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  • MVVM Light V4 preview (BL0014) release notes

    - by Laurent Bugnion
    I just pushed to Codeplex an update to the MVVM Light source code. This is an early preview containing some of the features that I want to release later under the version 4. If you find these features useful for your project, please download the source code and build the assemblies. I will appreciate greatly any issue report. This version is labeled “V4.0.0.0/BL0014”. The “BL” string is an old habit that we used in my days at Siemens Building Technologies, called a “base level”. Somehow I like this way of incrementing the “base level” independently of any other consideration (such as alpha, beta, CTP, RTM etc) and continue to use it to tag my software versions. In Microsoft parlance, you could say that this is an early CTP of MVVM Light V4. Caveat The code is unit tested, but as we all know this does not mean that there are no bugs This code has not yet been used in production. Again, your help in testing this is greatly appreciated, so please report all bugs to me! What’s new? The following features have been implemented: Misc Various “maintenance work”. All WPF assemblies (that is .NET35 and .NET4) now allow partially trusted callers. It means that you can use them in am XBAP in partial trust mode. Testing Various test updates Added Windows Phone 7 unit tests Note: For Windows Phone 7, due to an issue in the unit test framework, not all tests can be executed. I had to isolate those tests for the moment. The error was reported to Microsoft. ViewModelBase The constructor is now public to allow serialization (especially useful on the phone to tombstone the state). ViewModelBase.MessengerInstance now returns Messenger.Default unless it is set explicitly. Previously, MessengerInstance was returning null, which was complicating the code. Two new ways to raise the PropertyChanged event have been added. See below for details. Messenger Updated the IMessenger interface with all public members from the Messenger class. Previously some members were missing. A new Unregister method is now available, allowing to unregister a recipient for a given token. RelayCommand RaiseCanExecuteChanged now acts the same in Windows Presentation Foundation than in Silverlight. In previous versions, I was relying on the CommandManager to raise the CanExecuteChanged event in WPF. However, it was found to be too unreliable, and a more direct way of raising the event was found preferable. See below for details. Raising the PropertyChanged event A very much requested update is now included: the ability to raise the PropertyChanged event in a viewmodel without using “magic strings”. Personally, I don’t see strings as a major issue, thanks to two features of the MVVM Light Toolkit: In the DEBUG configuration, every time that the RaisePropertyChanged method is called, the name of the property is checked against all existing properties of the viewmodel. Should the property name be misspelled (because of a typo or refactoring), an exception is thrown, notifying the developer that something is wrong. To avoid impacting the performance, this check is only made in DEBUG configuration, but that should be enough to warn the developers in case they miss a rename. The property name is defined as a public constant in the “mvvminpc” code snippet. This allows checking the property name from another class (for example if the PropertyChanged event is handled in the view). It also allows changing the property name in one place only. However, these two safeguards didn’t satisfy some of the users, who requested another way to raise the PropertyChanged event. In V4, you can now do the following: Using lambdas private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(() => MyProperty); } } This raises the property changed event using a lambda expression instead of the property name. Light reflection is used to get the name. This supports Intellisense and can easily be refactored. You can also broadcast a PropertyChangedMessage using the Messenger.Default instance with: private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(() => MyProperty, oldValue, value, true); } } Using no arguments When the RaisePropertyChanged method is called within a setter, you can also omit the property name altogether. This will fail if executed outside of the setter however. Also, to avoid confusion, there is no way to broadcast the PropertyChangedMessage using this syntax. private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(); } } The old way Of course the “old” way is still supported, without broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); } } And with broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(MyPropertyName, oldValue, value, true); } } Performance considerations It is notorious that using reflection takes more time than using a string constant to get the property name. However, after measuring for all platforms, I found the differences to be very small. I will measure more and submit the results to the community for evaluation, because some of the results are actually surprising (for example, using the Messenger to broadcast a PropertyChangedMessage does not significantly increase the time taken to raise the PropertyChanged event and update the bindings). For now, I submit this code to you, and would be delighted to hear about your own results. Raising the CanExecuteChanged event manually In WPF, until now, the CanExecuteChanged event for a RelayCommand was raised automatically. Or rather, it was attempted to be raised, using a feature that is only available in WPF called the CommandManager. This class monitors the UI and when something occurs, it queries the state of the CanExecute delegate for all the commands. However, this proved unreliable for the purpose of MVVM: Since very often the value of the CanExecute delegate changes according to non-UI events (for example something changing in the viewmodel or in the model), raising the CanExecuteChanged event manually is necessary. In Silverlight, the CommandManager does not exist, so we had to raise the event manually from the start. This proved more reliable, and I now changed the WPF implementation of the RaiseCanExecuteChanged method to be the exact same in WPF than in Silverlight. For instance, if a command must be enabled when a string property is set to a value other than null or empty string, you can do: public MainViewModel() { MyTestCommand = new RelayCommand( () => DoSomething(), () => !string.IsNullOrEmpty(MyProperty)); } public const string MyPropertyName = "MyProperty"; private string _myProperty = string.Empty; public string MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); MyTestCommand.RaiseCanExecuteChanged(); } } Logo update I made a minor change to the logo: Some people found the lack of the word “light” (as in MVVM Light Toolkit) confusing. I thought it was cool, because the feather suggests the idea of lightness, however I can see the point. So I added the word “light” to the logo. Things should be quite clear now. What’s next? This is only the first of a series of releases that will bring MVVM Light to V4. In the next weeks, I will continue to add some very requested features and correct some issues in the code. I will probably continue this fashion of releasing the changes to the public as source code through Codeplex. I would be very interested to hear what you think of that, and to get feedback about the changes. Cheers, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • How to input data into user defined variables into MySql query

    - by user292791
    Simple Shell script echo "Enter 1 for month of March" echo "Enter 2 for month of April" echo "Enter 3 for month of May" read Month case "$Month" in 1) echo "enter establishment name" read a; mysql -u root -p $a < "March.sql";; 2) echo "enter establishment name" read b; mysql -u root -p $b < "April.sql";; 3) echo "enter establishment name" read c; mysql -u root -p $c < "May.sql";; esac done In this i have three other query files March.sql, April.sql, May.sql. i'm linking this in shell script . Example of .sql file: SELECT DISTINCT substr( a.case_no, 3, 2 ), b.case_type, b.type_name, a.case_no into outfile '/tmp/April.csv' FIELDS TERMINATED BY ',' ENCLOSED BY '"' LINES TERMINATED BY '\r\n' FROM Civil_t AS a, Case_type_t AS b, disposal_proc AS c WHERE substr( a.case_no, 3, 2 ) = b.case_type AND a.date_of_decision BETWEEN '2014-04-01' AND '2014-04-30' AND a.case_no = c.case_no AND a.court_no =1; I have to alter the .sql script every time. Is there any method to read the variables from shell script and use it in mysql. For example:- echo "enter date" read a #input date Now i have read a "date" and i want to use it in March.sql query in where clause. Is there is any method of using this variable in .sql query.

