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  • Best way to identify and dispose locked thread in java.

    - by Bala R
    I have to call a function 3rd party module on a new thread. From what I've seen, the call either completes quickly if everything went well or it just hangs for ever locking up the thread. What's a good way to start the thread and make the call and wait for a few secs and if the thread is still alive, then assuming it's locked up, kill (or stop or abandon) the thread without using any deprecated methods. I have something like this for now, but I'm not sure if this is the best way to do it and I want to avoid calling Thread.stop() as it's deprecated. Thanks. private void foo() throws Exception { Runnable runnable = new Runnable() { @Override public void run() { // stuff that could potentially lock up the thread. } }; Thread thread; thread = new Thread(runnable); thread.start(); thread.join(3500); if (thread.isAlive()) { thread.stop(); throw new Exception(); } }

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  • how to emulate thread local storage at user space in C++ ?

    - by vprajan
    I am working on a mobile platform over Nucleus RTOS. It uses Nucleus Threading system but it doesn't have support for explicit thread local storage i.e, TlsAlloc, TlsSetValue, TlsGetValue, TlsFree APIs. The platform doesn't have user space pthreads as well. I found that __thread storage modifier is present in most of the C++ compilers. But i don't know how to make it work for my kind of usage. How does __thread keyword can be mapped with explicit thread local storage? I read many articles but nothing is so clear for giving me the following basic information will __thread variable different for each thread ? How to write to that and read from it ? does each thread has exactly one copy of the variable ? following is the pthread based implementation: pthread_key_t m_key; struct Data : Noncopyable { Data(T* value, void* owner) : value(value), owner(owner) {} int* value; }; inline ThreadSpecific() { int error = pthread_key_create(&m_key, destroy); if (error) CRASH(); } inline ~ThreadSpecific() { pthread_key_delete(m_key); // Does not invoke destructor functions. } inline T* get() { Data* data = static_cast<Data*>(pthread_getspecific(m_key)); return data ? data->value : 0; } inline void set(T* ptr) { ASSERT(!get()); pthread_setspecific(m_key, new Data(ptr, this)); } How to make the above code use __thread way to set & get specific value ? where/when does the create & delete happen? If this is not possible, how to write custom pthread_setspecific, pthread_getspecific kind of APIs. I tried using a C++ global map and index it uniquely for each thread and retrieved data from it. But it didn't work well.

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  • sudo apt-get install mysql-server fails

