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  • How do you test an ICF based connector using Connector Facade Standalone?

    - by Shashidhar Malyala
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The following code helps in writing a standalone java program to test an ICF based connector. The sample code in this example takes into account an ICF based flatfile connector. It is possible to test various operations like create, update, delete, search etc... It is also possible to set values to the connector configuration parameters, add/remove attributes and their values. public class FlatFile { private static final java.lang.String BUNDLE_NAME = "<PACKAGE_NAME>"; //Ex: org.info.icf.flatfile private static final java.lang.String BUNDLE_VERSION = "1.0.0"; private static final java.lang.String CONNECTOR_NAME = "org.info.icf.flatfile.FlatFileConnector"; // Name of connector class i.e. the class implemting the connector SPI operations public ConnectorFacade getFacade() throws IOException { ConnectorInfoManagerFactory fact = ConnectorInfoManagerFactory .getInstance(); File bundleDirectory = new File("<BUNDLE_LOCATION>"); //Ex: /usr/oracle/connector_bundles/ URL url = IOUtil.makeURL(bundleDirectory, "org.info.icf.flatfile-1.0.0.jar"); ConnectorInfoManager manager = fact.getLocalManager(url); ConnectorKey key = new ConnectorKey(BUNDLE_NAME, BUNDLE_VERSION, CONNECTOR_NAME); ConnectorInfo info = manager.findConnectorInfo(key); // From the ConnectorInfo object, create the default APIConfiguration. APIConfiguration apiConfig = info.createDefaultAPIConfiguration(); // From the default APIConfiguration, retrieve the // ConfigurationProperties. ConfigurationProperties properties = apiConfig .getConfigurationProperties(); // Print out what the properties are (not necessary) List propertyNames = properties.getPropertyNames(); for (String propName : propertyNames) { ConfigurationProperty prop = properties.getProperty(propName); System.out.println("Property Name: " + prop.getName() + "\tProperty Type: " + prop.getType()); } properties .setPropertyValue("fileLocation", "/usr/oracle/accounts.csv"); // Set all of the ConfigurationProperties needed by the connector. // properties.setPropertyValue("host", FOOBAR_HOST); // properties.setPropertyValue("adminName", FOOBAR_ADMIN); // properties.setPropertyValue("adminPassword", FOOBAR_PASSWORD); // properties.setPropertyValue("useSSL", false); // Use the ConnectorFacadeFactory's newInstance() method to get a new // connector. ConnectorFacade connFacade = ConnectorFacadeFactory.getInstance() .newInstance(apiConfig); // Make sure we have set up the Configuration properly connFacade.validate(); return connFacade; } public static void main(String[] args) throws IOException { FlatFile file = new FlatFile(); ConnectorFacade cfac = file.getFacade(); Set attrSet = new HashSet(); attrSet.add(AttributeBuilder.build(Name.NAME, "Test01")); attrSet.add(AttributeBuilder.build("FIRST_NAME", "Test_First")); attrSet.add(AttributeBuilder.build("LAST_NAME", "Test_Last")); //Create Uid uid = cfac.create(ObjectClass.ACCOUNT, attrSet, null); //Delete Uid uidP = new Uid("Test01"); cfac.delete(ObjectClass.ACCOUNT, uidP, null); } }

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  • Slow on browsing web, but normal when using apt-get

    - by Arif Setyawan
    I have a problem with my fresh instalation of Ubuntu 11.10. The problem happen when i start up my browser and accessing website such google, askubuntu.com, facebook and other sites. frustate on the situation i try watch the progress in system monitor. the result from monitor shows that there is no data transfer when i try to accessing the page. firstly, i assume that it is the trouble from my ISP or my home connection. But it is not. When i try pinging google it shows transaction between my computer and the network but still null from browser. Then i tried to test the aptitude and it was work fine but still the browser won't recieve any packet from the internet. Here is the detail of my tools : Laptop : Toshiba Satellite e205 (network card atheros) Operating System : Ubuntu 11.04 dual booted with Win7 Browser : Mozilla Firefox comes up with the Ubuntu 11.10 installation Chrome : Last version (just yesterday install it) Thank You before :) [this question posted via win]

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  • To refund or not to refund this client?