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • Encapsulating code in F# (Part 2)

    - by MarkPearl
    In part one of this series I showed an example of encapsulation within a local definition. This is useful to know so that you are aware of the scope of value holders etc. but what I am more interested in is encapsulation with regards to generating useful F# code libraries in .Net, this is done by using Namespaces and Modules. Lets have a look at some C# code first… using System; namespace EncapsulationNS { public class EncapsulationCLS { public static void TestMethod() { Console.WriteLine("Hello"); } } } Pretty simple stuff… now the F# equivalent…. namespace EncapsulationNS module EncapsulationMDL = let TestFunction = System.Console.WriteLine("Hello") ()   Even easier… lets look at some specifics about F# namespaces… Namespaces are open. meaning you can have multiple source files and assemblies can contribute to the same namespace. So, Namespaces are a great way to group modules together, so the question needs to be asked, what role do modules play. For me, the F# module is in many ways similar to the vb6 days of modules. In vb6 modules were separate files and simply allowed us to group certain methods together. I find it easier to visualize F# modules this way than to compare them to the C# classes. However that being said one is not restricted to one module per file – there is flexibility to have multiple modules in one code file however with my limited F# experience I would still recommend using the file as the standard level of separating modules as it is very easy to then find your way around a solution. An important note about interop with F# and other .Net languages. I wrote a blog post a while back about a very basic F# to C# interop. If I were to reference an F# library in a C# project (for instance ‘TestFunction’), in C# it would show this method as a static method call, meaning I would not have to instantiate an instance of the module.

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • Command Query Separation

    - by Liam McLennan
    Command query separation is a strategy, proposed by Bertrand Meyer, that each of an object’s methods should be either a command or a query. A command is an operation that changes the state of a system, and a query is an operation that returns a value. This is not the same thing as CQRS, hence why I think that CQRS is poorly named. An Example of Command Query Separation Consider a system that models books and shelves. There is a rule that a shelf may not be removed if it holds any books. One way to implement the removal is to write a method Shelf.Remove() that internally checks to make sure that the shelf is empty before removing it. If the shelf is not empty then it is not removed and an error is returned. To implement this feature following the principle of command query separation would require two methods, one to query the shelf and determine if it is empty and a second method to remove the shelf. Separating the query from the command makes the shelf class simpler to use because the state change is clear and explicit.

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  • What is the steps to make a frame work for a company? [on hold]

    - by bbb
    we want to make a frame work for our company. Our company mission is developing web applications and CMS and websites. Till now we had a lot of problems with the various types of codding. we didnt have a frame work and every programmer codes as he wants and it was too hard for the others to edit them. Now we want to make a frame work for the company. We want to make an archive of dll files that are written by our self our other and make the programmers to use just from them and we want to make a frame work for the type of codding. WE NEED A STRUCTURE FOR THE COMPANY. I dont know how to do this and what is the first and second and third step to do this. I need some guidance about it. For example I say that the frame work should contains the followings: The base should be SOLID The method should be Code-First The standards should be Naming Convention The type should be 3 layer programming The method should be MVC We should use from our dll archive The UI should be with HTML and CSS And using from Bootstrap Am I right or not or is it complete or...???

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  • Is there an alternative to the term "calling object"?

    - by ybakos
    Let's suppose you've got a class defined (in pseudocode): class Puppy { // ... string sound = "Rawr!"; void bark() { print(sound); } } And say, given a Puppy instance, you call it's bark() method: Puppy p; p.bark(); Notice how bark() uses the member variable sound. In many contexts, I've seen folks describe sound as the member variable of the "calling object." My question is, what's a better term to use than "calling object?" To me, the object is not doing any calling. We know that member functions are in a way just functions with an implicit this or self parameter. I've come up with "receiving object," or "message recipient," which makes sense if you're down with the "messaging" paradigm. Do any of you happy hackers have a term that you like to use? I feel it should mean "the object upon which a method is called" and TOUWAMIC just doesn't cut it.

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  • New Solaris 11.2 beta features: SMF stencils

    - by user13366125
    As much as there is often a lot discussion about configuration items inside the SMF repository (like the hostname), it brings an important advantage: It introduces the concept of dependencies to configuration changes. What services have be restarted when i change a configuration item. Do you remember all the services that are dependent on the hostname and need a restart after changing it? SMF solves this by putting the information about dependencies into it configuration. You define it with the manifests. However, as much configuration you may put into SMF, most applications still insists to get it's configuration inside the traditional configuration files, like the resolv.conf for the resolver or the puppet.conf for Puppet. So you need a way to take the information out of the SMF repository and generate a config file with it. In the past the way to do so, was some scripting inside the start method that generated the config file before the service started. Solaris 11.2 offers a new feature in this area. It introduces a generic method to enable you to create config files from SMF properties. It's called SMF stencils. (read more)

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  • How to leverage the internal HTTP endpoint available on Azure web roles?

    - by adelsors
    Imagine you have a Web application using an in-memory collection that changes occasionally, loading it from storage on the Application_Start global.asax event and updating it whenever it changes. If you want to deploy this application on Azure you need to keep in mind that more than one instance of the application can be running at any time and therefore you need to provide some mechanism to keep all instances informed with the latest changes. Because that the communication through internal endpoints between Azure role instances is at no cost, a good solution can be maintaining the information on Azure Storage Tables, reading its contents on the Application_Start event and populating its changes to all instances using the internal HTTP port available on Azure Web Roles. You need to follow these steps to leverage the internal HTTP endpoint available on Azure web roles: 1.   Define an internal HTTP endpoint in the Web Role properties, for example InternalHttpEndpoint   2.   Add a new WCF service to the Web Role, for example NotificationServices.svc 3.   Add a method on the new service to receive notifications from other role instances. 4.   Declare a class that inherits from System.ServiceModel.Activation.ServiceHostFactory and override the method CreateServiceHost to host the internal endpoint.   Note that you can use SecurityMode.None because the internal endpoint is private to the instances of the service, this is provided by the platform. 5.   Edit the markup of the service right clicking the svc file and selecting "View markup" to add the new factory as the factory to be used to create the service    6. Now you can notify changes to other instances using this code:

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Shared pointers causing weird behaviour

