' + cacheBuster, 'myContent', stageW, stageH, '9.0.124', 'swf/expressInstall.swf', flashvars, params); }); </script> All works great. But, because i have some ajax on the page with update panel, the flash in not rendered when ajax requests occurs so i need to register this function and i've tried something like this: protected void Page_PreRender(object sender, EventArgs e) { Type cstype = this.GetType(); String csnameForPlayer = "applyStyleToMp3Player"; if (!Page.ClientScript.IsClientScriptBlockRegistered(cstype, csnameForPlayer)) { StringBuilder cstextForPlayer = new StringBuilder(); cstextForPlayer.Append(" $(document).ready(function() { " + " var stageW = 500;" + " var stageH = 216;" + " var cacheBuster = Date.parse(new Date());" + " var flashvars = {};" + " var params = {};" + " params.bgcolor = '#F6F6F6';" + " params.allowfullscreen = 'true';" + " flashvars.stageW = stageW;" + " flashvars.stageH = stageH;" + " flashvars.pathToFiles = '';" + " flashvars.settingsPath = '../mp3player/mp3player_settings.xml';" + " flashvars.xmlPath = '<%# getRestXmlPlayerUrl() %>';" + " flashvars.keepSelected = 't';" + " flashvars.selectedWindow = '4';" + " flashvars.slideshow = 't';" + " flashvars.imageWidth = '130';" + " flashvars.imageHeight = '130';" + " swfobject.embedSWF('swf/preview.swf?t=' + cacheBuster, 'myContent', stageW, stageH, '9.0.124', 'swf/expressInstall.swf', flashvars, params);" + "}); "); ScriptManager.RegisterStartupScript(this.Page, this.Page.GetType(), csnameForPlayer, cstextForPlayer.ToString(), true); } } Well, this does not work. The flash player does not appear any more, so, i assume that is something wrong in the cstextForPlayer. I've spent over one hour to figure it out but i've failed. Does anyone see the problem? Thanks in advance.

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  • UTF-8 GET using Indy 10.5.8.0 and Delphi XE2

    - by Bogdan Botezatu
    I'm writing my first Unicode application with Delphi XE2 and I've stumbled upon an issue with GET requests to an Unicode URL. Shortly put, it's a routine in a MP3 tagging application that takes a track title and an artist and queries Last.FM for the corresponding album, track no and genre. I have the following code: function GetMP3Info(artist, track: string) : TMP3Data //<---(This is a record) var TrackTitle, ArtistTitle : WideString; webquery : WideString; [....] WebQuery := UTF8Encode('http://ws.audioscrobbler.com/2.0/?method=track.getcorrection&api_key=' + apikey + '&artist=' + artist + '&track=' + track); //[processing the result in the web query, getting the correction for the artist and title] // eg: for artist := Bucovina and track := Mestecanis, the corrected values are //ArtistTitle := Bucovina; // TrackTitle := Mestecani?; //Now here is the tricky part: webquery := UTF8Encode('http://ws.audioscrobbler.com/2.0/?method=track.getInfo&api_key=' + apikey + '&artist=' + unescape(ArtistTitle) + '&track=' + unescape(TrackTitle)); //the unescape function replaces spaces (' ') with '+' to comply with the last.fm requests [some more processing] end; The webquery looks in a TMemo just right (http://ws.audioscrobbler.com/2.0/?method=track.getInfo&api_key=e5565002840xxxxxxxxxxxxxx23b98ad&artist=Bucovina&track=Mestecani?) Yet, when I try to send a GET() to the webquery using IdHTTP (with the ContentEncoding property set to 'UTF-8'), I see in Wireshark that the component is GET-ing the data to the ANSI value '/2.0/?method=track.getInfo&api_key=e5565002840xxxxxxxxxxxxxx23b98ad&artist=Bucovina&track=Mestec?ni?' Here is the full headers for the GET requests and responses: GET /2.0/?method=track.getInfo&api_key=e5565002840xxxxxxxxxxxxxx23b98ad&artist=Bucovina&track=Mestec?ni? HTTP/1.1 Content-Encoding: UTF-8 Host: ws.audioscrobbler.com Accept: text/html, */* Accept-Encoding: identity User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US; rv:1.9.2.23) Gecko/20110920 Firefox/3.6.23 SearchToolbar/1.22011-10-16 20:20:07 HTTP/1.0 400 Bad Request Date: Tue, 09 Oct 2012 20:46:31 GMT Server: Apache/2.2.22 (Unix) X-Web-Node: www204 Access-Control-Allow-Origin: * Access-Control-Allow-Methods: POST, GET, OPTIONS Access-Control-Max-Age: 86400 Cache-Control: max-age=10 Expires: Tue, 09 Oct 2012 20:46:42 GMT Content-Length: 114 Connection: close Content-Type: text/xml; charset=utf-8; <?xml version="1.0" encoding="utf-8"?> <lfm status="failed"> <error code="6"> Track not found </error> </lfm> The question that puzzles me is am I overseeing anything related to setting the property of the tidhttp control? How can I stop the well-formated URL i'm composing in the application from getting wrongfully sent to the server? Thanks.