    - by Mahalia Samuels
    I'd really appreciate your advice on an ongoing project. I presented my client with a proposal and design samples which he approved, and he paid in full instead of the 50% upfront deposit as I'd given him a generous discount. He was then slow in furnishing me with some of the content, but once we did, he expected the website to be finished immediately which was not possible. Because he needed it done urgently, we agreed to try to get it done about 10 working days after the content was provided, but the developer who was helping me let me down. The next week, I completed the website myself and uploaded it to the server on a Friday afternoon. He then calls and texts me on following Sunday while I'm at church to say it's not online (there was probably a problem with his browser). The next morning, I received an email from him demanding a full refund within two days because he couldn't see the website (even though it was live, and I tested it on multiple browsers, a different computer and my phone), and he called me shouting at me because he couldn't access it. Finally when he was able to access it, he was unhappy with a certain detail regarding the slideshow which I began fixing and which was done the next day. He then referred me to another website and said he wanted it to look similar but not identical to it in terms of the layout. He also now wanted to add more features which were not in the original design. I got a designer to work on a new design which I sent to him for review, which if approved would be completed by 15 October, and he approved it last Thursday. He then called me yesterday to say that he wanted to change the design - he only approved it out of impatience. He now wants the website to be more similar to the other website he referred me to and he wants it done before the 15th! Then, he says to me that other people have done websites for him in three days - website's he's complained to me about for lacking dimension because they were just premium themes, whereas we'd designed and coded from scratch. I'm thinking of finishing the website but refunding him in full (or at least the refundable 50%) less domain registration and other non-refundable amounts, just to avoid further escalation of this matter and having him call me next week and say he wants to change it again. These are the applicable terms and conditions as laid out in the agreement: Total amount due for this project is Amount A. Client shall pay Consultant a deposit of Amount B (50% of total amount due for project) in advance before any work commences on the Project. The balance is due within 7 working days of completion of project. Deposit is non-refundable. Should client opt to host elsewhere, applicable transferral fee of Amount C will apply. Estimated project completion time frame is 14 to 30 days from the date Client furnishes Consultant with Brief and all other required media and data, provided that Client has made payment to secure the project. Consultant will make every effort to meet agreed upon due dates. The Client should be aware that failure to submit required information or materials, or last minute changes and excessive changes may cause subsequent delays. Client delays could result in significant delays in delivery of finished work. Major changes in client input or direction or brief will be charged at normal rates. Any work the Client wishes Consultant to create, which is not specified in the attached Proposal will be considered an additional service. Client agrees to pay Consultant for any additional expenses or additional services not included in the attached quotation and proposal if requested by the Client. Web design credit in the name of the Consultant, and link to Consultant’s website shall be placed on the footer of the final Website. Either party may terminate this Agreement by giving 7 days written notice to the other of such termination. In the event that Work is postponed or terminated at the request of the Client, Consultant shall have the right to bill pro rata at full rates for work completed through the date of that request, while reserving all rights under this Agreement. If additional payment is due, this shall be payable within seven days of the Client's written notification to stop work. In the event of termination, the Client shall also pay any expenses incurred by Consultant and the Consultant shall own all rights to the Work. Advice please?

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  • Why do we keep using CSV?

    - by Stephen
    Why do we keep using CSV? I recently made a shift to working the health domain and despite the wonderful work in data transfer standards, all data transfer is in CSV, both for reporting to external organisations, and for data migrations when implementing new systems. Unfortunately the use of CSV is the cause of the endless repetition of the same stupid errors, with the same waste of developer time. (bad escaping, failing to handle null fields etc.) I know we can do better, and anything between JSON and XML (depending on the instance) would be fine. (Most of the time this is data going from one MS SQLserver 2005 to another!) I feel as if each time I see this happening I am literally watching one developer waste anothers time. So why do we keep shafting each other? When will we stop?

