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  • error when I use GWT RPC

    - by Sebe
    Hello everyone... I have a problem with Eclipse when I use an RPC.. If I use a single method call it's all in the right direction but if I add a new method to handle the server I get the following error: com.google.gwt.core.client.JavaScriptException: (null): null at com.google.gwt.dev.shell.BrowserChannelServer.invokeJavascript(BrowserChannelServer.java:237) at com.google.gwt.dev.shell.ModuleSpaceOOPHM.doInvoke(ModuleSpaceOOPHM.java:126) at com.google.gwt.dev.shell.ModuleSpace.invokeNative(ModuleSpace.java:561) at com.google.gwt.dev.shell.ModuleSpace.invokeNativeBoolean(ModuleSpace.java:184) at com.google.gwt.dev.shell.JavaScriptHost.invokeNativeBoolean(JavaScriptHost.java:35) at com.google.gwt.user.client.rpc.impl.RpcStatsContext.isStatsAvailable(RpcStatsContext.java) at com.google.gwt.user.client.rpc.impl.RequestCallbackAdapter.onResponseReceived(RequestCallbackAdapter.java:221) at com.google.gwt.http.client.Request.fireOnResponseReceived(Request.java:287) at com.google.gwt.http.client.RequestBuilder$1.onReadyStateChange(RequestBuilder.java:395) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.shell.MethodAdaptor.invoke(MethodAdaptor.java:103) at com.google.gwt.dev.shell.MethodDispatch.invoke(MethodDispatch.java:71) at com.google.gwt.dev.shell.OophmSessionHandler.invoke(OophmSessionHandler.java:157) at com.google.gwt.dev.shell.BrowserChannelServer.reactToMessagesWhileWaitingForReturn(BrowserChannelServer.java:326) at com.google.gwt.dev.shell.BrowserChannelServer.invokeJavascript(BrowserChannelServer.java:207) at com.google.gwt.dev.shell.ModuleSpaceOOPHM.doInvoke(ModuleSpaceOOPHM.java:126) at com.google.gwt.dev.shell.ModuleSpace.invokeNative(ModuleSpace.java:561) at com.google.gwt.dev.shell.ModuleSpace.invokeNativeObject(ModuleSpace.java:269) at com.google.gwt.dev.shell.JavaScriptHost.invokeNativeObject(JavaScriptHost.java:91) at com.google.gwt.core.client.impl.Impl.apply(Impl.java) at com.google.gwt.core.client.impl.Impl.entry0(Impl.java:214) at sun.reflect.GeneratedMethodAccessor13.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.shell.MethodAdaptor.invoke(MethodAdaptor.java:103) at com.google.gwt.dev.shell.MethodDispatch.invoke(MethodDispatch.java:71) at com.google.gwt.dev.shell.OophmSessionHandler.invoke(OophmSessionHandler.java:157) at com.google.gwt.dev.shell.BrowserChannelServer.reactToMessages(BrowserChannelServer.java:281) at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:531) at com.google.gwt.dev.shell.BrowserChannelServer.run(BrowserChannelServer.java:352) at java.lang.Thread.run(Thread.java:619) Can I have more services in an asynchronous call right? Where am I wrong? This is my implementation MyService: package de.vogella.gwt.helloworld.client; import com.google.gwt.user.client.rpc.RemoteService; public interface MyService extends RemoteService { //chiamo i metodi presenti sul server public void creaXML(String nickname,String pass,String email2,String gio,String mes, String ann); public void setWeb(String userCorrect,String query, String titolo,String snippet,String url); } MyServiceAsync package de.vogella.gwt.helloworld.client; import com.google.gwt.user.client.rpc.AsyncCallback; public interface MyServiceAsync { void creaXML(String nickname,String pass,String email2,String gio,String mes, String ann,AsyncCallback<Void> callback); void setWeb(String userCorrect,String query, String titolo,String snippet,String url, AsyncCallback<Void> callback); } RPCService: package de.vogella.gwt.helloworld.client; import com.google.gwt.core.client.GWT; import com.google.gwt.user.client.rpc.AsyncCallback; import com.google.gwt.user.client.rpc.ServiceDefTarget; import com.google.gwt.user.client.ui.FlexTable; public class RPCService implements MyServiceAsync { MyServiceAsync service = (MyServiceAsync) GWT.create(MyService.class); ServiceDefTarget endpoint = (ServiceDefTarget) service; public RPCService() { endpoint.setServiceEntryPoint(GWT.getModuleBaseURL() + "rpc"); } public void creaXML(String nickname,String pass,String email2,String gio,String mes, String ann,AsyncCallback callback) { service.creaXML(nickname, pass, email2, gio, mes, ann, callback); } public void setWeb(String userCorrect,String query, String titolo,String snippet,String url,AsyncCallback callback) { service.setWeb(userCorrect,query, titolo,snippet,url,callback); } } MyServiceImpl package de.vogella.gwt.helloworld.server; import java.io.*; import org.w3c.dom.*; import org.xml.sax.SAXException; import javax.xml.parsers.DocumentBuilder; import javax.xml.parsers.DocumentBuilderFactory; import javax.xml.parsers.ParserConfigurationException; import javax.xml.transform.*; import javax.xml.transform.dom.DOMSource; import javax.xml.transform.stream.StreamResult; import de.vogella.gwt.helloworld.client.MyService; import com.google.gwt.user.client.ui.FlexTable; import com.google.gwt.user.server.rpc.RemoteServiceServlet; import com.google.gwt.xml.client.Element; import com.google.gwt.xml.client.NodeList; public class MyServiceImpl extends RemoteServiceServlet implements MyService { //metodo che inserisce il nuovo iscritto public void creaXML(String nickname,String pass,String email2,String gio,String mes, String ann){ ....... } public void setWeb(String userCorrect,String query, String titolo,String snippet,String url) { ..... } In the app in client-side I do RPCService rpc2 = New RPCService() rpc2.setWeb(..,...,...,...,callback); and RPCService rpc = New RPCService() rpc.creaXML(..,...,...,...,callback); (in other posizions in the code...) and.. AsyncCallback callback = new AsyncCallback() { public void onFailure(Throwable caught) { Window.alert("Failure!"); } public void onSuccess(Object result) { Window.alert("Successoooooo"); } }; Web.xml: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE web-app PUBLIC "-//Sun Microsystems, Inc.//DTD Web Application 2.3//EN" "http://java.sun.com/dtd/web-app_2_3.dtd"> <web-app> <!-- Servlets --> <!-- Default page to serve --> <welcome-file-list> <welcome-file>De_vogella_gwt_helloworld.html</welcome-file> </welcome-file-list> <servlet> <servlet-name>rPCImpl</servlet-name> <servlet-class>de.vogella.gwt.helloworld.server.MyServiceImpl</servlet-class> </servlet> <servlet-mapping> <servlet-name>rPCImpl</servlet-name> <url-pattern>/de_vogella_gwt_helloworld/rpc</url-pattern> </servlet-mapping> </web-app> Thank you all for your attention Sebe

