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  • Is it undefined behavior in the case of the private functions call in the initializer list?

    - by Alexey Malistov
    Consider the following code: struct Calc { Calc(const Arg1 & arg1, const Arg2 & arg2, /* */ const ArgN & argn) : arg1(arg1), arg2(arg2), /* */ argn(argn), coef1(get_coef1()), coef2(get_coef2()) { } int Calc1(); int Calc2(); int Calc3(); private: const Arg1 & arg1; const Arg2 & arg2; // ... const ArgN & argn; const int coef1; // I want to use const because const int coef2; // no modification is needed. int get_coef1() const { // calc coef1 using arg1, arg2, ..., argn; // undefined behavior? } int get_coef2() const { // calc coef2 using arg1, arg2, ..., argn and coef1; // undefined behavior? } }; struct Calc is not completely defined when I call get_coef1 and get_coef2 Is this code valid? Can I get UB?

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  • is using private shared objects/variables on class level harmful ?

    - by haansi
    Hello, Thanks for your attention and time. I need your opinion on an basic architectural issue please. In page behind classes I am using a private and shared object and variables (list or just client or simplay int id) to temporary hold data coming from database or class library. This object is used temporarily to catch data and than to return, pass to some function or binding a control. 1st: Can this approach harm any way ? I couldn't analyze it but a thought was using such shared variables may replace data in it when multiple users may be sending request at a time? 2nd: Please comment also on using such variables in BLL (to hold data coming from DAL/database). In this example every time new object of BLL class will be made. Here is sample code: public class ClientManager { Client objclient = new Client(); //Used in 1st and 2nd method List<Client> clientlist = new List<Client>();// used in 3rd and 4th method ClientRepository objclientRep = new ClientRepository(); public List<Client> GetClients() { return clientlist = objclientRep.GetClients(); } public List<Client> SearchClients(string Keyword) { return clientlist = objclientRep.SearchClients(Keyword); } public Client GetaClient(int ClientId) { return objclient = objclientRep.GetaClient(ClientId); } public Client GetClientDetailForConfirmOrder(int UserId) { return objclientRep.GetClientDetailForConfirmOrder(UserId); } } I am really thankful to you for sparing time and paying kind attention.

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  • What is the difference between Unidirectional and Bidirectional associations?

    - by hguser
    Hi: What is the difference between Unidirectional and Bidirectional associations? Since the table generated in the db are all the same,so the only difference I found is that each side of the bidiretional assocations will have a refer to the other,and the unidirectional not. /////////// This is a Unidirectional association public class User { private int id; private String name; @ManyToOne @JoinColumn( name = "groupId") private Group group; } public class Group { private int id; private String name; } ////////////// The Bidirectional association public class User { private int id; private String name; @ManyToOne @JoinColumn( name = "groupId") private Group group; } public class Group { private int id; private String name; @OneToMany(mappedBy="group") private List<User> users; } The difference is wheather the group hold a refer of the user. So I wonder if this is the only difference? which is recommended?

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  • Problem separating C++ code in header, inline functions and code.

    - by YuppieNetworking
    Hello all, I have the simplest code that I want to separate in three files: Header file: class and struct declarations. No implementations at all. Inline functions file: implementation of inline methods in header. Code file: normal C++ code for more complicated implementations. When I was about to implement an operator[] method, I couldn't manage to compile it. Here is a minimal example that shows the same problem: Header (myclass.h): #ifndef _MYCLASS_H_ #define _MYCLASS_H_ class MyClass { public: MyClass(const int n); virtual ~MyClass(); double& operator[](const int i); double operator[](const int i) const; void someBigMethod(); private: double* arr; }; #endif /* _MYCLASS_H_ */ Inline functions (myclass-inl.h): #include "myclass.h" inline double& MyClass::operator[](const int i) { return arr[i]; } inline double MyClass::operator[](const int i) const { return arr[i]; } Code (myclass.cpp): #include "myclass.h" #include "myclass-inl.h" #include <iostream> inline MyClass::MyClass(const int n) { arr = new double[n]; } inline MyClass::~MyClass() { delete[] arr; } void MyClass::someBigMethod() { std::cout << "Hello big method that is not inlined" << std::endl; } And finally, a main to test it all: #include "myclass.h" #include <iostream> using namespace std; int main(int argc, char *argv[]) { MyClass m(123); double x = m[1]; m[1] = 1234; cout << "m[1]=" << m[1] << endl; x = x + 1; return 0; } void nothing() { cout << "hello world" << endl; } When I compile it, it says: main.cpp:(.text+0x1b): undefined reference to 'MyClass::MyClass(int)' main.cpp:(.text+0x2f): undefined reference to 'MyClass::operator[](int)' main.cpp:(.text+0x49): undefined reference to 'MyClass::operator[](int)' main.cpp:(.text+0x65): undefined reference to 'MyClass::operator[](int)' However, when I move the main method to the MyClass.cpp file, it works. Could you guys help me spot the problem? Thank you.