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  • Large File Download - Connection With Server Reset

    - by daveywc
    I have an asp.net website that allows the user to download largish files - 30mb to about 60mb. Sometimes the download works fine but often it fails at some varying point before the download finishes with the message saying that the connection with the server was reset. Originally I was simply using Server.TransmitFile but after reading up a bit I am now using the code posted below. I am also setting the Server.ScriptTimeout value to 3600 in the Page_Init event. private void DownloadFile(string fname, bool forceDownload) { string path = MapPath(fname); string name = Path.GetFileName(path); string ext = Path.GetExtension(path); string type = ""; // set known types based on file extension if (ext != null) { switch (ext.ToLower()) { case ".mp3": type = "audio/mpeg"; break; case ".htm": case ".html": type = "text/HTML"; break; case ".txt": type = "text/plain"; break; case ".doc": case ".rtf": type = "Application/msword"; break; } } if (forceDownload) { Response.AppendHeader("content-disposition", "attachment; filename=" + name.Replace(" ", "_")); } if (type != "") { Response.ContentType = type; } else { Response.ContentType = "application/x-msdownload"; } System.IO.Stream iStream = null; // Buffer to read 10K bytes in chunk: byte[] buffer = new Byte[10000]; // Length of the file: int length; // Total bytes to read: long dataToRead; try { // Open the file. iStream = new System.IO.FileStream(path, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.Read); // Total bytes to read: dataToRead = iStream.Length; //Response.ContentType = "application/octet-stream"; //Response.AddHeader("Content-Disposition", "attachment; filename=" + filename); // Read the bytes. while (dataToRead > 0) { // Verify that the client is connected. if (Response.IsClientConnected) { // Read the data in buffer. length = iStream.Read(buffer, 0, 10000); // Write the data to the current output stream. Response.OutputStream.Write(buffer, 0, length); // Flush the data to the HTML output. Response.Flush(); buffer = new Byte[10000]; dataToRead = dataToRead - length; } else { //prevent infinite loop if user disconnects dataToRead = -1; } } } catch (Exception ex) { // Trap the error, if any. Response.Write("Error : " + ex.Message); } finally { if (iStream != null) { //Close the file. iStream.Close(); } Response.Close(); } }

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  • compressed archive with quick access to individual file

    - by eric.frederich
    I need to come up with a file format for new application I am writing. This file will need to hold a bunch other text files which are mostly text but can be other formats as well. Naturally, a compressed tar file seems to fit the bill. The problem is that I want to be able to retrieve some data from the file very quickly and getting just a particular file from a tar.gz file seems to take longer than it should. I am assumeing that this is because it has to decompress the entire file even though I just want one. When I have just a regular uncompressed tar file I can get that data real quick. Lets say the file I need quickly is called data.dat For example the command... tar -x data.dat -zf myfile.tar.gz ... is what takes a lot longer than I'd like. MP3 files have id3 data and jpeg files have exif data that can be read in quickly without opening the entire file. I would like my data.dat file to be available in a similar way. I was thinking that I could leave it uncompressed and seperate from the rest of the files in myfile.tar.gz I could then create a tar file of data.dat and myfile.tar.gz and then hopefully that data would be able to be retrieved faster because it is at the head of outer tar file and is uncompressed. Does this sound right?... putting a compressed tar inside of a tar file? Basically, my need is to have an archive type of file with quick access to one particular file. Tar does this just fine, but I'd also like to have that data compressed and as soon as I do that, I no longer have quick access. Are there other archive formats that will give me that quick access I need? As a side note, this application will be written in Python. If the solution calls for a re-invention of the wheel with my own binary format I am familiar with C and would have no problem writing the Python module in C. Idealy I'd just use tar, dd, cat, gzip, etc though. Thanks, ~Eric