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  • GWT Javascript Exception in Hosted Mode: Result of expression 'doc.getBoxObjectFor' [undefined] is

    - by holmes
    Anyone ever seen this exception? I'm running in hosted mode on GWT 1.6.4 on a mac. I'm using the AutoSuggest and it's throwing this exception trying to show the popup. It works fine in compiled mode, but obviously hosted mode is rather important. [ERROR] Uncaught exception escaped com.google.gwt.core.client.JavaScriptException: (TypeError): Result of expression 'doc.getBoxObjectFor' [undefined] is not a function. line: 71 sourceId: 1152617088 sourceURL: jar:file:/Users/holmes/.m2/repository/com/google/gwt/gwt-user/1.6.4/gwt-user-1.6.4.jar!/com/google/gwt/dom/client/DOMImplMozillaOld.java expressionBeginOffset: 288 expressionCaretOffset: 307 expressionEndOffset: 313 at com.google.gwt.dom.client.DOMImplMozillaOld.getAbsoluteLeftImpl(Native Method) at com.google.gwt.dom.client.DOMImplMozillaOld.getAbsoluteLeft(DOMImplMozillaOld.java:29) at com.google.gwt.dom.client.Element$.getAbsoluteLeft$(Element.java:86) at com.google.gwt.user.client.DOM.getAbsoluteLeft(DOM.java:646) at com.google.gwt.user.client.ui.UIObject.getAbsoluteLeft(UIObject.java:487) at com.google.gwt.user.client.ui.PopupPanel.position(PopupPanel.java:1015) at com.google.gwt.user.client.ui.PopupPanel.access$5(PopupPanel.java:958) at com.google.gwt.user.client.ui.PopupPanel$1.setPosition(PopupPanel.java:811) at com.google.gwt.user.client.ui.PopupPanel.setPopupPositionAndShow(PopupPanel.java:700) at com.google.gwt.user.client.ui.PopupPanel.showRelativeTo(PopupPanel.java:809) at com.google.gwt.user.client.ui.SuggestBox.showSuggestions(SuggestBox.java:768) at com.google.gwt.user.client.ui.SuggestBox.access$3(SuggestBox.java:738) at com.google.gwt.user.client.ui.SuggestBox$1.onSuggestionsReady(SuggestBox.java:281) at com.google.gwt.user.client.ui.MultiWordSuggestOracle.requestSuggestions(MultiWordSuggestOracle.java:225) at com.google.gwt.user.client.ui.SuggestBox.showSuggestions(SuggestBox.java:640) at com.google.gwt.user.client.ui.SuggestBox.refreshSuggestions(SuggestBox.java:713) at com.google.gwt.user.client.ui.SuggestBox.access$6(SuggestBox.java:705) at com.google.gwt.user.client.ui.SuggestBox$1TextBoxEvents.onKeyUp(SuggestBox.java:678) at com.google.gwt.event.dom.client.KeyUpEvent.dispatch(KeyUpEvent.java:54) at com.google.gwt.event.dom.client.KeyUpEvent.dispatch(KeyUpEvent.java:1) at com.google.gwt.event.shared.HandlerManager$HandlerRegistry.fireEvent(HandlerManager.java:65) at com.google.gwt.event.shared.HandlerManager$HandlerRegistry.access$1(HandlerManager.java:53) at com.google.gwt.event.shared.HandlerManager.fireEvent(HandlerManager.java:178) at com.google.gwt.user.client.ui.Widget.fireEvent(Widget.java:52) at com.google.gwt.event.dom.client.DomEvent.fireNativeEvent(DomEvent.java:116) at com.google.gwt.user.client.ui.Widget.onBrowserEvent(Widget.java:90) at com.google.gwt.user.client.ui.TextBoxBase.onBrowserEvent(TextBoxBase.java:193) at com.google.gwt.user.client.ui.Composite.onBrowserEvent(Composite.java:54) at com.google.gwt.user.client.DOM.dispatchEventImpl(DOM.java:1320) at com.google.gwt.user.client.DOM.dispatchEventAndCatch(DOM.java:1299) at com.google.gwt.user.client.DOM.dispatchEvent(DOM.java:1262)