    - by danwoods
    Hi all, I'm coming from a fresh install of Ubuntu server 9.10 and trying to install mysql-server by using 'sudo apt-get mysql-server' I get the following errors: dan@dev:~$ sudo apt-get install mysql-server [sudo] password for dan: Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: libdbd-mysql-perl libdbi-perl libhtml-template-perl libnet-daemon-perl libplrpc-perl mysql-client-5.1 mysql-server-5.1 Suggested packages: dbishell libipc-sharedcache-perl tinyca The following NEW packages will be installed: libdbd-mysql-perl libdbi-perl libhtml-template-perl libnet-daemon-perl libplrpc-perl mysql-client-5.1 mysql-server mysql-server-5.1 0 upgraded, 8 newly installed, 0 to remove and 0 not upgraded. Need to get 16.5MB of archives. After this operation, 39.0MB of additional disk space will be used. Do you want to continue [Y/n]? y Get:1 http://us.archive.ubuntu.com karmic/main libnet-daemon-perl 0.43-1 [46.9kB] Get:2 http://us.archive.ubuntu.com karmic/main libplrpc-perl 0.2020-2 [36.0kB] Get:3 http://us.archive.ubuntu.com karmic/main libdbi-perl 1.609-1 [800kB] Get:4 http://us.archive.ubuntu.com karmic/main libdbd-mysql-perl 4.011-1ubuntu1 [136kB] Get:5 http://us.archive.ubuntu.com karmic-updates/main mysql-client-5.1 5.1.37- 1ubuntu5.1 [8,202kB] Get:6 http://us.archive.ubuntu.com karmic-updates/main mysql-server-5.1 5.1.37-1ubuntu5.1 [7,186kB] Get:7 http://us.archive.ubuntu.com karmic/main libhtml-template-perl 2.9-1 [65.8kB] Get:8 http://us.archive.ubuntu.com karmic-updates/main mysql-server 5.1.37-1ubuntu5.1 [64.3kB] Fetched 16.5MB in 1min 34s (175kB/s) Preconfiguring packages ... Selecting previously deselected package libnet-daemon-perl. (Reading database ... 123083 files and directories currently installed.) Unpacking libnet-daemon-perl (from .../libnet-daemon-perl_0.43-1_all.deb) ... Selecting previously deselected package libplrpc-perl. Unpacking libplrpc-perl (from .../libplrpc-perl_0.2020-2_all.deb) ... Selecting previously deselected package libdbi-perl. Unpacking libdbi-perl (from .../libdbi-perl_1.609-1_i386.deb) ... Selecting previously deselected package libdbd-mysql-perl. Unpacking libdbd-mysql-perl (from .../libdbd-mysql-perl_4.011-1ubuntu1_i386.deb) ... Selecting previously deselected package mysql-client-5.1. Unpacking mysql-client-5.1 (from .../mysql-client-5.1_5.1.37-1ubuntu5.1_i386.deb) ... Selecting previously deselected package mysql-server-5.1. Unpacking mysql-server-5.1 (from .../mysql-server-5.1_5.1.37-1ubuntu5.1_i386.deb) ... Selecting previously deselected package libhtml-template-perl. Unpacking libhtml-template-perl (from .../libhtml-template-perl_2.9-1_all.deb) ... Selecting previously deselected package mysql-server. Unpacking mysql-server (from .../mysql-server_5.1.37-1ubuntu5.1_all.deb) ... Processing triggers for man-db ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot Setting up libnet-daemon-perl (0.43-1) ... Setting up libplrpc-perl (0.2020-2) ... Setting up libdbi-perl (1.609-1) ... Setting up libdbd-mysql-perl (4.011-1ubuntu1) ... Setting up mysql-client-5.1 (5.1.37-1ubuntu5.1) ... Setting up mysql-server-5.1 (5.1.37-1ubuntu5.1) ... * Stopping MySQL database server mysqld [ OK ] * Starting MySQL database server mysqld [fail] invoke-rc.d: initscript mysql, action "start" failed. dpkg: error processing mysql-server-5.1 (--configure): subprocess installed post-installation script returned error exit status 1 Setting up libhtml-template-perl (2.9-1) ... dpkg: dependency problems prevent configuration of mysql-server: mysql-server depends on mysql-server-5.1; however: Package mysql-server-5.1 is not configured yet. dpkg: error processing mysql-server (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates its a followup error from a previous failure. Errors were encountered while processing: mysql-server-5.1 mysql-server E: Sub-process /usr/bin/dpkg returned an error code (1) What am I missing? [update] mysqld returns: dan@dev:~$ sudo mysqld [sudo] password for dan: 100220 12:18:17 [Note] Plugin 'FEDERATED' is disabled. InnoDB: Unable to lock ./ibdata1, error: 11 InnoDB: Check that you do not already have another mysqld process InnoDB: using the same InnoDB data or log files. 100220 12:18:17 InnoDB: Retrying to lock the first data file InnoDB: Unable to lock ./ibdata1, error: 11 InnoDB: Check that you do not already have another mysqld process This goes on for a while... InnoDB: Unable to lock ./ibdata1, error: 11 InnoDB: Check that you do not already have another mysqld process InnoDB: using the same InnoDB data or log files. ^[[BInnoDB: Unable to lock ./ibdata1, error: 11 InnoDB: Check that you do not already have another mysqld process InnoDB: using the same InnoDB data or log files. 100220 12:19:57 InnoDB: Unable to open the first data file InnoDB: Error in opening ./ibdata1 100220 12:19:57 InnoDB: Operating system error number 11 in a file operation. InnoDB: Error number 11 means 'Resource temporarily unavailable'. InnoDB: Some operating system error numbers are described at InnoDB: http://dev.mysql.com/doc/refman/5.1/en/operating-system-error-codes.html InnoDB: Could not open or create data files. InnoDB: If you tried to add new data files, and it failed here, InnoDB: you should now edit innodb_data_file_path in my.cnf back InnoDB: to what it was, and remove the new ibdata files InnoDB created InnoDB: in this failed attempt. InnoDB only wrote those files full of InnoDB: zeros, but did not yet use them in any way. But be careful: do not InnoDB: remove old data files which contain your precious data! 100220 12:19:57 [ERROR] Plugin 'InnoDB' init function returned error. 100220 12:19:57 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 100220 12:19:57 [ERROR] Can't start server: Bind on TCP/IP port: Address already in use 100220 12:19:57 [ERROR] Do you already have another mysqld server running on port: 3306 ? 100220 12:19:57 [ERROR] Aborting 100220 12:19:57 [Warning] Forcing shutdown of 1 plugins 100220 12:19:57 [Note] mysqld: Shutdown complete How can I check what process is using port: 3306? [Update]: sudo netstat -anp | grep LISTEN returns dan@dev:~$ sudo netstat -anp | grep LISTEN [sudo] password for dan: tcp 0 0 0.0.0.0:25 0.0.0.0:* LISTEN 1372/master tcp 0 0 127.0.0.1:3306 0.0.0.0:* LISTEN 4391/mysqld tcp 0 0 127.0.0.1:631 0.0.0.0:* LISTEN 1409/cupsd tcp6 0 0 ::1:631 :::* LISTEN 1409/cupsd [More Updates]: I can log into mysql if that makes a difference