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  • Memory issues - Living vs. overall -> app is killed

    - by D33
    I'm trying to check my applications memory issues in Instruments. When I load the application I play some sounds and show some animations in UIImageViews. To save some memory I load the sounds only when I need it and when I stop playing it I free it from the memory. problem 1: My application is using about 5.5MB of Living memory. BUT The Overall section is growing after start to 20MB and then it's slowly growing (about 100kB/sec). But responsible Library is OpenAL (OAL::Buffer), dyld (_dyld_start)-I am not sure what this really is, and some other stuff like ft_mem_qrealloc, CGFontStrikeSetValue, … problem 2: When the overall section breaks about 30MB, application crashes (is killed). According to the facts I already read about overall memory, it means then my all allocations and deallocation is about 30MB. But I don't really see the problem. When I need some sound for example I load it to the memory and when I don't need it anymore I release it. But that means when I load 1MB sound, this operation increase overall memory usage with 2MB. Am I right? And when I load 10 sounds my app crashes just because the fact my overall is too high even living is still low??? I am very confused about it. Could someone please help me clear it up? (I am on iOS 5 and using ARC) SOME CODE: creating the sound OpenAL: MYOpenALSound *sound = [[MyOpenALSound alloc] initWithSoundFile:filename willRepeat:NO]; if(!sound) return; [soundDictionary addObject:sound]; playing: [sound play]; dispatch_after(dispatch_time(DISPATCH_TIME_NOW, ((sound.duration * sound.pitch) + 0.1) * NSEC_PER_SEC), dispatch_get_current_queue(), ^{ [soundDictionary removeObjectForKey:[NSNumber numberWithInt:soundID]]; }); } creating the sound with AVAudioPlayer: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[[Music alloc] initWithFilename:@"mapMusic.mp3" andWillRepeat:YES]]; pom = [musics objectAtIndex:musicID]; [pom playMusic]; and stop and free it: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[NSNull null]]; AND IMAGE ANIMATIONS: I load images from big PNG file (this is realated also to my other topic : Memory warning - UIImageView and its animations) I have few UIImageViews and by time I'm setting animation arrays to play Animations... UIImage *source = [[UIImage alloc] initWithCGImage:[[UIImage imageNamed:@"imageSource.png"] CGImage]]; cutRect = CGRectMake(0*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); image1 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; cutRect = CGRectMake(1*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); ... image12 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; NSArray *images = [[NSArray alloc] initWithObjects:image1, image2, image3, image4, image5, image6, image7, image8, image9, image10, image11, image12, image12, image12, nil]; and this array I just use simply like : myUIImageView.animationImages = images, ... duration -> startAnimating

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  • Haskell data serialization of some data implementing a common type class

