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  • adding a class when link is clicked from Wordpress loop

    - by Carey Estes
    I am trying to isolate and add a class to a clicked anchor tag. The tags are getting pulled from a Wordpress loop. I can write JQuery to remove the "static" class, but it is removing the class from all tags in the div rather than just the one clicked and not adding the "active" class. Here is the WP loop <div class="more"> <a class="static" href="<?php bloginfo('template_url'); ?>/work/">ALL</a> <?php foreach ($tax_terms as $tax_term) { echo '<a class="static" href="' . esc_attr(get_term_link($tax_term, $taxonomy)) . '" title="' . sprintf( __( "View all posts in %s" ), $tax_term->name ) . '" ' . '>' . $tax_term->name.'</a>'; } ?> </div> Generates this html: <div class="more"> <a class="static" href="#">ALL</a> <a class="static" href="#">Things</a> <a class="static" href="#"> More Things</a> <a class="static" href="#">Objects</a> <a class="static" href="#">Goals</a> <a class="static" href="#">Books</a> <a class="static" href="#">Drawings</a> <a class="static" href="#">Thoughts</a> </div> JQuery: $("div.more a").on("click", function () { $("a.static").removeClass("static"); $(this).addClass("active"); }); I have reviwed the other similar questions here and here, but neither solution is working for me. Can this be done with JQuery or should I put a click event in the html inline anchor? It looks like it is working just for a second until the page reloads.

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  • Calling a function that resides in the main page from a plugin?

    - by Justin Lee
    I want to call a function from within plugin, but the function is on the main page and not the plugin's .js file. EDIT I have jQuery parsing a very large XML file and building, subsequently, a large list (1.1 MB HTML file when dynamic content is copied, pasted, then saved) that has expand/collapse functionality through a plugin. The overall performance on IE is super slow and doggy, assuming since the page/DOM is so big. I am currently trying to save the collapsed content in the event.data when it is collapsed and remove it from the DOM, then bring it back when it is told to expand... the issue that I am having is that when I bring the content back, obviously the "click" and "hover" events are gone. I'm trying to re-assign them, currently doing so inside the plugin after the plugin expands the content. The issue then though is that is says the function that I declare within the .click() is not defined. Also the hover event doesn't seem to be re-assigning either.... if ($(event.data.trigger).attr('class').indexOf('collapsed') != -1 ) { // if expanding // console.log(event.data.targetContent); $(event.data.trigger).after(event.data.targetContent); $(event.data.target).hide(); /* This Line --->*/ $(event.data.target + 'a.addButton').click(addResourceToList); $(event.data.target + 'li.resource') .hover( function() { if (!($(this).attr("disabled"))) { $(this).addClass("over"); $(this).find("a").css({'display':'block'}); } }, function () { if (!($(this).attr("disabled"))) { $(this).removeClass("over"); $(this).children("a").css({'display':'none'}); } } ); $(event.data.target).css({ "height": "0px", "padding-top": "0px", "padding-bottom": "0px", "margin-top": "0px", "margin-bottom": "0px"}); $(event.data.target).show(); $(event.data.target).animate({ height: event.data.heightVal + "px", paddingTop: event.data.topPaddingVal + "px", paddingBottom: event.data.bottomPaddingVal + "px", marginTop: event.data.topMarginVal + "px", marginBottom: event.data.bottomMarginVal + "px"}, "normal");//, function(){$(this).hide();}); $(event.data.trigger).removeClass("collapsed"); $.cookies.set('jcollapserSub_' + event.data.target, 'expanded', {hoursToLive: 24 * 365}); } else if ($(event.data.trigger).attr('class').indexOf('collapsed') == -1 ) { // if collapsing $(event.data.target).animate({ height: "0px", paddingTop: "0px", paddingBottom: "0px", marginTop: "0px", marginBottom: "0px"}, "normal", function(){$(this).hide();$(this).remove();}); $(event.data.trigger).addClass("collapsed"); $.cookies.set('jcollapserSub_' + event.data.target, 'collapsed', {hoursToLive: 24 * 365}); } EDIT So, having new eyes truly makes a difference. As I was reviewing the code in this post this morning after being away over the weekend, I found where I had err'd. This: $(event.data.target + 'a.addButton').click(addResourceToList); Should be this (notice the space before a.addbutton): $(event.data.target + ' a.addButton').click(addResourceToList); Same issue with the "li.resource". So it was never pointing to the right elements... Thank you, Rene, for your help!!

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  • SwingWorker exceptions lost even when using wrapper classes

    - by Ti Strga
    I've been struggling with the usability problem of SwingWorker eating any exceptions thrown in the background task, for example, described on this SO thread. That thread gives a nice description of the problem, but doesn't discuss recovering the original exception. The applet I've been handed needs to propagate the exception upwards. But I haven't been able to even catch it. I'm using the SimpleSwingWorker wrapper class from this blog entry specifically to try and address this issue. It's a fairly small class but I'll repost it at the end here just for reference. The calling code looks broadly like try { // lots of code here to prepare data, finishing with SpecialDataHelper helper = new SpecialDataHelper(...stuff...); helper.execute(); } catch (Throwable e) { // used "Throwable" here in desperation to try and get // anything at all to match, including unchecked exceptions // // no luck, this code is never ever used :-( } The wrappers: class SpecialDataHelper extends SimpleSwingWorker { public SpecialDataHelper (SpecialData sd) { this.stuff = etc etc etc; } public Void doInBackground() throws Exception { OurCodeThatThrowsACheckedException(this.stuff); return null; } protected void done() { // called only when successful // never reached if there's an error } } The feature of SimpleSwingWorker is that the actual SwingWorker's done()/get() methods are automatically called. This, in theory, rethrows any exceptions that happened in the background. In practice, nothing is ever caught, and I don't even know why. The SimpleSwingWorker class, for reference, and with nothing elided for brevity: import java.util.concurrent.ExecutionException; import javax.swing.SwingWorker; /** * A drop-in replacement for SwingWorker<Void,Void> but will not silently * swallow exceptions during background execution. * * Taken from http://jonathangiles.net/blog/?p=341 with thanks. */ public abstract class SimpleSwingWorker { private final SwingWorker<Void,Void> worker = new SwingWorker<Void,Void>() { @Override protected Void doInBackground() throws Exception { SimpleSwingWorker.this.doInBackground(); return null; } @Override protected void done() { // Exceptions are lost unless get() is called on the // originating thread. We do so here. try { get(); } catch (final InterruptedException ex) { throw new RuntimeException(ex); } catch (final ExecutionException ex) { throw new RuntimeException(ex.getCause()); } SimpleSwingWorker.this.done(); } }; public SimpleSwingWorker() {} protected abstract Void doInBackground() throws Exception; protected abstract void done(); public void execute() { worker.execute(); } }

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  • How to load an external swf to the main stage from an instanced child class?

    - by RaamEE
    Hi, I am trying to get an instance of a class to the load an external swf and show it. So far I have the following: 1) I wrote a class that uses the Loader class to load an external swf "loadExtSWF". 2) I have a fla named "MainSWF.fla" that uses a document class "MainSWF.as". 3) I have the MainSWF.as file that instances "loadExtSWF" and calls loadExtSWF.startLoad to load the swf. This almost works. The instance of loadExtSWF loads the external swf, but the swf is not displayed. If I replace the fla's document class with loadExtSWF (this has an empty constructor) instead of MainSWF, and run loadExtSWF.startLoad, then the external swf is loaded and displayed. It seems that the way I initially do it, loads the swf to the wrong stage (?). Any ideas? Thanks for the help. Bye, RaamEE P.S. If you replace the document class for test_tsscreen from test_tsscreen.as to TSScreen.as, and remove the comment inside the test_tsscreen's constructor, the swf will be loaded. my code is: file test_as3.swf an external as3 swf file. file test_tsscreen.fla the fla is empty and references test_tsscreen.as as its document class. file test_tsscreen.as package { import flash.display.MovieClip; import TSScreen; public class test_tsscreen extends MovieClip{ var tsScreen1; public function test_tsscreen(){ // var tsScreen1:TSScreen = new TSScreen(10,10,100,100,0.5,0); var tsScreen1:TSScreen = new TSScreen(); tsScreen1.startLoad(this.stage); } } } file TSScreen.as package { import flash.display.MovieClip; import flash.display.*; import flash.net.URLRequest; import flash.system.ApplicationDomain; import flash.system.LoaderContext; import flash.display.Loader; import flash.events.Event; import flash.events.ProgressEvent; public class TSScreen extends MovieClip implements ITSScreenable{ public function TSScreen():void{ // startLoad(this); //Look important comment in above text } function startLoad(_this:Stage) { var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest("test_as3.swf"); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler); _this.parent.addChild(mLoader); mLoader.load(mRequest); trace(this.name); trace(_this.name); } function onCompleteHandler(loadEvent:Event) { addChild(loadEvent.currentTarget.content); } function onProgressHandler(mProgress:ProgressEvent) { var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal; trace(percent); } } }

