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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • OData &ndash; The easiest service I can create: now with updates

    - by Jon Dalberg
    The other day I created a simple NastyWord service exposed via OData. It was read-only and used an in-memory backing store for the words. Today I’ll modify it to use a file instead of a list and I’ll accept new nasty words by implementing IUpdatable directly. The first thing to do is enable the service to accept new entries. This is done at configuration time by adding the “WriteAppend” access rule: 1: public class NastyWords : DataService<NastyWordsDataSource> 2: { 3: // This method is called only once to initialize service-wide policies. 4: public static void InitializeService(DataServiceConfiguration config) 5: { 6: config.SetEntitySetAccessRule("*", EntitySetRights.AllRead | EntitySetRights.WriteAppend); 7: config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; 8: } 9: }   Next I placed a file, NastyWords.txt, in the “App_Data” folder and added a few *choice* words to start. This required one simple change to our NastyWordDataSource.cs file: 1: public NastyWordsDataSource() 2: { 3: UpdateFromSource(); 4: } 5:   6: private void UpdateFromSource() 7: { 8: var words = File.ReadAllLines(pathToFile); 9: NastyWords = (from w in words 10: select new NastyWord { Word = w }).AsQueryable(); 11: }   Nothing too shocking here, just reading each line from the NastyWords.txt file and exposing them. Next, I implemented IUpdatable which comes with a boat-load of methods. We don’t need all of them for now since we are only concerned with allowing new values. Here are the methods we must implement, all the others throw a NotImplementedException: 1: public object CreateResource(string containerName, string fullTypeName) 2: { 3: var nastyWord = new NastyWord(); 4: pendingUpdates.Add(nastyWord); 5: return nastyWord; 6: } 7:   8: public object ResolveResource(object resource) 9: { 10: return resource; 11: } 12:   13: public void SaveChanges() 14: { 15: var intersect = (from w in pendingUpdates 16: select w.Word).Intersect(from n in NastyWords 17: select n.Word); 18:   19: if (intersect.Count() > 0) 20: throw new DataServiceException(500, "duplicate entry"); 21:   22: var lines = from w in pendingUpdates 23: select w.Word; 24:   25: File.AppendAllLines(pathToFile, 26: lines, 27: Encoding.UTF8); 28:   29: pendingUpdates.Clear(); 30:   31: UpdateFromSource(); 32: } 33:   34: public void SetValue(object targetResource, string propertyName, object propertyValue) 35: { 36: targetResource.GetType().GetProperty(propertyName).SetValue(targetResource, propertyValue, null); 37: }   I use a simple list to contain the pending updates and only commit them when the “SaveChanges” method is called. Here’s the order these methods are called in our service during an insert: CreateResource – here we just instantiate a new NastyWord and stick a reference to it in our pending updates list. SetValue – this is where the “Word” property of the NastyWord instance is set. SaveChanges – get the list of pending updates, barfing on duplicates, write them to the file and clear our pending list. ResolveResource – the newly created resource will be returned directly here since we aren’t dealing with “handles” to objects but the actual objects themselves. Not too bad, eh? I didn’t find this documented anywhere but a little bit of digging in the OData spec and use of Fiddler made it pretty easy to figure out. Here is some client code which would add a new nasty word: 1: static void Main(string[] args) 2: { 3: var svc = new ServiceReference1.NastyWordsDataSource(new Uri("http://localhost.:60921/NastyWords.svc")); 4: svc.AddToNastyWords(new ServiceReference1.NastyWord() { Word = "shat" }); 5:   6: svc.SaveChanges(); 7: }   Here’s all of the code so far for to implement the service: 1: using System; 2: using System.Collections.Generic; 3: using System.Data.Services; 4: using System.Data.Services.Common; 5: using System.Linq; 6: using System.ServiceModel.Web; 7: using System.Web; 8: using System.IO; 9: using System.Text; 10:   11: namespace ONasty 12: { 13: [DataServiceKey("Word")] 14: public class NastyWord 15: { 16: public string Word { get; set; } 17: } 18:   19: public class NastyWordsDataSource : IUpdatable 20: { 21: private List<NastyWord> pendingUpdates = new List<NastyWord>(); 22: private string pathToFile = @"path to your\App_Data\NastyWords.txt"; 23:   24: public NastyWordsDataSource() 25: { 26: UpdateFromSource(); 27: } 28:   29: private void UpdateFromSource() 30: { 31: var words = File.ReadAllLines(pathToFile); 32: NastyWords = (from w in words 33: select new NastyWord { Word = w }).AsQueryable(); 34: } 35:   36: public IQueryable<NastyWord> NastyWords { get; private set; } 37:   38: public void AddReferenceToCollection(object targetResource, string propertyName, object resourceToBeAdded) 39: { 40: throw new NotImplementedException(); 41: } 42:   43: public void ClearChanges() 44: { 45: pendingUpdates.Clear(); 46: } 47:   48: public object CreateResource(string containerName, string fullTypeName) 49: { 50: var nastyWord = new NastyWord(); 51: pendingUpdates.Add(nastyWord); 52: return nastyWord; 53: } 54:   55: public void DeleteResource(object targetResource) 56: { 57: throw new NotImplementedException(); 58: } 59:   60: public object GetResource(IQueryable query, string fullTypeName) 61: { 62: throw new NotImplementedException(); 63: } 64:   65: public object GetValue(object targetResource, string propertyName) 66: { 67: throw new NotImplementedException(); 68: } 69:   70: public void RemoveReferenceFromCollection(object targetResource, string propertyName, object resourceToBeRemoved) 71: { 72: throw new NotImplementedException(); 73: } 74:   75: public object ResetResource(object resource) 76: { 77: throw new NotImplementedException(); 78: } 79:   80: public object ResolveResource(object resource) 81: { 82: return resource; 83: } 84:   85: public void SaveChanges() 86: { 87: var intersect = (from w in pendingUpdates 88: select w.Word).Intersect(from n in NastyWords 89: select n.Word); 90:   91: if (intersect.Count() > 0) 92: throw new DataServiceException(500, "duplicate entry"); 93:   94: var lines = from w in pendingUpdates 95: select w.Word; 96:   97: File.AppendAllLines(pathToFile, 98: lines, 99: Encoding.UTF8); 100:   101: pendingUpdates.Clear(); 102:   103: UpdateFromSource(); 104: } 105:   106: public void SetReference(object targetResource, string propertyName, object propertyValue) 107: { 108: throw new NotImplementedException(); 109: } 110:   111: public void SetValue(object targetResource, string propertyName, object propertyValue) 112: { 113: targetResource.GetType().GetProperty(propertyName).SetValue(targetResource, propertyValue, null); 114: } 115: } 116:   117: public class NastyWords : DataService<NastyWordsDataSource> 118: { 119: // This method is called only once to initialize service-wide policies. 120: public static void InitializeService(DataServiceConfiguration config) 121: { 122: config.SetEntitySetAccessRule("*", EntitySetRights.AllRead | EntitySetRights.WriteAppend); 123: config.DataServiceBehavior.MaxProtocolVersion = DataServiceProtocolVersion.V2; 124: } 125: } 126: } Next time we’ll allow removing nasty words. Enjoy!

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  • rand() generating the same number – even with srand(time(NULL)) in my main!

    - by Nick Sweet
    So, I'm trying to create a random vector (think geometry, not an expandable array), and every time I call my random vector function I get the same x value, thought y and z are different. int main () { srand ( (unsigned)time(NULL)); Vector<double> a; a.randvec(); cout << a << endl; return 0; } using the function //random Vector template <class T> void Vector<T>::randvec() { const int min=-10, max=10; int randx, randy, randz; const int bucket_size = RAND_MAX/(max-min); do randx = (rand()/bucket_size)+min; while (randx <= min && randx >= max); x = randx; do randy = (rand()/bucket_size)+min; while (randy <= min && randy >= max); y = randy; do randz = (rand()/bucket_size)+min; while (randz <= min && randz >= max); z = randz; } For some reason, randx will consistently return 8, whereas the other numbers seem to be following the (pseudo) randomness perfectly. However, if I put the call to define, say, randy before randx, randy will always return 8. Why is my first random number always 8? Am I seeding incorrectly?

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  • forward/strong enum in VS2010

    - by Noah Roberts
    At http://blogs.msdn.com/vcblog/archive/2010/04/06/c-0x-core-language-features-in-vc10-the-table.aspx there is a table showing C++0x features that are implemented in 2010 RC. Among them are listed forwarding enums and strongly typed enums but they are listed as "partial". The main text of the article says that this means they are either incomplete or implemented in some non-standard way. So I've got VS2010RC and am playing around with the C++0x features. I can't figure these ones out and can't find any documentation on these two features. Not even the simplest attempts compile. enum class E { test }; int main() {} fails with: 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(518): error C2332: 'enum' : missing tag name 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(518): error C2236: unexpected 'class' 'E'. Did you forget a ';'? 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(518): error C3381: 'E' : assembly access specifiers are only available in code compiled with a /clr option 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(518): error C2143: syntax error : missing ';' before '}' 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(518): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== int main() { enum E : short; } Fails with: 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(513): warning C4480: nonstandard extension used: specifying underlying type for enum 'main::E' 1e:\dev_workspace\experimental\2010_feature_assessment\2010_feature_assessment\main.cpp(513): error C2059: syntax error : ';' ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== So it seems it must be some totally non-standard implementation that has allowed them to justify calling this feature "partially" done. How would I rewrite that code to access the forwarding and strong type feature?

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  • Can I use a static cache Helper method in a NET MVC controller?

    - by Euston
    I realise there have been a few posts regarding where to add a cache check/update and the separation of concerns between the controller, the model and the caching code. There are two great examples that I have tried to work with but being new to MVC I wonder which one is the cleanest and suits the MVC methodology the best? I know you need to take into account DI and unit testing. Example 1 (Helper method with delegate) ...in controller var myObject = CacheDataHelper.Get(thisID, () => WebServiceServiceWrapper.GetMyObjectBythisID(thisID)); Example 2 (check for cache in model class) in controller var myObject = WebServiceServiceWrapper.GetMyObjectBythisID(thisID)); then in model class.............. if (!CacheDataHelper.Get(cachekey, out myObject)) { //do some repository processing // Add obect to cache CacheDataHelper.Add(myObject, cachekey); } Both use a static cache helper class but the first example uses a method signature with a delegate method passed in that has the name of the repository method being called. If the data is not in cache the method is called and the cache helper class handles the adding or updating to the current cache. In the second example the cache check is part of the repository method with an extra line to call the cache helper add method to update the current cache. Due to my lack of experience and knowledge I am not sure which one is best suited to MVC. I like the idea of calling the cache helper with the delegate method name in order to remove any cache code in the repository but I am not sure if using the static method in the controller is ideal? The second example deals with the above but now there is no separation between the caching check and the repository lookup. Perhaps that is not a problem as you know it requires caching anyway?

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  • Why my inner class DO see a NON static variable?

    - by Roman
    Earlier I had a problem when an inner anonymous class did not see a field of the "outer" class. I needed to make a final variable to make it visible to the inner class. Now I have an opposite situation. In the "outer" class "ClientListener" I use an inner class "Thread" and the "Thread" class I have the "run" method and does see the "earPort" from the "outer" class! Why? import java.io.IOException; import java.net.*; import java.io.BufferedReader; import java.io.InputStreamReader; public class ClientsListener { private int earPort; // Constructor. public ClientsListener(int earPort) { this.earPort = earPort; } public void starListening() { Thread inputStreamsGenerator = new Thread() { public void run() { System.out.println(earPort); try { System.out.println(earPort); ServerSocket listeningSocket = new ServerSocket(earPort); Socket serverSideSocket = listeningSocket.accept(); BufferedReader in = new BufferedReader(new InputStreamReader(serverSideSocket.getInputStream())); } catch (IOException e) { System.out.println(""); } } }; inputStreamsGenerator.start(); } }

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  • Why does a sub-class class of a class have to be static in order to initialize the sub-class in the

    - by Alex
    So, the question is more or less as I wrote. I understand that it's probably not clear at all so I'll give an example. I have class Tree and in it there is the class Node, and the empty constructor of Tree is written: public class RBTree { private RBNode head; public RBTree(RBNode head,RBTree leftT,RBTree rightT){ this.head=head; this.head.leftT.head.father = head; this.head.rightT.head.father = head; } public RBTree(RBNode head){ this(head,new RBTree(),new RBTree()); } public RBTree(){ this(new RBNode(),null,null); } public class RBNode{ private int value; private boolean isBlack; private RBNode father; private RBTree leftT; private RBTree rightT; } } Eclipse gives me the error: "No enclosing instance of type RBTree is available due to some intermediate constructor invocation" for the "new RBTree()" in the empty constructor. However, if I change the RBNode to be a static class, there is no problem. So why is it working when the class is static. BTW, I found an easy solution for the cunstructor: public RBTree(){ this.head = new RBNode(); } So, I have no idea what is the problem in the first piece of code.