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  • How to Implement Single Sign-On between Websites

    - by hmloo
    Introduction Single sign-on (SSO) is a way to control access to multiple related but independent systems, a user only needs to log in once and gains access to all other systems. a lot of commercial systems that provide Single sign-on solution and you can also choose some open source solutions like Opensso, CAS etc. both of them use centralized authentication and provide more robust authentication mechanism, but if each system has its own authentication mechanism, how do we provide a seamless transition between them. Here I will show you the case. How it Works The method we’ll use is based on a secret key shared between the sites. Origin site has a method to build up a hashed authentication token with some other parameters and redirect the user to the target site. variables Status Description ssoEncode required hash(ssoSharedSecret + , + ssoTime + , + ssoUserName) ssoTime required timestamp with format YYYYMMDDHHMMSS used to prevent playback attacks ssoUserName required unique username; required when a user is logged in Note : The variables will be sent via POST for security reasons Building a Single Sign-On Solution Origin Site has function to 1. Create the URL for your Request. 2. Generate required authentication parameters 3. Redirect to target site. using System; using System.Web.Security; using System.Text; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { string postbackUrl = "http://www.targetsite.com/sso.aspx"; string ssoTime = DateTime.Now.ToString("yyyyMMddHHmmss"); string ssoUserName = User.Identity.Name; string ssoSharedSecret = "58ag;ai76"; // get this from config or similar string ssoHash = FormsAuthentication.HashPasswordForStoringInConfigFile(string.Format("{0},{1},{2}", ssoSharedSecret, ssoTime, ssoUserName), "md5"); string value = string.Format("{0}:{1},{2}", ssoHash,ssoTime, ssoUserName); Response.Clear(); StringBuilder sb = new StringBuilder(); sb.Append("<html>"); sb.AppendFormat(@"<body onload='document.forms[""form""].submit()'>"); sb.AppendFormat("<form name='form' action='{0}' method='post'>", postbackUrl); sb.AppendFormat("<input type='hidden' name='t' value='{0}'>", value); sb.Append("</form>"); sb.Append("</body>"); sb.Append("</html>"); Response.Write(sb.ToString()); Response.End(); } } Target Site has function to 1. Get authentication parameters. 2. Validate the parameters with shared secret. 3. If the user is valid, then do authenticate and redirect to target page. 4. If the user is invalid, then show errors and return. using System; using System.Web.Security; using System.Text; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { if (User.Identity.IsAuthenticated) { Response.Redirect("~/Default.aspx"); } } if (Request.Params.Get("t") != null) { string ticket = Request.Params.Get("t"); char[] delimiters = new char[] { ':', ',' }; string[] ssoVariable = ticket.Split(delimiters, StringSplitOptions.None); string ssoHash = ssoVariable[0]; string ssoTime = ssoVariable[1]; string ssoUserName = ssoVariable[2]; DateTime appTime = DateTime.MinValue; int offsetTime = 60; // get this from config or similar try { appTime = DateTime.ParseExact(ssoTime, "yyyyMMddHHmmss", null); } catch { //show error return; } if (Math.Abs(appTime.Subtract(DateTime.Now).TotalSeconds) > offsetTime) { //show error return; } bool isValid = false; string ssoSharedSecret = "58ag;ai76"; // get this from config or similar string hash = FormsAuthentication.HashPasswordForStoringInConfigFile(string.Format("{0},{1},{2}", ssoSharedSecret, ssoTime, ssoUserName), "md5"); if (string.Compare(ssoHash, hash, true) == 0) { if (Math.Abs(appTime.Subtract(DateTime.Now).TotalSeconds) > offsetTime) { //show error return; } else { isValid = true; } } if (isValid) { //Do authenticate; } else { //show error return; } } else { //show error } } } Summary This is a very simple and basic SSO solution, and its main advantage is its simplicity, only needs to add a single page to do SSO authentication, do not need to modify the existing system infrastructure.

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • Getting Started with Amazon Web Services in NetBeans IDE