    - by Setzer22
    I have the following code in SFML 2.1 Class ResourceManager: shared_ptr<Sprite> ResourceManager::getSprite(string name) { shared_ptr<Texture> texture(new Texture); if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } Main method: (I'll omit most of the irrelevant code shared_ptr<Sprite> sprite = ResourceManager::getSprite("sprite.png"); ... while(renderWindow.isOpen()) renderWindow.draw(*sprite); Oddly enough this makes my sprite render completely white, but if I do this instead: shared_ptr<Sprite> ResourceManager::getSprite(string name) { Texture* texture = new Texture; // <------- From shared pointer to pointer if(!texture->loadFromFile(resPath+spritesPath+name)) throw new NotSuchFileException(); shared_ptr<Sprite> sprite(new Sprite(*texture)); return sprite; } It works perfectly. So what's happening here? I assumed the shared pointer would work just as a pointer. Could it be that it's getting deleted? My main method is keeping a reference to it so I don't really understand what's going on here :S EDIT: I'm perfectly aware deleting the sprite won't delete the texture and this is generating a memory leak I'd have to handle, that's why I'm trying to use smart pointers on the first place...

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  • What is the preferred pattern when attaching a 'runtime object'?

    - by sebf
    In my application I have the following: public class NeatObject { /* lots of static data, and configuration flags */ } public class NeatObjectConsumer { void DoCleverStuffWithObjectOnGPU(NeatObject obj); } Where NeatObject and its consumer are used to control the GPU. The idea being that, the configuration of an instance of NeatObject and its members, define how the consumer instance behaves. The object can be passed around, edited, and most importantly serialised/deserialised by the application, with and without knowledge of NeatObjectConsumer, then provided back to the consumer to do something else. The purpose of this seperation is: The consumer manages hardware resources, which change depending on the computer, and even on the execution of the application, making preserving the state of an object which does everything difficult. Avoids circular references if the assembly that contains the consumer needs to reference one that only needs to know about NeatObject. However, there is a complication in that the consumer creates hardware resources and needs to associate them with NeatObject. These don't need to be preserved, but still need to be retrieved. DoCleverStuffWithObjectOnGPU() will be called many, many times during execution and so any bottleneck is a concern, therefore I would like to avoid dictionary lookups. What is the preferred method of attaching this information to NeatObject? By preferred, I mean intuitive - other coders can see immediately what is going on - and robust - method doesn't invite playing with the resources or present them in such a way as to make them easily corruptible. Essentially, I want to add my own metadata - how should I do it? Try to use 'actual metadata' functionality like Reflection? A member of the type of an abstract class? Unmanaged pointers? If you took on a project that used this pattern, what would you have liked the previous developer to do?

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  • EXC_BAD_ACCESS error when box2d joint is destroyed

    - by colilo
    When I destroy the weldJoint in the update method (see below) I get an EXC_BAD_ACCESS error pointing to the line world->DestroyJoint(weldJoint); in the update method below: -(void) update: (ccTime) dt { int32 velocityIterations = 8; int32 positionIterations = 1; // Instruct the world to perform a single step of simulation. It is // generally best to keep the time step and iterations fixed. world->Step(dt, velocityIterations, positionIterations); // using the iterator pos over the set std::set<BodyPair *>::iterator pos; for(pos = bodiesForJoints.begin(); pos != bodiesForJoints.end(); ++pos) { b2WeldJointDef weldJointDef; BodyPair *bodyPair = *pos; b2Body *bodyA = bodyPair->bodyA; b2Body *bodyB = bodyPair->bodyB; weldJointDef.Initialize(bodyA, bodyB, bodyA->GetWorldCenter()); weldJointDef.collideConnected = false; weldJoint = (b2WeldJoint*) world->CreateJoint(&weldJointDef); // Free the structure we allocated earlier. free(bodyPair); // Remove the entry from the set. bodiesForJoints.erase(pos); } for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *mainSprite = (CCSprite*)b->GetUserData(); if (mainSprite.tag == 1) { mainSprite.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); CGPoint mainSpritePosition = mainSprite.position; if (mainSprite.isMoved) { world->DestroyJoint(weldJoint); } } } } } In the HelloWorldLayer.h I set the weldJoint with the assign property. Am I destroying the joint in the wrong way? I would really appreciate any help. Thanks

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • Localization of Database Strings in .Net

    - by Aligned
    I have several database tables that have a description column that I need to display in the UI. .Net has .resx files that will help with the translation of the strings, when the Thread.CurrentCulture.UICulture is set, but I needed a custom approach for the strings that are stored in the database and not in the .resx files. Here’s my approach: 1. Create a resource file for each database table and put them in the /Resources/Database/ directory. 2. Create a method in LocalizationHelpers (GetLocalizedString) that will get the string from the table for English (which should be cached to avoid unneeded service/database calls) or the resx when not English. 3. All database tables need to have a ResxKey field that matches the key in the resx file. 4. By convention the resx file will have the same name as the database table, and the key the same as the database ResxKey.   - if there are multiple columns that need translation, then one ResxKey will be used and Name or Description appended. Here’s the method I’m using to pull the string: public static string GetLocalizedString(string resourceName, string resourceKey) { if (executingAssembly == null) { executingAssembly = Assembly.GetExecutingAssembly(); } ResourceManager manager = new ResourceManager(resourceName, executingAssembly); return manager.GetString(resourceKey); }

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  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

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  • does red5 read tomcat-users.xml