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • How To: UiBinder + GWT MVP + multiple independent display areas

    - by Prt Yz
    I am using GWT MVP and UiBinder to create an app with a DockLayoutPanel. I want the north and south docks to be static, containing buttons and links. I want to have dynamic views in the center and two different areas of the east dock. As these dynamic areas should be independent of each other, I am setting up different ActivityMapper and ActivityManager's for each dynamic display area; center, east-top, and east-bottom. How can I independently initialize these 3 different display areas when the application is loaded? How can I switch from one Activity to another in one display area without affecting the other areas? When I use the the PlaceController's goTo to switch from one Place to another in one area, the other area's Activity is stopped. Mayday, please help, mayday! The following is some of my code: AppViewImpl.ui.xml <g:DockLayoutPanel styleName="{style.dockPanel}" unit="PX" width="975px" height="100%"> <!-- DOCK PANEL EAST --> <g:east size="220"> <g:LayoutPanel styleName="{style.eastPanel}"> <g:layer left="0px" width="220px" top="0px" height="105px"> <g:SimpleLayoutPanel ui:field="topRightPanel"/> </g:layer> <g:layer left="0px" width="220px" top="110px" height="340px"> <g:InlineLabel styleName="{style.label}" text="ANOTHER DISPLAY AREA"/> </g:layer> </g:LayoutPanel> </g:east> <!-- DOCK PANEL NORTH --> <g:north size="110"> <g:LayoutPanel styleName="{style.northPanel}"> <g:layer left="0px" width="755px" top="0px" height="105px"> <g:InlineLabel styleName="{style.label}" text="NORTH PANEL"/> </g:layer> </g:LayoutPanel> </g:north> <!-- DOCK PANEL SOUTH --> <g:south size="20"> <g:LayoutPanel styleName="{style.southPanel}"> <g:layer left="0px" width="755px" top="0px" height="20px"> <g:InlineLabel styleName="{style.label}" text="SOUTH PANEL"/> </g:layer> </g:LayoutPanel> </g:south> <!-- DOCK PANEL CENTER --> <g:center> <g:SimpleLayoutPanel ui:field="mainPanel" /> </g:center> </g:DockLayoutPanel> MyModule.java public class MyModule implements EntryPoint { private Place defaultPlace = new DefaultPlace(""); public void onModuleLoad() { // Create ClientFactory using deferred binding so we can replace with // different impls in gwt.xml ClientFactory clientFactory = GWT.create(ClientFactory.class); EventBus eventBus = clientFactory.getEventBus(); PlaceController placeController = clientFactory.getPlaceController(); // Start ActivityManager for the main widget with our ActivityMapper ActivityMapper topRightActivityMapper = new TopRightActivityMapper(clientFactory); ActivityManager topRightActivityManager = new ActivityManager(topRightActivityMapper, eventBus); topRightActivityManager.setDisplay(clientFactory.getAppView().getTopRightPanel()); // Start ActivityManager for the main widget with our ActivityMapper ActivityMapper mainActivityMapper = new AppActivityMapper(clientFactory); ActivityManager mainActivityManager = new ActivityManager(mainActivityMapper, eventBus); mainActivityManager.setDisplay(clientFactory.getAppView().getMainPanel()); // Start PlaceHistoryHandler with our PlaceHistoryMapper AppPlaceHistoryMapper historyMapper = GWT .create(AppPlaceHistoryMapper.class); PlaceHistoryHandler historyHandler = new PlaceHistoryHandler(historyMapper); historyHandler.register(placeController, eventBus, defaultPlace); RootLayoutPanel.get().add(clientFactory.getAppView()); // Goes to place represented on URL or default place historyHandler.handleCurrentHistory(); new AppController(clientFactory); } } AppController.java public class AppController implements AppView.Presenter { private ClientFactory clientFactory; AppController(ClientFactory clientFactory){ this.clientFactory = clientFactory; goTo(new TopRightAPlace("")); } @Override public void goTo(Place place) { clientFactory.getPlaceController().goTo(place); } } TopRightAViewImpl.java public class TopRightAViewImpl extends Composite implements TopRightAView { interface Binder extends UiBinder<Widget, TopRightAViewImpl> { } private static final Binder binder = GWT.create(Binder.class); private Presenter listener; @UiField Button button; public TopRightAViewImpl() { initWidget(binder.createAndBindUi(this)); } @Override public void setName(String name) { button.setHTML(name); } @Override public void setPresenter(Presenter listener) { this.listener = listener; } @UiHandler("button") void onButtonClick(ClickEvent event) { listener.goTo(some other place); } }

