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  • Optimizing a thread safe Java NIO / Serialization / FIFO Queue [migrated]

    - by trialcodr
    I've written a thread safe, persistent FIFO for Serializable items. The reason for reinventing the wheel is that we simply can't afford any third party dependencies in this project and want to keep this really simple. The problem is it isn't fast enough. Most of it is undoubtedly due to reading and writing directly to disk but I think we should be able to squeeze a bit more out of it anyway. Any ideas on how to improve the performance of the 'take'- and 'add'-methods? /** * <code>DiskQueue</code> Persistent, thread safe FIFO queue for * <code>Serializable</code> items. */ public class DiskQueue<ItemT extends Serializable> { public static final int EMPTY_OFFS = -1; public static final int LONG_SIZE = 8; public static final int HEADER_SIZE = LONG_SIZE * 2; private InputStream inputStream; private OutputStream outputStream; private RandomAccessFile file; private FileChannel channel; private long offs = EMPTY_OFFS; private long size = 0; public DiskQueue(String filename) { try { boolean fileExists = new File(filename).exists(); file = new RandomAccessFile(filename, "rwd"); if (fileExists) { size = file.readLong(); offs = file.readLong(); } else { file.writeLong(size); file.writeLong(offs); } } catch (FileNotFoundException e) { throw new RuntimeException(e); } catch (IOException e) { throw new RuntimeException(e); } channel = file.getChannel(); inputStream = Channels.newInputStream(channel); outputStream = Channels.newOutputStream(channel); } /** * Add item to end of queue. */ public void add(ItemT item) { try { synchronized (this) { channel.position(channel.size()); ObjectOutputStream s = new ObjectOutputStream(outputStream); s.writeObject(item); s.flush(); size++; file.seek(0); file.writeLong(size); if (offs == EMPTY_OFFS) { offs = HEADER_SIZE; file.writeLong(offs); } notify(); } } catch (IOException e) { throw new RuntimeException(e); } } /** * Clears overhead by moving the remaining items up and shortening the file. */ public synchronized void defrag() { if (offs > HEADER_SIZE && size > 0) { try { long totalBytes = channel.size() - offs; ByteBuffer buffer = ByteBuffer.allocateDirect((int) totalBytes); channel.position(offs); for (int bytes = 0; bytes < totalBytes;) { int res = channel.read(buffer); if (res == -1) { throw new IOException("Failed to read data into buffer"); } bytes += res; } channel.position(HEADER_SIZE); buffer.flip(); for (int bytes = 0; bytes < totalBytes;) { int res = channel.write(buffer); if (res == -1) { throw new IOException("Failed to write buffer to file"); } bytes += res; } offs = HEADER_SIZE; file.seek(LONG_SIZE); file.writeLong(offs); file.setLength(HEADER_SIZE + totalBytes); } catch (IOException e) { throw new RuntimeException(e); } } } /** * Returns the queue overhead in bytes. */ public synchronized long overhead() { return (offs == EMPTY_OFFS) ? 0 : offs - HEADER_SIZE; } /** * Returns the first item in the queue, blocks if queue is empty. */ public ItemT peek() throws InterruptedException { block(); synchronized (this) { if (offs != EMPTY_OFFS) { return readItem(); } } return peek(); } /** * Returns the number of remaining items in queue. */ public synchronized long size() { return size; } /** * Removes and returns the first item in the queue, blocks if queue is empty. */ public ItemT take() throws InterruptedException { block(); try { synchronized (this) { if (offs != EMPTY_OFFS) { ItemT result = readItem(); size--; offs = channel.position(); file.seek(0); if (offs == channel.size()) { truncate(); } file.writeLong(size); file.writeLong(offs); return result; } } return take(); } catch (IOException e) { throw new RuntimeException(e); } } /** * Throw away all items and reset the file. */ public synchronized void truncate() { try { offs = EMPTY_OFFS; file.setLength(HEADER_SIZE); size = 0; } catch (IOException e) { throw new RuntimeException(e); } } /** * Block until an item is available. */ protected void block() throws InterruptedException { while (offs == EMPTY_OFFS) { try { synchronized (this) { wait(); file.seek(LONG_SIZE); offs = file.readLong(); } } catch (IOException e) { throw new RuntimeException(e); } } } /** * Read and return item. */ @SuppressWarnings("unchecked") protected ItemT readItem() { try { channel.position(offs); return (ItemT) new ObjectInputStream(inputStream).readObject(); } catch (ClassNotFoundException e) { throw new RuntimeException(e); } catch (IOException e) { throw new RuntimeException(e); } } }