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  • Adjust static value into dynamic (javascript) value possible in Sharepoint allitems.aspx page?

    - by lerac
    <SharePoint:SPDataSource runat="server" IncludeHidden="true" SelectCommand="&lt;View&gt;&lt;Query&gt;&lt;OrderBy&gt;&lt;FieldRef Name=&quot;EventDate&quot;/&gt;&lt;/OrderBy&gt;&lt;Where&gt;&lt;Contains&gt;&lt;FieldRef Name=&quot;lawyer_x0020_1&quot;/&gt;&lt;Value Type=&quot;Note&quot;&gt;F. Sanches&lt;/Value&gt;&lt;/Contains&gt;&lt;/Where&gt;&lt;/Query&gt;&lt;/View&gt;" id="datasource1" DataSourceMode="List" UseInternalName="true"><InsertParameters><asp:Parameter DefaultValue="{ANUMBER}" Name="ListID"></asp:Parameter> This codeline is just one line of the allitems.aspx of a sharepoint list item. It only displays items where lawyer 1 = F. Sanches. Before I start messing around with the .ASPX page I wonder if it possible to change F. Sanches (in the code) into a dynamical variable (from a javascript value or something else that can be used to place the javascript value in there dynamically). If I put any javascript code in the line it will not work. P.S. Ignore ANUMBER part in code. Let say to make it simple I have javascript variable like this (now static but with my other code it is dynamic). It would be an achievement if it would place a static javascript variable. <SCRIPT type=text/javascript>javaVAR = "P. Janssen";</script> If Yes -- how? If No -- Thank you!

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  • How to create a generic C free function .

    - by nomemory
    I have some C structures related to a 'list' data structure. They look like this. struct nmlist_element_s { void *data; struct nmlist_element_s *next; }; typedef struct nmlist_element_s nmlist_element; struct nmlist_s { void (*destructor)(void *data); int (*cmp)(const void *e1, const void *e2); unsigned int size; nmlist_element *head; nmlist_element *tail; }; typedef struct nmlist_s nmlist; This way I can have different data types being hold in "nmlist_element-data" . The "constructor" (in terms of OOP) has the following signature: nmlist *nmlist_alloc(void (*destructor)(void *data)); Where "destructor" is specific function that de-allocated "data" (being hold by the nmlist_element). If I want to have a list containing integers as data, my "destructor" would like this: void int_destructor(void *data) { free((int*)data); } Still i find it rather "unfriendly" for me to write a destructor functions for every simple primitive data type. So is there a trick to write something like this ? (for primitives): void "x"_destructor(void *data, "x") { free(("x" *)data); } PS: I am not a macro fan myself, and in my short experience regarding C, i don't use them, unless necessary.

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  • Error: "an object reference is required for the non-static field, method or property..."

    - by user300484
    Hi! Im creating an application on C#. Its function is to evualuate if a given is prime and if the same swapped number is prime as well. When I build my solution on Visual Studio, it says that "an object reference is required for the non-static field, method or property...". Im having this problem with the "volteado" and "siprimo" methods. Can you tell me where is the problem and how i can fix it? thank you! namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Console.Write("Write a number: "); long a= Convert.ToInt64(Console.ReadLine()); // a is the number given by the user long av = volteado(a); // av is "a" but swapped if (siprimo(a) == false && siprimo(av) == false) Console.WriteLine("Both original and swapped numbers are prime."); else Console.WriteLine("One of the numbers isnt prime."); Console.ReadLine(); } private bool siprimo(long a) {// evaluate if the received number is prime bool sp = true; for (long k = 2; k <= a / 2; k++) if (a % k == 0) sp = false; return sp; } private long volteado(long a) {// swap the received number long v = 0; while (a > 0) { v = 10 * v + a % 10; a /= 10; } return v; } } }

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  • tk: how to invoke it just to display something, and return to the main program?

    - by max
    Sorry for the noob question but I really don't understand this. I'm using python / tkinter and I want to display something (say, a canvas with a few shapes on it), and keep it displayed until the program quits. I understand that no widgets would be displayed until I call tkinter.tk.mainloop(). However, if I call tkinter.tk.mainloop(), I won't be able to do anything else until the user closes the main window. I don't need to monitor any user input events, just display some stuff. What's a good way to do this without giving up control to mainloop? EDIT: Is this sample code reasonable: class App(tk.Tk): def __init__(self, sim): self.sim = sim # link to the simulation instance self.loop() def loop(): self.redraw() # update all the GUI to reflect new simulation state sim.next_step() # advance simulation another step self.after(0, self.loop) def redraw(): # get whatever we need from self.sim, and put it on the screen EDIT2 (added after_idle): class App(tk.Tk): def __init__(self, sim): self.sim = sim # link to the simulation instance self.after_idle(self.preloop) def preloop(): self.after(0, self.loop) def loop(): self.redraw() # update all the GUI to reflect new simulation state sim.next_step() # advance simulation another step self.after_idle(self.preloop) def redraw(): # get whatever we need from self.sim, and put it on the screen

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  • Can I have the gcc linker create a static libary?

    - by Lucas Meijer
    I have a library consisting of some 300 c++ files. The program that consumes the library does not want to dynamically link to it. (For various reasons, but the best one is that some of the supported platforms do not support dynamic linking) Then I use g++ and ar to create a static library (.a), this file contains all symbols of all those files, including ones that the library doesn't want to export. I suspect linking the consuming program with this library takes an unnecessary long time, as all the .o files inside the .a still need to have their references resolved, and the linker has more symbols to process. When creating a dynamic library (.dylib / .so) you can actually use a linker, which can resolve all intra-lib symbols, and export only those that the library wants to export. The result however can only be "linked" into the consuming program at runtime. I would like to somehow get the benefits of dynamic linking, but use a static library. If my google searches are correct in thinking this is indeed not possible, I would love to understand why this is not possible, as it seems like something that many c and c++ programs could benefit from.

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  • Is this method of static file serving safe in node.js? (potential security hole?)

    - by MikeC8
    I want to create the simplest node.js server to serve static files. Here's what I came up with: fs = require('fs'); server = require('http').createServer(function(req, res) { res.end(fs.readFileSync(__dirname + '/public/' + req.url)); }); server.listen(8080); Clearly this would map http://localhost:8080/index.html to project_dir/public/index.html, and similarly so for all other files. My one concern is that someone could abuse this to access files outside of project_dir/public. Something like this, for example: http://localhost:8080/../../sensitive_file.txt I tried this a little bit, and it wasn't working. But, it seems like my browser was removing the ".." itself. Which leads me to believe that someone could abuse my poor little node.js server. I know there are npm packages that do static file serving. But I'm actually curious to write my own here. So my questions are: Is this safe? If so, why? If not, why not? And, if further, if not, what is the "right" way to do this? My one constraint is I don't want to have to have an if clause for each possible file, I want the server to serve whatever files I throw in a directory.

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  • How can I get back into my main processing thread?

    - by daveomcd
    I have an app that I'm accessing a remote website with NSURLConnection to run some code and then save out some XML files. I am then accessing those XML Files and parsing through them for information. The process works fine except that my User Interface isn't getting updated properly. I want to keep the user updated through my UILabel. I'm trying to update the text by using setBottomBarToUpdating:. It works the first time when I set it to "Processing Please Wait..."; however, in the connectionDidFinishLoading: it doesn't update. I'm thinking my NSURLConnection is running on a separate thread and my attempt with the dispatch_get_main_queue to update on the main thread isn't working. How can I alter my code to resolve this? Thanks! [If I need to include more information/code just let me know!] myFile.m NSLog(@"Refreshing..."); dispatch_sync( dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{ [self getResponse:@"http://mylocation/path/to/file.aspx"]; }); [self setBottomBarToUpdating:@"Processing Please Wait..."]; queue = dispatch_queue_create("updateQueue", DISPATCH_QUEUE_CONCURRENT); connectionDidFinishLoading: if ([response rangeOfString:@"Complete"].location == NSNotFound]) { // failed } else { //success dispatch_async(dispatch_get_main_queue(),^ { [self setBottomBarToUpdating:@"Updating Contacts..."]; }); [self updateFromXMLFile:@"http://thislocation.com/path/to/file.xml"]; dispatch_async(dispatch_get_main_queue(),^ { [self setBottomBarToUpdating:@"Updating Emails..."]; }); [self updateFromXMLFile:@"http://thislocation.com/path/to/file2.xml"]; }

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  • How can I display a form for set configuration before the main form?

    - by Hamidm
    hello, in my project i have two form's(form1,form2), form1 is configuration form. i want to show Form1 and when we click Button1 then show Form2 and free(Release) Form1. how can to i do this? i use this code. but this project start and then exit automatically.A Friend said because the application message loop never start, and application terminates because main form does not exist. how i can to solve this problem? uses Unit2; {$R *.dfm} procedure TForm1.Button1Click(Sender: TObject); begin Application.CreateForm(TForm2, Form2); Release; end; /// program Project1; uses Forms, Unit1 in 'Unit1.pas' {Form1}, Unit2 in 'Unit2.pas' {Form2}; {$R *.res} begin Application.Initialize; Application.MainFormOnTaskbar := True; Form1:= TForm1.Create(Application); Application.Run; end.

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  • Base class Undefined WEIRD problem . Need help

    - by nXqd
    My CGameStateLogo which inherit from CGameState: CGameStateLogo.h #pragma once #include "GameState.h" class CGameMain; class CGameState; class CGameStateLogo: public CGameState { public: void MessageEnter (); void MessageUpdate( int iKey ); void MessagePaint( HDC* pDC ); public: CGameStateLogo(CGameMain* pGameMain); CGameStateLogo(void); ~CGameStateLogo(void); }; CGameState.h #pragma once #include "GameMain.h" #include "MyBitmap.h" class CGameMain; class CMyBitmap; class CGameState { public: CMyBitmap* pbmCurrent; CGameMain* pGM; int GameStateID; virtual void MessageEnter () = 0; virtual void MessageUpdate( int iKey ) = 0; virtual void MessagePaint( HDC* pDC ) = 0; void StateHandler ( int msg, HDC* pDC, int key ); public: CGameState(void); ~CGameState(void); }; Thanks for reading this :)

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  • Built-in GZip/Deflate Compression on IIS 7.x