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  • GWT Dynamic loading using GWT.create() with String literals instead of Class literals

    - by Sathish
    GWT.create() is the reflection equivalent in GWT, But it take only class literals, not fully qualified String for the Class name. How do i dynamically create classes with Strings using GWT.create()? Its not possible according to many GWT forum posts but how is it being done in frameworks like Rocket-GWT (http://code.google.com/p/rocket-gwt/wiki/Ioc) and Gwittir (http://code.google.com/p/gwittir/wiki/Introspection)

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  • How to include an external jar in gwt client side?

    - by Sergio del Amo
    I would like to use the org.apache.commons.validator.GenericValidator class in a view class of my GWT web app. I have read that I have to implicitely tell that I intend to use this external library. I thought adding the next line into my App.gwt.xml would work. <inherits name='org.apache.commons.validator.GenericValidator'/> I get the next error: Loading inherited module 'org.apache.commons.validator.GenericValidator' [ERROR] Unable to find 'org/apache/commons/validator/GenericValidator.gwt.xml' on your classpath; could be a typo, or maybe you forgot to include a classpath entry for source? [ERROR] Line 13: Unexpected exception while processing element 'inherits' com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:239) at com.google.gwt.dev.cfg.ModuleDefSchema$BodySchema.__inherits_begin(ModuleDefSchema.java:354) at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.util.xml.HandlerMethod.invokeBegin(HandlerMethod.java:223) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.startElement(ReflectiveParser.java:270) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.startElement(AbstractSAXParser.java:501) at com.sun.org.apache.xerces.internal.parsers.AbstractXMLDocumentParser.emptyElement(AbstractXMLDocumentParser.java:179) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanStartElement(XMLDocumentFragmentScannerImpl.java:1339) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2747) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(XMLDocumentScannerImpl.java:648) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(XMLDocumentFragmentScannerImpl.java:510) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:807) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:737) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.java:107) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(AbstractSAXParser.java:1205) at com.sun.org.apache.xerces.internal.jaxp.SAXParserImpl$JAXPSAXParser.parse(SAXParserImpl.java:522) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.parse(ReflectiveParser.java:327) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.access$100(ReflectiveParser.java:48) at com.google.gwt.dev.util.xml.ReflectiveParser.parse(ReflectiveParser.java:398) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:257) at com.google.gwt.dev.cfg.ModuleDefLoader$1.load(ModuleDefLoader.java:169) at com.google.gwt.dev.cfg.ModuleDefLoader.doLoadModule(ModuleDefLoader.java:283) at com.google.gwt.dev.cfg.ModuleDefLoader.loadFromClassPath(ModuleDefLoader.java:141) at com.google.gwt.dev.Compiler.run(Compiler.java:184) at com.google.gwt.dev.Compiler$1.run(Compiler.java:152) at com.google.gwt.dev.CompileTaskRunner.doRun(CompileTaskRunner.java:87) at com.google.gwt.dev.CompileTaskRunner.runWithAppropriateLogger(CompileTaskRunner.java:81) at com.google.gwt.dev.Compiler.main(Compiler.java:159) [ERROR] Failure while parsing XML com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries) at com.google.gwt.dev.util.xml.DefaultSchema.onHandlerException(DefaultSchema.java:56) at com.google.gwt.dev.util.xml.Schema.onHandlerException(Schema.java:66) at com.google.gwt.dev.util.xml.Schema.onHandlerException(Schema.java:66) at com.google.gwt.dev.util.xml.HandlerMethod.invokeBegin(HandlerMethod.java:233) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.startElement(ReflectiveParser.java:270) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.startElement(AbstractSAXParser.java:501) at com.sun.org.apache.xerces.internal.parsers.AbstractXMLDocumentParser.emptyElement(AbstractXMLDocumentParser.java:179) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanStartElement(XMLDocumentFragmentScannerImpl.java:1339) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2747) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(XMLDocumentScannerImpl.java:648) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(XMLDocumentFragmentScannerImpl.java:510) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:807) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:737) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.java:107) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(AbstractSAXParser.java:1205) at com.sun.org.apache.xerces.internal.jaxp.SAXParserImpl$JAXPSAXParser.parse(SAXParserImpl.java:522) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.parse(ReflectiveParser.java:327) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.access$100(ReflectiveParser.java:48) at com.google.gwt.dev.util.xml.ReflectiveParser.parse(ReflectiveParser.java:398) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:257) at com.google.gwt.dev.cfg.ModuleDefLoader$1.load(ModuleDefLoader.java:169) at com.google.gwt.dev.cfg.ModuleDefLoader.doLoadModule(ModuleDefLoader.java:283) at com.google.gwt.dev.cfg.ModuleDefLoader.loadFromClassPath(ModuleDefLoader.java:141) at com.google.gwt.dev.Compiler.run(Compiler.java:184) at com.google.gwt.dev.Compiler$1.run(Compiler.java:152) at com.google.gwt.dev.CompileTaskRunner.doRun(CompileTaskRunner.java:87) at com.google.gwt.dev.CompileTaskRunner.runWithAppropriateLogger(CompileTaskRunner.java:81) at com.google.gwt.dev.Compiler.main(Compiler.java:159) [ERROR] Unexpected error while processing XML com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.parse(ReflectiveParser.java:351) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.access$100(ReflectiveParser.java:48) at com.google.gwt.dev.util.xml.ReflectiveParser.parse(ReflectiveParser.java:398) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:257) at com.google.gwt.dev.cfg.ModuleDefLoader$1.load(ModuleDefLoader.java:169) at com.google.gwt.dev.cfg.ModuleDefLoader.doLoadModule(ModuleDefLoader.java:283) at com.google.gwt.dev.cfg.ModuleDefLoader.loadFromClassPath(ModuleDefLoader.java:141) at com.google.gwt.dev.Compiler.run(Compiler.java:184) at com.google.gwt.dev.Compiler$1.run(Compiler.java:152) at com.google.gwt.dev.CompileTaskRunner.doRun(CompileTaskRunner.java:87) at com.google.gwt.dev.CompileTaskRunner.runWithAppropriateLogger(CompileTaskRunner.java:81) at com.google.gwt.dev.Compiler.main(Compiler.java:159) Anyone knows how it works?