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  • Calling all the 3 functions while using or operator even after returning true as a result.

    - by Shantanu Gupta
    I am calling three functions in my code where i want to validate some of my fields. When I tries to work with the code given below. It checks only for first value until it gets false result. I want some thing like that if fisrt function returns true then it should also call next function and so on. What can be used instead of Or Operator to do this. if (IsFieldEmpty(ref txtFactoryName, true, "Required") || IsFieldEmpty(ref txtShortName, true, "Required") || IsFieldEmpty(ref cboGodown, true, "Required")) { }

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  • Is it possible to set a default behaviour for custom (non-native) methods/functions in Java?

    - by Tom
    Is it possible to set a default behaviour for custom (non-native) methods/functions in Java? For example, I would like to change the default "Function" to do a System.out.println("message") whenever called. So, when a custom method/function is being created: public String testMethod() { //custom code } it should execute the newly added default behaviour (in this case the system output), before the custom code is run. Even if this would be a bad excercise, is it possible? Maybe by extending the function class or something?

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  • Intercepting mouse events using a global hook. Stop an action from happening.

    - by fMinkel
    I'm attempting to intercept and interrupt mouse events. Lets say I wanted to disable the right mouse button down event, or even the mouse move event. I haven't been able to figure out the interrupting part. I am using the (I assume pretty widely used) following code for Global Hooking of the mouse. Private Structure MSLLHOOKSTRUCT Public pt As Point Public mouseData As Int32 Public flags As Int32 Public time As Int32 Public extra As IntPtr End Structure Private _mouseHook As IntPtr Private Const WH_MOUSE_LL As Int32 = 14 Private Delegate Function MouseHookDelegate(ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 <MarshalAs(UnmanagedType.FunctionPtr)> Private _mouseProc As MouseHookDelegate Private Declare Function SetWindowsHookExW Lib "user32.dll" (ByVal idHook As Int32, ByVal HookProc As MouseHookDelegate, ByVal hInstance As IntPtr, ByVal wParam As Int32) As IntPtr Private Declare Function UnhookWindowsHookEx Lib "user32.dll" (ByVal hook As IntPtr) As Boolean Private Declare Function CallNextHookEx Lib "user32.dll" (ByVal idHook As Int32, ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 Private Declare Function GetCurrentThreadId Lib "kernel32.dll" () As Integer Private Declare Function GetModuleHandleW Lib "kernel32.dll" (ByVal fakezero As IntPtr) As IntPtr Public Function HookMouse() As Boolean Debug.Print("Mouse Hooked") If _mouseHook = IntPtr.Zero Then _mouseProc = New MouseHookDelegate(AddressOf MouseHookProc) _mouseHook = SetWindowsHookExW(WH_MOUSE_LL, _mouseProc, GetModuleHandleW(IntPtr.Zero), 0) End If Return _mouseHook <> IntPtr.Zero End Function Public Sub UnHookMouse() Debug.Print("Mouse UnHooked") If _mouseHook = IntPtr.Zero Then Return UnhookWindowsHookEx(_mouseHook) _mouseHook = IntPtr.Zero End Sub Private Function MouseHookProc(ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 'Debug.Print("Message = {0}, x={1}, y={2}", wParam.ToInt32, lParam.pt.X, lParam.pt.Y) If wParam.ToInt32 = 513 Then '''interrupt the left mouse button event here, but don't know what to return to do so. End If Return CallNextHookEx(WH_MOUSE_LL, nCode, wParam, lParam) End Function

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  • JPA 2.0 How to persist in order