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  • Updating table from async task android

    - by CantChooseUsernames
    I'm following this tutorial: http://huuah.com/android-progress-bar-and-thread-updating/ to learn how to make progress bars. I'm trying to show the progress bar on top of my activity and have it update the activity's table view in the background. So I created an async task for the dialog that takes a callback: package com.lib.bookworm; import android.app.ProgressDialog; import android.content.Context; import android.os.AsyncTask; public class UIThreadProgress extends AsyncTask<Void, Void, Void> { private UIThreadCallback callback = null; private ProgressDialog dialog = null; private int maxValue = 100, incAmount = 1; private Context context = null; public UIThreadProgress(Context context, UIThreadCallback callback) { this.context = context; this.callback = callback; } @Override protected Void doInBackground(Void... args) { while(this.callback.condition()) { this.callback.run(); this.publishProgress(); } return null; } @Override protected void onProgressUpdate(Void... values) { super.onProgressUpdate(values); dialog.incrementProgressBy(incAmount); }; @Override protected void onPreExecute() { super.onPreExecute(); dialog = new ProgressDialog(context); dialog.setCancelable(true); dialog.setMessage("Loading..."); dialog.setProgress(0); dialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); dialog.setMax(maxValue); dialog.show(); } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); if (this.dialog.isShowing()) { this.dialog.dismiss(); } this.callback.onThreadFinish(); } } And in my activity, I do: final String page = htmlPage.substring(start, end).trim(); //Create new instance of the AsyncTask.. new UIThreadProgress(this, new UIThreadCallback() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } @Override public void onThreadFinish() { System.out.println("FINISHED!!"); } @Override public boolean condition() { return matcher.find(); } }).execute(); So the above creates an async task to run to update a table layout activity while showing the progress bar that displays how much work has been done.. However, I get an error saying that only the thread that started the activity can update its views. I tried doing: MainActivity.this.runOnUiThread(new Runnable() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } } But this gives me synchronization errors.. Any ideas how I can display progress and at the same time update my table in the background? Currently my UI looks like:

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  • Compat Wireless Drivers Centrino N-2230

    - by user2699451
    So I am using linux and am having trouble installing the Compat Wireless drivers Hardware: Intel Centrino N-2230 OS: Linux Mint 64bit (kernel 13.08-generic) I followed this link http://www.mathyvanhoef.com/2012/09/compat-wireless-injection-patch-for.html Output: apt-get install linux-headers-$(uname -r) Reading package lists... Done Building dependency tree Reading state information... Done linux-headers-3.8.0-19-generic is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 19 not upgraded. charles-W55xEU compat-wireless-2010-10-16 # cd ~ charles-W55xEU ~ # dir adt-bundle-linux-x86_64-20130917.zip Desktop known_hosts_backup charles-W55xEU ~ # wget http://www.orbit-lab.org/kernel/compat-wireless-3-stable/v3.6/compat-wireless-3.6.2-1-snp.tar.bz2 --2013-10-29 10:28:23-- http://www.orbit-lab.org/kernel/compat-wireless-3-stable/v3.6/compat-wireless-3.6.2-1-snp.tar.bz2 Resolving www.orbit-lab.org (www.orbit-lab.org)... 128.6.192.131 Connecting to www.orbit-lab.org (www.orbit-lab.org)|128.6.192.131|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 4443700 (4,2M) [application/x-bzip2] Saving to: ‘compat-wireless-3.6.2-1-snp.tar.bz2’ 100%[======================================>] 4 443 700 13,5KB/s in 11m 3s 2013-10-29 10:39:27 (6,55 KB/s) - ‘compat-wireless-3.6.2-1-snp.tar.bz2’ saved [4443700/4443700] charles-W55xEU ~ # tar -xf compat-wireless-3.6.2-1-snp.tar.bz2 charles-W55xEU ~ # cd compat-wireless-3.6-rc6-1 bash: cd: compat-wireless-3.6-rc6-1: No such file or directory charles-W55xEU ~ # dir adt-bundle-linux-x86_64-20130917.zip Desktop compat-wireless-3.6.2-1-snp known_hosts_backup compat-wireless-3.6.2-1-snp.tar.bz2 charles-W55xEU ~ # cd compat-wireless-3.6.2-1-snp/ charles-W55xEU compat-wireless-3.6.2-1-snp # dir code-metrics.txt defconfigs linux-next-pending pending-stable compat drivers MAINTAINERS README config.mk enable-older-kernels Makefile scripts COPYRIGHT include net udev crap linux-next-cherry-picks patches charles-W55xEU compat-wireless-3.6.2-1-snp # wget http://patches.aircrack-ng.org/mac80211.compat08082009.wl_frag+ack_v1.patch --2013-10-29 10:40:52-- http://patches.aircrack-ng.org/mac80211.compat08082009.wl_frag+ack_v1.patch Resolving patches.aircrack-ng.org (patches.aircrack-ng.org)... 213.186.33.2, 2001:41d0:1:1b00:213:186:33:2 Connecting to patches.aircrack-ng.org (patches.aircrack-ng.org)|213.186.33.2|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 1049 (1,0K) [text/plain] Saving to: ‘mac80211.compat08082009.wl_frag+ack_v1.patch’ 100%[======================================>] 1 049 --.-K/s in 0s 2013-10-29 10:40:56 (180 MB/s) - ‘mac80211.compat08082009.wl_frag+ack_v1.patch’ saved [1049/1049] charles-W55xEU compat-wireless-3.6.2-1-snp # patch -p1 < mac80211.compat08082009.wl_frag+ack_v1.patch patching file net/mac80211/tx.c Hunk #1 succeeded at 792 (offset 115 lines). charles-W55xEU compat-wireless-3.6.2-1-snp # wget -Ocompatwireless_chan_qos_frag.patch http://pastie.textmate.org/pastes/4882675/download --2013-10-29 10:43:18-- http://pastie.textmate.org/pastes/4882675/download Resolving pastie.textmate.org (pastie.textmate.org)... 178.79.137.125 Connecting to pastie.textmate.org (pastie.textmate.org)|178.79.137.125|:80... connected. HTTP request sent, awaiting response... 301 Moved Permanently Location: http://pastie.org/pastes/4882675/download [following] --2013-10-29 10:43:20-- http://pastie.org/pastes/4882675/download Resolving pastie.org (pastie.org)... 96.126.119.119 Connecting to pastie.org (pastie.org)|96.126.119.119|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 2036 (2,0K) [application/octet-stream] Saving to: ‘compatwireless_chan_qos_frag.patch’ 100%[======================================>] 2 036 --.-K/s in 0,001s 2013-10-29 10:43:21 (3,35 MB/s) - ‘compatwireless_chan_qos_frag.patch’ saved [2036/2036] charles-W55xEU compat-wireless-3.6.2-1-snp # patch -p1 < compatwireless_chan_qos_frag.patch patching file drivers/net/wireless/rtl818x/rtl8187/dev.c patching file net/mac80211/tx.c Hunk #1 succeeded at 1495 (offset 8 lines). patching file net/wireless/chan.c charles-W55xEU compat-wireless-3.6.2-1-snp # make ./scripts/gen-compat-autoconf.sh /root/compat-wireless-3.6.2-1-snp/.config /root/compat-wireless-3.6.2-1-snp/config.mk > include/linux/compat_autoconf.h make -C /lib/modules/3.8.0-19-generic/build M=/root/compat-wireless-3.6.2-1-snp modules make[1]: Entering directory `/usr/src/linux-headers-3.8.0-19-generic' CC [M] /root/compat-wireless-3.6.2-1-snp/compat/main.o LD [M] /root/compat-wireless-3.6.2-1-snp/compat/compat.o CC [M] /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.o In file included from /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma.h:8:0, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/bcma_private.h:8, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:8: /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma_driver_pci.h:217:23: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_core_pci_init’ In file included from /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma.h:10:0, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/bcma_private.h:8, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:8: /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma_driver_gmac_cmn.h:95:23: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_core_gmac_cmn_init’ In file included from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:8:0: /root/compat-wireless-3.6.2-1-snp/drivers/bcma/bcma_private.h:25:15: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_bus_register’ /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:152:15: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_bus_register’ /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:17:21: warning: ‘bcma_bus_next_num’ defined but not used [-Wunused-variable] /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:93:12: warning: ‘bcma_register_cores’ defined but not used [-Wunused-function] make[3]: *** [/root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.o] Error 1 make[2]: *** [/root/compat-wireless-3.6.2-1-snp/drivers/bcma] Error 2 make[1]: *** [_module_/root/compat-wireless-3.6.2-1-snp] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-3.8.0-19-generic' make: *** [modules] Error 2 charles-W55xEU compat-wireless-3.6.2-1-snp # make install Warning: You may or may not need to update your initframfs, you should if any of the modules installed are part of your initramfs. To add support for your distribution to do this automatically send a patch against ./scripts/update-initramfs. If your distribution does not require this send a patch against the '/usr/bin/lsb_release -i -s': LinuxMint tag for your distribution to avoid this warning. make -C /lib/modules/3.8.0-19-generic/build M=/root/compat-wireless-3.6.2-1-snp modules make[1]: Entering directory `/usr/src/linux-headers-3.8.0-19-generic' CC [M] /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.o In file included from /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma.h:8:0, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/bcma_private.h:8, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:8: /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma_driver_pci.h:217:23: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_core_pci_init’ In file included from /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma.h:10:0, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/bcma_private.h:8, from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:8: /root/compat-wireless-3.6.2-1-snp/include/linux/bcma/bcma_driver_gmac_cmn.h:95:23: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_core_gmac_cmn_init’ In file included from /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:8:0: /root/compat-wireless-3.6.2-1-snp/drivers/bcma/bcma_private.h:25:15: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_bus_register’ /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:152:15: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘bcma_bus_register’ /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:17:21: warning: ‘bcma_bus_next_num’ defined but not used [-Wunused-variable] /root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.c:93:12: warning: ‘bcma_register_cores’ defined but not used [-Wunused-function] make[3]: *** [/root/compat-wireless-3.6.2-1-snp/drivers/bcma/main.o] Error 1 make[2]: *** [/root/compat-wireless-3.6.2-1-snp/drivers/bcma] Error 2 make[1]: *** [_module_/root/compat-wireless-3.6.2-1-snp] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-3.8.0-19-generic' make: *** [modules] Error 2 charles-W55xEU compat-wireless-3.6.2-1-snp # It keeps giving errors, same with other sites, I get the same errors??? I am lost, help needed