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  • How to include an external jar in a GWT module?

    - by Sergio del Amo
    I would like to use the org.apache.commons.validator.GenericValidator class in a view class of my GWT web app. I have read that I have to implicitely tell that I intend to use this external library. I thought adding the next line into my App.gwt.xml would work. <inherits name='org.apache.commons.validator.GenericValidator'/> I get the next error: Loading inherited module 'org.apache.commons.validator.GenericValidator' [ERROR] Unable to find 'org/apache/commons/validator/GenericValidator.gwt.xml' on your classpath; could be a typo, or maybe you forgot to include a classpath entry for source? [ERROR] Line 13: Unexpected exception while processing element 'inherits' com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:239) at com.google.gwt.dev.cfg.ModuleDefSchema$BodySchema.__inherits_begin(ModuleDefSchema.java:354) at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.util.xml.HandlerMethod.invokeBegin(HandlerMethod.java:223) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.startElement(ReflectiveParser.java:270) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.startElement(AbstractSAXParser.java:501) at com.sun.org.apache.xerces.internal.parsers.AbstractXMLDocumentParser.emptyElement(AbstractXMLDocumentParser.java:179) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanStartElement(XMLDocumentFragmentScannerImpl.java:1339) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2747) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(XMLDocumentScannerImpl.java:648) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(XMLDocumentFragmentScannerImpl.java:510) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:807) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:737) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.java:107) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(AbstractSAXParser.java:1205) at com.sun.org.apache.xerces.internal.jaxp.SAXParserImpl$JAXPSAXParser.parse(SAXParserImpl.java:522) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.parse(ReflectiveParser.java:327) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.access$100(ReflectiveParser.java:48) at com.google.gwt.dev.util.xml.ReflectiveParser.parse(ReflectiveParser.java:398) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:257) at com.google.gwt.dev.cfg.ModuleDefLoader$1.load(ModuleDefLoader.java:169) at com.google.gwt.dev.cfg.ModuleDefLoader.doLoadModule(ModuleDefLoader.java:283) at com.google.gwt.dev.cfg.ModuleDefLoader.loadFromClassPath(ModuleDefLoader.java:141) at com.google.gwt.dev.Compiler.run(Compiler.java:184) at com.google.gwt.dev.Compiler$1.run(Compiler.java:152) at com.google.gwt.dev.CompileTaskRunner.doRun(CompileTaskRunner.java:87) at com.google.gwt.dev.CompileTaskRunner.runWithAppropriateLogger(CompileTaskRunner.java:81) at com.google.gwt.dev.Compiler.main(Compiler.java:159) [ERROR] Failure while parsing XML com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries) at com.google.gwt.dev.util.xml.DefaultSchema.onHandlerException(DefaultSchema.java:56) at com.google.gwt.dev.util.xml.Schema.onHandlerException(Schema.java:66) at com.google.gwt.dev.util.xml.Schema.onHandlerException(Schema.java:66) at com.google.gwt.dev.util.xml.HandlerMethod.invokeBegin(HandlerMethod.java:233) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.startElement(ReflectiveParser.java:270) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.startElement(AbstractSAXParser.java:501) at com.sun.org.apache.xerces.internal.parsers.AbstractXMLDocumentParser.emptyElement(AbstractXMLDocumentParser.java:179) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanStartElement(XMLDocumentFragmentScannerImpl.java:1339) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2747) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(XMLDocumentScannerImpl.java:648) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(XMLDocumentFragmentScannerImpl.java:510) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:807) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:737) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.java:107) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(AbstractSAXParser.java:1205) at com.sun.org.apache.xerces.internal.jaxp.SAXParserImpl$JAXPSAXParser.parse(SAXParserImpl.java:522) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.parse(ReflectiveParser.java:327) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.access$100(ReflectiveParser.java:48) at com.google.gwt.dev.util.xml.ReflectiveParser.parse(ReflectiveParser.java:398) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:257) at com.google.gwt.dev.cfg.ModuleDefLoader$1.load(ModuleDefLoader.java:169) at com.google.gwt.dev.cfg.ModuleDefLoader.doLoadModule(ModuleDefLoader.java:283) at com.google.gwt.dev.cfg.ModuleDefLoader.loadFromClassPath(ModuleDefLoader.java:141) at com.google.gwt.dev.Compiler.run(Compiler.java:184) at com.google.gwt.dev.Compiler$1.run(Compiler.java:152) at com.google.gwt.dev.CompileTaskRunner.doRun(CompileTaskRunner.java:87) at com.google.gwt.dev.CompileTaskRunner.runWithAppropriateLogger(CompileTaskRunner.java:81) at com.google.gwt.dev.Compiler.main(Compiler.java:159) [ERROR] Unexpected error while processing XML com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.parse(ReflectiveParser.java:351) at com.google.gwt.dev.util.xml.ReflectiveParser$Impl.access$100(ReflectiveParser.java:48) at com.google.gwt.dev.util.xml.ReflectiveParser.parse(ReflectiveParser.java:398) at com.google.gwt.dev.cfg.ModuleDefLoader.nestedLoad(ModuleDefLoader.java:257) at com.google.gwt.dev.cfg.ModuleDefLoader$1.load(ModuleDefLoader.java:169) at com.google.gwt.dev.cfg.ModuleDefLoader.doLoadModule(ModuleDefLoader.java:283) at com.google.gwt.dev.cfg.ModuleDefLoader.loadFromClassPath(ModuleDefLoader.java:141) at com.google.gwt.dev.Compiler.run(Compiler.java:184) at com.google.gwt.dev.Compiler$1.run(Compiler.java:152) at com.google.gwt.dev.CompileTaskRunner.doRun(CompileTaskRunner.java:87) at com.google.gwt.dev.CompileTaskRunner.runWithAppropriateLogger(CompileTaskRunner.java:81) at com.google.gwt.dev.Compiler.main(Compiler.java:159) I have commons.validator-1.3.1.jar in war/WEB-INF/lib I am using eclipse with Google Plugin. Anyone knows how it works?