    - by Rick Strahl
    IIS 7 improves internal compression functionality dramatically making it much easier than previous versions to take advantage of compression that’s built-in to the Web server. IIS 7 also supports dynamic compression which allows automatic compression of content created in your own applications (ASP.NET or otherwise!). The scheme is based on content-type sniffing and so it works with any kind of Web application framework. While static compression on IIS 7 is super easy to set up and turned on by default for most text content (text/*, which includes HTML and CSS, as well as for JavaScript, Atom, XAML, XML), setting up dynamic compression is a bit more involved, mostly because the various default compression settings are set in multiple places down the IIS –> ASP.NET hierarchy. Let’s take a look at each of the two approaches available: Static Compression Compresses static content from the hard disk. IIS can cache this content by compressing the file once and storing the compressed file on disk and serving the compressed alias whenever static content is requested and it hasn’t changed. The overhead for this is minimal and should be aggressively enabled. Dynamic Compression Works against application generated output from applications like your ASP.NET apps. Unlike static content, dynamic content must be compressed every time a page that requests it regenerates its content. As such dynamic compression has a much bigger impact than static caching. How Compression is configured Compression in IIS 7.x  is configured with two .config file elements in the <system.WebServer> space. The elements can be set anywhere in the IIS/ASP.NET configuration pipeline all the way from ApplicationHost.config down to the local web.config file. The following is from the the default setting in ApplicationHost.config (in the %windir%\System32\inetsrv\config forlder) on IIS 7.5 with a couple of small adjustments (added json output and enabled dynamic compression): <?xml version="1.0" encoding="UTF-8"?> <configuration> <system.webServer> <httpCompression directory="%SystemDrive%\inetpub\temp\IIS Temporary Compressed Files"> <scheme name="gzip" dll="%Windir%\system32\inetsrv\gzip.dll" staticCompressionLevel="9" /> <dynamicTypes> <add mimeType="text/*" enabled="true" /> <add mimeType="message/*" enabled="true" /> <add mimeType="application/x-javascript" enabled="true" /> <add mimeType="application/json" enabled="true" /> <add mimeType="*/*" enabled="false" /> </dynamicTypes> <staticTypes> <add mimeType="text/*" enabled="true" /> <add mimeType="message/*" enabled="true" /> <add mimeType="application/x-javascript" enabled="true" /> <add mimeType="application/atom+xml" enabled="true" /> <add mimeType="application/xaml+xml" enabled="true" /> <add mimeType="*/*" enabled="false" /> </staticTypes> </httpCompression> <urlCompression doStaticCompression="true" doDynamicCompression="true" /> </system.webServer> </configuration> You can find documentation on the httpCompression and urlCompression keys here respectively: http://msdn.microsoft.com/en-us/library/ms690689%28v=vs.90%29.aspx http://msdn.microsoft.com/en-us/library/aa347437%28v=vs.90%29.aspx The httpCompression Element – What and How to compress Basically httpCompression configures what types to compress and how to compress them. It specifies the DLL that handles gzip encoding and the types of documents that are to be compressed. Types are set up based on mime-types which looks at returned Content-Type headers in HTTP responses. For example, I added the application/json to mime type to my dynamic compression types above to allow that content to be compressed as well since I have quite a bit of AJAX content that gets sent to the client. The UrlCompression Element – Enables and Disables Compression The urlCompression element is a quick way to turn compression on and off. By default static compression is enabled server wide, and dynamic compression is disabled server wide. This might be a bit confusing because the httpCompression element also has a doDynamicCompression attribute which is set to true by default, but the urlCompression attribute by the same name actually overrides it. The urlCompression element only has three attributes: doStaticCompression, doDynamicCompression and dynamicCompressionBeforeCache. The doCompression attributes are the final determining factor whether compression is enabled, so it’s a good idea to be explcit! The default for doDynamicCompression='false”, but doStaticCompression="true"! Static Compression is enabled by Default, Dynamic Compression is not Because static compression is very efficient in IIS 7 it’s enabled by default server wide and there probably is no reason to ever change that setting. Dynamic compression however, since it’s more resource intensive, is turned off by default. If you want to enable dynamic compression there are a few quirks you have to deal with, namely that enabling it in ApplicationHost.config doesn’t work. Setting: <urlCompression doDynamicCompression="true" /> in applicationhost.config appears to have no effect and I had to move this element into my local web.config to make dynamic compression work. This is actually a smart choice because you’re not likely to want dynamic compression in every application on a server. Rather dynamic compression should be applied selectively where it makes sense. However, nowhere is it documented that the setting in applicationhost.config doesn’t work (or more likely is overridden somewhere and disabled lower in the configuration hierarchy). So: remember to set doDynamicCompression=”true” in web.config!!! How Static Compression works Static compression works against static content loaded from files on disk. Because this content is static and not bound to change frequently – such as .js, .css and static HTML content – it’s fairly easy for IIS to compress and then cache the compressed content. The way this works is that IIS compresses the files into a special folder on the server’s hard disk and then reads the content from this location if already compressed content is requested and the underlying file resource has not changed. The semantics of serving an already compressed file are very efficient – IIS still checks for file changes, but otherwise just serves the already compressed file from the compression folder. The compression folder is located at: %windir%\inetpub\temp\IIS Temporary Compressed Files\ApplicationPool\ If you look into the subfolders you’ll find compressed files: These files are pre-compressed and IIS serves them directly to the client until the underlying files are changed. As I mentioned before – static compression is on by default and there’s very little reason to turn that functionality off as it is efficient and just works out of the box. The one tweak you might want to do is to set the compression level to maximum. Since IIS only compresses content very infrequently it would make sense to apply maximum compression. You can do this with the staticCompressionLevel setting on the scheme element: <scheme name="gzip" dll="%Windir%\system32\inetsrv\gzip.dll" staticCompressionLevel="9" /> Other than that the default settings are probably just fine. Dynamic Compression – not so fast! By default dynamic compression is disabled and that’s actually quite sensible – you should use dynamic compression very carefully and think about what content you want to compress. In most applications it wouldn’t make sense to compress *all* generated content as it would generate a significant amount of overhead. Scott Fortsyth has a great post that details some of the performance numbers and how much impact dynamic compression has. Depending on how busy your server is you can play around with compression and see what impact it has on your server’s performance. There are also a few settings you can tweak to minimize the overhead of dynamic compression. Specifically the httpCompression key has a couple of CPU related keys that can help minimize the impact of Dynamic Compression on a busy server: dynamicCompressionDisableCpuUsage dynamicCompressionEnableCpuUsage By default these are set to 90 and 50 which means that when the CPU hits 90% compression will be disabled until CPU utilization drops back down to 50%. Again this is actually quite sensible as it utilizes CPU power from compression when available and falling off when the threshold has been hit. It’s a good way some of that extra CPU power on your big servers to use when utilization is low. Again these settings are something you likely have to play with. I would probably set the upper limit a little lower than 90% maybe around 70% to make this a feature that kicks in only if there’s lots of power to spare. I’m not really sure how accurate these CPU readings that IIS uses are as Cpu usage on Web Servers can spike drastically even during low loads. Don’t trust settings – do some load testing or monitor your server in a live environment to see what values make sense for your environment. Finally for dynamic compression I tend to add one Mime type for JSON data, since a lot of my applications send large chunks of JSON data over the wire. You can do that with the application/json content type: <add mimeType="application/json" enabled="true" /> What about Deflate Compression? The default compression is GZip. The documentation hints that you can use a different compression scheme and mentions Deflate compression. And sure enough you can change the compression settings to: <scheme name="deflate" dll="%Windir%\system32\inetsrv\gzip.dll" staticCompressionLevel="9" /> to get deflate style compression. The deflate algorithm produces slightly more compact output so I tend to prefer it over GZip but more HTTP clients (other than browsers) support GZip than Deflate so be careful with this option if you build Web APIs. I also had some issues with the above value actually being applied right away. Changing the scheme in applicationhost.config didn’t show up on the site  right away. It required me to do a full IISReset to get that change to show up before I saw the change over to deflate compressed content. Content was slightly more compressed with deflate – not sure if it’s worth the slightly less common compression type, but the option at least is available. IIS 7 finally makes GZip Easy In summary IIS 7 makes GZip easy finally, even if the configuration settings are a bit obtuse and the documentation is seriously lacking. But once you know the basic settings I’ve described here and the fact that you can override all of this in your local web.config it’s pretty straight forward to configure GZip support and tweak it exactly to your needs. Static compression is a total no brainer as it adds very little overhead compared to direct static file serving and provides solid compression. Dynamic Compression is a little more tricky as it does add some overhead to servers, so it probably will require some tweaking to get the right balance of CPU load vs. compression ratios. Looking at large sites like Amazon, Yahoo, NewEgg etc. – they all use Related Content Code based ASP.NET GZip Caveats HttpWebRequest and GZip Responses © Rick Strahl, West Wind Technologies, 2005-2011Posted in IIS7   ASP.NET  

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Fitting an Image to Screen on Rotation iPhone / iPad ?