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • Using T[1] instead of T for functions overloaded for T(&)[N]

    - by Abyx
    The asio::buffer function has (void*, size_t) and (PodType(&)[N]) overloads. I didn't want to write ugly C-style (&x, sizeof(x)) code, so I wrote this: SomePacket packet[1]; // SomePacket is POD read(socket, asio::buffer(packet)); foo = packet->foo; But that packet-> looks kinda weird - the packet is an array after all. (And packet[0]. doesn't look better.) Now, I think if it was a good idea to write such code. Maybe I should stick to unsafe C-style code with void* and sizeof? Upd: here is another example, for writing a packet: SomePacket packet[1]; // SomePacket is POD packet->id = SomePacket::ID; packet->foo = foo; write(socket, asio::buffer(packet));

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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); left = reorder(begin, left, middle); if(num%2 != 0){ right = reorder(right, end, middle+1); } else{ right = reorder(right, end, middle); } return merge(left, right, num); } } struct message * merge(struct message * left, struct message * right, int num){ //printf("I am merginging! left: %s %d, right: %s %dnum: %d\n", left->message,left->priority, right->message, right->priority, num); struct message * start, * point; int lenL= 0; int lenR = 0; int flagL = 0; int flagR = 0; int count = 0; int middle1 = num/2; int middle2; if(num%2 != 0){ middle2 = middle1+1; } else{ middle2 = middle1; } while(lenL < middle1 && lenR < middle2){ count++; //printf("In here for count %d\n", count); if(lenL == 0 && lenR == 0){ if(left->priority < right->priority){ start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ start = right; point = right; right = right->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ ////printf("This is where we are\n"); start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ start = right; point = right; right = right->next; point->next = NULL; lenR++; } } } else{ if(left->priority < right->priority){ point->next = left; left = left->next; //move the left pointer point = point->next; point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ point->next = left; //set our enum; left = left->next; point = point->next;//move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } } } if(lenL == middle1){ flagL = 1; break; } if(lenR == middle2){ flagR = 1; break; } } if(flagL == 1){ point->next = right; point = point->next; for(lenR; lenR< middle2-1; lenR++){ point = point->next; } point->next = NULL; mqueue.tail = point; } else{ point->next = left; point = point->next; for(lenL; lenL< middle1-1; lenL++){ point = point->next; } point->next = NULL; mqueue.tail = point; } //printf("This is the start %s\n", start->message); //printf("This is mqueue.tail %s\n", mqueue.tail->message); return start; } void delete_socket_messages(int a){ }

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  • UIView Animation animates position but not width

    - by Aaron Vegh
    Hi there, I'm trying to transform a UISearchBar, like in Mobile Safari: touch in the search field and it grows while the location field shrinks. My current animation to alter the width and position of the search field only animates the position: just before it slides to the right place, it simply snaps out to the right width. Here's my code: [UIView beginAnimations:@"searchGrowUp" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.5f]; [UIView setAnimationDelegate:self]; CGFloat findFieldWidth = findField.frame.size.width; CGFloat urlFieldWidth = urlField.frame.size.width; CGRect findFieldFrame = findField.frame; CGRect urlFieldFrame = urlField.frame; findFieldFrame.origin.x = findFieldFrame.origin.x - 150.0f; findFieldFrame.size.width = findFieldWidth + 150.0f; urlFieldFrame.size.width = urlFieldWidth - 150.0f; urlField.frame = urlFieldFrame; findField.frame = findFieldFrame; [UIView commitAnimations]; I've modified this code slightly for the sake of presenting it here, but I hope this gives the gist. Any guesses as to why this is happening would be appreciated! Cheers, Aaron.

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  • How to scroll programmetically to selected cover in coverflow view ?