    - by parhs
    hello i am having two entities... Exam and Exam_Normal EXAM @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private Long id; private String name; private String codeName; @Enumerated(EnumType.STRING) private ExamType examType; @ManyToOne private Category category; @OneToMany(mappedBy="id",cascade=CascadeType.PERSIST) @OrderBy("id") private List<Exam_Normal> exam_Normal; EXAM_NORMAL @Id private Long item; @Id @ManyToOne private Exam id; @Enumerated(EnumType.STRING) private Gender gender; private Integer age_month_from; private Integer age_month_to; The problem is that if i put a list of EXAM_NORMAL at an EXAM class if i try to persist(EXAM) i get an error because it tries to persist EXAM_NORMAL first but it cant because the primary keyof EXAM is missing because it isnt persisted... Is there any way to define the order?Or i should set null the list ,persist and then set the list again ? thanks:)

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  • Static variables within functions in C++ - allocated even if function doesn't run?

    - by John C
    I've been reading up on C++ on the Internet, and here's one thing that I haven't been quite able to find an answer to. I know that static variables used within functions are akin to globals, and that subsequent invocations of that function will have the static variable retain its value between calls. However, if the function is never claled, does the static variable get allocated? Thanks

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  • How do I call functions inside c++ dll from lua?

    - by Brian T Hannan
    I have a dll written in C++ that is legacy code and cannot modify the source code. I want to be able to call some of the functions inside of the dll from lua. For example, I'd like to do something like this: -- My Lua File include(myCppDll.dll) function callCppFunctionFromDll() local result = myCppFunctionFromDll(arg1, arg2) --Do something with result here end Is something like this possible?

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  • Using "null" in jQuery functions. Is this okay?

    - by Nick
    My database consists of some entries which are NULL (so they don't affect max, min, etc..). When I pull all of the data from the database, I need to repopulate form fields with the values. Using .val(value) where value = NULL seems to work without any problems, but I'm not sure if this is a valid way to go about this. It doesn't say anything in the jQuery documentation (that I can find) about using NULL as parameters to functions.

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  • How to persist in order

    - by parhs
    I have two entities: EXAM and EXAM_NORMAL. EXAM @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private Long id; private String name; private String codeName; @Enumerated(EnumType.STRING) private ExamType examType; @ManyToOne private Category category; @OneToMany(mappedBy="id",cascade=CascadeType.PERSIST) @OrderBy("id") private List<Exam_Normal> exam_Normal; EXAM_NORMAL @Id private Long item; @Id @ManyToOne private Exam id; @Enumerated(EnumType.STRING) private Gender gender; private Integer age_month_from; private Integer age_month_to; The problem is that if I put a list of EXAM_NORMAL at an EXAM class if I try to persist(EXAM) I get an error because it tries to persist EXAM_NORMAL first but it cant because the primary key of EXAM is missing because it isn't persisted... Is there any way to define the order? Or should I set null the list, persist and then set the list again? thanks:)

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  • Using Oracle Proxy Authentication with JPA (eclipselink-Style)