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  • Eclipse juno can not open with error " An error has occurred. See the log file",ubuntu 12.04

    - by ana
    I'm trying to lunch eclipse for first time ,I've download the package and installed it manually.here is the log file : !SESSION 2012-10-10 16:06:11.460 ----------------------------------------------- eclipse.buildId=M20120914-1800 java.fullversion=GNU libgcj 4.6.3 BootLoader constants: OS=linux, ARCH=x86_64, WS=gtk, NL=en_US Command-line arguments: -os linux -ws gtk -arch x86_64 !ENTRY org.eclipse.osgi 4 0 2012-10-10 16:06:19.756 !MESSAGE Could not start bundle: org.eclipse.equinox.console !STACK 0 org.osgi.framework.BundleException: Could not start bundle: org.eclipse.equinox.console at org.eclipse.osgi.framework.internal.core.ConsoleManager.checkForConsoleBundle(ConsoleManager.java:217) at org.eclipse.core.runtime.adaptor.EclipseStarter.startup(EclipseStarter.java:297) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:176) at java.lang.reflect.Method.invoke(libgcj.so.12) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:629) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:584) at org.eclipse.equinox.launcher.Main.run(Main.java:1438) at org.eclipse.equinox.launcher.Main.main(Main.java:1414) Caused by: org.osgi.framework.BundleException: Exception in org.eclipse.equinox.console.command.adapter.Activator.start() of bundle org.eclipse.equinox.console. at org.eclipse.osgi.framework.internal.core.BundleContextImpl.startActivator(BundleContextImpl.java:734) at org.eclipse.osgi.framework.internal.core.BundleContextImpl.start(BundleContextImpl.java:683) at org.eclipse.osgi.framework.internal.core.BundleHost.startWorker(BundleHost.java:381) at org.eclipse.osgi.framework.internal.core.AbstractBundle.start(AbstractBundle.java:300) at org.eclipse.osgi.framework.internal.core.ConsoleManager.checkForConsoleBundle(ConsoleManager.java:215) ...7 more Caused by: org.osgi.framework.BundleException: Exception in org.apache.felix.gogo.command.Activator.start() of bundle org.apache.felix.gogo.command. at org.eclipse.osgi.framework.internal.core.BundleContextImpl.startActivator(BundleContextImpl.java:734) at org.eclipse.osgi.framework.internal.core.BundleContextImpl.start(BundleContextImpl.java:683) at org.eclipse.osgi.framework.internal.core.BundleHost.startWorker(BundleHost.java:381) at org.eclipse.osgi.framework.internal.core.AbstractBundle.start(AbstractBundle.java:300) at org.eclipse.equinox.console.command.adapter.Activator.startBundle(Activator.java:248) at org.eclipse.equinox.console.command.adapter.Activator.start(Activator.java:239) at org.eclipse.osgi.framework.internal.core.BundleContextImpl$1.run(BundleContextImpl.java:711) at java.security.AccessController.doPrivileged(libgcj.so.12) at org.eclipse.osgi.framework.internal.core.BundleContextImpl.startActivator(BundleContextImpl.java:702) ...11 more Caused by: java.lang.NoClassDefFoundError: org.apache.felix.gogo.command.OBR at java.lang.Class.initializeClass(libgcj.so.12) at org.apache.felix.gogo.command.Activator.start(Activator.java:54) at org.eclipse.osgi.framework.internal.core.BundleContextImpl$1.run(BundleContextImpl.java:711) at java.security.AccessController.doPrivileged(libgcj.so.12) at org.eclipse.osgi.framework.internal.core.BundleContextImpl.startActivator(BundleContextImpl.java:702) ...19 more Caused by: java.lang.ClassNotFoundException: org.apache.felix.bundlerepository.Repository at org.eclipse.osgi.internal.loader.BundleLoader.findClassInternal(BundleLoader.java:501) at org.eclipse.osgi.internal.loader.BundleLoader.findClass(BundleLoader.java:421) at org.eclipse.osgi.internal.loader.BundleLoader.findClass(BundleLoader.java:412) at org.eclipse.osgi.internal.baseadaptor.DefaultClassLoader.loadClass(DefaultClassLoader.java:107) at java.lang.ClassLoader.loadClass(libgcj.so.12) at java.lang.Class.initializeClass(libgcj.so.12) ...23 more Root exception: java.lang.NoClassDefFoundError: org.apache.felix.gogo.command.OBR at java.lang.Class.initializeClass(libgcj.so.12) at !ENTRY org.eclipse.osgi 2 0 2012-10-10 16:06:30.433 !MESSAGE The following is a complete list of bundles which are not resolved, see the prior log entry for the root cause if it exists: !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.433 !MESSAGE Bundle com.sun.el_2.2.0.v201108011116 [4] was not resolved. !SUBENTRY 2 com.sun.el 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.el_2.2.0. !SUBENTRY 2 com.sun.el 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.http_2.5.0. !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.434 !MESSAGE Bundle javax.el_2.2.0.v201108011116 [6] was not resolved. !SUBENTRY 2 javax.el 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet_2.5.0. !SUBENTRY 2 javax.el 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.http_2.5.0. !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.434 !MESSAGE Bundle javax.servlet_3.0.0.v201112011016 [8] was not resolved. !SUBENTRY 2 javax.servlet 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(&(osgi.ee=JavaSE)(version=1.6))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.434 !MESSAGE Bundle javax.servlet.jsp_2.2.0.v201112011158 [9] was not resolved. !SUBENTRY 2 javax.servlet.jsp 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.el_2.2.0. !SUBENTRY 2 javax.servlet.jsp 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet_2.6.0. !SUBENTRY 2 javax.servlet.jsp 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.http_2.6.0. !SUBENTRY 2 javax.servlet.jsp 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(&(osgi.ee=JavaSE)(version=1.6))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.434 !MESSAGE Bundle org.apache.jasper.glassfish_2.2.2.v201205150955 [21] was not resolved. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.el_2.2.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet_2.6.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.descriptor_2.6.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.http_2.6.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.jsp_2.2.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.jsp.el_2.2.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet.jsp.tagext_2.2.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing optionally imported package javax.tools_0.0.0. !SUBENTRY 2 org.apache.jasper.glassfish 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(&(osgi.ee=JavaSE)(version=1.6))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.434 !MESSAGE Bundle org.eclipse.equinox.http.jetty_3.0.0.v20120522-1841 [91] was not resolved. !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.434 !MESSAGE Missing imported package javax.servlet_[2.6.0,4.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package javax.servlet.http_[2.6.0,4.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.equinox.http.servlet_1.0.0. !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.http_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.io.bio_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.io.nio_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.server_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.server.bio_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.server.handler_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.server.nio_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.server.session_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.server.ssl_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.servlet_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.util_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.util.component_[8.0.0,9.0.0). !SUBENTRY 2 org.eclipse.equinox.http.jetty 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package org.eclipse.jetty.util.log_[8.0.0,9.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.435 !MESSAGE Bundle org.eclipse.equinox.http.registry_1.1.200.v20120522-2049 [92] was not resolved. !SUBENTRY 2 org.eclipse.equinox.http.registry 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package javax.servlet_2.3.0. !SUBENTRY 2 org.eclipse.equinox.http.registry 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package javax.servlet.http_2.3.0. !SUBENTRY 2 org.eclipse.equinox.http.registry 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(|(&(osgi.ee=CDC/Foundation)(version=1.0))(&(osgi.ee=JavaSE)(version=1.3)))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.435 !MESSAGE Bundle org.eclipse.equinox.http.servlet_1.1.300.v20120522-1841 [93] was not resolved. !SUBENTRY 2 org.eclipse.equinox.http.servlet 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package javax.servlet_[2.3.0,3.1.0). !SUBENTRY 2 org.eclipse.equinox.http.servlet 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing optionally imported package javax.servlet.annotation_2.6.0. !SUBENTRY 2 org.eclipse.equinox.http.servlet 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing optionally imported package javax.servlet.descriptor_2.6.0. !SUBENTRY 2 org.eclipse.equinox.http.servlet 2 0 2012-10-10 16:06:30.435 !MESSAGE Missing imported package javax.servlet.http_[2.3.0,3.1.0). !SUBENTRY 2 org.eclipse.equinox.http.servlet 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(|(&(osgi.ee=CDC/Foundation)(version=1.0))(&(osgi.ee=JavaSE)(version=1.3)))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.436 !MESSAGE Bundle org.eclipse.equinox.jsp.jasper_1.0.400.v20120522-2049 [94] was not resolved. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet_[2.4.0,3.1.0). !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing optionally imported package javax.servlet.annotation_2.6.0. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing optionally imported package javax.servlet.descriptor_2.6.0. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet.http_[2.4.0,3.1.0). !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet.jsp_[2.0.0,2.3.0). !