    - by user356937
    I have been playing around with one of the iPhone examples from Apple' web site (ScrollViewSuite) . I am trying to tweak it a bit so that when I rotate the the iPad the image will fit into the screen in landscape mode vertical. I have been successful in getting the image to rotate, but the image is larger than the height of the landscape screen, so the bottom is below the screen. I would like to image to scale to the height of the landscape screen. I have been playing around with various autoSizingMask attributes without success. The imageView is called "zoomView" this is the actual image which loads into a scrollView called imageScrollView. I am trying to achieve the screen to rotate and look like this.... olsonvox.com/photos/correct.png However, this is what My screen is looking like. olsonvox.com/photos/incorrect.png I would really appreciate some advice or guidance. Below is the RootViewController.m for the project. Blade # import "RootViewController.h" #define ZOOM_VIEW_TAG 100 #define ZOOM_STEP 1.5 #define THUMB_HEIGHT 150 #define THUMB_V_PADDING 25 #define THUMB_H_PADDING 25 #define CREDIT_LABEL_HEIGHT 25 #define AUTOSCROLL_THRESHOLD 30 @interface RootViewController (ViewHandlingMethods) - (void)toggleThumbView; - (void)pickImageNamed:(NSString *)name; - (NSArray *)imageNames; - (void)createThumbScrollViewIfNecessary; - (void)createSlideUpViewIfNecessary; @end @interface RootViewController (AutoscrollingMethods) - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb; - (void)autoscrollTimerFired:(NSTimer *)timer; - (void)legalizeAutoscrollDistance; - (float)autoscrollDistanceForProximityToEdge:(float)proximity; @end @interface RootViewController (UtilityMethods) - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center; @end @implementation RootViewController - (void)loadView { [super loadView]; imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view]bounds]]; // this code makes the image resize to the width and height properly. imageScrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin| UIViewAutoresizingFlexibleBottomMargin| UIViewAutoresizingFlexibleBottomMargin; // TRY SETTNG CENTER HERE SOMEHOW&gt;.... [imageScrollView setBackgroundColor:[UIColor blackColor]]; [imageScrollView setDelegate:self]; [imageScrollView setBouncesZoom:YES]; [[self view] addSubview:imageScrollView]; [self toggleThumbView]; // intitializes with the first image. [self pickImageNamed:@"lookbook1"]; } - (void)dealloc { [imageScrollView release]; [slideUpView release]; [thumbScrollView release]; [super dealloc]; } #pragma mark UIScrollViewDelegate methods - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { UIView *view = nil; if (scrollView == imageScrollView) { view = [imageScrollView viewWithTag:ZOOM_VIEW_TAG]; } return view; } /************************************** NOTE **************************************/ /* The following delegate method works around a known bug in zoomToRect:animated: */ /* In the next release after 3.0 this workaround will no longer be necessary */ /**********************************************************************************/ - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { [scrollView setZoomScale:scale+0.01 animated:NO]; [scrollView setZoomScale:scale animated:NO]; } #pragma mark TapDetectingImageViewDelegate methods - (void)tapDetectingImageView:(TapDetectingImageView *)view gotSingleTapAtPoint:(CGPoint)tapPoint { // Single tap shows or hides drawer of thumbnails. [self toggleThumbView]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotDoubleTapAtPoint:(CGPoint)tapPoint { // double tap zooms in float newScale = [imageScrollView zoomScale] * ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } - (void)tapDetectingImageView:(TapDetectingImageView *)view gotTwoFingerTapAtPoint:(CGPoint)tapPoint { // two-finger tap zooms out float newScale = [imageScrollView zoomScale] / ZOOM_STEP; CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint]; [imageScrollView zoomToRect:zoomRect animated:YES]; } #pragma mark ThumbImageViewDelegate methods - (void)thumbImageViewWasTapped:(ThumbImageView *)tiv { [self pickImageNamed:[tiv imageName]]; [self toggleThumbView]; } - (void)thumbImageViewStartedTracking:(ThumbImageView *)tiv { [thumbScrollView bringSubviewToFront:tiv]; } // CONTROLS DRAGGING AND DROPPING THUMBNAILS... - (void)thumbImageViewMoved:(ThumbImageView *)draggingThumb { // check if we've moved close enough to an edge to autoscroll, or far enough away to stop autoscrolling [self maybeAutoscrollForThumb:draggingThumb]; /* The rest of this method handles the reordering of thumbnails in the thumbScrollView. See */ /* ThumbImageView.h and ThumbImageView.m for more information about how this works. */ // we'll reorder only if the thumb is overlapping the scroll view if (CGRectIntersectsRect([draggingThumb frame], [thumbScrollView bounds])) { BOOL draggingRight = [draggingThumb frame].origin.x &gt; [draggingThumb home].origin.x ? YES : NO; /* we're going to shift over all the thumbs who live between the home of the moving thumb */ /* and the current touch location. A thumb counts as living in this area if the midpoint */ /* of its home is contained in the area. */ NSMutableArray *thumbsToShift = [[NSMutableArray alloc] init]; // get the touch location in the coordinate system of the scroll view CGPoint touchLocation = [draggingThumb convertPoint:[draggingThumb touchLocation] toView:thumbScrollView]; // calculate minimum and maximum boundaries of the affected area float minX = draggingRight ? CGRectGetMaxX([draggingThumb home]) : touchLocation.x; float maxX = draggingRight ? touchLocation.x : CGRectGetMinX([draggingThumb home]); // iterate through thumbnails and see which ones need to move over for (ThumbImageView *thumb in [thumbScrollView subviews]) { // skip the thumb being dragged if (thumb == draggingThumb) continue; // skip non-thumb subviews of the scroll view (such as the scroll indicators) if (! [thumb isMemberOfClass:[ThumbImageView class]]) continue; float thumbMidpoint = CGRectGetMidX([thumb home]); if (thumbMidpoint &gt;= minX &amp;&amp; thumbMidpoint &lt;= maxX) { [thumbsToShift addObject:thumb]; } } // shift over the other thumbs to make room for the dragging thumb. (if we're dragging right, they shift to the left) float otherThumbShift = ([draggingThumb home].size.width + THUMB_H_PADDING) * (draggingRight ? -1 : 1); // as we shift over the other thumbs, we'll calculate how much the dragging thumb's home is going to move float draggingThumbShift = 0.0; // send each of the shifting thumbs to its new home for (ThumbImageView *otherThumb in thumbsToShift) { CGRect home = [otherThumb home]; home.origin.x += otherThumbShift; [otherThumb setHome:home]; [otherThumb goHome]; draggingThumbShift += ([otherThumb frame].size.width + THUMB_H_PADDING) * (draggingRight ? 1 : -1); } // change the home of the dragging thumb, but don't send it there because it's still being dragged CGRect home = [draggingThumb home]; home.origin.x += draggingThumbShift; [draggingThumb setHome:home]; } } - (void)thumbImageViewStoppedTracking:(ThumbImageView *)tiv { // if the user lets go of the thumb image view, stop autoscrolling [autoscrollTimer invalidate]; autoscrollTimer = nil; } #pragma mark Autoscrolling methods - (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb { autoscrollDistance = 0; // only autoscroll if the thumb is overlapping the thumbScrollView if (CGRectIntersectsRect([thumb frame], [thumbScrollView bounds])) { CGPoint touchLocation = [thumb convertPoint:[thumb touchLocation] toView:thumbScrollView]; float distanceFromLeftEdge = touchLocation.x - CGRectGetMinX([thumbScrollView bounds]); float distanceFromRightEdge = CGRectGetMaxX([thumbScrollView bounds]) - touchLocation.x; if (distanceFromLeftEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromLeftEdge] * -1; // if scrolling left, distance is negative } else if (distanceFromRightEdge &lt; AUTOSCROLL_THRESHOLD) { autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromRightEdge]; } } // if no autoscrolling, stop and clear timer if (autoscrollDistance == 0) { [autoscrollTimer invalidate]; autoscrollTimer = nil; } // otherwise create and start timer (if we don't already have a timer going) else if (autoscrollTimer == nil) { autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60.0) target:self selector:@selector(autoscrollTimerFired:) userInfo:thumb repeats:YES]; } } - (float)autoscrollDistanceForProximityToEdge:(float)proximity { // the scroll distance grows as the proximity to the edge decreases, so that moving the thumb // further over results in faster scrolling. return ceilf((AUTOSCROLL_THRESHOLD - proximity) / 5.0); } - (void)legalizeAutoscrollDistance { // makes sure the autoscroll distance won't result in scrolling past the content of the scroll view float minimumLegalDistance = [thumbScrollView contentOffset].x * -1; float maximumLegalDistance = [thumbScrollView contentSize].width - ([thumbScrollView frame].size.width + [thumbScrollView contentOffset].x); autoscrollDistance = MAX(autoscrollDistance, minimumLegalDistance); autoscrollDistance = MIN(autoscrollDistance, maximumLegalDistance); } - (void)autoscrollTimerFired:(NSTimer*)timer { [self legalizeAutoscrollDistance]; // autoscroll by changing content offset CGPoint contentOffset = [thumbScrollView contentOffset]; contentOffset.x += autoscrollDistance; [thumbScrollView setContentOffset:contentOffset]; // adjust thumb position so it appears to stay still ThumbImageView *thumb = (ThumbImageView *)[timer userInfo]; [thumb moveByOffset:CGPointMake(autoscrollDistance, 0)]; } #pragma mark View handling methods - (void)toggleThumbView { [self createSlideUpViewIfNecessary]; // no-op if slideUpView has already been created CGRect frame = [slideUpView frame]; if (thumbViewShowing) { frame.origin.y = 0; } else { frame.origin.y = -225; } [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.3]; [slideUpView setFrame:frame]; [UIView commitAnimations]; thumbViewShowing = !thumbViewShowing; } - (void)pickImageNamed:(NSString *)name { // first remove previous image view, if any [[imageScrollView viewWithTag:ZOOM_VIEW_TAG] removeFromSuperview]; UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:@"%@.jpg", name]]; TapDetectingImageView *zoomView = [[TapDetectingImageView alloc] initWithImage:image]; zoomView.autoresizingMask = UIViewAutoresizingFlexibleWidth ; [zoomView setDelegate:self]; [zoomView setTag:ZOOM_VIEW_TAG]; [imageScrollView addSubview:zoomView]; [imageScrollView setContentSize:[zoomView frame].size]; [zoomView release]; // choose minimum scale so image width fits screen float minScale = [imageScrollView frame].size.width / [zoomView frame].size.width; [imageScrollView setMinimumZoomScale:minScale]; [imageScrollView setZoomScale:minScale]; [imageScrollView setContentOffset:CGPointZero]; } - (NSArray *)imageNames { // the filenames are stored in a plist in the app bundle, so create array by reading this plist NSString *path = [[NSBundle mainBundle] pathForResource:@"Images" ofType:@"plist"]; NSData *plistData = [NSData dataWithContentsOfFile:path]; NSString *error; NSPropertyListFormat format; NSArray *imageNames = [NSPropertyListSerialization propertyListFromData:plistData mutabilityOption:NSPropertyListImmutable format:&amp;format errorDescription:&amp;error]; if (!imageNames) { NSLog(@"Failed to read image names. Error: %@", error); [error release]; } return imageNames; } - (void)createSlideUpViewIfNecessary { if (!slideUpView) { [self createThumbScrollViewIfNecessary]; CGRect bounds = [[self view] bounds]; float thumbHeight = [thumbScrollView frame].size.height; float labelHeight = CREDIT_LABEL_HEIGHT; // create label giving credit for images UILabel *creditLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, thumbHeight, bounds.size.width, labelHeight)]; [creditLabel setBackgroundColor:[UIColor clearColor]]; [creditLabel setTextColor:[UIColor whiteColor]]; // [creditLabel setFont:[UIFont fontWithName:@"Helvetica" size:16]]; // [creditLabel setText:@"SAMPLE TEXT"]; [creditLabel setTextAlignment:UITextAlignmentCenter]; // create container view that will hold scroll view and label CGRect frame = CGRectMake(0.0, -225.00, bounds.size.width+256, thumbHeight + labelHeight); slideUpView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin; slideUpView = [[UIView alloc] initWithFrame:frame]; [slideUpView setBackgroundColor:[UIColor blackColor]]; [slideUpView setOpaque:NO]; [slideUpView setAlpha:.75]; [[self view] addSubview:slideUpView]; // add subviews to container view [slideUpView addSubview:thumbScrollView]; [slideUpView addSubview:creditLabel]; [creditLabel release]; } } - (void)createThumbScrollViewIfNecessary { if (!thumbScrollView) { float scrollViewHeight = THUMB_HEIGHT + THUMB_V_PADDING; float scrollViewWidth = [[self view] bounds].size.width; thumbScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, scrollViewWidth, scrollViewHeight)]; [thumbScrollView setCanCancelContentTouches:NO]; [thumbScrollView setClipsToBounds:NO]; // now place all the thumb views as subviews of the scroll view // and in the course of doing so calculate the content width float xPosition = THUMB_H_PADDING; for (NSString *name in [self imageNames]) { UIImage *thumbImage = [UIImage imageNamed:[NSString stringWithFormat:@"%@_thumb.jpg", name]]; if (thumbImage) { ThumbImageView *thumbView = [[ThumbImageView alloc] initWithImage:thumbImage]; [thumbView setDelegate:self]; [thumbView setImageName:name]; CGRect frame = [thumbView frame]; frame.origin.y = THUMB_V_PADDING; frame.origin.x = xPosition; [thumbView setFrame:frame]; [thumbView setHome:frame]; [thumbScrollView addSubview:thumbView]; [thumbView release]; xPosition += (frame.size.width + THUMB_H_PADDING); } } [thumbScrollView setContentSize:CGSizeMake(xPosition, scrollViewHeight)]; } } #pragma mark Utility methods - (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center { CGRect zoomRect; // the zoom rect is in the content view's coordinates. // At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds. // As the zoom scale decreases, so more content is visible, the size of the rect grows. zoomRect.size.height = [imageScrollView frame].size.height / scale; zoomRect.size.width = [imageScrollView frame].size.width / scale; // choose an origin so as to get the right center. zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0); zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0); return zoomRect; } #pragma mark - #pragma mark Rotation support // Ensure that the view controller supports rotation and that the split view can therefore show in both portrait and landscape. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } @end

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  • Example: Communication between Activity and Service using Messaging