    - by olaf.heimburger
    Security is a very intriguing topic. You will find it everywhere and you need to implement it everywhere. Yes, you need. Unfortunately, one can easily forget it while implementing the last mile. The Last Mile In a multi-tier application it is a common practice to use connection pools between the business layer and the database layer. Connection pools are quite useful to speed database connection creation and to split the load. Another very common practice is to use a specific, often called technical, user to connect to the database. This user has authentication and authorization rules that apply to all application users. Imagine you've put every effort to define roles for different types of users that use your application. These roles are necessary to differentiate between normal users, premium users, and administrators (I bet you will find or already have more roles in your application). While these user roles are pretty well used within your application, once the flow of execution enters the database everything is gone. Each and every user just has one role and is the same database user. Issues? What Issues? As long as things go well, this is not a real issue. However, things do not go well all the time. Once your application becomes famous performance decreases in certain situations or, more importantly, current and upcoming regulations and laws require that your application must be able to apply different security measures on a per user role basis at every stage of your application. If you only have a bunch of users with the same name and role you are not able to find the application usage profile that causes the performance issue, or which user has accessed data that he/she is not allowed to. Another thread to your role concept is that databases tend to be used by different applications and tools. These tools can be developer tools like SQL*Plus, SQL Developer, etc. or end user applications like BI Publisher, Oracle Forms and so on. These tools have no idea of your applications role concept and access the database the way they think is appropriate. A big oversight for your perfect role model and a big nightmare for your Chief Security Officer. Speaking of the CSO, brings up another issue: Password management. Once your technical user account is compromised, every user is able to do things that he/she is not expected to do from the design of your application. Counter Measures In the Oracle world a common counter measure is to use Virtual Private Database (VPD). This restricts the values a database user can see to the allowed minimum. However, it doesn't help in regard of a connection pool user, because this one is still not the real user. Oracle Proxy Authentication Another feature of the Oracle database is Proxy Authentication. First introduced with version 9i it is a quite useful feature for nearly every situation. The main idea behind Proxy Authentication is, to create a crippled database user who has only connect rights. Even if this user is compromised the risks are well understood and fairly limited. This user can be used in every situation in which you need to connect to the database, no matter which tool or application (see above) you use.The proxy user is perfect for multi-tier connection pools. CREATE USER app_user IDENTIFIED BY abcd1234; GRANT CREATE SESSION TO app_user; But what if you need to access real data? Well, this is the primary use case, isn't it? Now is the time to bring the application's role concept into play. You define database roles that define the grants for your identified user groups. Once you have these groups you grant access through the proxy user with the application role to the specific user. CREATE ROLE app_role_a; GRANT app_role_a TO scott; ALTER USER scott GRANT CONNECT THROUGH app_user WITH ROLE app_role_a; Now, hr has permission to connect to the database through the proxy user. Through the role you can restrict the hr's rights the are needed for the application only. If hr connects to the database directly all assigned role and permissions apply. Testing the Setup To test the setup you can use SQL*Plus and connect to your database: $ sqlplus app_user[hr]/abcd1234 Java Persistence API The Java Persistence API (JPA) is a fairly easy means to build applications that retrieve data from the database and put it into Java objects. You use plain old Java objects (POJOs) and mixin some Java annotations that define how the attributes of the object are used for storing data from the database into the Java object. Here is a sample for objects from the HR sample schema EMPLOYEES table. When using Java annotations you only specify what can not be deduced from the code. If your Java class name is Employee but the table name is EMPLOYEES, you need to specify the table name, otherwise it will fail. package demo.proxy.ejb; import java.io.Serializable; import java.sql.Timestamp; import java.util.List; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.JoinColumn; import javax.persistence.ManyToOne; import javax.persistence.NamedQueries; import javax.persistence.NamedQuery; import javax.persistence.OneToMany; import javax.persistence.Table; @Entity @NamedQueries({ @NamedQuery(name = "Employee.findAll", query = "select o from Employee o") }) @Table(name = "EMPLOYEES") public class Employee implements Serializable { @Column(name="COMMISSION_PCT") private Double commissionPct; @Column(name="DEPARTMENT_ID") private Long departmentId; @Column(nullable = false, unique = true, length = 25) private String email; @Id @Column(name="EMPLOYEE_ID", nullable = false) private Long employeeId; @Column(name="FIRST_NAME", length = 20) private String firstName; @Column(name="HIRE_DATE", nullable = false) private Timestamp hireDate; @Column(name="JOB_ID", nullable = false, length = 10) private String jobId; @Column(name="LAST_NAME", nullable = false, length = 25) private String lastName; @Column(name="PHONE_NUMBER", length = 20) private String phoneNumber; private Double salary; @ManyToOne @JoinColumn(name = "MANAGER_ID") private Employee employee; @OneToMany(mappedBy = "employee") private List employeeList; public Employee() { } public Employee(Double commissionPct, Long departmentId, String email, Long employeeId, String firstName, Timestamp hireDate, String jobId, String lastName, Employee employee, String phoneNumber, Double salary) { this.commissionPct = commissionPct; this.departmentId = departmentId; this.email = email; this.employeeId = employeeId; this.firstName = firstName; this.hireDate = hireDate; this.jobId = jobId; this.lastName = lastName; this.employee = employee; this.phoneNumber = phoneNumber; this.salary = salary; } public Double getCommissionPct() { return commissionPct; } public void setCommissionPct(Double commissionPct) { this.commissionPct = commissionPct; } public Long