    - by baba
    Hi, I have been busy creating an app for Red5. Imagine what was my surprise when I tried to configure basic/digest authentication and I couldn't. What struck me as strange is that I have a running tomcat instance that works and authenticates correctly with the following xmls: web.xml (part of) <security-constraint> <web-resource-collection> <web-resource-name>A Protected Page</web-resource-name> <url-pattern>/stats.jsp</url-pattern> </web-resource-collection> <auth-constraint> <description/> <role-name>tomcat</role-name> </auth-constraint> </security-constraint> <login-config> <auth-method>DIGEST</auth-method> <realm-name>BLAAAAAAAAAAAAAAAAA</realm-name> </login-config> <security-role> <description/> <role-name>tomcat</role-name> </security-role> and a tomcat-users.xml in /conf that looks kinda like this: <?xml version="1.0" encoding="UTF-8"?> <tomcat-users> <role rolename="tomcat"/> <user username="ide" password="bogus" roles="tomcat"/> </tomcat-users> The annoying thing is that configuration authenticates correctly when on tomcat's servlet container, but on the red5's modified one, it just keeps asking for authentication. Am I becoming mad or it should work like a charm? Red5 is version 0_9_1 The stats.jsp is accessible in both servlet containers, the only difference is that when you input the correct password and username in tomcat, you are logged in, and in red5 you are not, it just keeps asking you for the password. Any pointers? Am I missing something? Here is a stack trace of the error I receive AT the moment I try the login: Caused by: java.io.IOException: Unable to locate a login configuration at com.sun.security.auth.login.ConfigFile.init(ConfigFile.java:250) [na:1.6.0_22] at com.sun.security.auth.login.ConfigFile.<init>(ConfigFile.java:91) [na:1.6.0_22] ... 27 common frames omitted [ERROR] [http-127.0.0.1-5080-1] org.apache.catalina.realm.JAASRealm - Cannot find message associated with key jaasRealm.unexpectedError java.lang.SecurityException: Unable to locate a login configuration at com.sun.security.auth.login.ConfigFile.<init>(ConfigFile.java:93) [na:1.6.0_22] at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) [na:1.6.0_22] at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) [na:1.6.0_22] at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) [na:1.6.0_22] at java.lang.reflect.Constructor.newInstance(Constructor.java:513) [na:1.6.0_22] at java.lang.Class.newInstance0(Class.java:355) [na:1.6.0_22] at java.lang.Class.newInstance(Class.java:308) [na:1.6.0_22] at javax.security.auth.login.Configuration$3.run(Configuration.java:247) [na:1.6.0_22] at java.security.AccessController.doPrivileged(Native Method) [na:1.6.0_22] at javax.security.auth.login.Configuration.getConfiguration(Configuration.java:242) [na:1.6.0_22] at javax.security.auth.login.LoginContext$1.run(LoginContext.java:237) [na:1.6.0_22] at java.security.AccessController.doPrivileged(Native Method) [na:1.6.0_22] at javax.security.auth.login.LoginContext.init(LoginContext.java:234) [na:1.6.0_22] at javax.security.auth.login.LoginContext.<init>(LoginContext.java:403) [na:1.6.0_22] at org.apache.catalina.realm.JAASRealm.authenticate(JAASRealm.java:394) [catalina-6.0.24.jar:na] at org.apache.catalina.realm.JAASRealm.authenticate(JAASRealm.java:357) [catalina-6.0.24.jar:na] at org.apache.catalina.authenticator.DigestAuthenticator.findPrincipal(DigestAuthenticator.java:283) [catalina-6.0.24.jar:na] at org.apache.catalina.authenticator.DigestAuthenticator.authenticate(DigestAuthenticator.java:176) [catalina-6.0.24.jar:na] at org.apache.catalina.authenticator.AuthenticatorBase.invoke(AuthenticatorBase.java:523) [catalina-6.0.24.jar:na] at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:127) [catalina-6.0.24.jar:na] at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:102) [catalina-6.0.24.jar:na] at org.apache.catalina.valves.AccessLogValve.invoke(AccessLogValve.java:555) [catalina-6.0.24.jar:na] at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:109) [catalina-6.0.24.jar:na] at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:298) [catalina-6.0.24.jar:na] at org.apache.coyote.http11.Http11Processor.process(Http11Processor.java:852) [tomcat-coyote-6.0.24.jar:na] at org.apache.coyote.http11.Http11Protocol$Http11ConnectionHandler.process(Http11Protocol.java:588) [tomcat-coyote-6.0.24.jar:na] at org.apache.tomcat.util.net.JIoEndpoint$Worker.run(JIoEndpoint.java:489) [tomcat-coyote-6.0.24.jar:na] at java.lang.Thread.run(Thread.java:662) [na:1.6.0_22] Caused by: java.io.IOException: Unable to locate a login configuration at com.sun.security.auth.login.ConfigFile.init(ConfigFile.java:250) [na:1.6.0_22] at com.sun.security.auth.login.ConfigFile.<init>(ConfigFile.java:91) [na:1.6.0_22] ... 27 common frames omitted In addition, here is the configuration of red5-web.properties webapp.contextPath=/project Even futher information: Seems to me like it is using the right realm: MemoryRealm [INFO] [main] org.red5.server.tomcat.TomcatLoader - Setting connector: org.apache.catalina.connector.Connector [INFO] [main] org.red5.server.tomcat.TomcatLoader - Address to bind: /127.0.0.1:5080 [INFO] [main] org.red5.server.tomcat.TomcatLoader - Setting realm: org.apache.catalina.realm.MemoryRealm [INFO] [main] org.red5.server.tomcat.TomcatLoader - Loading tomcat context [INFO] [main] org.red5.server.tomcat.TomcatLoader - Server root: C:/Program Files/Red5 [INFO] [main] org.red5.server.tomcat.TomcatLoader - Config root: C:/Program Files/Red5/conf [INFO] [main] org.red5.server.tomcat.TomcatLoader - Application root: C:/Program Files/Red5/webapps [INFO] [main] org.red5.server.tomcat.TomcatLoader - Starting Tomcat servlet engine [INFO] [main] org.apache.catalina.startup.Embedded - Starting tomcat server [INFO] [main] org.apache.catalina.core.StandardEngine - Starting Servlet Engine: Apache Tomcat/6.0.26 However, immediately after bootstraping Tomcat, I am presented with the following error: Exception in thread "Launcher:/administration" org.springframework.beans.factory.BeanDefinitionStoreException: Could not resolve bean definition resource pattern [/WEB-INF/red5-*.xml]; nested exception is java.io.FileNotFoundException: ServletContext resource [/WEB-INF/] cannot be resolved to URL because it does not exist at org.springframework.beans.factory.support.AbstractBeanDefinitionReader.loadBeanDefinitions(AbstractBeanDefinitionReader.java:190) at org.springframework.beans.factory.support.AbstractBeanDefinitionReader.loadBeanDefinitions(AbstractBeanDefinitionReader.java:149) at org.springframework.web.context.support.XmlWebApplicationContext.loadBeanDefinitions(XmlWebApplicationContext.java:124) at org.springframework.web.context.support.XmlWebApplicationContext.loadBeanDefinitions(XmlWebApplicationContext.java:93) at org.springframework.context.support.AbstractRefreshableApplicationContext.refreshBeanFactory(AbstractRefreshableApplicationContext.java:130) at org.springframework.context.support.AbstractApplicationContext.obtainFreshBeanFactory(AbstractApplicationContext.java:458) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:388) at org.red5.server.tomcat.TomcatLoader$1.run(TomcatLoader.java:594) Caused by: java.io.FileNotFoundException: ServletContext resource [/WEB-INF/] cannot be resolved to URL because it does not exist at org.springframework.web.context.support.ServletContextResource.getURL(ServletContextResource.java:132) at org.springframework.core.io.support.PathMatchingResourcePatternResolver.isJarResource(PathMatchingResourcePatternResolver.java:414) at org.springframework.core.io.support.PathMatchingResourcePatternResolver.findPathMatchingResources(PathMatchingResourcePatternResolver.java:343) at org.springframework.core.io.support.PathMatchingResourcePatternResolver.getResources(PathMatchingResourcePatternResolver.java:282) at org.springframework.context.support.AbstractApplicationContext.getResources(AbstractApplicationContext.java:1156) at org.springframework.beans.factory.support.AbstractBeanDefinitionReader.loadBeanDefinitions(AbstractBeanDefinitionReader.java:177) ... 7 more This error is kinda strange, because after this it seems that /WEB-INF/ is found by the rest of the program by the following output: [INFO] [Launcher:/SOSample] org.springframework.beans.factory.config.PropertyPlaceholderConfigurer - Loading properties file from ServletContext resource [/WEB-INF/red5-web.properties] [INFO] [Launcher:/installer] org.springframework.beans.factory.config.PropertyPlaceholderConfigurer - Loading properties file from ServletContext resource [/WEB-INF/red5-web.properties] [INFO] [Launcher:/] org.springframework.beans.factory.config.PropertyPlaceholderConfigurer - Loading properties file from ServletContext resource [/WEB-INF/red5-web.properties] [INFO] [Launcher:/LiveMedia] org.springframework.beans.factory.config.PropertyPlaceholderConfigurer - Loading properties file from ServletContext resource [/WEB-INF/red5-web.properties] What really annoys me is that, as you can see in the output, when I try to login, I get a JAASRealm-related exception, but in the debug output when Tomcat is loading, it is clear to me that it expects a MemoryRealm. I was wondering where and how in red5.xml should I specify bean properties such that I force red5 to use MemoryRealm that is under /conf/tomcat-users.xml, because it certainly doesn't do so now. It seems like the biggest question I have posted so far, but I tried to explain it as fully as possible as to avoid confusion.