    - by hib
    Hi all , I am using a coverflow component for my application . It is working nicely till now . But now I want to scroll to selected cover in coverflow . I am currently doing this : TKCoverView *cover = [self.coverflow coverAtIndex:currentIndex]; CGRect frame = cover.frame ; frame.origin.x = frame.origin.x * 1.2; // **main setting** [self.coverflow bringCoverAtIndexToFront:currentIndex animated:YES]; [self.coverflow scrollRectToVisible:frame animated:YES]; and the cover At index method - (TKCoverView*) coverflowView:(TKCoverflowView*)coverflowView coverAtIndex:(int)index{ TKCoverView *cover = [coverflowView dequeueReusableCoverView]; NSLog(@"Index value :%i",index); if(cover == nil){ cover = [[[TKCoverView alloc] initWithFrame:CGRectMake(0, 0, 224, 300)] autorelease]; // 224 cover.baseline = 224; cover.image = [UIImage imageNamed:@"Placeholder_2.png"]; cover.tag = index; }else { cover.image = ((object *)[array objectAtIndex:index]).appIconNormal; } return cover; and - (TKCoverView*) dequeueReusableCoverView{ if(yard == nil || [yard count] < 1) return nil; TKCoverView *v = [[[yard lastObject] retain] autorelease]; v.layer.transform = CATransform3DIdentity; [yard removeLastObject]; return v; } So can any one tell me what is the perfect and standard way of setting the frame for the scrollRectToVisibleRegion method .

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  • UIWebView in custom UITableViewCell

    - by mlecho
    i am not sure if this is a good route to go,...i have some data i receive from the web which in turn, populates a table view. The problem is, the text is html (p tags, etc). My first thought was to create a uiwebview in the cell, and populate with loadHTMLString. Fact is , it KINDA works. But, i then the cell no longer was the recipient of touches. SO, before we get too deep in code, is there a better way to populate the cells, than using a UIWebView. It feels like a hack, and i fear even if it works, apple would turn it away. //from my custom UITableViewCell class: - (id)initWithFrame:(CGRect)frame reuseIdentifier:(NSString *)reuseIdentifier { if (self = [super initWithFrame:frame reuseIdentifier:reuseIdentifier]) { [self setFrame:frame]; webcell = [[UIWebView alloc] initWithFrame:CGRectMake(0,0,frame.size.width-20,frame.size.height)]; [self.contentView addSubview:webcell]; //bloack the webview from touches UIView *cover = [[UIView alloc] initWithFrame:webcell.frame]; [self.contentView addSubview:cover]; [cover release]; } return self; } -(void)setLabelData:(FeedItem *)feedItem { link = feedItem.link; NSMutableString *htmlstring = [NSMutableString string]; [htmlstring appendString:@"<html><head><link rel='stylesheet' href='style.css'/></head><body>"]; [htmlstring appendFormat:@"<p>%@</p>",feedItem.title]; [htmlstring appendFormat:@"<p>%@</p>",feedItem.description]; [htmlstring appendString:@"</body></html>"]; [webcell loadHTMLString:htmlstring baseURL:[NSURL fileURLWithPath:[[NSBundle mainBundle]bundlePath]]]; } thanks

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  • What is the best way to move a UIToolbar?

    - by Ferdinand Rios
    Here is an interesting problem. On the iPhone, I have a view set up that has a toolbar on the bottom of the screen. I am currently trying to make this a universal app so that it runs on iPad as well. I would like the toolbar to be at the top of the iPad screen, so in the viewDidLoad method of the specific viewController I have the following code. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { //move the toolbar to the top of the page and move the webview down by the height of the toolbar CGRect toolBarFrame = self.aToolBar.frame; CGRect webFrame = self.aWebView.frame; webFrame.origin.y = toolBarFrame.size.height; [self.aWebView setFrame:webFrame]; toolBarFrame.origin.y = 0; [self.aToolBar setFrame:toolBarFrame]; [Utils errorString:[NSString stringWithFormat:@"origen: x=%f y=%f", self.aToolBar.frame.origin.x, self.aToolBar.frame.origin.y]]; [Utils errorString:[NSString stringWithFormat:@"origen: x=%f y=%f", self.aWebView.frame.origin.x, self.aWebView.frame.origin.y]]; } The problem I am having is that the webView moves down fine, but the toolbar only moves up to about what seems to be the height of a iPhone screen. The call to errorString tells me that the webView's origin is at 0,44 (where it should be) and that the toolbar's origin is at 0,0, but it is actually somewhere in the middle of the screen! Anybody have a clue what is going on here?