    - by Lance Lefebure
    I couldn't find any examples of how to send messages between an activity and a service, and spent far too many hours figuring this out. Here is an example project for others to reference. This example allows you to start or stop a service directly, and separately bind/unbind from the service. When the service is running, it increments a number at 10Hz. If the activity is bound to the service, it will display the current value. Data is transferred as an Integer and as a String so you can see how to do that two different ways. There are also buttons in the activity to send messages to the service (changes the increment-by value). Screenshot: AndroidManifest.xml: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.exampleservice" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".MainActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <service android:name=".MyService"></service> </application> <uses-sdk android:minSdkVersion="8" /> </manifest> res\values\strings.xml: <?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">ExampleService</string> <string name="service_started">Example Service started</string> <string name="service_label">Example Service Label</string> </resources> res\layout\main.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnStart" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Start Service"></Button> <Button android:id="@+id/btnStop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Stop Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <RelativeLayout android:id="@+id/RelativeLayout02" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnBind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Bind to Service"></Button> <Button android:id="@+id/btnUnbind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Unbind from Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <TextView android:id="@+id/textStatus" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Status Goes Here" /> <TextView android:id="@+id/textIntValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Integer Value Goes Here" /> <TextView android:id="@+id/textStrValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="String Value Goes Here" /> <RelativeLayout android:id="@+id/RelativeLayout03" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnUpby1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 1"></Button> <Button android:id="@+id/btnUpby10" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 10" android:layout_alignParentRight="true"></Button> </RelativeLayout> </LinearLayout> src\com.exampleservice\MainActivity.java: package com.exampleservice; import android.app.Activity; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.TextView; public class MainActivity extends Activity { Button btnStart, btnStop, btnBind, btnUnbind, btnUpby1, btnUpby10; TextView textStatus, textIntValue, textStrValue; Messenger mService = null; boolean mIsBound; final Messenger mMessenger = new Messenger(new IncomingHandler()); class IncomingHandler extends Handler { @Override public void handleMessage(Message msg) { switch (msg.what) { case MyService.MSG_SET_INT_VALUE: textIntValue.setText("Int Message: " + msg.arg1); break; case MyService.MSG_SET_STRING_VALUE: String str1 = msg.getData().getString("str1"); textStrValue.setText("Str Message: " + str1); break; default: super.handleMessage(msg); } } } private ServiceConnection mConnection = new ServiceConnection() { public void onServiceConnected(ComponentName className, IBinder service) { mService = new Messenger(service); textStatus.setText("Attached."); try { Message msg = Message.obtain(null, MyService.MSG_REGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // In this case the service has crashed before we could even do anything with it } } public void onServiceDisconnected(ComponentName className) { // This is called when the connection with the service has been unexpectedly disconnected - process crashed. mService = null; textStatus.setText("Disconnected."); } }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); btnStart = (Button)findViewById(R.id.btnStart); btnStop = (Button)findViewById(R.id.btnStop); btnBind = (Button)findViewById(R.id.btnBind); btnUnbind = (Button)findViewById(R.id.btnUnbind); textStatus = (TextView)findViewById(R.id.textStatus); textIntValue = (TextView)findViewById(R.id.textIntValue); textStrValue = (TextView)findViewById(R.id.textStrValue); btnUpby1 = (Button)findViewById(R.id.btnUpby1); btnUpby10 = (Button)findViewById(R.id.btnUpby10); btnStart.setOnClickListener(btnStartListener); btnStop.setOnClickListener(btnStopListener); btnBind.setOnClickListener(btnBindListener); btnUnbind.setOnClickListener(btnUnbindListener); btnUpby1.setOnClickListener(btnUpby1Listener); btnUpby10.setOnClickListener(btnUpby10Listener); restoreMe(savedInstanceState); CheckIfServiceIsRunning(); } @Override protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); outState.putString("textStatus", textStatus.getText().toString()); outState.putString("textIntValue", textIntValue.getText().toString()); outState.putString("textStrValue", textStrValue.getText().toString()); } private void restoreMe(Bundle state) { if (state!=null) { textStatus.setText(state.getString("textStatus")); textIntValue.setText(state.getString("textIntValue")); textStrValue.setText(state.getString("textStrValue")); } } private void CheckIfServiceIsRunning() { //If the service is running when the activity starts, we want to automatically bind to it. if (MyService.isRunning()) { doBindService(); } } private OnClickListener btnStartListener = new OnClickListener() { public void onClick(View v){ startService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnStopListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); stopService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnBindListener = new OnClickListener() { public void onClick(View v){ doBindService(); } }; private OnClickListener btnUnbindListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); } }; private OnClickListener btnUpby1Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(1); } }; private OnClickListener btnUpby10Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(10); } }; private void sendMessageToService(int intvaluetosend) { if (mIsBound) { if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_SET_INT_VALUE, intvaluetosend, 0); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { } } } } void doBindService() { bindService(new Intent(this, MyService.class), mConnection, Context.BIND_AUTO_CREATE); mIsBound = true; textStatus.setText("Binding."); } void doUnbindService() { if (mIsBound) { // If we have received the service, and hence registered with it, then now is the time to unregister. if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_UNREGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // There is nothing special we need to do if the service has crashed. } } // Detach our existing connection. unbindService(mConnection); mIsBound = false; textStatus.setText("Unbinding."); } } @Override protected void onDestroy() { super.onDestroy(); try { doUnbindService(); } catch (Throwable t) { Log.e("MainActivity", "Failed to unbind from the service", t); } } } src\com.exampleservice\MyService.java: package com.exampleservice; import java.util.ArrayList; import java.util.Timer; import java.util.TimerTask; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.app.Service; import android.content.Intent; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; public class MyService extends Service { private NotificationManager nm; private Timer timer = new Timer(); private int counter = 0, incrementby = 1; private static boolean isRunning = false; ArrayList<Messenger> mClients = new ArrayList<Messenger>(); // Keeps track of all current registered clients. int mValue = 0; // Holds last value set by a client. static final int MSG_REGISTER_CLIENT = 1; static final int MSG_UNREGISTER_CLIENT = 2; static final int MSG_SET_INT_VALUE = 3; static final int MSG_SET_STRING_VALUE = 4; final Messenger mMessenger = new Messenger(new IncomingHandler()); // Target we publish for clients to send messages to IncomingHandler. @Override public IBinder onBind(Intent intent) { return mMessenger.getBinder(); } class IncomingHandler extends Handler { // Handler of incoming messages from clients. @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_REGISTER_CLIENT: mClients.add(msg.replyTo); break; case MSG_UNREGISTER_CLIENT: mClients.remove(msg.replyTo); break; case MSG_SET_INT_VALUE: incrementby = msg.arg1; break; default: super.handleMessage(msg); } } } private void sendMessageToUI(int intvaluetosend) { for (int i=mClients.size()-1; i>=0; i--) { try { // Send data as an Integer mClients.get(i).send(Message.obtain(null, MSG_SET_INT_VALUE, intvaluetosend, 0)); //Send data as a String Bundle b = new Bundle(); b.putString("str1", "ab" + intvaluetosend + "cd"); Message msg = Message.obtain(null, MSG_SET_STRING_VALUE); msg.setData(b); mClients.get(i).send(msg); } catch (RemoteException e) { // The client is dead. Remove it from the list; we are going through the list from back to front so this is safe to do inside the loop. mClients.remove(i); } } } @Override public void onCreate() { super.onCreate(); Log.i("MyService", "Service Started."); showNotification(); timer.scheduleAtFixedRate(new TimerTask(){ public void run() {onTimerTick();}}, 0, 100L); isRunning = true; } private void showNotification() { nm = (NotificationManager)getSystemService(NOTIFICATION_SERVICE); // In this sample, we'll use the same text for the ticker and the expanded notification CharSequence text = getText(R.string.service_started); // Set the icon, scrolling text and timestamp Notification notification = new Notification(R.drawable.icon, text, System.currentTimeMillis()); // The PendingIntent to launch our activity if the user selects this notification PendingIntent contentIntent = PendingIntent.getActivity(this, 0, new Intent(this, MainActivity.class), 0); // Set the info for the views that show in the notification panel. notification.setLatestEventInfo(this, getText(R.string.service_label), text, contentIntent); // Send the notification. // We use a layout id because it is a unique number. We use it later to cancel. nm.notify(R.string.service_started, notification); } @Override public int onStartCommand(Intent intent, int flags, int startId) { Log.i("MyService", "Received start id " + startId + ": " + intent); return START_STICKY; // run until explicitly stopped. } public static boolean isRunning() { return isRunning; } private void onTimerTick() { Log.i("TimerTick", "Timer doing work." + counter); try { counter += incrementby; sendMessageToUI(counter); } catch (Throwable t) { //you should always ultimately catch all exceptions in timer tasks. Log.e("TimerTick", "Timer Tick Failed.", t); } } @Override public void onDestroy() { super.onDestroy(); if (timer != null) {timer.cancel();} counter=0; nm.cancel(R.string.service_started); // Cancel the persistent notification. Log.i("MyService", "Service Stopped."); isRunning = false; } }

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  • Example: Communication between Activity and Service using Messaging

    - by Lance Lefebure
    I couldn't find any examples of how to send messages between an activity and a service, and spent far too many hours figuring this out. Here is an example project for others to reference. This example allows you to start or stop a service directly, and separately bind/unbind from the service. When the service is running, it increments a number at 10Hz. If the activity is bound to the service, it will display the current value. Data is transferred as an Integer and as a String so you can see how to do that two different ways. There are also buttons in the activity to send messages to the service (changes the increment-by value). Screenshot: AndroidManifest.xml: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.exampleservice" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".MainActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <service android:name=".MyService"></service> </application> <uses-sdk android:minSdkVersion="8" /> </manifest> res\values\strings.xml: <?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">ExampleService</string> <string name="service_started">Example Service started</string> <string name="service_label">Example Service Label</string> </resources> res\layout\main.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnStart" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Start Service"></Button> <Button android:id="@+id/btnStop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Stop Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <RelativeLayout android:id="@+id/RelativeLayout02" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnBind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Bind to Service"></Button> <Button android:id="@+id/btnUnbind" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Unbind from Service" android:layout_alignParentRight="true"></Button> </RelativeLayout> <TextView android:id="@+id/textStatus" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Status Goes Here" /> <TextView android:id="@+id/textIntValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Integer Value Goes Here" /> <TextView android:id="@+id/textStrValue" android:textSize="24sp" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="String Value Goes Here" /> <RelativeLayout android:id="@+id/RelativeLayout03" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/btnUpby1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 1"></Button> <Button android:id="@+id/btnUpby10" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Increment by 10" android:layout_alignParentRight="true"></Button> </RelativeLayout> </LinearLayout> src\com.exampleservice\MainActivity.java: package com.exampleservice; import android.app.Activity; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.TextView; public class MainActivity extends Activity { Button btnStart, btnStop, btnBind, btnUnbind, btnUpby1, btnUpby10; TextView textStatus, textIntValue, textStrValue; Messenger mService = null; boolean mIsBound; final Messenger mMessenger = new Messenger(new IncomingHandler()); class IncomingHandler extends Handler { @Override public void handleMessage(Message msg) { switch (msg.what) { case MyService.MSG_SET_INT_VALUE: textIntValue.setText("Int Message: " + msg.arg1); break; case MyService.MSG_SET_STRING_VALUE: String str1 = msg.getData().getString("str1"); textStrValue.setText("Str Message: " + str1); break; default: super.handleMessage(msg); } } } private ServiceConnection mConnection = new ServiceConnection() { public void onServiceConnected(ComponentName className, IBinder service) { mService = new Messenger(service); textStatus.setText("Attached."); try { Message msg = Message.obtain(null, MyService.MSG_REGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // In this case the service has crashed before we could even do anything with it } } public void onServiceDisconnected(ComponentName className) { // This is called when the connection with the service has been unexpectedly disconnected - process crashed. mService = null; textStatus.setText("Disconnected."); } }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); btnStart = (Button)findViewById(R.id.btnStart); btnStop = (Button)findViewById(R.id.btnStop); btnBind = (Button)findViewById(R.id.btnBind); btnUnbind = (Button)findViewById(R.id.btnUnbind); textStatus = (TextView)findViewById(R.id.textStatus); textIntValue = (TextView)findViewById(R.id.textIntValue); textStrValue = (TextView)findViewById(R.id.textStrValue); btnUpby1 = (Button)findViewById(R.id.btnUpby1); btnUpby10 = (Button)findViewById(R.id.btnUpby10); btnStart.setOnClickListener(btnStartListener); btnStop.setOnClickListener(btnStopListener); btnBind.setOnClickListener(btnBindListener); btnUnbind.setOnClickListener(btnUnbindListener); btnUpby1.setOnClickListener(btnUpby1Listener); btnUpby10.setOnClickListener(btnUpby10Listener); restoreMe(savedInstanceState); CheckIfServiceIsRunning(); } @Override protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); outState.putString("textStatus", textStatus.getText().toString()); outState.putString("textIntValue", textIntValue.getText().toString()); outState.putString("textStrValue", textStrValue.getText().toString()); } private void restoreMe(Bundle state) { if (state!=null) { textStatus.setText(state.getString("textStatus")); textIntValue.setText(state.getString("textIntValue")); textStrValue.setText(state.getString("textStrValue")); } } private void CheckIfServiceIsRunning() { //If the service is running when the activity starts, we want to automatically bind to it. if (MyService.isRunning()) { doBindService(); } } private OnClickListener btnStartListener = new OnClickListener() { public void onClick(View v){ startService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnStopListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); stopService(new Intent(MainActivity.this, MyService.class)); } }; private OnClickListener btnBindListener = new OnClickListener() { public void onClick(View v){ doBindService(); } }; private OnClickListener btnUnbindListener = new OnClickListener() { public void onClick(View v){ doUnbindService(); } }; private OnClickListener btnUpby1Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(1); } }; private OnClickListener btnUpby10Listener = new OnClickListener() { public void onClick(View v){ sendMessageToService(10); } }; private void sendMessageToService(int intvaluetosend) { if (mIsBound) { if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_SET_INT_VALUE, intvaluetosend, 0); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { } } } } void doBindService() { bindService(new Intent(this, MyService.class), mConnection, Context.BIND_AUTO_CREATE); mIsBound = true; textStatus.setText("Binding."); } void doUnbindService() { if (mIsBound) { // If we have received the service, and hence registered with it, then now is the time to unregister. if (mService != null) { try { Message msg = Message.obtain(null, MyService.MSG_UNREGISTER_CLIENT); msg.replyTo = mMessenger; mService.send(msg); } catch (RemoteException e) { // There is nothing special we need to do if the service has crashed. } } // Detach our existing connection. unbindService(mConnection); mIsBound = false; textStatus.setText("Unbinding."); } } @Override protected void onDestroy() { super.onDestroy(); try { doUnbindService(); } catch (Throwable t) { Log.e("MainActivity", "Failed to unbind from the service", t); } } } src\com.exampleservice\MyService.java: package com.exampleservice; import java.util.ArrayList; import java.util.Timer; import java.util.TimerTask; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.app.Service; import android.content.Intent; import android.os.Bundle; import android.os.Handler; import android.os.IBinder; import android.os.Message; import android.os.Messenger; import android.os.RemoteException; import android.util.Log; public class MyService extends Service { private NotificationManager nm; private Timer timer = new Timer(); private int counter = 0, incrementby = 1; private static boolean isRunning = false; ArrayList<Messenger> mClients = new ArrayList<Messenger>(); // Keeps track of all current registered clients. int mValue = 0; // Holds last value set by a client. static final int MSG_REGISTER_CLIENT = 1; static final int MSG_UNREGISTER_CLIENT = 2; static final int MSG_SET_INT_VALUE = 3; static final int MSG_SET_STRING_VALUE = 4; final Messenger mMessenger = new Messenger(new IncomingHandler()); // Target we publish for clients to send messages to IncomingHandler. @Override public IBinder onBind(Intent intent) { return mMessenger.getBinder(); } class IncomingHandler extends Handler { // Handler of incoming messages from clients. @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_REGISTER_CLIENT: mClients.add(msg.replyTo); break; case MSG_UNREGISTER_CLIENT: mClients.remove(msg.replyTo); break; case MSG_SET_INT_VALUE: incrementby = msg.arg1; break; default: super.handleMessage(msg); } } } private void sendMessageToUI(int intvaluetosend) { for (int i=mClients.size()-1; i>=0; i--) { try { // Send data as an Integer mClients.get(i).send(Message.obtain(null, MSG_SET_INT_VALUE, intvaluetosend, 0)); //Send data as a String Bundle b = new Bundle(); b.putString("str1", "ab" + intvaluetosend + "cd"); Message msg = Message.obtain(null, MSG_SET_STRING_VALUE); msg.setData(b); mClients.get(i).send(msg); } catch (RemoteException e) { // The client is dead. Remove it from the list; we are going through the list from back to front so this is safe to do inside the loop. mClients.remove(i); } } } @Override public void onCreate() { super.onCreate(); Log.i("MyService", "Service Started."); showNotification(); timer.scheduleAtFixedRate(new TimerTask(){ public void run() {onTimerTick();}}, 0, 100L); isRunning = true; } private void showNotification() { nm = (NotificationManager)getSystemService(NOTIFICATION_SERVICE); // In this sample, we'll use the same text for the ticker and the expanded notification CharSequence text = getText(R.string.service_started); // Set the icon, scrolling text and timestamp Notification notification = new Notification(R.drawable.icon, text, System.currentTimeMillis()); // The PendingIntent to launch our activity if the user selects this notification PendingIntent contentIntent = PendingIntent.getActivity(this, 0, new Intent(this, MainActivity.class), 0); // Set the info for the views that show in the notification panel. notification.setLatestEventInfo(this, getText(R.string.service_label), text, contentIntent); // Send the notification. // We use a layout id because it is a unique number. We use it later to cancel. nm.notify(R.string.service_started, notification); } @Override public int onStartCommand(Intent intent, int flags, int startId) { Log.i("MyService", "Received start id " + startId + ": " + intent); return START_STICKY; // run until explicitly stopped. } public static boolean isRunning() { return isRunning; } private void onTimerTick() { Log.i("TimerTick", "Timer doing work." + counter); try { counter += incrementby; sendMessageToUI(counter); } catch (Throwable t) { //you should always ultimately catch all exceptions in timer tasks. Log.e("TimerTick", "Timer Tick Failed.", t); } } @Override public void onDestroy() { super.onDestroy(); if (timer != null) {timer.cancel();} counter=0; nm.cancel(R.string.service_started); // Cancel the persistent notification. Log.i("MyService", "Service Stopped."); isRunning = false; } }