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  • How to implement Google Maps new version of API v2

    - by bapatla
    Hi every one I came to know that google maps has deprecated its previous version API v1 and introduced a new version of google maps API v2. I tried out one example by following some links in google any how i am pretty sure that i got the api key correctly by providing the exact hash key code and managed to get the correct api key. Now i managed to write some code as well but when i tried to execute the code i am getting the errors please help me to solve this here is my code and i even tried the sample codes provided by google play services an i got the same problem this is the sample that i have done by referring some links in google main activity package com.example.apv; import com.google.android.gms.maps.CameraUpdateFactory; import com.google.android.gms.maps.GoogleMap; import com.google.android.gms.maps.MapFragment; import com.google.android.gms.maps.model.BitmapDescriptorFactory; import com.google.android.gms.maps.model.LatLng; import com.google.android.gms.maps.model.MarkerOptions; import android.os.Bundle; import android.app.Activity; import android.app.FragmentManager; public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); FragmentManager fragmentManager = getFragmentManager(); MapFragment mapFragment = (MapFragment) fragmentManager.findFragmentById(R.id.map); GoogleMap googleMap = mapFragment.getMap(); LatLng sfLatLng = new LatLng(37.7750, -122.4183); googleMap.setMapType(GoogleMap.MAP_TYPE_NORMAL); googleMap.addMarker(new MarkerOptions() .position(sfLatLng) .title("San Francisco") .snippet("Population: 776733") .icon(BitmapDescriptorFactory.defaultMarker( BitmapDescriptorFactory.HUE_AZURE))); googleMap.getUiSettings().setCompassEnabled(true); googleMap.getUiSettings().setZoomControlsEnabled(true); googleMap.animateCamera(CameraUpdateFactory.newLatLngZoom(sfLatLng, 10)); } } main.xml <?xml version="1.0" encoding="utf-8"?> <fragment xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/map" android:layout_width="match_parent" android:layout_height="match_parent" class="com.google.android.gms.maps.MapFragment"/> and finally my manifest file <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.apv" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="17"/> <permission android:name="com.codebybrian.mapsample.permission.MAPS_RECEIVE" android:protectionLevel="signature"/> <!--Required permissions--> permission oid:name="com.codebybrian.mapsample.permission.MAPS_RECEIVE"/> <!--Used by the API to download map tiles from Google Maps servers: --> <uses-permission android:name="android.permission.INTERNET"/> <!--Allows the API to access Google web-based services: --> <uses-permission android:name="com.google.android.providers.gsf.permission.READ_GSERVICES"/> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <!--Optional permissions--> <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION"/> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/> <!--Version 2 of the Google Maps Android API requires OpenGL ES version 2 --> <uses-feature android:glEsVersion="0x00020000" android:required="true"/> application android:label="@string/app_name" android:icon="@drawable/ic_launcher"> <activity android:name=".MyMapActivity" android:label="@string/app_name" > <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> <meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="AZzaSSsBmhi4dXoKSylGGmjkQ5Jev9UdAJBjk"/> </application> </manifest> i run my application in emulator of version 4.2 and api level of 17 i got following error 12-17 10:06:52.590: E/Trace(826): error opening trace file: No such file or directory (2) 12-17 10:06:52.590: W/Trace(826): Unexpected value from nativeGetEnabledTags: 0 12-17 10:06:52.590: W/Trace(826): Unexpected value from nativeGetEnabledTags: 0 12-17 10:06:52.590: W/Trace(826): Unexpected value from nativeGetEnabledTags: 0 12-17 10:06:52.680: I/ActivityThread(826): Pub com.google.android.gms.plus;com.google.android.gms.plus.action: com.google.android.gms.plus.provider.PlusProvider 12-17 10:06:52.740: W/Trace(826): Unexpected value from nativeGetEnabledTags: 0 12-17 10:06:52.740: W/Trace(826): Unexpected value from nativeGetEnabledTags: 0 12-17 10:06:52.760: W/Trace(826): Unexpected value from nativeGetEnabledTags: 0 later i came to know that these version cant execute in emulator so i tried executing it with two devices one is Sony xperia u of android version 2.3.7 and Samsung galaxy tab of android version 4.1.1 and these are my outputs 12-17 14:37:02.468: D/AndroidRuntime(7636): Shutting down VM 12-17 14:37:02.468: W/dalvikvm(7636): threadid=1: thread exiting with uncaught exception (group=0x41f672a0) 12-17 14:37:02.476: E/AndroidRuntime(7636): FATAL EXCEPTION: main 12-17 14:37:02.476: E/AndroidRuntime(7636): java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{com.example.apv/com.example.apv.MyMapActivity}: java.lang.ClassNotFoundException: com.example.apv.MyMapActivity 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2021) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2122) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.ActivityThread.access$600(ActivityThread.java:140) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1228) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.os.Handler.dispatchMessage(Handler.java:99) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.os.Looper.loop(Looper.java:137) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.ActivityThread.main(ActivityThread.java:4895) 12-17 14:37:02.476: E/AndroidRuntime(7636): at java.lang.reflect.Method.invokeNative(Native Method) 12-17 14:37:02.476: E/AndroidRuntime(7636): at java.lang.reflect.Method.invoke(Method.java:511) 12-17 14:37:02.476: E/AndroidRuntime(7636): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller .run(ZygoteInit.java:994) 12-17 14:37:02.476: E/AndroidRuntime(7636): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:761) 12-17 14:37:02.476: E/AndroidRuntime(7636): at dalvik.system.NativeStart.main(Native Method) 12-17 14:37:02.476: E/AndroidRuntime(7636): Caused by: java.lang.ClassNotFoundException: com.example.apv.MyMapActivity 12-17 14:37:02.476: E/AndroidRuntime(7636): at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:61) 12-17 14:37:02.476: E/AndroidRuntime(7636): at java.lang.ClassLoader.loadClass(ClassLoader.java:501) 12-17 14:37:02.476: E/AndroidRuntime(7636): at java.lang.ClassLoader.loadClass(ClassLoader.java:461) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.Instrumentation.newActivity(Instrumentation.java:1068) 12-17 14:37:02.476: E/AndroidRuntime(7636): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2012) 12-17 14:37:02.476: E/AndroidRuntime(7636): ... 11 more could any one please suggest me to how to get this done and give me some links of new version API v2 tutorials of google maps and some examples links please help me