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  • trying to draw scaled UIImage in custom view, but nothing's rendering

    - by Ben Collins
    I've created a custom view class and right now just want to draw an image scaled to fit the view, given a UIImage. I tried just drawing the UIImage.CGImage, but as others have attested to on this site (and in the docs), that renders the image upside down. So, at the suggestion of an answer I found to another question, I'm trying to draw it directly, but nothing is rendering in the view and I'm not sure why. Here's my drawing code: - (void)drawRect:(CGRect)rect { // Drawing code [super drawRect:rect]; if (self.originalImage) { [self drawImage]; } } - (void) drawImage { if (CGSizeEqualToSize(originalImage.size, self.frame.size) == NO) { CGFloat scaleFactor = 1.0; CGFloat scaledWidth = 0.0; CGFloat scaledHeight = 0.0; CGPoint thumbPoint = CGPointMake(0.0, 0.0); CGFloat widthFactor = self.frame.size.width / originalImage.size.width; CGFloat heightFactor = self.frame.size.height / originalImage.size.height; if (widthFactor < heightFactor) { scaleFactor = widthFactor; } else { scaleFactor = heightFactor; } scaledWidth = originalImage.size.width * scaleFactor; scaledHeight = originalImage.size.height * scaleFactor; if (widthFactor < heightFactor) { thumbPoint.y = (self.frame.size.height - scaledHeight) * 0.5; } else if (widthFactor > heightFactor) { thumbPoint.x = (self.frame.size.width - scaledWidth) * 0.5; } UIGraphicsBeginImageContext(self.frame.size); CGRect thumbRect = CGRectZero; thumbRect.origin = thumbPoint; thumbRect.size.width = scaledWidth; thumbRect.size.height = scaledHeight; [originalImage drawInRect:thumbRect]; self.scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } else { self.scaledImage = originalImage; } } My understanding (after studying this a bit) is that the UIGraphicsBeginImageContext function creates an offscreen for me to draw into, so now how do I render that context on top of the original one?

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  • Basic example of placing two component on one JPanel container?

    - by Bernard
    Here is my code to add to component (JTextArea and JList) to a panel and put it on the frame. Can I divide half/half by BorderLayout? If yes why mine looks messy one stays up one down? What is the other alternative? Regards, Bernard import java.awt.*; import javax.swing.BorderFactory; import javax.swing.border.Border; import javax.swing.JList; import javax.swing.JScrollPane; import javax.swing.JPanel; import javax.swing.JFrame; import javax.swing.JTextArea; public class SimpleBorder { public static void main(String[] args) { JFrame frame = new JFrame(); frame.setSize(500,500); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Border etched = (Border) BorderFactory.createEtchedBorder(); String[] items = {"A", "B", "C", "D"}; JList list = new JList(items); JTextArea text = new JTextArea(10, 40); JScrollPane scrol = new JScrollPane(text); JScrollPane scrol2 = new JScrollPane(list); JPanel panel= new JPanel(); panel.add(scrol2,BorderLayout.WEST); panel.add(scrol, BorderLayout.EAST); panel.setBorder(etched); frame.add(panel); frame.setVisible(true); } }

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  • Unrecognised selector sent to instance uitableview

    - by ct2k7
    I'm getting error: Unrecognised selector sent to instance, upon inspection, I see there is an issue in this section of code, and more specifically: [self.tableView insertSubview:ovController.view aboveSubview:self.parentViewController.view]; - (void) searchBarTextDidBeginEditing:(UISearchBar *)theSearchBar { if(searching) return; //Add the overlay view. ovController = [[OverlayViewController alloc] initWithNibName:@"OverlayView" bundle:[NSBundle mainBundle]]; CGFloat yaxis = self.navigationController.navigationBar.frame.size.height; CGFloat width = self.view.frame.size.width; CGFloat height = self.view.frame.size.height; //Parameters x = origion on x-axis, y = origon on y-axis. CGRect frame = CGRectMake(0, yaxis, width, height); ovController.view.frame = frame; ovController.view.backgroundColor = [UIColor grayColor]; ovController.view.alpha = 0.5; ovController.rvController = self; [self.tableView insertSubview:ovController.view aboveSubview:self.parentViewController.view]; searching = YES; letUserSelectRow = NO; //self.tableView.scrollEnabled = NO; } Looks like there's an issue with tableview?