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package org.apache.jasper.servlet_[0.0.0,6.0.0). !SUBENTRY 2 org.eclipse.equinox.jsp.jasper 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(|(&(osgi.ee=CDC/Foundation)(version=1.0))(&(osgi.ee=JavaSE)(version=1.3)))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.436 !MESSAGE Bundle org.eclipse.equinox.jsp.jasper.registry_1.0.300.v20120522-2049 [95] was not resolved. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper.registry 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package org.eclipse.equinox.jsp.jasper_0.0.0. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper.registry 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet_2.4.0. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper.registry 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet.http_2.4.0. !SUBENTRY 2 org.eclipse.equinox.jsp.jasper.registry 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(|(&(osgi.ee=CDC/Foundation)(version=1.0))(&(osgi.ee=JavaSE)(version=1.3)))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.436 !MESSAGE Bundle org.eclipse.help.webapp_3.6.101.v20120717-130216 [135] was not resolved. !SUBENTRY 2 org.eclipse.help.webapp 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing required bundle org.eclipse.equinox.jsp.jasper.registry_1.0.100. !SUBENTRY 2 org.eclipse.help.webapp 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing required bundle org.eclipse.equinox.http.registry_1.0.200. !SUBENTRY 2 org.eclipse.help.webapp 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet_2.4.0. !SUBENTRY 2 org.eclipse.help.webapp 2 0 2012-10-10 16:06:30.436 !MESSAGE Missing imported package javax.servlet.http_2.4.0. !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.437 !MESSAGE Bundle org.eclipse.jdt.apt.pluggable.core_1.0.400.v20120522-1651 [139] was not resolved. !SUBENTRY 2 org.eclipse.jdt.apt.pluggable.core 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package org.eclipse.jdt.internal.compiler.tool_0.0.0. !SUBENTRY 2 org.eclipse.jdt.apt.pluggable.core 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package org.eclipse.jdt.internal.compiler.apt.dispatch_0.0.0. !SUBENTRY 2 org.eclipse.jdt.apt.pluggable.core 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package org.eclipse.jdt.internal.compiler.apt.model_0.0.0. !SUBENTRY 2 org.eclipse.jdt.apt.pluggable.core 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package org.eclipse.jdt.internal.compiler.apt.util_0.0.0. !SUBENTRY 2 org.eclipse.jdt.apt.pluggable.core 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(&(osgi.ee=JavaSE)(version=1.6))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.437 !MESSAGE Bundle org.eclipse.jdt.compiler.apt_1.0.500.v20120522-1651 [141] was not resolved. !SUBENTRY 2 org.eclipse.jdt.compiler.apt 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing optionally imported package org.eclipse.jdt.internal.compiler.tool_0.0.0. !SUBENTRY 2 org.eclipse.jdt.compiler.apt 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(&(osgi.ee=JavaSE)(version=1.6))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.437 !MESSAGE Bundle org.eclipse.jdt.compiler.tool_1.0.101.v20120522-1651 [142] was not resolved. !SUBENTRY 2 org.eclipse.jdt.compiler.tool 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing required capability Require-Capability: osgi.ee; filter="(&(osgi.ee=JavaSE)(version=1.6))". !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.437 !MESSAGE Bundle org.eclipse.jetty.continuation_8.1.3.v20120522 [155] was not resolved. !SUBENTRY 2 org.eclipse.jetty.continuation 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package javax.servlet_2.6.0. !SUBENTRY 2 org.eclipse.jetty.continuation 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing optionally imported package org.mortbay.log_[6.1.0,7.0.0). !SUBENTRY 2 org.eclipse.jetty.continuation 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing optionally imported package org.mortbay.util.ajax_[6.1.0,7.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.437 !MESSAGE Bundle org.eclipse.jetty.http_8.1.3.v20120522 [156] was not resolved. !SUBENTRY 2 org.eclipse.jetty.http 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package javax.servlet_2.6.0. !SUBENTRY 2 org.eclipse.jetty.http 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package javax.servlet.http_2.6.0. !SUBENTRY 2 org.eclipse.jetty.http 2 0 2012-10-10 16:06:30.437 !MESSAGE Missing imported package org.eclipse.jetty.io_[8.1.0,9.0.0). org.eclipse.jetty.util.resource_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.http 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.util.ssl_[8.1.0,9.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.438 !MESSAGE Bundle org.eclipse.jetty.io_8.1.3.v20120522 [157] was not resolved. !SUBENTRY 2 org.eclipse.jetty.io 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.util_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.io 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.util.component_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.io 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.util.log_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.io 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.util.thread_[8.1.0,9.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.438 !MESSAGE Bundle org.eclipse.jetty.security_8.1.3.v20120522 [158] was not resolved. !SUBENTRY 2 org.eclipse.jetty.security 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package javax.servlet_2.6.0. !SUBENTRY 2 org.eclipse.jetty.security 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package javax.servlet.http_2.6.0. !SUBENTRY 2 org.eclipse.jetty.security 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.http_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.security 2 0 2012-10-10 16:06:30.438 !MESSAGE Missing imported package org.eclipse.jetty.server_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.security 2 0 2012-10-10 16:06:30.438 org.eclipse.jetty.jmx_8.0.0. !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.439 !MESSAGE Missing imported package org.eclipse.jetty.security_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package org.eclipse.jetty.server_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package org.eclipse.jetty.server.handler_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package org.eclipse.jetty.server.nio_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package org.eclipse.jetty.server.session_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package org.eclipse.jetty.server.ssl_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.eclipse.jetty.util_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.eclipse.jetty.util.component_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.eclipse.jetty.util.log_[8.1.0,9.0.0). !SUBENTRY 2 org.eclipse.jetty.servlet 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.eclipse.jetty.util.resource_[8.1.0,9.0.0). !SUBENTRY 1 org.eclipse.osgi 2 0 2012-10-10 16:06:30.440 !MESSAGE Bundle org.eclipse.jetty.util_8.1.3.v20120522 [161] was not resolved. !SUBENTRY 2 org.eclipse.jetty.util 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package javax.servlet_2.6.0. !SUBENTRY 2 org.eclipse.jetty.util 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing imported package javax.servlet.http_2.6.0. !SUBENTRY 2 org.eclipse.jetty.util 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.slf4j_[1.5.0,2.0.0). !SUBENTRY 2 org.eclipse.jetty.util 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.slf4j.helpers_[1.6.0,2.0.0). !SUBENTRY 2 org.eclipse.jetty.util 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.slf4j.impl_[1.5.0,2.0.0). !SUBENTRY 2 org.eclipse.jetty.util 2 0 2012-10-10 16:06:30.440 !MESSAGE Missing optionally imported package org.slf4j.spi_[1.6.0,2.0.0). !ENTRY org.eclipse.osgi 4 0 2012-10-10 16:06:30.441 !MESSAGE Application error !STACK 1 java.lang.ArrayIndexOutOfBoundsException: 0 at org.eclipse.e4.core.internal.di.ConstructorRequestor.calcDependentObjects(ConstructorRequestor.java:79) at org.eclipse.e4.core.internal.di.Requestor.getDependentObjects(Requestor.java:143) at org.eclipse.e4.core.internal.di.InjectorImpl.resolveArgs(InjectorImpl.java:408) at org.eclipse.e4.core.internal.di.InjectorImpl.internalMake(InjectorImpl.java:312) at org.eclipse.e4.core.internal.di.InjectorImpl.make(InjectorImpl.java:240) at org.eclipse.e4.core.contexts.ContextInjectionFactory.make(ContextInjectionFactory.java:161) at org.eclipse.e4.ui.internal.workbench.swt.E4Application.createDefaultHeadlessContext(E4Application.java:420) at org.eclipse.e4.ui.internal.workbench.swt.E4Application.createDefaultContext(E4Application.java:434) at org.eclipse.e4.ui.internal.workbench.swt.E4Application.createE4Workbench(E4Application.java:182) at org.eclipse.ui.internal.Workbench$5.run(Workbench.java:557) at org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:332) at org.eclipse.ui.internal.Workbench.createAndRunWorkbench(Workbench.java:543) at org.eclipse.ui.PlatformUI.createAndRunWorkbench(PlatformUI.java:149) at org.eclipse.ui.internal.ide.application.IDEApplication.start(IDEApplication.java:124) at org.eclipse.equinox.internal.app.EclipseAppHandle.run(EclipseAppHandle.java:196) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:110) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:79) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:353) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:180) at java.lang.reflect.Method.invoke(libgcj.so.12) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:629) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:584) at org.eclipse.equinox.launcher.Main.run(Main.java:1438) at org.eclipse.equinox.launcher.Main.main(Main.java:1414) would you please help me with this?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • To ref or not to ref