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  • Android Uncaught Exception

    - by Agrim Asthana
    09-30 02:32:31.474: D/ddm-heap(214): Got feature list request 09-30 02:32:31.634: D/AndroidRuntime(214): Shutting down VM 09-30 02:32:31.634: W/dalvikvm(214): threadid=3: thread exiting with uncaught exception (group=0x4001b188) 09-30 02:32:31.634: E/AndroidRuntime(214): Uncaught handler: thread main exiting due to uncaught exception 09-30 02:32:31.654: E/AndroidRuntime(214): java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{com.mjcet.mjcet/com.mjcet.mjcet.MJCET}: java.lang.ClassNotFoundException: com.mjcet.mjcet.MJCET in loader dalvik.system.PathClassLoader@44e8c820 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2417) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2512) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.ActivityThread.access$2200(ActivityThread.java:119) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1863) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.os.Handler.dispatchMessage(Handler.java:99) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.os.Looper.loop(Looper.java:123) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.ActivityThread.main(ActivityThread.java:4363) 09-30 02:32:31.654: E/AndroidRuntime(214): at java.lang.reflect.Method.invokeNative(Native Method) 09-30 02:32:31.654: E/AndroidRuntime(214): at java.lang.reflect.Method.invoke(Method.java:521) 09-30 02:32:31.654: E/AndroidRuntime(214): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 09-30 02:32:31.654: E/AndroidRuntime(214): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 09-30 02:32:31.654: E/AndroidRuntime(214): at dalvik.system.NativeStart.main(Native Method) 09-30 02:32:31.654: E/AndroidRuntime(214): Caused by: java.lang.ClassNotFoundException: com.mjcet.mjcet.MJCET in loader dalvik.system.PathClassLoader@44e8c820 09-30 02:32:31.654: E/AndroidRuntime(214): at dalvik.system.PathClassLoader.findClass(PathClassLoader.java:243) 09-30 02:32:31.654: E/AndroidRuntime(214): at java.lang.ClassLoader.loadClass(ClassLoader.java:573) 09-30 02:32:31.654: E/AndroidRuntime(214): at java.lang.ClassLoader.loadClass(ClassLoader.java:532) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.Instrumentation.newActivity(Instrumentation.java:1021) 09-30 02:32:31.654: E/AndroidRuntime(214): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2409) 09-30 02:32:31.654: E/AndroidRuntime(214): ... 11 more 09-30 02:32:31.684: I/dalvikvm(214): threadid=7: reacting to signal 3 09-30 02:32:31.684: E/dalvikvm(214): Unable to open stack trace file '/data/anr/traces.txt': Permission denied the above is my debugging output for the below activities LOGINACTIVITY.java package com.agrim.mjcet; import com.agrim.mjcet.R; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; //import android.widget.TextView; import android.widget.Button; import android.widget.EditText; import android.view.View.OnClickListener; public class LoginActivity extends Activity { EditText txtUserName; EditText txtPassword; Button btnLogin; Button btnCancel; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // setting default screen to login.xml setContentView(R.layout.main); txtUserName=(EditText)this.findViewById(R.id.txtUname); txtPassword=(EditText)this.findViewById(R.id.txtPwd); btnLogin=(Button)this.findViewById(R.id.btnLogin); btnLogin=(Button)this.findViewById(R.id.btnLogin); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View v) { // Switching to Register screen if((txtUserName.getText().toString()).equals(txtPassword.getText().toString())) { Intent myIntent = new Intent(getApplicationContext(),SampleActivity.class); startActivityForResult(myIntent, 0); } } } ); } } SAMPLE ACTIVITY.java package com.agrim.mjcet; import com.agrim.mjcet.R; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.TextView; public class SampleActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Set View to register.xml setContentView(R.layout.lol); TextView HomeScreen = (TextView) findViewById(R.id.back); HomeScreen.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { // Closing registration screen // Switching to Login Screen/closing register screen finish(); } }); } } and here are my 2 layouts MAIN.XML <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="#000000" android:stretchColumns="1"> <TableRow> <TextView android:text="@string/user_name" android:textColor="#347235" android:id="@+id/TextView01" android:layout_width="wrap_content" android:layout_marginLeft="25dip" android:layout_height="wrap_content"> </TextView> <EditText android:text="" android:inputType="text" android:id="@+id/txtUname" android:layout_weight="0.75" android:layout_width="wrap_content" android:layout_marginRight="10dip" android:layout_marginBottom="5dip" android:background="#FFFFFF" android:layout_height="wrap_content"> </EditText> </TableRow> <TableRow> <TextView android:text="@string/password" android:textColor="#347235" android:id="@+id/TextView02" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginLeft="25dip"> </TextView> <EditText android:text="" android:inputType="textPassword" android:id="@+id/txtPwd" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginRight="10dip" android:layout_weight="1" android:background="#FFFFFF" android:gravity="center"> </EditText> </TableRow> <TableRow> <Button android:id="@+id/btnLogin" android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="#FFFFFF" android:layout_marginTop="25dip" android:layout_marginLeft="50dip" android:onClick="onClickMyButton" android:text="@string/login" /> <Button android:id="@+id/btnCancel" android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="#FFFFFF" android:layout_marginTop="25dip" android:layout_marginLeft="100dip" android:layout_marginRight="50dip" android:text="@string/cancel" /> </TableRow> <FrameLayout android:layout_width="wrap_content" android:layout_height="match_parent" > <ImageView android:layout_width="fill_parent" android:layout_height="match_parent" android:scaleType="centerInside" android:src="@drawable/logo_invert" android:contentDescription="@drawable/logo_invert"/> </FrameLayout> </TableLayout> and finally LOL.xml <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:background="#000000" android:layout_height="fill_parent" > <ImageView android:layout_width="fill_parent" android:id="@+id/back" android:layout_height="match_parent" android:scaleType="centerInside" android:src="@drawable/lol" android:contentDescription="@drawable/lol"> </ImageView> <RelativeLayout android:layout_width="match_parent" android:layout_height="138dp" android:orientation="vertical" android:gravity="bottom" > <TextView android:id="@+id/TextView02" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:layout_centerHorizontal="true" android:text="@string/coming_soon" android:textColor="#347235" /> </RelativeLayout> </FrameLayout> I get a force close upon initialization.. and yes this is my first android app :)