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  • How to include frameset under CGI.pm

    - by neversaint
    I want to have a cgi-script that does two things. Take the input from a form. Generate results base on the input values on a frame. Primarily I want the frame exist only after the results is generated/printed. Below is the simplified code of what I want to do. But somehow it doesn't work. What's the right way to do it? #!/usr/local/bin/perl use CGI ':standard'; print header; print start_html('A Simple Example'), h1('A Simple Example'), start_form, "What's your name? ",textfield('name'), p, "What's the combination?", p, checkbox_group(-name=>'words', -values=>['eenie','meenie','minie','moe'], -defaults=>['eenie','minie']), p, "What's your favorite color? ", popup_menu(-name=>'color', -values=>['red','green','blue','chartreuse']), p, submit, end_form, hr; if (param()) { # begin create the frame print <<EOF; <html><head><title>$TITLE</title></head> <frameset rows="10,90"> <frame src="$script_name/query" name="query"> <frame src="$script_name/response" name="response"> </frameset> EOF # Finish creating frame print "Your name is: ",em(param('name')), p, "The keywords are: ",em(join(", ",param('words'))), p, "Your favorite color is: ",em(param('color')), hr; } print end_html;

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  • iPhone UI layout debugging

    - by Cruinh
    I have this chronic issue with iPhone UI development where views sometimes seem to appear on the screen in a location different than what is reported by their frame property. Here is what I am doing to try to debug the issue: UIView *currentView = self.view; while (currentView!=nil) { NSLog(@"frame: %f,%f,%f,%f", currentView.frame.origin.x, currentView.frame.origin.y, currentView.frame.size.width, currentView.frame.size.height); currentView = currentView.superview; } I expect this should show me the coordinates and size of each element up the hierarchy from the given view to the app's root UIWindow element, with the coordinates for each element relative to its parent. However, that does not seem to be the case. In my current situation, I have a UI I'm trying to debug where every other time I rotate the device, the whole UI shifts up or down 20 pixels, yet the code block above reports exactly the same numbers every time. I tried calling the above code after as much as a second delay, but that the numbers still come out the same each time. Does anyone know a better way to inspect the screen coordinates of UI elements? If I can detect when one is wrong, I can compensate for the problem when it appears.

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  • emacs: Inferior-mode python-shell appears "lagged"

    - by Begbie00
    Hi all - I'm a Python(3.1.2)/emacs(23.2) newbie teaching myself tkinter using the pythonware tutorial found here. Relevant code is pasted below the question. Question: when I click the Hello button (which should call the say_hi function) why does the inferior python shell (i.e. the one I kicked off with C-c C-c) wait to execute the say_hi print function until I either a) click the Quit button or b) close the root widget down? When I try the same in IDLE, each click of the Hello button produces an immediate print in the IDLE python shell, even before I click Quit or close the root widget. Is there some quirk in the way emacs runs the Python shell (vs. IDLE) that causes this "lagged" behavior? I've noticed similar emacs lags vs. IDLE as I've worked through Project Euler problems, but this is the clearest example I've seen yet. FYI: I use python.el and have a relatively clean init.el... (setq python-python-command "d:/bin/python31/python") is the only line in my init.el. Thanks, Mike === Begin Code=== from tkinter import * class App: def __init__(self,master): frame = Frame(master) frame.pack() self.button = Button(frame, text="QUIT", fg="red", command=frame.quit) self.button.pack(side=LEFT) self.hi_there = Button(frame, text="Hello", command=self.say_hi) self.hi_there.pack(side=LEFT) def say_hi(self): print("hi there, everyone!") root = Tk() app = App(root) root.mainloop()

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  • Synchronizing screencasting (ffmpeg) and capturing from the webcam (OpenCV)

    - by lyuba
    As from my previous questions, I am trying to build a simple eye tracker. Decided to start from a Linux version (run Ubuntu). To complete this task one should organize screencasting and webcam capturing in such way that frames from both streams exactly match each other and there is the same number of frames in each of them totally. Screencasting fsp fully depends on the camera's fsp, so each time we get the image from the webcam we can potentially grab a screen frame and stay happy. However, all the tools for the fast screencasting, like ffmpeg, for example, return the .avi file as the result and require the fsp already known to be started. From the other side, tools like Java+Robot or ImageMagick seem to require around 20ms to return the .jpg screenshot, which is pretty slow for the task. But they may be requested right after each time the webcam frame is grabbed and provide the needed synchronization. So the sub-questions are: 1. Does the USD camera's frame rate vary during a single session? 2. Are there any tools which provide fast screencasting frame by frame? 3. Is there any way to make ffmpeg push a new frame to the .avi file only when program initiates this request? For my task I may either use C++ or Java. I am, actually, an interface designer, not the driver programmer, and this task seems to be pretty low-level. I would be grateful for any suggestion and tip!