    - by nmarun
    So the question is what is the point of passing a reference type along with the ref keyword? I have an Employee class as below: 1: public class Employee 2: { 3: public string FirstName { get; set; } 4: public string LastName { get; set; } 5:  6: public override string ToString() 7: { 8: return string.Format("{0}-{1}", FirstName, LastName); 9: } 10: } In my calling class, I say: 1: class Program 2: { 3: static void Main() 4: { 5: Employee employee = new Employee 6: { 7: FirstName = "John", 8: LastName = "Doe" 9: }; 10: Console.WriteLine(employee); 11: CallSomeMethod(employee); 12: Console.WriteLine(employee); 13: } 14:  15: private static void CallSomeMethod(Employee employee) 16: { 17: employee.FirstName = "Smith"; 18: employee.LastName = "Doe"; 19: } 20: }   After having a look at the code, you’ll probably say, Well, an instance of a class gets passed as a reference, so any changes to the instance inside the CallSomeMethod, actually modifies the original object. Hence the output will be ‘John-Doe’ on the first call and ‘Smith-Doe’ on the second. And you’re right: So the question is what’s the use of passing this Employee parameter as a ref? 1: class Program 2: { 3: static void Main() 4: { 5: Employee employee = new Employee 6: { 7: FirstName = "John", 8: LastName = "Doe" 9: }; 10: Console.WriteLine(employee); 11: CallSomeMethod(ref employee); 12: Console.WriteLine(employee); 13: } 14:  15: private static void CallSomeMethod(ref Employee employee) 16: { 17: employee.FirstName = "Smith"; 18: employee.LastName = "Doe"; 19: } 20: } The output is still the same: Ok, so is there really a need to pass a reference type using the ref keyword? I’ll remove the ‘ref’ keyword and make one more change to the CallSomeMethod method. 1: class Program 2: { 3: static void Main() 4: { 5: Employee employee = new Employee 6: { 7: FirstName = "John", 8: LastName = "Doe" 9: }; 10: Console.WriteLine(employee); 11: CallSomeMethod(employee); 12: Console.WriteLine(employee); 13: } 14:  15: private static void CallSomeMethod(Employee employee) 16: { 17: employee = new Employee 18: { 19: FirstName = "Smith", 20: LastName = "John" 21: }; 22: } 23: } In line 17 you’ll see I’ve ‘new’d up the incoming Employee parameter and then set its properties to new values. The output tells me that the original instance of the Employee class does not change. Huh? But an instance of a class gets passed by reference, so why did the values not change on the original instance or how do I keep the two instances in-sync all the times? Aah, now here’s the answer. In order to keep the objects in sync, you pass them using the ‘ref’ keyword. 1: class Program 2: { 3: static void Main() 4: { 5: Employee employee = new Employee 6: { 7: FirstName = "John", 8: LastName = "Doe" 9: }; 10: Console.WriteLine(employee); 11: CallSomeMethod(ref employee); 12: Console.WriteLine(employee); 13: } 14:  15: private static void CallSomeMethod(ref Employee employee) 16: { 17: employee = new Employee 18: { 19: FirstName = "Smith", 20: LastName = "John" 21: }; 22: } 23: } Viola! Now, to prove it beyond doubt, I said, let me try with another reference type: string. 1: class Program 2: { 3: static void Main() 4: { 5: string name = "abc"; 6: Console.WriteLine(name); 7: CallSomeMethod(ref name); 8: Console.WriteLine(name); 9: } 10:  11: private static void CallSomeMethod(ref string name) 12: { 13: name = "def"; 14: } 15: } The output was as expected, first ‘abc’ and then ‘def’ - proves the 'ref' keyword works here as well. Now, what if I remove the ‘ref’ keyword? The output should still be the same as the above right, since string is a reference type? 1: class Program 2: { 3: static void Main() 4: { 5: string name = "abc"; 6: Console.WriteLine(name); 7: CallSomeMethod(name); 8: Console.WriteLine(name); 9: } 10:  11: private static void CallSomeMethod(string name) 12: { 13: name = "def"; 14: } 15: } Wrong, the output shows ‘abc’ printed twice. Wait a minute… now how could this be? This is because string is an immutable type. This means that any time you modify an instance of string, new memory address is allocated to the instance. The effect is similar to ‘new’ing up the Employee instance inside the CallSomeMethod in the absence of the ‘ref’ keyword. Verdict: ref key came to the rescue and saved the planet… again!