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  • Teaching programming (languages) in central/northern Europe

    - by canavanin
    I hope this question is not going to be off-topic; in case you think there'd be a better place to ask it, please let me know. Anyway, I'm currently doing my PhD working in bioinformatics. I would, however, like to turn away from academia eventually and instead go into teaching programming or, preferably, programming languages (e.g. Perl, which feels like my "mother tongue"...) - not as a school teacher, but with a company (in Germany or Scandinavia). It'll take me another one to one and a half years to complete my PhD, so I would like to know how I could/should use that time to raise my chances of getting into the profession I'd be interested in. Are there any Perl certificates I should aim to obtain, for example? In case there's anything that comes to mind when reading this, please let me know. Thanks a lot in advance!

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  • C# Drawing On Separate Thread [migrated]

    - by Zaid
    I have a "public static" class called "DrawTest" and inside is a method public static DrawRandomRectangle(Bitmap g) { } I want to call that method and draw bunches of stuff and then update the pictureBox that uses the image on a separate thread. To simplify, I'm not trying to make anything specific I'm just trying to learn how to draw and update an image inside of a picturebox on a separate thread.

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  • Hooking thread exit

    - by mackenir
    Is there a way for me to hook the exit of managed threads (i.e. run some code on a thread, just before it exits?) I've developed a mechanism for hooking thread exit that works for some threads. Step 1: develop a 'hook' STA COM class that takes a callback function and calls it in its destructor. Step 2: create a ThreadStatic instance of this object on the thread I want to hook, and pass the object a managed delegate converted to an unmanaged function pointer. The delegate then gets called on thread exit (since the CLR calls IUnknown::Release on all STA COM RCWs as part of thread exit). This mechanism works on, for example, worker threads that I create in code using the Thread class. However, it doesn't seem to work for the application's main thread (be it a console or windows app). The 'hook' COM object seems to be deleted too late in the shutdown process and the attempt to call the delegate fails. (The reason I want to implement this facility is so I can run some native COM code on the exiting thread that works with STA COM objects that were created on the thread, before it's 'too late' (i.e. before the thread has exited, and it's no longer possible to work with STA COM objects on that thread.))