    - by Evan
    Let's start with the following data A = A String deriving Show data B = B String deriving Show class X a where spooge :: a -> Q [ Some implementations of X for A and B ] Now let's say we have custom implementations of show and read, named show' and read' respectively which utilize Show as a serialization mechanism. I want show' and read' to have types show' :: X a => a -> String read' :: X a => String -> a So I can do things like f :: String -> [Q] f d = map (\x -> spooge $ read' x) d Where data could have been [show' (A "foo"), show' (B "bar")] In summary, I wanna serialize stuff of various types which share a common typeclass so I can call their separate implementations on the deserialized stuff automatically. Now, I realize you could write some template haskell which would generate a wrapper type, like data XWrap = AWrap A | BWrap B deriving (Show) and serialize the wrapped type which would guarantee that the type info would be stored with it, and that we'd be able to get ourselves back at least an XWrap... but is there a better way using haskell ninja-ery? EDIT Okay I need to be more application specific. This is an API. Users will define their As, and Bs and fs as they see fit. I don't ever want them hacking through the rest of the code updating their XWraps, or switches or anything. The most i'm willing to compromise is one list somewhere of all the A, B, etc. in some format. Why? Here's the application. A is "Download a file from an FTP server." B is "convert from flac to mp3". A contains username, password, port, etc. information. B contains file path information. A and B are Xs, and Xs shall be called "Tickets." Q is IO (). Spooge is runTicket. I want to read the tickets off into their relevant data types and then write generic code that will runTicket on the stuff read' from the stuff on disk. At some point I have to jam type information into the serialized data.

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  • A two player game over the intranet..

    - by Santwana
    Hi everybody.. I am a student of 3rd year engineering and only a novice in my programming skills. I need some help with my project.. I wish to develop a two player game to be played over the network (Intranet). I want to develop a simple website with a few html pages for this.My ideas for the project run as follows: 1.People can log in from different systems and check who ever is online on the network currently. the page also shows who is playing with whom. 2.If a person is interested in playing with a player who is currently online, he sends a request of which the other player is somehow notified( using a message or an alert on his profile page..) 3.If the player accepts the request, a game is started. This is exactly where I am clueless.. How can I make them play the game? I need to develop a turn based game with two players, eg chessboard.. how can I do this? The game has to be played live.. and it is time tracked. i need your help with coding the above.. the other features i wish to include are: 4.The game could not be abruptly terminated by any one if the users.The request to terminate the game should be sent to the other player first and only if he accepts can the game be terminated. Whoever wins the game would get a plus 10 on their credit and if he terminated he gets a minus 10. The credits remains constant even if he loses but the success percentage is reduced. 6.The player with highest winning percentage is projected as the player of the week on the home page and he can post a challenge to all others.. I only have an intermediate knowledge of core java and know the basics of Swing and Awt. I am not at all familiar with networking in java right now. I have 5 to 6 weeks of time for developing the project but I hope to learn the things before I start my project. i would prefer to use a lan to illustrate the project and I know only java,jsp,oracle,html and bit of xml to develop my proj. Also I wish to know if I can code this within 6 weeks, would it be too difficult or complicated? Please spare some time to tell me. Please.. please.. I need your suggestions and help.. thank you so much..

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  • Wordpress plugin $post

    - by Jordan Pagaduan
    I have already get how to insert in the database. My only problem is to get the value of text box to insert in the database. Here is my code: function dbAdd() { global $wpdb; $new_title = $_POST['new_title']; $new_author = $_POST['new_author']; $new_url = $_POST['new_url']; if($wpdb->insert('wp_podcast_data', array( 'mp3_id' => '', 'title' => '$new_title', 'creator' => '$new_author', 'url' => '$new_url') )) { echo"<h1>Save Successfully!</h1>"; }else { echo mysql_error(); } } ---------------------------------------------------------- function player_manager_index() { if($_SERVER['REQUEST_METHOD']=='POST') { dbAdd(); } ?> <h3>Podcast Player Manager (This Plug is not yet finish)</h3><br /> <p>Note: This Player Manager needs the URL of mp3 file that you want to include in your podcast player.</p> <form method="post" action=""> <label for="new_title" style="display:block; padding-top: 5px; cursor: default;">Title</label><input type="text" id="new_title" name="new_title" size="50" /> <label for="new_author" style="display:block; padding-top: 5px; cursor: default;">Author</label><input type="text" id="new_author" name="new_author" size="50" /> <label for="new_url" style="display:block; padding-top: 5px; cursor: default;">URL</label><input type="text" id="new_url" name="new_url" size="50" /> <div><input type="submit" value="Add New" style="margin-left: 20px; margin-top: 15px;" /></div> </form> Please Help me. I'm newbie in wordpress. Thank you so much.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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