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  • Is hiring a "chief intern" a good idea?

    - by dukeofgaming
    I'm starting an internship program for our software department and I was wondering about creating a position ("chief intern", intern supervisor, or whatever one should call it) with the following responsibilities: Train interns Coach interns Manage projects and tasks for interns Supervise intern's work in terms of rhythm and quality Act as a liaison between the main team's needs and interns performance/aspirations Evaluate and facilitate intern's progress when they want to grab a higher-level domain-specific task (at this point, a main dev team member can do mentoring) Get freely involved in the main team's software development tasks so that he himself can grow, and have full mentorship from the main dev team. I'm thinking that an apprentice-level engineer (below Jr., or Jr.; but being a graduate and working full-time) can handle this for a while (he will be trained by the main dev team first), until one of two things happen: He/she decides to move on to the main dev team by recommending an appropriate replacement (or me finding another one as a new hire) Keep leading the interns while still being able to grow to Jr. Eng., Eng., Sr. Eng I know the notion of a "chief intern" is common within the medical world, but I don't really know about that in the software world (I was a freelancer for most of my university years). A side-intention to this is also that, if this ends up being a higher rotation position (organically) because the intern supervisor wants to join the main dev team, this could help interns that aspire this position emerge as leaders. My main intention for this, though, is removing distractions from the main team but without making the interns suffer the lack of attention, which could lead to boredom and little intern retention. Is this "chief intern" idea common (or good at least)?, are there any obvious risks to it that I might not be seeing? Edit: I have a draft plan for the kind of work the interns would be doing: Are R&D mini-projects a good activity for interns? Edit #2: My intention is not keeping them isolated, but having someone focus on giving attention to them when we cannot. Edit #3: I'm now convince it is a good idea, but I will take the organic approach to hiring someone in such position: do it myself until I cannot. This way I'll know better what to expect from a person I hire for this role in the future, as well as what works and what doesn't with interns.

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  • 13.10 cannot login to Ubuntu default desktop environment - must use GNOME Flashback or Cinnamon

    - by Scott Stensland
    On boot at the password prompt - after I enter my password I get some error popup which disappears too fast to see then it reverts back to same password login Greeter screen. Same screen has icons where I can choose : Select desktop environment Cinnamon GNOME Flashback Ubuntu I really want to login to the normal ubuntu 13.10 Unity using above Ubuntu, however I can successfully login using either : Cinnamon or GNOME. Suggestions ? I have researched around and no help after removing file ~/.Xauthority Also I see this : cat .xsession-errors Script for cjkv started at run_im. Script for default started at run_im. init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd respawning too fast, stopped

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  • Problems with Software Sources -- I tried to add a Repository and it failed. How do I fix it?

    - by Brenton Horne
    As in the title. I tried to add a Repository, how do I remove it. It won't let me via the software-sources program. I tried sudo ppa-purge ppa:quantal (the name of it) and it failed anyone got any ideas? (lin 1) deb http://archive.ubuntu.com/ubuntu/ quantal main restricted universe multiverse (lin 2) deb-src http://archive.ubuntu.com/ubuntu/ quantal main restricted universe multiverse #Added by software-properties (lin 3) deb http://security.ubuntu.com/ubuntu/ quantal-security main restricted universe multiverse (lin 4) deb-src http://security.ubuntu.com/ubuntu/ quantal-security main restricted universe multiverse #Added by software-properties (lin 5) deb http://archive.ubuntu.com/ubuntu/ quantal-updates main restricted universe multiverse (lin 6) deb-src http://archive.ubuntu.com/ubuntu/ quantal-updates main restricted universe multiverse #Added by software-properties (lin 7) deb http://launchpad.net/ubuntu/quantal/amd64/ quantal (lin 8) deb-src http://launchpad.net/ubuntu/quantal/amd64/ quantal -- sources.list file contents

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • obj-c classes and sub classes (Cocos2d) conversion

    - by Lewis
    Hi I'm using this version of cocos2d: https://github.com/krzysztofzablocki/CCNode-SFGestureRecognizers Which supports the UIGestureRecognizer within a CCLayer in a cocos2d scene like so: @interface HelloWorldLayer : CCLayer <UIGestureRecognizerDelegate> { } Now I want to make this custom gesture work within the scene, attaching it to a sprite in cocos2d: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Header file for view controller: #import "OneFingerRotationGestureRecognizer.h" @interface OneFingerRotationGestureViewController : UIViewController <OneFingerRotationGestureRecognizerDelegate> @property (nonatomic, strong) IBOutlet UIImageView *image; @property (nonatomic, strong) IBOutlet UITextField *textDisplay; @end then this is in the .m file: gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; Now my question is, is it possible to add this custom gesture into the cocos2d project found on that github, and if so, what do I need to change in the OneFingerRotationGestureRecognizerDelegate to get it to work within cocos2d. Because at the minute it is setup in a standard iOS project and not a cocos2d project and I do not know enough about UIViews and classing/ sub classing in obj-c to get this to work. Also it seems to inherit from a UIView where cocos2d uses CCLayer. Kind regards, Lewis. I also realise I may have not included enough code from the custom gesture project for readers to interpret it fully, so the full project can be found here: https://github.com/melle/OneFingerRotationGestureDemo

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  • VLC unable to open MRL

    - by faizal
    I am trying to play a VCD using : /usr/bin/vlc vcd:// But i get the error below : VLC media player 2.1.4 Rincewind (revision 2.1.4-0-g2a072be) [0x14ec1c8] main interface error: no suitable interface module [0x1486118] main libvlc error: interface "globalhotkeys,none" initialization failed [0x1486118] main libvlc: Running vlc with the default interface. Use 'cvlc' to use vlc without interface. [0x7f815c0009b8] main input error: open of `vcd://' failed [0x7f815c0009b8] main input error: Your input can't be opened [0x7f815c0009b8] main input error: VLC is unable to open the MRL 'vcd://'. Check the log for details. Any way to resolve this ?

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  • Unable to run java file from command like Ubuntu

    - by KodeSeeker
    I'm a newbie to Ubuntu and Im looking to run Java code from the command line. Ive checked that path as well. The interesting thing is the code compiles but fails to run ie. user@ubuntu:~/py-scripts$ javac Main.java' works well. but when I do . `user@ubuntu:~/py-scripts$ java Main I get the following error Exception in thread "main" java.lang.UnsupportedClassVersionError: Main : Unsupported major.minor version 51.0 at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:634) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142) at java.net.URLClassLoader.defineClass(URLClassLoader.java:277) at java.net.URLClassLoader.access$000(URLClassLoader.java:73) at java.net.URLClassLoader$1.run(URLClassLoader.java:212) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:321) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294) at java.lang.ClassLoader.loadClass(ClassLoader.java:266) Could not find the main class: Main. Program will exit.'