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  • jerky animation using Core Animation

    - by Paul from Boston
    In my iPhone app, I am trying to get some red and white stripes that are scrolling across the screen to animate smoothly when the speed of the stripes gets high. In my app the user starts the animation and changes the scrolling speed by a finger swipe and changes the width of the stripes by a two finger pinch. Animation is stopped in response to a double tap. If the speed gets high or the stripes get narrow the animation is no longer smooth to the eye. The edges of the stripes seem to jump around. The animation is simple. I draw the stripes in a layer that's a bit larger than the screen. I then set up an animation that moves the layer position by exactly the distance from one red stripe to the next. The duration is set by the speed of the finger swipe and the repeat count is 1. When the animation stops the delegate checks a flag to see if the user wants to stop the scrolling. If not, the animation is restarted again for one cycle. Are there better ways of doing this so that the animation is smooth at high speeds or with narrow stripes? Thanks--

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • GWT - occasional com.google.gwt.user.client.rpc.SerializationException

    - by user214984
    Hello we are haunted by occasional occurences of exceptions such as: com.google.gwt.user.client.rpc.SerializationException: Type 'xxx' was not assignable to 'com.google.gwt.user.client.rpc.IsSerializable' and did not have a custom field serializer.For security purposes, this type will not be serialized.: instance = xxx at com.google.gwt.user.server.rpc.impl.ServerSerializationStreamWriter.serialize(ServerSerializationStreamWriter.java:610) at com.google.gwt.user.client.rpc.impl.AbstractSerializationStreamWriter.writeObject(AbstractSerializationStreamWriter.java:129) at com.google.gwt.user.server.rpc.impl.ServerSerializationStreamWriter$ValueWriter$8.write(ServerSerializationStreamWriter.java:152) at com.google.gwt.user.server.rpc.impl.ServerSerializationStreamWriter.serializeValue(ServerSerializationStreamWriter.java:534) at com.google.gwt.user.server.rpc.RPC.encodeResponse(RPC.java:609) at com.google.gwt.user.server.rpc.RPC.encodeResponseForSuccess(RPC.java:467) at com.google.gwt.user.server.rpc.RPC.invokeAndEncodeResponse(RPC.java:564) at com.google.gwt.user.server.rpc.RemoteServiceServlet.processCall(RemoteServiceServlet.java:188) at de.softconex.travicemanager.server.TraviceManagerServiceImpl.processCall(TraviceManagerServiceImpl.java:615) at com.google.gwt.user.server.rpc.RemoteServiceServlet.processPost(RemoteServiceServlet.java:224) at com.google.gwt.user.server.rpc.AbstractRemoteServiceServlet.doPost(AbstractRemoteServiceServlet.java:62) at javax.servlet.http.HttpServlet.service(HttpServlet.java:710) at javax.servlet.http.HttpServlet.service(HttpServlet.java:803) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:290) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.jboss.web.tomcat.filters.ReplyHeaderFilter.doFilter(ReplyHeaderFilter.java:96) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:235) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:230) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:175) at org.jboss.web.tomcat.security.SecurityAssociationValve.invoke(SecurityAssociationValve.java:179) at org.jboss.web.tomcat.security.JaccContextValve.invoke(JaccContextValve.java:84) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:127) at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:102) at org.jboss.web.tomcat.service.jca.CachedConnectionValve.invoke(CachedConnectionValve.java:157) at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:109) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:262) at org.apache.coyote.ajp.AjpAprProcessor.process(AjpAprProcessor.java:419) at org.apache.coyote.ajp.AjpAprProtocol$AjpConnectionHandler.process(AjpAprProtocol.java:378) at org.apache.tomcat.util.net.AprEndpoint$Worker.run(AprEndpoint.java:1508) at java.lang.Thread.run(Thread.java:619) The application is normally running fine. The indicated class implements Serializable (the whole object graph). So far the only patterns / observations are: we seem to have the issue only when the application is used inside an iframe the problem seems to happen when a new version of the application has been deployed running firefox in privacy mode (disabling all caches etc.) doesn't fix the problem Any ideas? Holger