    - by Geertjan
    When you need to connect to Amazon Web Services, NetBeans IDE gives you a nice start. You can drag and drop the "itemSearch" service into a Java source file and then various Amazon files are generated for you. From there, you need to do a little bit of work because the request to Amazon needs to be signed before it can be used. Here are some references and places that got me started: http://associates-amazon.s3.amazonaws.com/signed-requests/helper/index.html http://docs.aws.amazon.com/AWSSimpleQueueService/latest/SQSGettingStartedGuide/AWSCredentials.html https://affiliate-program.amazon.com/gp/flex/advertising/api/sign-in.html You definitely need to sign up to the Amazon Associates program and also register/create an Access Key ID, which will also get you a Secret Key, as well. Here's a simple Main class that I created that hooks into the generated RestConnection/RestResponse code created by NetBeans IDE: public static void main(String[] args) {    try {        String searchIndex = "Books";        String keywords = "Romeo and Juliet";        RestResponse result = AmazonAssociatesService.itemSearch(searchIndex, keywords);        String dataAsString = result.getDataAsString();        int start = dataAsString.indexOf("<Author>")+8;        int end = dataAsString.indexOf("</Author>");        System.out.println(dataAsString.substring(start,end));    } catch (Exception ex) {        ex.printStackTrace();    }} Then I deleted the generated properties file and the authenticator and changed the generated AmazonAssociatesService.java file to the following: public class AmazonAssociatesService {    private static void sleep(long millis) {        try {            Thread.sleep(millis);        } catch (Throwable th) {        }    }    public static RestResponse itemSearch(String searchIndex, String keywords) throws IOException {        SignedRequestsHelper helper;        RestConnection conn = null;        Map queryMap = new HashMap();        queryMap.put("Service", "AWSECommerceService");        queryMap.put("AssociateTag", "myAssociateTag");        queryMap.put("AWSAccessKeyId", "myAccessKeyId");        queryMap.put("Operation", "ItemSearch");        queryMap.put("SearchIndex", searchIndex);        queryMap.put("Keywords", keywords);        try {            helper = SignedRequestsHelper.getInstance(                    "ecs.amazonaws.com",                    "myAccessKeyId",                    "mySecretKey");            String sign = helper.sign(queryMap);            conn = new RestConnection(sign);        } catch (IllegalArgumentException | UnsupportedEncodingException | NoSuchAlgorithmException | InvalidKeyException ex) {        }        sleep(1000);        return conn.get(null);    }} Finally, I copied this class into my application, which you can see is referred to above: http://code.google.com/p/amazon-product-advertising-api-sample/source/browse/src/com/amazon/advertising/api/sample/SignedRequestsHelper.java Here's the completed app, mostly generated via the drag/drop shown at the start, but slightly edited as shown above: That's all, now everything works as you'd expect.

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  • Problem in calling a method recursively in nodejs mongodb [closed]

    - by Nilesh
    I am trying to create a tree using nodejs and mongodb.Wanted to show a path of a particulr node from the root.So I am finding the destination path and looping back to its parent iteratively until the root.So this is the snippet I am using which results in infinite looping articleProvider.finditsparent(t,function(error,tap){ if(tap[0].parent=='null') { t=(tap[0].parent); console.log(n); } else { n.push(tap[0].parent); console.log(tap[0].parent); t=(tap[0].parent); res.send(n); } }); res.send(n); }); How should I get rid of this problem?Is there any way to call it recursively?

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  • Should I forward the a call to .Equals onto .Equals<T>?

    - by Jaimal Chohan
    So, I've got you bog standard c# object, overriding Equalsand implementing IEquatable public override int GetHashCode() { return _name.GetHashCode(); } public override bool Equals(object obj) { return Equals(obj as Tag) } #region IEquatable<Tag> Members public bool Equals(Tag other) { if (other == null) return false; else return _name == other._name; } #endregion Now, for some reason, I used to think that forwarding the calls from Equals into Equals was bad, no idea why, perhaps I read it a long time ago, anyway I'd write separate (but logically same) code for each method. Now I think forwarding Equals to Equals is okay, for obvious reasons, but for the life me I can't remember why I thought it wasn't before. Any thoughts?

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  • Iterating selected rows in an ADF Faces table

    - by Frank Nimphius
    In OTN Harvest May 2012; http://www.oracle.com/technetwork/developer-tools/adf/learnmore/may2012-otn-harvest-1652358.pdf I wrote about "Common mistake when iterating <af:table> rows". In this entry I showed code to access the row associated with a selected table row from the binding layer to avoid the problem of having to programmatically change the selected table row. As it turns out, my solution only worked fro selected table rows that are in the current iterator query range. So here's a solution that works for all ranges public String onButtonPress() { RowKeySet rks = table.getSelectedRowKeys(); Iterator it = rks.iterator(); while (it.hasNext()) { List selectedRowKeyPath = (List)it.next(); //table is the JSF component reference created using the table's binding //property Row row = ((JUCtrlHierNodeBinding)table.getRowData(selectedRowKeyPath)).getRow(); System.out.println("Print Test: " + row.getAttribute(1)); } return null; }

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  • Internet Connectivity Indicicator on Unity