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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  • Deploy from NetBeans IDE by Twisting an External Dial

    - by Geertjan
    Via this code in a NetBeans module, i.e., a registered NetBeans ModuleInstall class, you can twist the Tinkerforge Rotary Poti Bricklet to deploy the current application in the IDE: import com.tinkerforge.BrickMaster; import com.tinkerforge.BrickletLCD20x4; import com.tinkerforge.BrickletRotaryPoti; import com.tinkerforge.IPConnection; import javax.swing.Action; import javax.swing.JMenuItem; import org.netbeans.api.project.Project; import org.netbeans.api.project.ProjectUtils; import org.openide.awt.Actions; import org.openide.modules.ModuleInstall; import org.openide.util.Utilities; public class Installer extends ModuleInstall { private static final String HOST = "localhost"; private static final int PORT = 4223; private static final String MASTERBRICKUID = "abc"; private static final String LCDUID = "abc"; private static final String ROTIUID = "abc"; private static IPConnection ipc; private static BrickMaster master = new BrickMaster(MASTERBRICKUID); private static BrickletLCD20x4 lcd = new BrickletLCD20x4(LCDUID); private static BrickletRotaryPoti poti = new BrickletRotaryPoti(ROTIUID); @Override public void restored() { try { ipc = new IPConnection(HOST, PORT); ipc.addDevice(master); ipc.addDevice(lcd); ipc.addDevice(poti); poti.setPositionCallbackPeriod(50); poti.addListener(new BrickletRotaryPoti.PositionListener() { @Override public void position(final short position) { lcd.backlightOn(); lcd.clearDisplay(); final Action runAction = Actions.forID("Project","org.netbeans.modules.project.ui.RunMainProject"); //The action must be invoked from menu item or toolbar button, //see line 147 in org.netbeans.modules.project.ui.actions.LookupSensitiveAction: JMenuItem jmi = new JMenuItem(runAction); //When position is 100 (range is -150 to 150), deploy the app //and print info about the project to the LCD display: if (position == 100) { jmi.doClick(); Project p = Utilities.actionsGlobalContext().lookup(Project.class); lcd.writeLine((short) 0, (short) 0, "Deployed:"); lcd.writeLine((short) 1, (short) 0, ProjectUtils.getInformation(p).getDisplayName()); } else { lcd.writeLine((short) 0, (short) 0, "Position: " + position); } } }); } catch (Exception e) { } } }

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  • ifconfig not showing all IPs bound to the machine

    - by pankaj sharma
    I have configured multiple IP addresses on a ubuntu box, but when I run ifconfig it shows just one of them. I am able, however, to ping all other adresses assigned to this machine. /etc/network/interface contents: # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet static address 192.168.202.11 netmask 255.255.255.0 network 192.168.202.0 broadcast 192.168.202.255 gateway 192.168.202.1 # dns-* options are implemented by the resolvconf package, if installed dns-search idil.dz1.da auto eth0:1 iface eth0:1 inet static address 192.168.202.12 netmask 255.255.255.0 auto eth0:2 iface eth0:2 inet static address 192.168.202.13 netmask 255.255.255.0 auto eth0:3 iface eth0:3 inet static address 192.168.202.14 netmask 255.255.255.0 auto eth0:4 iface eth0:4 inet static address 192.168.202.15 netmask 255.255.255.0 auto eth0:5 iface eth0:5 inet static address 192.168.202.16 netmask 255.255.255.0 but the output of the ifconfig is only: 192.168.202.11

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  • Bubble shooter search alghoritm

    - by Fofole
    So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point, to check all his neighbours with the same color value and if there are more than 2, set them all to -1. If what I said doesn't make sense what I'm trying to do is an alghoritm which I use to destroy all the same color bubbles from my screen, where the bubbles are memorized in a matrix where -1 means no bubble and {0,1,2,...} represent that there is a bubble with a specific color. This is what I tried and failed: public class Testing { static private int[][] gameMatrix= {{3, 3, 4, 1, 1, 2, 2, 2, 0, 0}, {1, 4, 1, 4, 2, 2, 1, 3, 0, 0}, {2, 2, 4, 4, 3, 1, 2, 4, 0, 0}, {0, 1, 2, 3, 4, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; static int Rows=6; static int Cols=10; static int count; static boolean[][] visited=new boolean[15][15]; static int NOCOLOR = -1; static int color = 1; public static void dfs(int r, int c, int color, boolean set) { for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if(!(dr == 0 && dc == 0) && ok(r+dr, c+dc)) { int nr = r+dr; int nc = c+dc; // if it is the same color and we haven't visited this location before if(gameMatrix[nr][nc] == color && !visited[nr][nc]) { visited[nr][nc] = true; count++; dfs(nr, nc, color, set); if(set) { gameMatrix[nr][nc] = NOCOLOR; } } } } static boolean ok(int r, int c) { return r >= 0 && r < Rows && c >= 0 && c < Cols; } static void showMatrix(){ for(int i = 0; i < gameMatrix.length; i++) { System.out.print("["); for(int j = 0; j < gameMatrix[0].length; j++) { System.out.print(" " + gameMatrix[i][j]); } System.out.println(" ]"); } System.out.println(); } static void putValue(int value,int row,int col){ gameMatrix[row][col]=value; } public static void main(String[] args){ System.out.println("Initial Matrix:"); putValue(1, 4, 1); putValue(1, 5, 1); showMatrix(); for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; //reset count count = 0; //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, false); // get the contiguous count dfs(5,1,color,false); //if there are more than 2 set the color to NOCOLOR for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; if(count > 2) { //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, true); dfs(5,1,color,true); } System.out.println("Matrix after dfs:"); showMatrix(); } }

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  • Switching between Discrete and Integrated GPUs

    - by void-pointer
    Hello everyone, I develop CUDA applications on my Alienware M17x portable back-breaker, which has two discrete GTX 285M GPUs and one integrated GeForce 9400M GPU. I can currently switch between them using NVIDIA's software, but I would like the ability to do so within my applications for purposes of benchmarking and general convenience. Apparently this requires the "NDA version" of NVIDIA's Driver API, which I know not how to obtain. Would using this API be the only way to accomplish what I seek, and if so, how would I obtain it? A solution using Windows APIs would also be acceptable, though less preferable to one which would leverage a cross-platform API. I have created a similar thread concerning the matter on NVIDIA's forum, which is down at the time of this writing. Thanks for reading my question; it is much appreciated!

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  • root and home are on seperate partitions, but home still uses up space on root?

    - by Void
    When installing Ubuntu 12.10 for the first time, I made sure /home had it's own partition, gave it about 185GB, and gave root ~10GB. Now root is almost full after a few days and I've noticed that root is as big as /home and some additional MB from some actual root files. Note that I deleted some unused files in /home to make sure it really affects how much space is used in root, and it clearly does. (checked in gparted) I've also made sure the files I am talking about are actually in /home/myname/ and not just in root's home. df -h spits out this information: df: `/root/.gvfs': Permission denied Filesystem Size Used Avail Use% Mounted on /dev/sdb2 9.2G 7.9G 908M 90% / udev 3.9G 12K 3.9G 1% /dev tmpfs 1.6G 932K 1.6G 1% /run none 5.0M 0 5.0M 0% /run/lock none 3.9G 6.4M 3.9G 1% /run/shm none 100M 112K 100M 1% /run/user /dev/sdb3 184G 4.9G 170G 3% /home /dev/sdb4 729G 87G 642G 12% /media/mave/Storage I cut out my windows partitions as I don't see any relevance. I hope this is enough information for someone to tell me what I did wrong

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • NullPointerException in com.sun.tools.jxc.SchemaGenTask