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  • Why SetMinimumSize sets the minimal heights but not width?

    - by Roman
    Here is my code: import javax.swing.*; import java.awt.*; public class PanelModel { public static void main(String[] args) { JFrame frame = new JFrame("Colored Trails"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel mainPanel = new JPanel(); mainPanel.setLayout(new BoxLayout(mainPanel, BoxLayout.Y_AXIS)); JPanel firstPanel = new JPanel(); firstPanel.setLayout(new GridLayout(4, 4)); firstPanel.setMaximumSize(new Dimension(4*100, 4*100)); firstPanel.setMinimumSize(new Dimension(4*100, 4*100)); JButton btn; for (int i=1; i<=4; i++) { for (int j=1; j<=4; j++) { btn = new JButton(); btn.setPreferredSize(new Dimension(100, 100)); firstPanel.add(btn); } } mainPanel.add(firstPanel); frame.add(mainPanel); frame.setSize(520,600); //frame.setMinimumSize(new Dimension(520,600)); frame.setVisible(true); } } When I increase the size of the window (by mouse) I see that my panel does not increase its size. It is the expected behavior (because I set the maximal size of the panel). However, when I decrease the size of the window, I see that width of the panel is decreased too (while the height is constant). So, the setMinimumSize works only partially. Why is that?

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  • Fixing parent controller's elements after screen orientation

    - by Jonas Anderson
    I have a tab bar application with mixed orientation support for only some views. One of the child view controller shown from one of the tab's navigation controller is displayed only in Landscape mode. In order to accomplish this, I've done the view transformation for the child view as suggested here: Is there a documented way to set the iPhone orientation? The only problem I'm seeing is that after I've performed the orientation adjustment for the child controller and then readjusted orientation back to normal on its dismissal, the contents of the (parent) navigation controller is still shown with Landscape mode dimensions despite the navigation controller reporting the correct value for the interfaceOrientation. How do I ensure that view's size is reset to match the orientation without hardcoding screen dimensions? I have the following in the root navigation controller's viewWillAppear (invoked after the child controller is dismissed): - (void)viewWillAppear:(BOOL)animated { NSLog(@"viewFrame: (%2f, %2f), width: %2f, height: %2f\n", self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height); // Frame values are (0, 0) for (x,y) width: 320, height: 367 before I // displayed child controller. // Frame values are (0,0) width: 480, height: 219 after returning from child // controller -- still has the landscape dimensions NSLog(@"orientation: %d", self.interfaceOrientation); // reports portrait as expected } I've tried to invoke 'layoutIfNeeded' as well as 'setNeedsDisplay' on the view but neither of them bring the view contents into the correct display. Any suggestions would be greatly appreciated.

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  • How do I include a frameset under CGI.pm?

    - by neversaint
    I want to have a cgi-script that does two things. Take the input from a form. Generate results base on the input values on a frame. I also want the frame to exist only after the result is generated/printed. Below is the simplified code of what I want to do. But somehow it doesn't work. What's the right way to do it? #!/usr/local/bin/perl use CGI ':standard'; print header; print start_html('A Simple Example'), h1('A Simple Example'), start_form, "What's your name? ",textfield('name'), p, "What's the combination?", p, checkbox_group(-name=>'words', -values=>['eenie','meenie','minie','moe'], -defaults=>['eenie','minie']), p, "What's your favorite color? ", popup_menu(-name=>'color', -values=>['red','green','blue','chartreuse']), p, submit, end_form, hr; if (param()) { # begin create the frame print <<EOF; <html><head><title>$TITLE</title></head> <frameset rows="10,90"> <frame src="$script_name/query" name="query"> <frame src="$script_name/response" name="response"> </frameset> EOF # Finish creating frame print "Your name is: ",em(param('name')), p, "The keywords are: ",em(join(", ",param('words'))), p, "Your favorite color is: ",em(param('color')), hr; } print end_html;

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  • wxPython: How to handle event binding and Show() properly.