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  • How I can add JScroll bar to NavigableImagePanel which is an Image panel with an small navigation vi

    - by Sarah Kho
    Hi, I have the following NavigableImagePanel, it is under BSD license and I found it in the web. What I want to do with this panel is as follow: I want to add a JScrollPane to it in order to show images in their full size and let the users to re-center the image using the small navigation panel. Right now, the panel resize the images to fit them in the current panel size. I want it to load the image in its real size and let users to navigate to different parts of the image using the navigation panel. Source code for the panel: import java.awt.AWTEvent; import java.awt.BorderLayout; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsEnvironment; import java.awt.Image; import java.awt.Point; import java.awt.Rectangle; import java.awt.RenderingHints; import java.awt.Toolkit; import java.awt.event.ComponentAdapter; import java.awt.event.ComponentEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionListener; import java.awt.event.MouseWheelEvent; import java.awt.event.MouseWheelListener; import java.awt.image.BufferedImage; import java.io.File; import java.io.IOException; import java.util.Arrays; import javax.imageio.ImageIO; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; import javax.swing.SwingUtilities; /** * @author pxt * */ public class NavigableImagePanel extends JPanel { /** * <p>Identifies a change to the zoom level.</p> */ public static final String ZOOM_LEVEL_CHANGED_PROPERTY = "zoomLevel"; /** * <p>Identifies a change to the zoom increment.</p> */ public static final String ZOOM_INCREMENT_CHANGED_PROPERTY = "zoomIncrement"; /** * <p>Identifies that the image in the panel has changed.</p> */ public static final String IMAGE_CHANGED_PROPERTY = "image"; private static final double SCREEN_NAV_IMAGE_FACTOR = 0.15; // 15% of panel's width private static final double NAV_IMAGE_FACTOR = 0.3; // 30% of panel's width private static final double HIGH_QUALITY_RENDERING_SCALE_THRESHOLD = 1.0; private static final Object INTERPOLATION_TYPE = RenderingHints.VALUE_INTERPOLATION_BILINEAR; private double zoomIncrement = 0.2; private double zoomFactor = 1.0 + zoomIncrement; private double navZoomFactor = 1.0 + zoomIncrement; private BufferedImage image; private BufferedImage navigationImage; private int navImageWidth; private int navImageHeight; private double initialScale = 0.0; private double scale = 0.0; private double navScale = 0.0; private int originX = 0; private int originY = 0; private Point mousePosition; private Dimension previousPanelSize; private boolean navigationImageEnabled = true; private boolean highQualityRenderingEnabled = true; private WheelZoomDevice wheelZoomDevice = null; private ButtonZoomDevice buttonZoomDevice = null; /** * <p>Defines zoom devices.</p> */ public static class ZoomDevice { /** * <p>Identifies that the panel does not implement zooming, * but the component using the panel does (programmatic zooming method).</p> */ public static final ZoomDevice NONE = new ZoomDevice("none"); /** * <p>Identifies the left and right mouse buttons as the zooming device.</p> */ public static final ZoomDevice MOUSE_BUTTON = new ZoomDevice("mouseButton"); /** * <p>Identifies the mouse scroll wheel as the zooming device.</p> */ public static final ZoomDevice MOUSE_WHEEL = new ZoomDevice("mouseWheel"); private String zoomDevice; private ZoomDevice(String zoomDevice) { this.zoomDevice = zoomDevice; } public String toString() { return zoomDevice; } } //This class is required for high precision image coordinates translation. private class Coords { public double x; public double y; public Coords(double x, double y) { this.x = x; this.y = y; } public int getIntX() { return (int)Math.round(x); } public int getIntY() { return (int)Math.round(y); } public String toString() { return "[Coords: x=" + x + ",y=" + y + "]"; } } private class WheelZoomDevice implements MouseWheelListener { public void mouseWheelMoved(MouseWheelEvent e) { Point p = e.getPoint(); boolean zoomIn = (e.getWheelRotation() < 0); if (isInNavigationImage(p)) { if (zoomIn) { navZoomFactor = 1.0 + zoomIncrement; } else { navZoomFactor = 1.0 - zoomIncrement; } zoomNavigationImage(); } else if (isInImage(p)) { if (zoomIn) { zoomFactor = 1.0 + zoomIncrement; } else { zoomFactor = 1.0 - zoomIncrement; } zoomImage(); } } } private class ButtonZoomDevice extends MouseAdapter { public void mouseClicked(MouseEvent e) { Point p = e.getPoint(); if (SwingUtilities.isRightMouseButton(e)) { if (isInNavigationImage(p)) { navZoomFactor = 1.0 - zoomIncrement; zoomNavigationImage(); } else if (isInImage(p)) { zoomFactor = 1.0 - zoomIncrement; zoomImage(); } } else { if (isInNavigationImage(p)) { navZoomFactor = 1.0 + zoomIncrement; zoomNavigationImage(); } else if (isInImage(p)) { zoomFactor = 1.0 + zoomIncrement; zoomImage(); } } } } /** * <p>Creates a new navigable image panel with no default image and * the mouse scroll wheel as the zooming device.</p> */ public NavigableImagePanel() { setOpaque(false); addComponentListener(new ComponentAdapter() { public void componentResized(ComponentEvent e) { if (scale > 0.0) { if (isFullImageInPanel()) { centerImage(); } else if (isImageEdgeInPanel()) { scaleOrigin(); } if (isNavigationImageEnabled()) { createNavigationImage(); } repaint(); } previousPanelSize = getSize(); } }); addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent e) { if (SwingUtilities.isLeftMouseButton(e)) { if (isInNavigationImage(e.getPoint())) { Point p = e.getPoint(); displayImageAt(p); } } } public void mouseClicked(MouseEvent e){ if (e.getClickCount() == 2) { resetImage(); } } }); addMouseMotionListener(new MouseMotionListener() { public void mouseDragged(MouseEvent e) { if (SwingUtilities.isLeftMouseButton(e) && !isInNavigationImage(e.getPoint())) { Point p = e.getPoint(); moveImage(p); } } public void mouseMoved(MouseEvent e) { //we need the mouse position so that after zooming //that position of the image is maintained mousePosition = e.getPoint(); } }); setZoomDevice(ZoomDevice.MOUSE_WHEEL); } /** * <p>Creates a new navigable image panel with the specified image * and the mouse scroll wheel as the zooming device.</p> */ public NavigableImagePanel(BufferedImage image) throws IOException { this(); setImage(image); } private void addWheelZoomDevice() { if (wheelZoomDevice == null) { wheelZoomDevice = new WheelZoomDevice(); addMouseWheelListener(wheelZoomDevice); } } private void addButtonZoomDevice() { if (buttonZoomDevice == null) { buttonZoomDevice = new ButtonZoomDevice(); addMouseListener(buttonZoomDevice); } } private void removeWheelZoomDevice() { if (wheelZoomDevice != null) { removeMouseWheelListener(wheelZoomDevice); wheelZoomDevice = null; } } private void removeButtonZoomDevice() { if (buttonZoomDevice != null) { removeMouseListener(buttonZoomDevice); buttonZoomDevice = null; } } /** * <p>Sets a new zoom device.</p> * * @param newZoomDevice specifies the type of a new zoom device. */ public void setZoomDevice(ZoomDevice newZoomDevice) { if (newZoomDevice == ZoomDevice.NONE) { removeWheelZoomDevice(); removeButtonZoomDevice(); } else if (newZoomDevice == ZoomDevice.MOUSE_BUTTON) { removeWheelZoomDevice(); addButtonZoomDevice(); } else if (newZoomDevice == ZoomDevice.MOUSE_WHEEL) { removeButtonZoomDevice(); addWheelZoomDevice(); } } /** * <p>Gets the current zoom device.</p> */ public ZoomDevice getZoomDevice() { if (buttonZoomDevice != null) { return ZoomDevice.MOUSE_BUTTON; } else if (wheelZoomDevice != null) { return ZoomDevice.MOUSE_WHEEL; } else { return ZoomDevice.NONE; } } //Called from paintComponent() when a new image is set. private void initializeParams() { double xScale = (double)getWidth() / image.getWidth(); double yScale = (double)getHeight() / image.getHeight(); initialScale = Math.min(xScale, yScale); scale = initialScale; //An image is initially centered centerImage(); if (isNavigationImageEnabled()) { createNavigationImage(); } } //Centers the current image in the panel. private void centerImage() { originX = (int)(getWidth() - getScreenImageWidth()) / 2; originY = (int)(getHeight() - getScreenImageHeight()) / 2; } //Creates and renders the navigation image in the upper let corner of the panel. private void createNavigationImage() { //We keep the original navigation image larger than initially //displayed to allow for zooming into it without pixellation effect. navImageWidth = (int)(getWidth() * NAV_IMAGE_FACTOR); navImageHeight = navImageWidth * image.getHeight() / image.getWidth(); int scrNavImageWidth = (int)(getWidth() * SCREEN_NAV_IMAGE_FACTOR); int scrNavImageHeight = scrNavImageWidth * image.getHeight() / image.getWidth(); navScale = (double)scrNavImageWidth / navImageWidth; navigationImage = new BufferedImage(navImageWidth, navImageHeight, image.getType()); Graphics g = navigationImage.getGraphics(); g.drawImage(image, 0, 0, navImageWidth, navImageHeight, null); } /** * <p>Sets an image for display in the panel.</p> * * @param image an image to be set in the panel */ public void setImage(BufferedImage image) { BufferedImage oldImage = this.image; this.image = image; //Reset scale so that initializeParameters() is called in paintComponent() //for the new image. scale = 0.0; firePropertyChange(IMAGE_CHANGED_PROPERTY, (Image)oldImage, (Image)image); repaint(); } /** * <p>resets an image to the centre of the panel</p> * */ public void resetImage() { BufferedImage oldImage = this.image; this.image = image; //Reset scale so that initializeParameters() is called in paintComponent() //for the new image. scale = 0.0; firePropertyChange(IMAGE_CHANGED_PROPERTY, (Image)oldImage, (Image)image); repaint(); } /** * <p>Tests whether an image uses the standard RGB color space.