    - by Sathish
    How can I check whether my internet connection is active on Ubuntu. If I am connected to a wired or wi-fi network, the indicator applet shows that I'm connected. But there is now way to find out the internet is working or not. I have some problem in my internet connectivity and I frequently lose my connection. I found this link is useful Internet connectivity indicator applet But I don't know that where should I use this code! #!/bin/bash if ping -c 1 -W 2 google.com > /dev/null; then echo "Up" else echo "Down" fi

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  • Extending Expression Blend 4 &amp; Blend for Visual Studio 2012

    - by Chris Skardon
    Just getting this off the bat, I presume this will also work for Blend 5, but I can’t confirm it… Anyhews, I imagine you’re here because you want to know how to create an addin for Blend, so let’s jump right in there! First, and foremost, we’re going to need to ensure our development environment has the right setup, so the checklist: Visual Studio 2012 Blend for Visual Studio 2012 OK, let’s create a new project (class library, .NET 4.5): Hello.Extension The ‘.Extension’ bit is very very important. The addin will not work unless it is named in this way. You can put whatever you want at the front, but it has to have the extension bit. OK, so now we have a solution with one project. To this project we need to add references to the following things: Microsoft.Expression.Extensibility (from c:\program files\Microsoft Visual Studio 11.0\Blend\   -- x86 folder if you are on an x64 windows install) Microsoft.Expression.Framework (same location as above) PresentationCore PresentationFramework WindowsBase System.ComponentModel.Composition Got them? ACE. Let’s now add a project to contain our control, so, create a new WPF Application project, cunningly named something like ‘Hello.Control’… (I’m creating a WPF application here, because I’m too lazy to dig up the correct references, and this will add all the ones I need ) Once that is created, delete the App.xaml and MainWindow.xaml files, we won’t be needing them. You will also need to change the properties of the project itself, so it is only a class library. Once that is done, let’s add a new UserControl, which will be this: <UserControl x:Class="Hello.Control.HelloControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="300"> <Grid> <TextBlock Text="HELLO!!!"/> </Grid> </UserControl> Impressive eh? Now, let’s reference the WPF project from the Extension library. All that’s left now is to code up our extension… So, add a class to the Extension project (name wise doesn’t matter), and make it implement the IPackage interface from the Microsoft.Expression.Extensibility library: public class HelloExtension : IPackage { /**/ } We’ll implement the two methods we need to: public class HelloExtension : IPackage { public void Load(IServices services) { } public void Unload() { } } We’re only really concerned about the Load method in this case, as let’s face it, the extension we have doesn’t need to do a lot to bog off. The interesting thing about the Load method is that it receives an IServices instance. This allows us to get access to all the services that Expression provides, in this case we’re interested in one in particular, the ‘IWindowService’ So, let’s get that bad boy… private IWindowService _windowService; public void Load(IServices services) { _windowService = services.GetService<IWindowService>(); } Nailed it… But why? The WindowService allows us to register our UserControl with Blend, which in turn allows people to activate and see it, which is a big plus point. So, let’s do that… We’ll create an ‘Initialize’ method to create our new control, and add it to the WindowService: private HelloControl _helloControl; public void Initialize() { _helloControl = new HelloControl(); if (_windowService.PaletteRegistry["HelloPanel"] == null) _windowService.RegisterPalette("HelloPanel", _helloControl, "Hello Window"); } First we check that we’re not already registered, and if we’re not we register, the first argument is the identifier used by the service to, well, identify your extension. The second argument is the actual control, the third argument is the name that people will see in the ‘Windows’ menu of Blend itself (so important note here – don’t put anything embarrassing or (need I say it?) sweary…) There are only two things to do now - Call ‘Initialize()’ from our Load method, and Export the class This is easy money – add [Export(typeof(IPackage))] to the top of our class… The full code will (should) look like this: [Export(typeof (IPackage))] public class HelloExtension : IPackage { private HelloControl _helloControl; private IWindowService _windowService; public void Load(IServices services) { _windowService = services.GetService<IWindowService>(); Initialize(); } public void Unload() { } public void Initialize() { _helloControl = new HelloControl(); if (_windowService.PaletteRegistry["HelloControl"] == null) _windowService.RegisterPalette("HelloControl", _helloControl, "Hello Window"); } } If you build this and copy it to your ‘Extensions’ folder in Blend (c:\program files\microsoft visual studio 11.0\blend\) and start Blend, you should see ‘Hello Window’ listed in the Window menu: That as they say is it!