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  • Easy GWT Animations

    - by brad
    I've started looking at some external GWT libraries for animations, but they all seemd a bit overkill for what i want. I'm trying to mimic JQuery Tools scrollabel plugin in GWT for a scrolling navigation (think iphone). User clicks an item, page scrolls to the child panel of that item, which may also have children that can be clicked. All I need to do is slide a div, x number of pixels backwards and forwards over some fixed rate of time The only real tutorial i've found on writing animations in GWT is 2 years old and seems a bit verbose, (managing individual frames etc...) Is there no simpler solution for easily moving a div from one position to another without requiring all the extra cruft? Forgive me but I'm coming from jQuery coding that has this built in simply and easily.

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  • GWT dev mode throws ArrayIndexOutOfBoundsException when compile GinjectorImpl.java

    - by Jiang Zhu
    I'm getting following exception when open my GWT app in development mode. the exact same code can compile successfully using mvn gwt:compile Caused by: java.lang.ArrayIndexOutOfBoundsException: 3667 at com.google.gwt.dev.asm.ClassReader.readClass(ClassReader.java:1976) at com.google.gwt.dev.asm.ClassReader.accept(ClassReader.java:464) at com.google.gwt.dev.asm.ClassReader.accept(ClassReader.java:420) at com.google.gwt.dev.shell.rewrite.HasAnnotation.hasAnnotation(HasAnnotation.java:45) at com.google.gwt.dev.shell.CompilingClassLoader.findClass(CompilingClassLoader.java:1100) at com.google.gwt.dev.shell.CompilingClassLoader.loadClass(CompilingClassLoader.java:1203) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:247) at com.google.gwt.dev.shell.ModuleSpace.loadClassFromSourceName(ModuleSpace.java:665) at com.google.gwt.dev.shell.ModuleSpace.rebindAndCreate(ModuleSpace.java:468) at com.google.gwt.dev.shell.GWTBridgeImpl.create(GWTBridgeImpl.java:49) at com.google.gwt.core.shared.GWT.create(GWT.java:57) at com.google.gwt.core.client.GWT.create(GWT.java:85) at ... I overdid ModuleSpace.java and printed out the class name at line 665 before Class.forName() which points out it is trying to load the generated GinjectorImpl.java I found out my generated GinjectorImpl.java is about 9MB and with 100K+ lines of code. When I randomly remove some modules from my GWT app it works again, so I'm guessing it is too large for ASM to compile. Any suggestions? Thanks Environment: GWT 2.5.0, GIN 1.5.0, gwt-maven-plugin 2.5.0, Java 6 SE

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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • GWT and java.io.Serializable

    - by Ethan Leroy
    Hello, In my GWT app I have the following model class: import com.google.gwt.user.client.rpc.IsSerializable; public class TestEntity implements IsSerializable { public String testString; } This class implements the GWT custom IsSerializable marker interface - which I really don't like, because I use my model classes not only for GWT. So I prefer java.io.Serializable. But if I modify the class to implement Serializable instead of IsSerializable, the GWT RPC mechanism doesn't work anymore. I don't get an error on the server side, but on the client AsyncCallback.onFailure is invoked. I am using... GWT 1.7.0. Spring 2.5.6.SEC01 Spring and GWT are configured as described here.