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  • Why is my Pre to Postfix code not working?

    - by Anthony Glyadchenko
    For a class assignment, I have to use two stacks in C++ to make an equation to be converted to its left to right equivalent: 2+4*(3+4*8) -- 35*4+2 -- 142 Here is the main code: #include <iostream> #include <cstring> #include "ctStack.h" using namespace std; int main (int argc, char * const argv[]) { string expression = "2+4*2"; ctstack *output = new ctstack(expression.length()); ctstack *stack = new ctstack(expression.length()); bool previousIsANum = false; for(int i = 0; i < expression.length(); i++){ switch (expression[i]){ case '(': previousIsANum = false; stack->cmstackPush(expression[i]); break; case ')': previousIsANum = false; char x; while (x != '('){ stack->cmstackPop(x); output->cmstackPush(x); } break; case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': cout << "A number" << endl; previousIsANum = true; output->cmstackPush(expression[i]); break; case '+': previousIsANum = false; cout << "+" << endl; break; case '-': previousIsANum = false; cout << "-" << endl; break; case '*': previousIsANum = false; cout << "*" << endl; break; case '/': previousIsANum = false; cout << "/" << endl; break; default: break; } } char i = ' '; while (stack->ltopOfStack > 0){ stack->cmstackPop(i); output->cmstackPush(i); cout << i << endl; } return 0; } Here is the stack code (watch out!): #include <cstdio> #include <assert.h> #include <new.h> #include <stdlib.h> #include <iostream> class ctstack { private: long* lpstack ; // the stack itself long ltrue ; // constructor sets to 1 long lfalse ; // constructor sets to 0 // offset to top of the stack long lmaxEleInStack ; // maximum possible elements of stack public: long ltopOfStack ; ctstack ( long lnbrOfEleToAllocInStack ) { // Constructor lfalse = 0 ; // set to zero ltrue = 1 ; // set to one assert ( lnbrOfEleToAllocInStack > 0 ) ; // assure positive argument ltopOfStack = -1 ; // ltopOfStack is really an index lmaxEleInStack = lnbrOfEleToAllocInStack ; // set lmaxEleInStack to max ele lpstack = new long [ lmaxEleInStack ] ; // allocate stack assert ( lpstack ) ; // assure new succeeded } ~ctstack ( ) { // Destructor delete [ ] lpstack ; // Delete the stack itself } ctstack& operator= ( const ctstack& ctoriginStack) { // Assignment if ( this == &ctoriginStack ) // verify x not assigned to x return *this ; if ( this -> lmaxEleInStack < ctoriginStack . lmaxEleInStack ) { // if destination stack is smaller than delete [ ] this -> lpstack ; // original stack, delete dest and alloc this -> lpstack = // sufficient memory new long [ ctoriginStack . lmaxEleInStack ] ; assert ( this -> lpstack ) ; // assure new succeeded // reset stack size attribute this -> lmaxEleInStack = ctoriginStack . lmaxEleInStack ; } // copy original to destination stack for ( long i = 0 ; i < ctoriginStack . lmaxEleInStack ; i ++ ) *( this -> lpstack + i ) = *( ctoriginStack . lpstack + i ) ; this -> ltopOfStack = ctoriginStack . ltopOfStack ; // reset stack position attribute return *this ; } long cmstackPush (char lplaceInStack ) { // Push Method if ( ltopOfStack == lmaxEleInStack - 1 ) // stack is full can't add element return lfalse ; ltopOfStack ++ ; // acquire free slot *(lpstack + ltopOfStack ) = lplaceInStack ; // add element return ltrue ; // any number other than zero is true } long cmstackPop (char& lretrievedStackEle ) { // Pop Method if ( ltopOfStack < 0 ) { // stack has no elements lretrievedStackEle = -1 ; // dummy element return lfalse ; } lretrievedStackEle = *( lpstack + ltopOfStack ) ; // stack has element -- return it ltopOfStack -- ; // stack is pop'd return ltrue ; // any number other than zero is true } long cmstackLookAtTop (char& lretrievedStackEle ) { // Pop Method if ( ltopOfStack < 0 ) { // stack has no elements lretrievedStackEle = -1 ; // dummy element return lfalse ; } lretrievedStackEle = *( lpstack + ltopOfStack ) ; // stack has element -- return it return ltrue ; // any number other than zero is true } long cmstackHasAnEle (char& lretrievedTopOfStack ) { // Has element method lretrievedTopOfStack = ltopOfStack ; return ltopOfStack < 0 ? lfalse : ltrue ; // 0 - false stack does not have any ele } // 1 - true stack has at least one element long cmstackMaxNbrOfEle (char& lretrievedMaxStackEle ) { // Maximum element method lretrievedMaxStackEle = lmaxEleInStack ; // return stack size in reference var return ltrue ; // Return Maximum Size of Stack } } ; Thanks, Anthony.