    - by Gopal
    Hi all, I'm just starting out with wxPython and this is what I would like to do: a) Show a Frame (with Panel inside it) and a button on that panel. b) When I press the button, a dialog box pops up (where I can select from a choice). c) When I press ok on dialog box, the dialog box should disappear (destroyed), but the original Frame+Panel+button are still there. d) If I press that button again, the dialog box will reappear. My code is given below. Unfortunately, I get the reverse effect. That is, a) The Selection-Dialog box shows up first (i.e., without clicking on any button since the TopLevelframe+button is never shown). b) When I click ok on dialog box, then the frame with button appears. c) Clicking on button again has no effect (i.e., dialog box does not show up again). What am I doing wrong ? It seems that as soon as the frame is initialized (even before the .Show() is called), the dialog box is initialized and shown automatically. I am doing this using Eclipse+Pydev on WindowsXP with Python 2.6 ============File:MainFile.py=============== import wx import MyDialog #This is implemented in another file: MyDialog.py class TopLevelFrame(wx.Frame): def __init__(self,parent,id): wx.Frame.__init__(self,parent,id,"Test",size=(300,200)) panel=wx.Panel(self) button=wx.Button(panel, label='Show Dialog', pos=(130,20), size=(60,20)) # Bind EVENTS --> HANDLERS. button.Bind(wx.EVT_BUTTON, MyDialog.start(self)) # Run the main loop to start program. if __name__=='__main__': app=wx.PySimpleApp() TopLevelFrame(parent=None, id=-1).Show() app.MainLoop() ============File:MyDialog.py=============== import wx def start(parent): inputbox = wx.SingleChoiceDialog(None,'Choose Fruit', 'Selection Title', ['apple','banana','orange','papaya']) if inputbox.ShowModal()==wx.ID_OK: answer = inputbox.GetStringSelection() inputbox.Destroy()

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  • How do I add mouseClicked event to a swing table?

    - by Ayelet
    Hi, I am a new, terribly green user of Swing. I managed to create a table class using examples from java.sun tutorials, and I managed to load data dynamically into it. I want to be able to react to a click on a row by displaying a dialog box. How do I add the event Handler that will identify the selected row number? The main function code: public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { try { MainWindow window = new MainWindow(); window.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Create and set up the content pane. createAndShowGUI(); //... and: private static void createAndShowGUI() { //Create and set up the window. JFrame frame = new JFrame("Data Table"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Create and set up data of the content pane. TableClass mainTable = new TableClass(fh.getColNames(), fh.getTableContent()); mainTable.setOpaque(true); frame.setContentPane(mainTable); //Display the window. frame.pack(); frame.setVisible(true); } Thank you

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  • wxPython - ListCrtl and SQLite3

    - by Dunwitch
    I'm trying to get a SQLite3 DB to populate a wx.ListCrtl. I can get it to print to stdout/stderr without any problem. I just can't seem to figure out how to display the data in the DataWindow/DataList? I'm sure I've made some code mistakes, so any help is appreciated. Main.py import wx import wx.lib.mixins.listctrl as listmix from database import * import sys class DataWindow(wx.Frame): def __init__(self, parent = None): wx.Frame.__init__(self, parent, -1, 'DataList', size=(640,480)) self.win = DataList(self) self.Center() self.Show(True) class DataList(wx.ListCtrl, listmix.ListCtrlAutoWidthMixin, listmix.ColumnSorterMixin): def __init__(self, parent = DataWindow): wx.ListCtrl.__init__( self, parent, -1, style=wx.LC_REPORT|wx.LC_VIRTUAL|wx.LC_HRULES|wx.LC_VRULES) #building the columns self.InsertColumn(0, "Location") self.InsertColumn(1, "Address") self.InsertColumn(2, "Subnet") self.InsertColumn(3, "Gateway") self.SetColumnWidth(0, 100) self.SetColumnWidth(1, 150) self.SetColumnWidth(2, 150) self.SetColumnWidth(3, 150) class MainWindow(wx.Frame): def __init__(self, parent = None, id = -1, title = "MainWindow"): wx.Frame.__init__(self, parent, id, title, size = (800,600), style = wx.DEFAULT_FRAME_STYLE ^ (wx.RESIZE_BORDER)) # StatusBar self.CreateStatusBar() # Filemenu filemenu = wx.Menu() # Filemenu - About menuitem = filemenu.Append(-1, "&About", "Information about this application") self.Bind(wx.EVT_MENU, self.onAbout, menuitem) #Filemenu - Data menuitem = filemenu.Append(-1, "&Data", "Get data") self.Bind(wx.EVT_MENU, self.onData, menuitem) # Filemenu - Seperator filemenu.AppendSeparator() #Filemenu - Exit menuitem = filemenu.Append(-1, "&Exit", "Exit the application") self.Bind(wx.EVT_MENU, self.onExit, menuitem) # Menubar menubar = wx.MenuBar() menubar.Append(filemenu, "&File") self.SetMenuBar(menubar) # Show self.Show(True) self.Center() def onAbout(self, event): pass def onData(self, event): DataWindow(self) callDb = Database() sql = "SELECT rowid, address, subnet, gateway FROM pod1" records = callDb.select(sql) for v in records: print "How do I get the records on the DataList?" #print "%s%s%s" % (v[1],v[2],v[3]) #for v in records: #DataList.InsertStringItem("%s") % (v[0], v[1], v[2]) def onExit(self, event): self.Close() self.Destroy() def onSave(self, event): pass if __name__ == '__main__': app = wx.App() frame = MainWindow(None, -1) frame.Show() app.MainLoop() database.py import os import sqlite3 class Database(object): def __init__(self, db_file="data/data.sqlite"): database_allready_exists = os.path.exists(db_file) self.db = sqlite3.connect(db_file) if not database_allready_exists: self.setupDefaultData() def select(self,sql): cursor = self.db.cursor() cursor.execute(sql) records = cursor.fetchall() cursor.close return records def insert(self,sql): newID = 0 cursor = self.db.cursor() cursor.execute(sql) newID = cursor.lastrowid self.db.commit() cursor.close() return newID def save(self,sql): cursor = self.db.cursor() cursor.execute(sql) self.db.commit() cursor.close() def setupDefaultData(self): pass