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  • Qt cross thread call

    - by QLatvia
    I have a Qt/C++ application, with the usual GUI thread, and a network thread. The network thread is using an external library, which has its own select() based event loop... so the network thread isn't using Qt's event system. At the moment, the network thread just emit()s signals when various events occur, such as a successful connection. I think this works okay, as the signals/slots mechanism posts the signals correctly for the GUI thread. Now, I need for the network thread to be able to call the GUI thread to ask questions. For example, the network thread may require the GUI thread to request put up a dialog, to request a password. Does anyone know a suitable mechanism for doing this? My current best idea is to have the network thread wait using a QWaitCondition, after emitting an object (emit passwordRequestedEvent(passwordRequest);. The passwordRequest object would have a handle on the particular QWaitCondition, and so can signal it when a decision has been made.. Is this sort of thing sensible? or is there another option?

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  • WPF: issue updating UI from background thread

    - by Ted Shaffer
    My code launches a background thread. The background thread makes changes and wants the UI in the main thread to update. The code that launches the thread then waits looks something like: Thread fThread = new Thread(new ThreadStart(PerformSync)); fThread.IsBackground = true; fThread.Start(); fThread.Join(); MessageBox.Show("Synchronization complete"); When the background wants to update the UI, it sets a StatusMessage and calls the code below: static StatusMessage _statusMessage; public delegate void AddStatusDelegate(); private void AddStatus() { AddStatusDelegate methodForUIThread = delegate { _statusMessageList.Add(_statusMessage); }; this.Dispatcher.BeginInvoke(methodForUIThread, System.Windows.Threading.DispatcherPriority.Send); } _statusMessageList is an ObservableCollection that is the source for a ListBox. The AddStatus method is called but the code on the main thread never executes - that is, _statusMessage is not added to _statusMessageList while the thread is executing. However, once it is complete (fThread.Join() returns), all the stacked up calls on the main thread are executed. But, if I display a message box between the calls to fThread.Start() and fThread.Join(), then the status messages are updated properly. What do I need to change so that the code in the main thread executes (UI updates) while waiting for the thread to terminate? Thanks.

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  • I have a perl script that is supposed to run indefinitely. It's being killed... how do I determine who or what kills it?

    - by John O
    I run the perl script in screen (I can log in and check debug output). Nothing in the logic of the script should be capable of killing it quite this dead. I'm one of only two people with access to the server, and the other guy swears that it isn't him (and we both have quite a bit of money riding on it continuing to run without a hitch). I have no reason to believe that some hacker has managed to get a shell or anything like that. I have very little reason to suspect the admins of the host operation (bandwidth/cpu-wise, this script is pretty lightweight). Screen continues to run, but at the end of the output of the perl script I see "Killed" and it has dropped back to a prompt. How do I go about testing what is whacking the damn thing? I've checked crontab, nothing in there that would kill random/non-random processes. Nothing in any of the log files gives any hint. It will run from 2 to 8 hours, it would seem (and on my mac at home, it will run well over 24 hours without a problem). The server is running Ubuntu version something or other, I can look that up if it matters.

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  • Why do I get 'use: command not found' when I run my Perl script?

    - by [email protected]
    I'm new to Perl. And I have used following code from one forum to connect to one of the server. but throwing error messages [root@Cus]# cat tt.pl #!/usr/bin/perl use Net::Telnet; $telnet = new Net::Telnet ( Timeout=>2, Errmode=>'die'); $telnet->open('10.0.0.28'); $telnet->waitfor('/login:/'); $telnet->print('administrator'); $telnet->waitfor('/Password:/'); $telnet->print('test'); $telnet->waitfor('/switch8-12>/'); $telnet->print('whoamI'); $output=$telnet->waitfor('/switch8-12>/'); print $output; But throwing following error messages. [root@Cus]# ./tt.pl ./tt.pl: line 3: use: command not found ./tt.pl: line 4: syntax error near unexpected token `(' ./tt.pl: line 4: `$telnet = new Net::Telnet ( Timeout=>2, Errmode=>'die');'

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  • What is a Perl regex for finding the first non-consecutively-repeating character in a string.