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  • Vala: How to use Glades ActionGroup correctly

    - by Tom
    Could someone give me an example how to use Glade's ActionGroup with a Gtk.Builder in a Vala-Application? If I have an ActionGroup with an Action save, and on this action I've set the activate Signal to "on_save_clicked", should it be fine to write: [CCode (instance_pos = -1)] public void on_save_clicked(){ print("I would like to save, please\n"); } in global scope and then use builder.connect_signals(null)? When i do this, i just get "Could not find signal handler 'on_save_clicked'" when executing the program. No compile errors. I'm using valac --pkg gtk+-3.0 test.vala for compiling and glade-3.10.0

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  • Avoiding coupling

    - by Seralize
    It is also true that a system may become so coupled, where each class is dependent on other classes that depend on other classes, that it is no longer possible to make a change in one place without having a ripple effect and having to make subsequent changes in many places.[1] This is why using an interface or an abstract class can be valuable in any object-oriented software project. Quote from Wikipedia Starting from scratch I'm starting from scratch with a project that I recently finished because I found the code to be too tightly coupled and hard to refactor, even when using MVC. I will be using MVC on my new project aswell but want to try and avoid the pitfalls this time, hopefully with your help. Project summary My issue is that I really wish to keep the Controller as clean as possible, but it seems like I can't do this. The basic idea of the program is that the user picks wordlists which is sent to the game engine. It will pick random words from the lists until there are none left. Problem at hand My main problem is that the game will have 'modes', and need to check the input in different ways through a method called checkWord(), but exactly where to put this and how to abstract it properly is a challenge to me. I'm new to design patterns, so not sure whether there exist any might fit my problem. My own attempt at abstraction Here is what I've gotten so far after hours of 'refactoring' the design plans, and I know it's long, but it's the best I could do to try and give you an overview (Note: As this is the sketch, anything is subject to change, all help and advice is very welcome. Also note the marked coupling points): Wordlist class Wordlist { // Basic CRUD etc. here! // Other sample methods: public function wordlistCount($user_id) {} // Returns count of how many wordlists a user has public function getAll($user_id) {} // Returns all wordlists of a user } Word class Word { // Basic CRUD etc. here! // Other sample methods: public function wordCount($wordlist_id) {} // Returns count of words in a wordlist public function getAll($wordlist_id) {} // Returns all words from a wordlist public function getWordInfo($word_id) {} // Returns information about a word } Wordpicker class Wordpicker { // The class needs to know which words and wordlists to exclude protected $_used_words = array(); protected $_used_wordlists = array(); // Wordlists to pick words from protected $_wordlists = array(); /* Public Methods */ public function setWordlists($wordlists = array()) {} public function setUsedWords($used_words = array()) {} public function setUsedWordlists($used_wordlists = array()) {} public function getRandomWord() {} // COUPLING POINT! Will most likely need to communicate with both the Wordlist and Word classes /* Protected Methods */ protected function _checkAvailableWordlists() {} // COUPLING POINT! Might need to check if wordlists are deleted etc. protected function _checkAvailableWords() {} // COUPLING POINT! Method needs to get all words in a wordlist from the Word class } Game class Game { protected $_session_id; // The ID of a game session which gets stored in the database along with game details protected $_game_info = array(); // Game instantiation public function __construct($user_id) { if (! $this->_session_id = $this->_gameExists($user_id)) { // New game } else { // Resume game } } // This is the method I tried to make flexible by using abstract classes etc. // Does it even belong in this class at all? public function checkWord($answer, $native_word, $translation) {} // This method checks the answer against the native word / translation word, depending on game mode public function getGameInfo() {} // Returns information about a game session, or creates it if it does not exist public function deleteSession($session_id) {} // Deletes a game session from the database // Methods dealing with game session information protected function _gameExists($user_id) {} protected function _getProgress($session_id) {} protected function _updateProgress($game_info = array()) {} } The Game /* CONTROLLER */ /* "Guess the word" page */ // User input $game_type = $_POST['game_type']; // Chosen with radio buttons etc. $wordlists = $_POST['wordlists']; // Chosen with checkboxes etc. // Starts a new game or resumes one from the database $game = new Game($_SESSION['user_id']); $game_info = $game->getGameInfo(); // Instantiates a new Wordpicker $wordpicker = new Wordpicker(); $wordpicker->setWordlists((isset($game_info['wordlists'])) ? $game_info['wordlists'] : $wordlists); $wordpicker->setUsedWordlists((isset($game_info['used_wordlists'])) ? $game_info['used_wordlists'] : NULL); $wordpicker->setUsedWords((isset($game_info['used_words'])) ? $game_info['used_words'] : NULL); // Fetches an available word if (! $word_id = $wordpicker->getRandomWord()) { // No more words left - game over! $game->deleteSession($game_info['id']); redirect(); } else { // Presents word details to the user $word = new Word(); $word_info = $word->getWordInfo($word_id); } The Bit to Finish /* CONTROLLER */ /* "Check the answer" page */ // ?????????????????? ( http://pastebin.com/cc6MtLTR ) Make sure you toggle the 'Layout Width' to the right for a better view. Thanks in advance. Questions To which extent should objects be loosely coupled? If object A needs info from object B, how is it supposed to get this without losing too much cohesion? As suggested in the comments, models should hold all business logic. However, as objects should be independent, where to glue them together? Should the model contain some sort of "index" or "client" area which connects the dots? Edit: So basically what I should do for a start is to make a new model which I can more easily call with oneliners such as $model->doAction(); // Lots of code in here which uses classes! How about the method for checking words? Should it be it's own object? I'm not sure where I should put it as it's pretty much part of the 'game'. But on another hand, I could just leave out the 'abstraction and OOPness' and make it a method of the 'client model' which will be encapsulated from the controller anyway. Very unsure about this.