    - by David Collie
    Given this ant script: <?xml version="1.0" encoding="UTF-8"?> <project name="projectname" default="generate-schema" basedir="."> <taskdef name="schemagen" classname="com.sun.tools.jxc.SchemaGenTask"> <classpath> <fileset dir="../BuildJars/lib" includes="*.jar" /> </classpath> </taskdef> <target name="generate-schema"> <schemagen srcdir="src/gb/informaticasystems/messages" destdir="schema"> <schema namespace="http://www.informatica-systems.co.uk/aquarius/messages/1.0" file="messages-1.0.xsd" /> </schemagen> </target> </project> I am getting this error: Buildfile: C:\Users\davidcollie\workspace\aquarius-feature\AquariusServerLibrary\schemagen.xml generate-schema: [schemagen] Generating schema from 4 source files [schemagen] Problem encountered during annotation processing; [schemagen] see stacktrace below for more information. [schemagen] java.lang.NullPointerException [schemagen] at com.sun.tools.jxc.model.nav.APTNavigator$2.onDeclaredType(APTNavigator.java:428) [schemagen] at com.sun.tools.jxc.model.nav.APTNavigator$2.onClassType(APTNavigator.java:402) [schemagen] at com.sun.tools.jxc.model.nav.APTNavigator$2.onClassType(APTNavigator.java:456) [schemagen] at com.sun.istack.tools.APTTypeVisitor.apply(APTTypeVisitor.java:27) [schemagen] at com.sun.tools.jxc.model.nav.APTNavigator.getBaseClass(APTNavigator.java:109) [schemagen] at com.sun.tools.jxc.model.nav.APTNavigator.getBaseClass(APTNavigator.java:85) [schemagen] at com.sun.xml.bind.v2.model.impl.PropertyInfoImpl.getIndividualType(PropertyInfoImpl.java:190) [schemagen] at com.sun.xml.bind.v2.model.impl.PropertyInfoImpl.<init>(PropertyInfoImpl.java:132) [schemagen] at com.sun.xml.bind.v2.model.impl.MapPropertyInfoImpl.<init>(MapPropertyInfoImpl.java:67) [schemagen] at com.sun.xml.bind.v2.model.impl.ClassInfoImpl.createMapProperty(ClassInfoImpl.java:917) [schemagen] at com.sun.xml.bind.v2.model.impl.ClassInfoImpl.addProperty(ClassInfoImpl.java:874) [schemagen] at com.sun.xml.bind.v2.model.impl.ClassInfoImpl.findGetterSetterProperties(ClassInfoImpl.java:993) [schemagen] at com.sun.xml.bind.v2.model.impl.ClassInfoImpl.getProperties(ClassInfoImpl.java:303) [schemagen] at com.sun.xml.bind.v2.model.impl.ModelBuilder.getClassInfo(ModelBuilder.java:243) [schemagen] at com.sun.xml.bind.v2.model.impl.ModelBuilder.getClassInfo(ModelBuilder.java:209) [schemagen] at com.sun.xml.bind.v2.model.impl.ModelBuilder.getTypeInfo(ModelBuilder.java:315) [schemagen] at com.sun.xml.bind.v2.model.impl.ModelBuilder.getTypeInfo(ModelBuilder.java:330) [schemagen] at com.sun.tools.xjc.api.impl.j2s.JavaCompilerImpl.bind(JavaCompilerImpl.java:90) [schemagen] at com.sun.tools.jxc.apt.SchemaGenerator$1.process(SchemaGenerator.java:115) [schemagen] at com.sun.mirror.apt.AnnotationProcessors$CompositeAnnotationProcessor.process(AnnotationProcessors.java:60) [schemagen] at com.sun.tools.apt.comp.Apt.main(Apt.java:454) [schemagen] at com.sun.tools.apt.main.JavaCompiler.compile(JavaCompiler.java:258) [schemagen] at com.sun.tools.apt.main.Main.compile(Main.java:1102) [schemagen] at com.sun.tools.apt.main.Main.compile(Main.java:964) [schemagen] at com.sun.tools.apt.Main.processing(Main.java:95) [schemagen] at com.sun.tools.apt.Main.process(Main.java:85) [schemagen] at com.sun.tools.apt.Main.process(Main.java:67) [schemagen] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [schemagen] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) [schemagen] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) [schemagen] at java.lang.reflect.Method.invoke(Method.java:597) [schemagen] at com.sun.tools.jxc.AptBasedTask$InternalAptAdapter.execute(AptBasedTask.java:97) [schemagen] at com.sun.tools.jxc.AptBasedTask.compile(AptBasedTask.java:144) [schemagen] at org.apache.tools.ant.taskdefs.Javac.execute(Javac.java:820) [schemagen] at org.apache.tools.ant.UnknownElement.execute(UnknownElement.java:288) [schemagen] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [schemagen] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) [schemagen] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) [schemagen] at java.lang.reflect.Method.invoke(Method.java:597) [schemagen] at org.apache.tools.ant.dispatch.DispatchUtils.execute(DispatchUtils.java:105) [schemagen] at org.apache.tools.ant.Task.perform(Task.java:348) [schemagen] at org.apache.tools.ant.Target.execute(Target.java:357) [schemagen] at org.apache.tools.ant.Target.performTasks(Target.java:385) [schemagen] at org.apache.tools.ant.Project.executeSortedTargets(Project.java:1329) [schemagen] at org.apache.tools.ant.Project.executeTarget(Project.java:1298) [schemagen] at org.apache.tools.ant.helper.DefaultExecutor.executeTargets(DefaultExecutor.java:41) [schemagen] at org.eclipse.ant.internal.ui.antsupport.EclipseDefaultExecutor.executeTargets(EclipseDefaultExecutor.java:32) [schemagen] at org.apache.tools.ant.Project.executeTargets(Project.java:1181) [schemagen] at org.eclipse.ant.internal.ui.antsupport.InternalAntRunner.run(InternalAntRunner.java:423) [schemagen] at org.eclipse.ant.internal.ui.antsupport.InternalAntRunner.main(InternalAntRunner.java:137) BUILD FAILED C:\Users\davidcollie\workspace\aquarius-feature\AquariusServerLibrary\schemagen.xml:11: schema generation failed Total time: 1 second Any ideas?

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  • Need a little help with sound in a JApplet

    - by jacob schuschel
    I am working on a solitaire game in Java, and i need to implement sound when the desk is shuffled, card flipped, etc. I used the following sites as reference to try and get it to work, but i am getting Null Pointer Exceptions or mishandled URL exception (depending on what i tweak). here Also, i am using netbeans 6.7.1 as my IDE. I will try to break down the code and explain: package cardgame; import java.applet.*; import java.util.logging.Level; import java.util.logging.Logger; import javax.swing.JApplet; import javax.swing.*; import java.io.*; import java.net.*; /** * * @author jacob */ public class Sound extends JApplet { private AudioClip song; // Sound player private String URL = null; private URL songPath; // Sound path /* *sound_1 = shuffling cards *sound_2 = to discard *sound_3 = from discard *sound_4 = cardflip 1 *sound_5 = cardflip 2 */ Sound(String filename) { try { songPath = new URL(getCodeBase(),filename); // Get the Sound URL } catch (MalformedURLException ex) { Logger.getLogger(Sound.class.getName()).log(Level.SEVERE, null, ex); } song = getAudioClip(songPath); // Load the Sound } Sound(int i) { URL = "./sounds/sound_" + i + ".wav"; System.out.println(URL); try { songPath = new URL(URL); // Get the Sound URL song = getAudioClip(songPath); } catch (MalformedURLException ex) { Logger.getLogger(Sound.class.getName()).log(Level.SEVERE, null, ex); } } public void playSound() { song.loop(); // Play } public void stopSound() { song.stop(); // Stop } public void playSoundOnce() { song.play(); // Play only once } } The 2 different construcors are for different ways i tried to implement this. The first one creates the filepath, and passes it in. The second one builds the filepath in the constructor, given a sound # (i made a list of what numbers correspond to what sound for reference). I am getting the followig errors out: ./sounds/sound_1.wav Nov 16, 2009 4:14:13 PM cardgame.Sound ./sounds/sound_2.wav SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_1.wav ./sounds/sound_3.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) ./sounds/sound_4.wav ./sounds/sound_5.wav at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_2.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_3.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_4.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_5.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Thanks for those who read and more thanks to those who help. I know it is somewhat long, but i would rather get it all out there, than have 50 questions that come back or have people not answer due to lack of initial info. also only lets me post a single link right now, so the links are given below dreamincode.net/forums/showtopic14083.htm stackoverflow.com/questions/512436/java-playing-wav-sounds deitel.com/articles/java_tutorials/20060422/LoadingPlayingAudioClips/index.html

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