</p> */ public static boolean isStandardRGBImage(BufferedImage bImage) { return bImage.getColorModel().getColorSpace().isCS_sRGB(); } //Converts this panel's coordinates into the original image coordinates private Coords panelToImageCoords(Point p) { return new Coords((p.x - originX) / scale, (p.y - originY) / scale); } //Converts the original image coordinates into this panel's coordinates private Coords imageToPanelCoords(Coords p) { return new Coords((p.x * scale) + originX, (p.y * scale) + originY); } //Converts the navigation image coordinates into the zoomed image coordinates private Point navToZoomedImageCoords(Point p) { int x = p.x * getScreenImageWidth() / getScreenNavImageWidth(); int y = p.y * getScreenImageHeight() / getScreenNavImageHeight(); return new Point(x, y); } //The user clicked within the navigation image and this part of the image //is displayed in the panel. //The clicked point of the image is centered in the panel. private void displayImageAt(Point p) { Point scrImagePoint = navToZoomedImageCoords(p); originX = -(scrImagePoint.x - getWidth() / 2); originY = -(scrImagePoint.y - getHeight() / 2); repaint(); } //Tests whether a given point in the panel falls within the image boundaries. private boolean isInImage(Point p) { Coords coords = panelToImageCoords(p); int x = coords.getIntX(); int y = coords.getIntY(); return (x >= 0 && x < image.getWidth() && y >= 0 && y < image.getHeight()); } //Tests whether a given point in the panel falls within the navigation image //boundaries. private boolean isInNavigationImage(Point p) { return (isNavigationImageEnabled() && p.x < getScreenNavImageWidth() && p.y < getScreenNavImageHeight()); } //Used when the image is resized. private boolean isImageEdgeInPanel() { if (previousPanelSize == null) { return false; } return (originX > 0 && originX < previousPanelSize.width || originY > 0 && originY < previousPanelSize.height); } //Tests whether the image is displayed in its entirety in the panel. private boolean isFullImageInPanel() { return (originX >= 0 && (originX + getScreenImageWidth()) < getWidth() && originY >= 0 && (originY + getScreenImageHeight()) < getHeight()); } /** * <p>Indicates whether the high quality rendering feature is enabled.</p> * * @return true if high quality rendering is enabled, false otherwise. */ public boolean isHighQualityRenderingEnabled() { return highQualityRenderingEnabled; } /** * <p>Enables/disables high quality rendering.</p> * * @param enabled enables/disables high quality rendering */ public void setHighQualityRenderingEnabled(boolean enabled) { highQualityRenderingEnabled = enabled; } //High quality rendering kicks in when when a scaled image is larger //than the original image. In other words, //when image decimation stops and interpolation starts. private boolean isHighQualityRendering() { return (highQualityRenderingEnabled && scale > HIGH_QUALITY_RENDERING_SCALE_THRESHOLD); } /** * <p>Indicates whether navigation image is enabled.<p> * * @return true when navigation image is enabled, false otherwise. */ public boolean isNavigationImageEnabled() { return navigationImageEnabled; } /** * <p>Enables/disables navigation with the navigation image.</p> * <p>Navigation image should be disabled when custom, programmatic navigation * is implemented.</p> * * @param enabled true when navigation image is enabled, false otherwise. */ public void setNavigationImageEnabled(boolean enabled) { navigationImageEnabled = enabled; repaint(); } //Used when the panel is resized private void scaleOrigin() { originX = originX * getWidth() / previousPanelSize.width; originY = originY * getHeight() / previousPanelSize.height; repaint(); } //Converts the specified zoom level to scale. private double zoomToScale(double zoom) { return initialScale * zoom; } /** * <p>Gets the current zoom level.</p> * * @return the current zoom level */ public double getZoom() { return scale / initialScale; } /** * <p>Sets the zoom level used to display the image.</p> * <p>This method is used in programmatic zooming. The zooming center is * the point of the image closest to the center of the panel. * After a new zoom level is set the image is repainted.</p> * * @param newZoom the zoom level used to display this panel's image. */ public void setZoom(double newZoom) { Point zoomingCenter = new Point(getWidth() / 2, getHeight() / 2); setZoom(newZoom, zoomingCenter); } /** * <p>Sets the zoom level used to display the image, and the zooming center, * around which zooming is done.</p> * <p>This method is used in programmatic zooming. * After a new zoom level is set the image is repainted.</p> * * @param newZoom the zoom level used to display this panel's image. */ public void setZoom(double newZoom, Point zoomingCenter) { Coords imageP = panelToImageCoords(zoomingCenter); if (imageP.x < 0.0) { imageP.x = 0.0; } if (imageP.y < 0.0) { imageP.y = 0.0; } if (imageP.x >= image.getWidth()) { imageP.x = image.getWidth() - 1.0; } if (imageP.y >= image.getHeight()) { imageP.y = image.getHeight() - 1.0; } Coords correctedP = imageToPanelCoords(imageP); double oldZoom = getZoom(); scale = zoomToScale(newZoom); Coords panelP = imageToPanelCoords(imageP); originX += (correctedP.getIntX() - (int)panelP.x); originY += (correctedP.getIntY() - (int)panelP.y); firePropertyChange(ZOOM_LEVEL_CHANGED_PROPERTY, new Double(oldZoom), new Double(getZoom())); repaint(); } /** * <p>Gets the current zoom increment.</p> * * @return the current zoom increment */ public double getZoomIncrement() { return zoomIncrement; } /** * <p>Sets a new zoom increment value.</p> * * @param newZoomIncrement new zoom increment value */ public void setZoomIncrement(double newZoomIncrement) { double oldZoomIncrement = zoomIncrement; zoomIncrement = newZoomIncrement; firePropertyChange(ZOOM_INCREMENT_CHANGED_PROPERTY, new Double(oldZoomIncrement), new Double(zoomIncrement)); } //Zooms an image in the panel by repainting it at the new zoom level. //The current mouse position is the zooming center. private void zoomImage() { Coords imageP = panelToImageCoords(mousePosition); double oldZoom = getZoom(); scale *= zoomFactor; Coords panelP = imageToPanelCoords(imageP); originX += (mousePosition.x - (int)panelP.x); originY += (mousePosition.y - (int)panelP.y); firePropertyChange(ZOOM_LEVEL_CHANGED_PROPERTY, new Double(oldZoom), new Double(getZoom())); repaint(); } //Zooms the navigation image private void zoomNavigationImage() { navScale *= navZoomFactor; repaint(); } /** * <p>Gets the image origin.</p> * <p>Image origin is defined as the upper, left corner of the image in * the panel's coordinate system.</p> * @return the point of the upper, left corner of the image in the panel's coordinates * system. */ public Point getImageOrigin() { return new Point(originX, originY); } /** * <p>Sets the image origin.</p> * <p>Image origin is defined as the upper, left corner of the image in * the panel's coordinate system. After a new origin is set, the image is repainted. * This method is used for programmatic image navigation.</p>

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  • How to fix these compiler errors?

    - by Sandra Schlichting
    I have this source code from 2001 that I would like to compile. It gives this: $ make g++ -O99 -Wall -DLINUX -pedantic -c -o audio.o audio.cpp In file included from audio.cpp:7: audio.h:14: error: use of enum ‘mad_flow’ without previous declaration audio.h:15: error: use of enum ‘mad_flow’ without previous declaration audio.h:17: error: use of enum ‘mad_flow’ without previous declaration audio.cpp: In function ‘mad_flow audio::input(void*, mad_stream*)’: audio.cpp:19: error: new declaration ‘mad_flow audio::input(void*, mad_stream*)’ audio.h:14: error: ambiguates old declaration ‘int audio::input(void*, mad_stream*)’ audio.h:11: error: ‘size_t audio::stream::BufferPos’ is private audio.cpp:23: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferSize’ is private audio.cpp:23: error: within this context audio.h:10: error: ‘char* audio::stream::Buffer’ is private audio.cpp:26: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferSize’ is private audio.cpp:26: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferPos’ is private audio.cpp:27: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferSize’ is private audio.cpp:27: error: within this context audio.cpp: In function ‘mad_flow audio::output(void*, const mad_header*, mad_pcm*)’: audio.cpp:49: error: new declaration ‘mad_flow audio::output(void*, const mad_header*, mad_pcm*)’ audio.h:15: error: ambiguates old declaration ‘int audio::output(void*, const mad_header*, mad_pcm*)’ audio.cpp: In function ‘mad_flow audio::error(void*, mad_stream*, mad_frame*)’: audio.cpp:83: error: new declaration ‘mad_flow audio::error(void*, mad_stream*, mad_frame*)’ audio.h:17: error: ambiguates old declaration ‘int audio::error(void*, mad_stream*, mad_frame*)’ audio.cpp: In constructor ‘audio::stream::stream(const char*)’: audio.cpp:119: error: ‘input’ was not declared in this scope audio.cpp:122: error: ‘output’ was not declared in this scope audio.cpp:123: error: ‘error’ was not declared in this scope make: *** [audio.o] Error 1 audio.h contains #include <stdlib.h> #include "mad.h" namespace audio { class stream { private: char* Buffer; size_t BufferSize, BufferPos; struct mad_decoder Decoder; friend enum mad_flow input(void* Data, struct mad_stream* MadStream); friend enum mad_flow output(void* Data, const struct mad_header* Header, struct mad_pcm* PCM); friend enum mad_flow error(void* Data, struct mad_stream* MadStream, struct mad_frame* Frame); public: stream(const char* FileName); ~stream(); void play(); }; } I have tried to just insert enum mad_flow {}; but that just gave a new problem. Can anyone see how to fix this?

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  • How to save image drawn on a JPanel?