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  • Apache2 and FTP

    - by Jo Colina
    I just set up an Apache web server on my Raspberry Pi, along with MySQL and PHP5, and to upload files i set up vsftpd. The thing is that the ftp connection sent me to my pi user home directory, instead of /var/www . So i changed Pi home directory to /var/www and changed it again to it's previous home. FTP now sends me to /var/www but whenever I upload files other rights are null. (Apache sends a 403 Forbidden every time unless I manually chmod the files inside /var/www uploaded via ftp) Does anyuone know how to fix this? Thanks!

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  • Make huge space savings by using SPARSE columns

    - by simonsabin
    I’ve blogged before about Getting more than 1024 columns on a table , this is done by using sparse columns. Whilst this is potentially useful for people with insane table designs, sparse columns aren’t just for this. My experience over the past few years has shown that sparse columns are useful for almost all databases when you have columns that are largely null i.e. sparse. A recent client was able to reduce the size of the table by 60% by changing columns to sparse. The way this is achieved is...(read more)

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  • Which are the most frequent exceptions thrown in Java applications? [on hold]

    - by Chris
    1. Do you know of any statistics about the frequency of exceptions (checked and unchecked) thrown at runtime in typical Java applications? for example: NullPointerException: 25% of all exceptions ClassCastException: 15% of all exceptions etc. 2. Which are the most frequent exceptions according to your own experiences? 3. Would you agree that the NullPointerException is generally the most often thrown exception? I am asking this question in the context of the compiler development of the PPL programming language (www.practical-programming.org). The goal is to auto-detect a maximum of frequent exceptions at compile-time. For example, detecting all potential NullPointerExceptions at compile-time leads to null-safe software which is more reliable.

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  • Kinect joint coordinates and XNA animation

    - by Sweta Dwivedi
    I have written a program to record the x,y,z coordinated of the Hand joint and I want to animate my models 2D or 3D according to these coordinates. . .However the output of the x,y,z coordinates are fluctuating from -0 to 1 but not more than that.. So i assume I will need to multiply them back with the screen width and height, however it still doesnt seem to animate according to the original x,y,z points Any transformations I might be missing out? while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) float.Parse(temp[0]))* maxWidth); int y = (int) float.Parse(temp[1])) * maxHeight); }

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  • Modifying the SL/WIF Integration Bits to support Issued Token Credentials