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  • How can I remove a JPanel from a JFrame?

    - by Roman
    Recently I asked here how to add a new JPanel to JFrame. The answer helped me to get a working code. But not I have a related question: "How can I remove an old JPanel". I need that because of the following problem. A new JPanel appears appears when I want (either time limit is exceeded or user press the "Submit" button). But in several seconds some element of the old JPanel appears together with the component of the new JPanel. I do not understand why it happens. I thought that it is because I have to other threads which update the window. But the first thread just add the old panel once (so, it should be finished). And in the second thread I have a loop which is broken (so, it also should be finished). Here is my code: private Thread controller = new Thread() { public void run() { // First we set the initial pane (for the selection of partner). SwingUtilities.invokeLater(new Runnable() { public void run() { frame.getContentPane().add(generatePartnerSelectionPanel()); frame.invalidate(); frame.validate(); } }); // Update the pane for the selection of the parnter. for (int i=40; i>0; i=i-1) { final int sec = i; SwingUtilities.invokeLater(new Runnable() { public void run() { timeLeftLabel.setText(sec + " seconds left."); } }); try {Thread.sleep(1000);} catch (InterruptedException e) {} if (partnerSubmitted) {break;} } // For the given user the selection phase is finished (either the time is over or form was submitted). SwingUtilities.invokeLater(new Runnable() { public void run() { frame.getContentPane().add(generateWaitForGamePanel()); frame.invalidate(); frame.validate(); } }); } };

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  • Custom UIProgressView drawing weirdness

    - by Werner
    I am trying to create my own custom UIProgressView by subclassing it and then overwrite the drawRect function. Everything works as expected except the progress filling bar. I can't get the height and image right. The images are both in Retina resolution and the Simulator is in Retina mode. The images are called: "[email protected]" (28px high) and "[email protected]" (32px high). CustomProgressView.h #import <UIKit/UIKit.h> @interface CustomProgressView : UIProgressView @end CustomProgressView.m #import "CustomProgressView.h" @implementation CustomProgressView - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code } return self; } // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code self.frame = CGRectMake(self.frame.origin.x, self.frame.origin.y, self.frame.size.width, 16); UIImage *progressBarTrack = [[UIImage imageNamed:@"progressBarTrack"] resizableImageWithCapInsets:UIEdgeInsetsZero]; UIImage *progressBar = [[UIImage imageNamed:@"progressBar"] resizableImageWithCapInsets:UIEdgeInsetsMake(4, 4, 5, 4)]; [progressBarTrack drawInRect:rect]; NSInteger maximumWidth = rect.size.width - 2; NSInteger currentWidth = floor([self progress] * maximumWidth); CGRect fillRect = CGRectMake(rect.origin.x + 1, rect.origin.y + 1, currentWidth, 14); [progressBar drawInRect:fillRect]; } @end The resulting ProgressView has the right height and width. It also fills at the right percentage (currently set at 80%). But the progress fill image isn't drawn correctly. Does anyone see where I go wrong?

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