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  • GWT Background Study For Project help!

    - by Noor
    Hi, I am currently doing a project on GWT and in the background study, I need to perform a research on GWT. I have included many things which I will list below, Can u point something which I may be missing or what other interesting thing concerning GWT can i include more. The following what is currently included: GWT Java to JavaScript Compiler Deferred Binding JSNI (JavaScript Native Interface) JRE Emulation Library GWT-I18N (Internationalization and Configuration tools) GWT’s XMLParser Widgets and Panels Custom Composite Widget Event and Listeners Styling through CSS GWT History Management GWT Hibernate Integration (through GLead) MVP (Model-View-Presenter) for GWT through Model View Presenter Application Controller and Event Bus Server Calls using RPC and request builder Comet Serialization in GWT JSON (JavaScript Object Notation) Testing Web Application with GWT JUnit Benchmarking Selenium Further work in GWT such as Ext-GWT and smart GWT

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • Dynamically creating GWT screens using Metadata?

    - by Francis Shanahan
    I have an AWT applet application that needs to be ported over to GWT. The applet screens are described in meta data and the applet renders each screen dynamically using reflection. We'd like the same thing in GWT/ExtGWT. I've built a working version of this ExtJS whereby the metadata is turned into ExtJS Screen configs in the form of JSON. The drawback with this approach is the "wiring" of controls to data needs to be written in Javascript. GWT is preferred since it'd be all Java code, no JS. Upon digging in it's possible to render the screens using GWT off the metadata using GWT.create(). The problem I'm having is the wiring to hook a dynamically created button for example to an event handler requires reflection which is not supported in GWT. Is this conclusion correct? and if so, are there any other ways to achieve this type of dynamic UI using ExtGWT?

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Ext-GWT / GXT (Not So) Simple Layout Issue?

    - by Xandel
    Hi all, I have posted this question on the Ext-GWT forums, I am just hoping that someone here might have an answer for me! I am struggling to do something I initially thought was simple but am beginning to believe is impossible... I have got a "layout template" of sorts - simply consisting of a few GWT DockLayoutPanel's within each other and finally ending in LayoutPanels. GWT's LayoutPanel is designed to size the widget (or Composite) that's added to it to its full size and does so perfectly with pure GWT widgets. The idea of my "layout template" is that I don't know the EXACT height and width of the very inner LayoutPanel's because I may set certain panels sizes (of the outer DockLayoutPanels) differently when instantiating this template. All I would like is to add a Grid component to one of the inner most LayoutPanels and have it size itself (height AND width) to fit as normal GWT widgets do (works perfectly with a GWT Label for instance). I am VERY new to GXT (as in I started using it earlier today) and I do realize that GXT builds its Components differently to the way GWT builds its Widgets on the DOM. Is there anyway to achieve the desired result? I have tried adding the grid to a ContentPanel with a Layout of FitLayout, I have tried AnchorLayout, I have tried adding the grid directly... Nothing seems to work... Any advice or even a push in the right direction would be greatly appreciated! Thanks in advance! Xandel

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • PowerPoint '10 avoid animation completion on click & advance slide or start new one

    - by ScottS
    Scenario I have PowerPoint 2010 On the "Transitions" tab the "Advance Slide On Mouse Click" check box is checked. I have a long, slow, timed, non-repeating animation working in the background of the slide. I click to advance the slide before the animation is finished, but ... Instead of advancing the slide, the animation moves to the completed state ... Forcing a second click to actually advance the slide. Additionally If I have other animations on the slide that are initiated by a click, the long animation also advances to a finished state before starting the new animation. Desired Behavior On click, I want the slide to advance or the next on-click animation to start whether the long animation is done or not, and without having that long animation first "complete" itself. In the case of another animation, I simply want the long animation to continue, while also doing the new animation. Ultimate Question Is there a way to either: Set an option somewhere to not have that animation complete on click and simply "continue" to animate with the start of a new animation or to advance the slide (as the case may be)? Create a VBA script that will produce the desired behavior for the long animation?

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  • PowerPoint avoid animation completion on click & advance slide or start new one

    - by ScottS
    Scenario I have PowerPoint 2010 On the "Transitions" tab the "Advance Slide On Mouse Click" check box is checked. I have a long, slow, timed, non-repeating animation working in the background of the slide. I click to advance the slide before the animation is finished, but ... Instead of advancing the slide, the animation moves to the completed state ... Forcing a second click to actually advance the slide. Additionally If I have other animations on the slide that are initiated by a click, the long animation also advances to a finished state before starting the new animation. Desired Behavior On click, I want the slide to advance or the next on-click animation to start whether the long animation is done or not, and without having that long animation first "complete" itself. In the case of another animation, I simply want the long animation to continue, while also doing the new animation. Ultimate Question Is there a way to either: Set an option somewhere to not have that animation complete on click and simply "continue" to animate with the start of a new animation or to advance the slide (as the case may be)? Create a VBA script that will produce the desired behavior for the long animation?

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