    - by Your DisplayName here!
    The SL/WIF integration code that ships with the Identity Training Kit only supports Windows and UserName credentials to request tokens from an STS. This is fine for simple single STS scenarios (like a single IdP). But the more common pattern for claims/token based systems is to split the STS roles into an IdP and a Resource STS (or whatever you wanna call it). In this case, the 2nd leg requires to present the issued token from the 1st leg – this is not directly supported by the bits. But they can be easily modified to accomplish this. The Credential Fist we need a class that represents an issued token credential. Here we store the RSTR that got returned from the client to IdP request: public class IssuedTokenCredentials : IRequestCredentials {     public string IssuedToken { get; set; }     public RequestSecurityTokenResponse RSTR { get; set; }     public IssuedTokenCredentials(RequestSecurityTokenResponse rstr)     {         RSTR = rstr;         IssuedToken = rstr.RequestedSecurityToken.RawToken;     } } The Binding Next we need a binding to be used with issued token credential requests. This assumes you have an STS endpoint for mixed mode security with SecureConversation turned off. public class WSTrustBindingIssuedTokenMixed : WSTrustBinding {     public WSTrustBindingIssuedTokenMixed()     {         this.Elements.Add( new HttpsTransportBindingElement() );     } } WSTrustClient The last step is to make some modifications to WSTrustClient to make it issued token aware. In the constructor you have to check for the credential type, and if it is an issued token, store it away. private RequestSecurityTokenResponse _rstr; public WSTrustClient( Binding binding, EndpointAddress remoteAddress, IRequestCredentials credentials )     : base( binding, remoteAddress ) {     if ( null == credentials )     {         throw new ArgumentNullException( "credentials" );     }     if (credentials is UsernameCredentials)     {         UsernameCredentials usernname = credentials as UsernameCredentials;         base.ChannelFactory.Credentials.UserName.UserName = usernname.Username;         base.ChannelFactory.Credentials.UserName.Password = usernname.Password;     }     else if (credentials is IssuedTokenCredentials)     {         var issuedToken = credentials as IssuedTokenCredentials;         _rstr = issuedToken.RSTR;     }     else if (credentials is WindowsCredentials)     { }     else     {         throw new ArgumentOutOfRangeException("credentials", "type was not expected");     } } Next – when WSTrustClient constructs the RST message to the STS, the issued token header must be embedded when needed: private Message BuildRequestAsMessage( RequestSecurityToken request ) {     var message = Message.CreateMessage( base.Endpoint.Binding.MessageVersion ?? MessageVersion.Default,       IssueAction,       (BodyWriter) new WSTrustRequestBodyWriter( request ) );     if (_rstr != null)     {         message.Headers.Add(new IssuedTokenHeader(_rstr));     }     return message; } HTH

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  • Using .add() on the same widget more than once

    - by Dillon Gilmore
    I asked this question on Reddit and was directed here. http://www.reddit.com/r/Ubuntu/comments/vhadl/quickly_dynamic_ui/ Unfortunately I am having the same issue and the problems seems that you can only use .add() on a widget once. So here is my code, self.ui.labels = [] for titles in entries: label = Gtk.Label() self.ui.labels.append(label) self.ui.viewport1.add(self.ui.labels[-1]) self.ui.paned1.show_all() Now, for fun I decided "What would happen if I just manually did..." self.ui.viewport1.add(Gtk.Label()) self.ui.viewport1.add(Gtk.Button()) self.ui.viewport1.add(Gtk.Entry()) For my first code snippet I get this error, Gtk-CRITICAL **: gtk_viewport_add: assertion gtk_bin_get_child (bin) == NULL' failed The error happens an unknown amount of times because the list entries can vary in length, but for my second code snippet it happens exactly twice. This means that when I viewport1.add() it works the first time, but all adds after that receive the error above. So my question, is there a way in python to use .add() on the same widget more than once?

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  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • does class reference itself static anti pattern in prism

    - by Michael Riva
    I have an application and my desing approach look like this: class Manager { public int State; static Manager _instance = null; public static Manager Instance { get { return _instance; } set { if (_instance == value) return; _instance = value; } } public Manager() { State = 0; Instance=this; } } class Module1 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module2 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module3 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } Manager class already registered in Bootstrapper like : protected override void ConfigureContainer() { base.ConfigureContainer(); Container.RegisterType<Manager>(new ContainerControlledLifetimeManager()); } protected override void InitializeModules() { Manager man= Container.Resolve<Manager>(); } Question is do I need to define my manager object as static in its field to be able to reach its state? Or this is anti pattern or bad for performance?

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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