getDepartmentId() { return departmentId; } public void setDepartmentId(Long departmentId) { this.departmentId = departmentId; } public String getEmail() { return email; } public void setEmail(String email) { this.email = email; } public Long getEmployeeId() { return employeeId; } public void setEmployeeId(Long employeeId) { this.employeeId = employeeId; } public String getFirstName() { return firstName; } public void setFirstName(String firstName) { this.firstName = firstName; } public Timestamp getHireDate() { return hireDate; } public void setHireDate(Timestamp hireDate) { this.hireDate = hireDate; } public String getJobId() { return jobId; } public void setJobId(String jobId) { this.jobId = jobId; } public String getLastName() { return lastName; } public void setLastName(String lastName) { this.lastName = lastName; } public String getPhoneNumber() { return phoneNumber; } public void setPhoneNumber(String phoneNumber) { this.phoneNumber = phoneNumber; } public Double getSalary() { return salary; } public void setSalary(Double salary) { this.salary = salary; } public Employee getEmployee() { return employee; } public void setEmployee(Employee employee) { this.employee = employee; } public List getEmployeeList() { return employeeList; } public void setEmployeeList(List employeeList) { this.employeeList = employeeList; } public Employee addEmployee(Employee employee) { getEmployeeList().add(employee); employee.setEmployee(this); return employee; } public Employee removeEmployee(Employee employee) { getEmployeeList().remove(employee); employee.setEmployee(null); return employee; } } JPA could be used in standalone applications and Java EE containers. In both worlds you normally create a Facade to retrieve or store the values of the Entities to or from the database. The Facade does this via an EntityManager which will be injected by the Java EE container. Here is sample Facade Session Bean for a Java EE container. package demo.proxy.ejb; import java.util.HashMap; import java.util.List; import javax.ejb.Local; import javax.ejb.Remote; import javax.ejb.Stateless; import javax.persistence.EntityManager; import javax.persistence.PersistenceContext; import javax.persistence.Query; import javax.interceptor.AroundInvoke; import javax.interceptor.InvocationContext; import oracle.jdbc.driver.OracleConnection; import org.eclipse.persistence.config.EntityManagerProperties; import org.eclipse.persistence.internal.jpa.EntityManagerImpl; @Stateless(name = "DataFacade", mappedName = "ProxyUser-TestEJB-DataFacade") @Remote @Local public class DataFacadeBean implements DataFacade, DataFacadeLocal { @PersistenceContext(unitName = "TestEJB") private EntityManager em; private String username; public Object queryByRange(String jpqlStmt, int firstResult, int maxResults) { // setSessionUser(); Query query = em.createQuery(jpqlStmt); if (firstResult 0) { query = query.setFirstResult(firstResult); } if (maxResults 0) { query = query.setMaxResults(maxResults); } return query.getResultList(); } public Employee persistEmployee(Employee employee) { // setSessionUser(); em.persist(employee); return employee; } public Employee mergeEmployee(Employee employee) { // setSessionUser(); return em.merge(employee); } public void removeEmployee(Employee employee) { // setSessionUser(); employee = em.find(Employee.class, employee.getEmployeeId()); em.remove(employee); } /** select o from Employee o */ public List getEmployeeFindAll() { Query q = em.createNamedQuery("Employee.findAll"); return q.getResultList(); } Putting Both Together To use Proxy Authentication with JPA and within a Java EE container you have to take care of the additional requirements: Use an OCI JDBC driver Provide the user name that connects through the proxy user Use an OCI JDBC driver To use the OCI JDBC driver you need to set up your JDBC data source file to use the correct JDBC URL. hr jdbc:oracle:oci8:@(DESCRIPTION=(ADDRESS=(PROTOCOL=TCP)(HOST=localhost)(PORT=1521))(CONNECT_DATA=(SID=XE))) oracle.jdbc.OracleDriver user app_user 62C32F70E98297522AD97E15439FAC0E SQL SELECT 1 FROM DUAL jdbc/hrDS Application Additionally you need to make sure that the version of the shared libraries of the OCI driver match the version of the JDBC driver in your Java EE container or Java application and are within your PATH (on Windows) or LD_LIBRARY_PATH (on most Unix-based systems). Installing the Oracle Database Instance Client software works perfectly. Provide the user name that connects through the proxy user This part needs some modification of your application software and session facade. Session Facade Changes In the Session Facade we must ensure that every call that goes through the EntityManager must be prepared correctly and uniquely assigned to this session. The second is really important, as the EntityManager works with a connection pool and can not guarantee that we set the proxy user on the connection that will be used for the database activities. To avoid changing every method call of the Session Facade we provide a method to set the username of the user that connects through the proxy user. This method needs to be called by the Facade client bfore doing anything else. public void setUsername(String name) { username = name; } Next we provide a means to instruct the TopLink EntityManager Delegate to use Oracle Proxy Authentication. (I love small helper methods to hide the nitty-gritty details and avoid repeating myself.) private void setSessionUser() { setSessionUser(username); } private void setSessionUser(String user) { if (user != null && !user.isEmpty()) { EntityManagerImpl emDelegate = ((EntityManagerImpl)em.getDelegate()); emDelegate.setProperty(EntityManagerProperties.ORACLE_PROXY_TYPE, OracleConnection.PROXYTYPE_USER_NAME); emDelegate.setProperty(OracleConnection.PROXY_USER_NAME, user); emDelegate.setProperty(EntityManagerProperties.EXCLUSIVE_CONNECTION_MODE, "Always"); } } The final step is use the EJB 3.0 AroundInvoke interceptor. This interceptor will be called around every method invocation. We therefore check whether the Facade methods will be called or not. If so, we set the user for proxy authentication and the normal method flow continues. @AroundInvoke public Object proxyInterceptor(InvocationContext invocationCtx) throws Exception { if (invocationCtx.getTarget() instanceof DataFacadeBean) { setSessionUser(); } return invocationCtx.proceed(); } Benefits Using Oracle Proxy Authentification has a number of additional benefits appart from implementing the role model of your application: Fine grained access control for temporary users of the account, without compromising the original password. Enabling database auditing and logging. Better identification of performance bottlenecks. References Effective Oracle Database 10g Security by Design, David Knox TopLink Developer's Guide, Chapter 98