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  • SocketChannel in Java sends data, but it doesn't get to destination application

    - by Peterson
    Hi Everybody, I'm suffering a lot to create a simple ChatServer in Java, using the NIO libraries. Wonder if someone could help me. I am doing that by using SocketChannel and Selector to handle multiple clients in a single thread. The problem is: I am able to accept new connections and get it's data, but when I try to send data back, the SocketChannel simply doesn't work. In the method write(), it returns a integer that is the same size of the data i'm passing to it, but the client never receives that data. Strangely, when I close the server application, the client receives the data. It's like the socketchannel maintains a buffer, and it only get flushed when I close the application. Here are some more details, to give you more information to help. I'm handling the events in this piece of code: private void run() throws IOException { ServerSocketChannel ssc = ServerSocketChannel.open(); // Set it to non-blocking, so we can use select ssc.configureBlocking( false ); // Get the Socket connected to this channel, and bind it // to the listening port this.serverSocket = ssc.socket(); InetSocketAddress isa = new InetSocketAddress( this.port ); serverSocket.bind( isa ); // Create a new Selector for selecting this.masterSelector = Selector.open(); // Register the ServerSocketChannel, so we can // listen for incoming connections ssc.register( masterSelector, SelectionKey.OP_ACCEPT ); while (true) { // See if we've had any activity -- either // an incoming connection, or incoming data on an // existing connection int num = masterSelector.select(); // If we don't have any activity, loop around and wait // again if (num == 0) { continue; } // Get the keys corresponding to the activity // that has been detected, and process them // one by one Set keys = masterSelector.selectedKeys(); Iterator it = keys.iterator(); while (it.hasNext()) { // Get a key representing one of bits of I/O // activity SelectionKey key = (SelectionKey)it.next(); // What kind of activity is it? if ((key.readyOps() & SelectionKey.OP_ACCEPT) == SelectionKey.OP_ACCEPT) { // Aceita a conexão Socket s = serverSocket.accept(); System.out.println( "LOG: Conexao TCP aceita de " + s.getInetAddress() + ":" + s.getPort() ); // Make sure to make it non-blocking, so we can // use a selector on it. SocketChannel sc = s.getChannel(); sc.configureBlocking( false ); // Registra a conexao no seletor, apenas para leitura sc.register( masterSelector, SelectionKey.OP_READ ); } else if ( key.isReadable() ) { SocketChannel sc = null; // It's incoming data on a connection, so // process it sc = (SocketChannel)key.channel(); // Verifica se a conexão corresponde a um cliente já existente if((clientsMap.getClient(key)) != null){ boolean closedConnection = !processIncomingClientData(key); if(closedConnection){ int id = clientsMap.getClient(key); closeClient(id); } } else { boolean clientAccepted = processIncomingDataFromNewClient(key); if(!clientAccepted){ // Se o cliente não foi aceito, sua conexão é simplesmente fechada sc.socket().close(); sc.close(); key.cancel(); } } } } // We remove the selected keys, because we've dealt // with them. keys.clear(); } } This piece of code is simply handles new clients that wants to connect to the chat. So, a client makes a TCP connection to the server, and once it gets accepted, it sends data to the server following a simply text protocol, informing his id and asking to get registrated to the server. I handle this in the method processIncomingDataFromNewClient(key). I'm also keeping a map of clients and its connections in a data structure similar to a hashtable. I? doing that because I need to recover a client Id from a connection and a connection from a client Id. This is can be shown in: clientsMap.getClient(key). But the problem itself resides in the method processIncomingDataFromNewClient(key). There, I simply read the data that the client sent to me, validate it, and if it's ok, I send a message back to the client to tell that it is connected to the chat server. Here is a similar piece of code: private boolean processIncomingDataFromNewClient(SelectionKey key){ SocketChannel sc = (SocketChannel) key.channel(); String connectionOrigin = sc.socket().getInetAddress() + ":" + sc.socket().getPort(); int id = 0; //id of the client buf.clear(); int bytesRead = 0; try { bytesRead = sc.read(buf); if(bytesRead<=0){ System.out.println("Conexão fechada pelo: " + connectionOrigin); return false; } System.out.println("LOG: " + bytesRead + " bytes lidos de " + connectionOrigin); String msg = new String(buf.array(),0,bytesRead); // Do validations with the client sent me here // gets the client id }catch (Exception e) { e.printStackTrace(); System.out.println("LOG: Oops. Cliente não conhece o protocolo. Fechando a conexão: " + connectionOrigin); System.out.println("LOG: Primeiros 10 caracteres enviados pelo cliente: " + msg); return false; } } } catch (IOException e) { System.out.println("LOG: Erro ao ler dados da conexao: " + connectionOrigin); System.out.println("LOG: "+ e.getLocalizedMessage()); System.out.println("LOG: Fechando a conexão..."); return false; } // If it gets to here, the protocol is ok and we can add the client boolean inserted = clientsMap.addClient(key, id); if(!inserted){ System.out.println("LOG: Não foi possível adicionar o cliente. Ou ele já está conectado ou já têm clientes demais. Id: " + id); System.out.println("LOG: Fechando a conexão: " + connectionOrigin); return false; } System.out.println("LOG: Novo cliente conectado! Enviando mesnsagem de confirmação. Id: " + id + " Conexao: " + connectionOrigin); /* Here is the error */ sendMessage(id, "Servidor pet: connection accepted"); System.out.println("LOG: Novo cliente conectado! Id: " + id + " Conexao: " + connectionOrigin); return true; } And finally, the method sendMessage(SelectionKey key) looks like this: private void sendMessage(int destId, String msg) { Charset charset = Charset.forName("ISO-8859-1"); CharBuffer charBuffer = CharBuffer.wrap(msg, 0, msg.length()); ByteBuffer bf = charset.encode(charBuffer); //bf.flip(); int bytesSent = 0; SelectionKey key = clientsMap.getClient(destId); SocketChannel sc = (SocketChannel) key.channel(); try { / int total_bytes_sent = 0; while(total_bytes_sent < msg.length()){ bytesSent = sc.write(bf); total_bytes_sent += bytesSent; } System.out.println("LOG: Bytes enviados para o cliente " + destId + ": "+ total_bytes_sent + " Tamanho da mensagem: " + msg.length()); } catch (IOException e) { System.out.println("LOG: Erro ao mandar mensagem para: " + destId); System.out.println("LOG: " + e.getLocalizedMessage()); } } So, what is happening is that the server, when send a message, prints something like this: LOG: Bytes sent to the client: 28 Size of the message: 28 So, it tells that it sent the data, but the chat client keeps blocking, waiting in the recv() method. So, the data never gets to it. When I close the server application, though, all the data appears in the client. I wonder why. It is important to say that the client is in C and the server JAVA, and I'm running both in the same machine, an Ubuntu Guest in virtualbox under windows. I also run both under windows host and under linuxes hosts, and keep getting the same strange problem. I'm sorry for the great lenght of this question, but I already searched a lot of places for an answer, found a lot of tutorials and questions, including here at StackOverflow, but coundn't find a reasonable explanation. I am really not liking this Java NIO, and i saw a lot of people complaining about it too. I am thinking that if I had done that in C it would have been a lot easier :-D So, if someone could help me and even discuss this behavor, it would be great! :-) Thanks everybody in advance, Péterson

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