    - by DVK
    Your task, should you choose to accept it, is to write a Perl regular expression that for a given string, will return the first occurence of a character that is not consecutively duplicated. In other words, both preceded AND succeeded by characters different from itself (or start/end of string respectively). Example: IN: aabbcdecc OUT: c Please note that "not consecutively duplicated" does not mean "anywhere in the string". NOTE: it must be a pure regex expression. E.g. the solution that obviously comes to mind (clone the string, delete all the duplicates, and print the first remaining character) does not count, although it solves the problem. The question is inspired by my somewhat off-topic answer to this: http://stackoverflow.com/questions/2548606/perl-function-to-find-first-non-repeating-character-in-a-string

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  • How do I insert a word into a string in Perl?

    - by Nano HE
    #!C:\Perl\bin\perl.exe use strict; use warnings; use Data::Dumper; my $fh = \*DATA; while(my $line = <$fh>) { $line =~ s/ ^/male /x ; print $line ; } __DATA__ 1 0104 Mike Lee 2:01:48 output male 1 0104 Mike Lee 2:01:48 Then I tried to insert male after the racenumber(0104), I replaced the code with style. $line =~ s/ ^\d+\s+\d+\s+ /male /x ; # but failed Acturally I want the output. thank you. 1 0104 male Mike Lee 2:01:48

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  • Why doesn't my Perl code work when I put it in a foreach loop?

    - by foxhop
    This code outputs the scalars in the row array properly: $line = "This is my favorite test"; @row = split(/ /, $line); print $row[0]; print $row[1]; The same code inside a foreach loop doesn't print any scalar values: foreach $line (@lines){ @row = split(/ /, $line); print $row[0]; print $row[1]; } What could cause this to happen? I am new to Perl coming from python. I need to learn Perl for my new position.

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  • How can I de-install a Perl module installed via `cpan`?

    - by Kinopiko
    I am using Perl running in user space (not installed via root) and installing modules via the command-line cpan. I would like to know if there is a simple way to remove a module without having to do a lot of work deleting individual files. I searched for this question on the internet and found some answers, but the answers I've found seem to either discuss using the Perl package manager (specific for Microsoft Windows), otherwise operating-system specific (BSDpan), suggesting using cpanplus (which I've had several bad experiences with), or ended by pointing to a dead link as follows: http://www.cpan.org/misc/cpan-faq.html#How_delete_Perl_modules. My question is specifically whether there is a clean way to remove a module installed via cpan.

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  • How can I use Perl and RRD to plot ping times?

    - by ChrisMuench
    I'm trying to do my first rrd graph through Perl. I have tried RRD::Simple and rrds and just can't get either one to work. Here's what I have so far: use strict; use RRD::Simple (); # Create an interface object my $rrd = RRD::Simple-new( file = "server.rrd" ); # Put some arbitary data values in the RRD file for the same # 3 data sources called bytesIn, bytesOut and faultsPerSec. $rrd-create( EqSearch = "DERIVE", MfSearch = "DERIVE", EQCostBasis = "DERIVE", MFCostBasis = "DERIVE" ); $rrd-update( EqSearch = 2, MfSearch = 3, EQCostBasis = 10, MFCostBasis = 15 ); # Generate graphs: # /var/tmp/myfile-daily.png, /var/tmp/myfile-weekly.png # /var/tmp/myfile-monthly.png, /var/tmp/myfile-annual.png my %rtn = $rrd-graph( destination = "/Users/cmuench/Documents/Code/perl", title = "Server A", vertical_label = "", interlaced = "", periods = [qw(hour)] );

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  • How can I run a command on a remote machine with Perl?

    - by Bharath Kumar
    I'm using following code to connect to a remote machine and try to execute one simple command on remote machine. cat tt.pl #!/usr/bin/perl #use strict; use warnings; use Net::Telnet; $telnet = new Net::Telnet ( Timeout=>2, Errmode=>'die'); $telnet->open('172.168.12.58'); $telnet->waitfor('/login:\s*/'); $telnet->print('admin'); $telnet->waitfor('/password:\s*/'); $telnet->print('Blue'); #$telnet->cmd('ver > C:\\log.txt'); $telnet->cmd('mkdir gy'); You have new mail in /var/spool/mail/root [root@localhost]# But when I'm executing this script it is throwing error messages [root@localhost]# perl tt.pl command timed-out at tt.pl line 12 [root@localhost]# Please help me in this

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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