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  • Thread not behaving correctly

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

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  • Flip clock showing time issue (animations invovled)

    - by Hwang
    I'm creating a flip clock (clock where you always see in airport), but I can't seems to get the time to show at the correct timing. After the flip, then will see the number changing. But I want it to change before it flips. Currently I'm not sure whether is the animation problem, or isit I have to do something else on the script. I've uploaded the FLA so that you could have a look on how I set up the flipping animation. http://www.mediafire.com/?nzmymjgtntz Below is the AS3 code: package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.utils.Timer; public class flipClock extends MovieClip { private var clock:clockMC=new clockMC(); //seconds private var secTop1=clock.second.top1.digit; private var secTop2=clock.second.top2.digit; private var secBot1=clock.second.bot1.digit; private var secBot2=clock.second.bot2.digit; private var seconds:Number; private var minutes:Number; private var hours:Number; private var days:Number; public function flipClock():void { decrease(); addChild(clock); } private function decrease():void { var countdownTimer:Timer=new Timer(1000); //Adding an event listener to the timer object countdownTimer.addEventListener(TimerEvent.TIMER,updateTime); //Initializing timer object countdownTimer.start(); } private function updateTime(event:TimerEvent):void { decreasTimerFunction(); updateSecond(); //updateMinute(); } private function updateSecond():void { clock.second.play(); secTop1.text=num2; secTop2.text=num1; if (num1<10) { num1="0"+num1; } if (num2<10) { num2="0"+num2; } if (num1==60) { num1=0; } if (num2==60) { num2=0; } secTop1.text=num1; secTop2.text=num2; //secBot1.text=num1; //secBot2.text=num2; } private function decreasTimerFunction():void { //Create a date object for Christmas Morning var endTime:Date=new Date(2010,4,26,0,0,0,0); //Current date object var now:Date=new Date(); // Set the difference between the two date and times in milliseconds var timeDiff:Number=endTime.getTime()-now.getTime(); seconds=Math.floor(timeDiff/1000); minutes=Math.floor(seconds/60); hours=Math.floor(minutes/60); days=Math.floor(hours/24); // Set the remainder of the division vars above hours%=24; minutes%=60; seconds%=60; } } }

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