    - by swift
    I have a panel with transparent background which i use to draw an image. now problem here is when i draw anything on panel and save the image as a JPEG file its saving the image with black background but i want it to be saved as same, as i draw on the panel. what should be done for this? plz guide me j Client.java public class Client extends Thread { static DatagramSocket datasocket; static DatagramSocket socket; Point point; Whiteboard board; Virtualboard virtualboard; JLayeredPane layerpane; BufferedImage image; public Client(DatagramSocket datasocket) { Client.datasocket=datasocket; } //This function is responsible to connect to the server public static void connect() { try { socket=new DatagramSocket (9000); //client connection socket port= 9000 datasocket=new DatagramSocket (9005); //client data socket port= 9002 ByteArrayOutputStream baos=new ByteArrayOutputStream(); DataOutputStream dos=new DataOutputStream(baos); //this is to tell server that this is a connection request dos.writeChar('c'); dos.close(); byte[]data=baos.toByteArray(); //Server IP address InetAddress ip=InetAddress.getByName("10.123.97.154"); //create the UDP packet DatagramPacket packet=new DatagramPacket(data, data.length,ip , 8000); socket.send(packet); Client client=new Client(datasocket); client.createFrame(); client.run(); } catch(Exception e) { e.printStackTrace(); } } //This function is to create the JFrame public void createFrame() { JFrame frame=new JFrame("Whiteboard"); frame.setVisible(true); frame.setBackground(Color.black); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(680,501); frame.addWindowListener(new WindowAdapter() { public void windowOpened(WindowEvent e) {} public void windowClosing(WindowEvent e) { close(); } }); layerpane=frame.getLayeredPane(); board= new Whiteboard(datasocket); image = new BufferedImage(590,463, BufferedImage.TYPE_INT_ARGB); board.setBounds(74,2,590,463); board.setImage(image); virtualboard=new Virtualboard(); virtualboard.setImage(image); virtualboard.setBounds(74,2,590,463); layerpane.add(virtualboard,new Integer(2));//Panel where remote user draws layerpane.add(board,new Integer(3)); layerpane.add(board.colourButtons(),new Integer(1)); layerpane.add(board.shapeButtons(),new Integer(0)); //frame.add(paper.addButtons(),BorderLayout.WEST); } /* * This function is overridden from the thread class * This function listens for incoming packets from the server * which contains the points drawn by the other client */ public void run () { while (true) { try { byte[] buffer = new byte[512]; DatagramPacket packet = new DatagramPacket(buffer, buffer.length); datasocket.receive(packet); InputStream in=new ByteArrayInputStream(packet.getData(), packet.getOffset(),packet.getLength()); DataInputStream din=new DataInputStream(in); int x=din.readInt(); int y=din.readInt(); String varname=din.readLine(); String var[]=varname.split("-",4); point=new Point(x,y); virtualboard.addPoint(point, var[0], var[1],var[2],var[3]); } catch (IOException ex) { ex.printStackTrace(); } } } //This function is to broadcast the newly drawn point to the server public void broadcast (Point p,String varname,String shape,String event, String color) { try { ByteArrayOutputStream baos=new ByteArrayOutputStream(); DataOutputStream dos=new DataOutputStream(baos); dos.writeInt(p.x); dos.writeInt(p.y); dos.writeBytes(varname); dos.writeBytes("-"); dos.writeBytes(shape); dos.writeBytes("-"); dos.writeBytes(event); dos.writeBytes("-"); dos.writeBytes(color); dos.close(); byte[]data=baos.toByteArray(); InetAddress ip=InetAddress.getByName("10.123.97.154"); DatagramPacket packet=new DatagramPacket(data, data.length,ip , 8002); datasocket.send(packet); } catch (Exception e) { e.printStackTrace(); } } //This function is to close the client's connection with the server public void close() { try { ByteArrayOutputStream baos=new ByteArrayOutputStream(); DataOutputStream dos=new DataOutputStream(baos); //This is to tell server that this is request to remove the client dos.writeChar('r'); dos.close(); byte[]data=baos.toByteArray(); //Server IP address InetAddress ip=InetAddress.getByName("10.123.97.154"); DatagramPacket packet=new DatagramPacket(data, data.length,ip , 8000); socket.send(packet); System.out.println("closed"); } catch(Exception e) { e.printStackTrace(); } } public static void main(String[] args) throws Exception { connect(); } } Whiteboard.java class Whiteboard extends JPanel implements MouseListener,MouseMotionListener,ActionListener,KeyListener { BufferedImage image; Boolean tooltip=false; int post; String shape; String selectedcolor="black"; Color color=Color.black; //Color color=Color.white; Point start; Point end; Point mp; Point tip; int keycode; String fillshape; Point fillstart=new Point(); Point fillend=new Point(); int noofside; Button r=new Button("rect"); Button rectangle=new Button("rect"); Button line=new Button("line"); Button roundrect=new Button("roundrect"); Button polygon=new Button("poly"); Button text=new Button("text"); JButton save=new JButton("Save"); Button elipse=new Button("elipse"); ImageIcon fillicon=new ImageIcon("images/fill.jpg"); JButton fill=new JButton(fillicon); ImageIcon erasericon=new ImageIcon("images/eraser.gif"); JButton erase=new JButton(erasericon); JButton[] colourbutton=new JButton[28]; String selected; Point label; String key=""; int ex,ey;//eraser DatagramSocket dataSocket; JButton button = new JButton("test"); Client client; Boolean first; int w,h; public Whiteboard(DatagramSocket dataSocket) { try { UIManager.setLookAndFeel( UIManager.getCrossPlatformLookAndFeelClassName()); } catch (Exception e) { e.printStackTrace(); } setLayout(null); setOpaque(false); setBackground(new Color(237,237,237)); this.dataSocket=dataSocket; client=new Client(dataSocket); addKeyListener(this); addMouseListener(this); addMouseMotionListener(this); setBorder(BorderFactory.createLineBorder(Color.black)); } public void paintComponent(Graphics g) { try { super.paintComponent(g); g.drawImage(image, 0, 0, this); Graphics2D g2 = (Graphics2D)g; if(color!=null) g2.setPaint(color); if(start!=null && end!=null) { if(selected==("elipse")) g2.drawOval(start.x, start.y,(end.x-start.x),(end.y-start.y)); else if(selected==("rect")) g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("rrect")) g2.drawRoundRect(start.x, start.y, (end.x-start.x),(end.y-start.y),11,11); else if(selected==("line")) g2.drawLine(start.x,start.y,end.x,end.y); else if(selected==("poly")) { g2.drawLine(start.x,start.y,end.x,end.y); client.broadcast(start, "start", "poly", "drag", selectedcolor); client.broadcast(end, "end", "poly", "drag", selectedcolor); } } if(tooltip==true) { System.out.println(selected); if(selected=="text") { g2.drawString("|", tip.x, tip.y-5); g2.drawString("Click to add text", tip.x+10, tip.y+23); g2.drawString("__", label.x+post, label.y); } if(selected=="erase") { g2.setPaint(new Color(237,237,237)); g2.fillRect(tip.x-10,tip.y-10,10,10); g2.setPaint(color); g2.drawRect(tip.x-10,tip.y-10,10,10); } } } catch(Exception e) {} } //Function to draw the shape on image public void draw() { Graphics2D g2 = (Graphics2D) image.createGraphics(); Font font=new Font("Times New Roman",Font.PLAIN,14); g2.setFont(font); g2.setPaint(color); if(start!=null && end!=null) { if(selected=="line") g2.drawLine(start.x, start.y, end.x, end.y); else if(selected=="elipse") g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected=="rect") g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("rrect")) g2.drawRoundRect(start.x, start.y, (end.x-start.x),(end.y-start.y),11,11); else if(selected==("poly")) { g2.drawLine(start.x,start.y,end.x,end.y); client.broadcast(start, "start", "poly", "release", selectedcolor); client.broadcast(end, "end", "poly", "release", selectedcolor); } fillstart=start; fillend=end; fillshape=selected; } if(selected!="poly") { start=null; end=null; } if(label!=null) { if(selected==("text")) { g2.drawString(key,label.x,label.y); client.broadcast(label, key, "text", "release", selectedcolor); } } repaint(); g2.dispose(); } //Function which provides the erase functionality public void erase() { Graphics2D pic=(Graphics2D) image.createGraphics(); Color erasecolor=new Color(237,237,237); pic.setPaint(erasecolor); if(start!=null) pic.fillRect(start.x-10, start.y-10, 10, 10); } //To set the size of the image public void setImage(BufferedImage image) { this.image = image; } //Function to add buttons into the panel, calling this function returns a panel public JPanel shapeButtons() { JPanel shape=new JPanel(); shape.setBackground(new Color(181, 197, 210)); shape.setLayout(new GridLayout(5,2,2,4)); shape.setBounds(0, 2, 74, 166); rectangle.addActionListener(this); rectangle.setToolTipText("Rectangle"); line.addActionListener( this); line.setToolTipText("Line"); erase.addActionListener(this); erase.setToolTipText("Eraser"); roundrect.addActionListener(this); roundrect.setToolTipText("Round edge Rectangle"); polygon.addActionListener(this); polygon.setToolTipText("Polygon"); text.addActionListener(this); text.setToolTipText("Text"); fill.addActionListener(this); fill.setToolTipText("Fill with colour"); elipse.addActionListener(this); elipse.setToolTipText("Elipse"); save.addActionListener(this); shape.add(elipse); shape.add(rectangle); shape.add(roundrect); shape.add(polygon); shape.add(line); shape.add(text); shape.add(fill); shape.add(erase); shape.add(save); return shape; } public JPanel colourButtons() { JPanel colourbox=new JPanel(); colourbox.setBackground(new Color(181, 197, 210)); colourbox.setLayout(new GridLayout(8,2,8,8)); colourbox.setBounds(0,323,70,140); //colourbox.add(empty); for(int i=0;i<16;i++) { colourbutton[i]=new JButton(); colourbox.add(colourbutton[i]); if(i==0) colourbutton[0].setBackground(Color.black); else if(i==1) colourbutton[1].setBackground(Color.white); else if(i==2) colourbutton[2].setBackground(Color.red); else if(i==3) colourbutton[3].setBackground(Color.orange); else if(i==4) colourbutton[4].setBackground(Color.blue); else if(i==5) colourbutton[5].setBackground(Color.green); else if(i==6) colourbutton[6].setBackground(Color.pink); else if(i==7) colourbutton[7].setBackground(Color.magenta); else if(i==8) colourbutton[8].setBackground(Color.cyan); else if(i==9) colourbutton[9].setBackground(Color.black); else if(i==10) colourbutton[10].setBackground(Color.yellow); else if(i==11) colourbutton[11].setBackground(new Color(131,168,43)); else if(i==12) colourbutton[12].setBackground(new Color(132,0,210)); else if(i==13) colourbutton[13].setBackground(new Color(193,17,92)); else if(i==14) colourbutton[14].setBackground(new Color(129,82,50)); else if(i==15) colourbutton[15].setBackground(new Color(64,128,128)); colourbutton[i].addActionListener(this); } return colourbox; } public void fill() { if(selected=="fill") { Graphics2D g2 = (Graphics2D) image.getGraphics(); g2.setPaint(color); System.out.println("Fill"); if(fillshape=="elipse") g2.fillOval(fillstart.x, fillstart.y, (fillend.x-fillstart.x),(fillend.y-fillstart.y)); else if(fillshape=="rect") g2.fillRect(fillstart.x, fillstart.y, (fillend.x-fillstart.x),(fillend.y-fillstart.y)); else if(fillshape==("rrect")) g2.fillRoundRect(fillstart.x, fillstart.y, (fillend.x-fillstart.x),(fillend.y-fillstart.y),11,11); // else if(fillshape==("poly")) // g2.drawPolygon(x,y,2); } repaint(); } //To save the image drawn public void save() { try { ByteArrayOutputStream bos = new ByteArrayOutputStream(); JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(bos); JFileChooser fc = new JFileChooser(); fc.showSaveDialog(this); encoder.encode(image); byte[] jpgData = bos.toByteArray(); FileOutputStream fos = new FileOutputStream(fc.getSelectedFile()+".jpeg"); fos.write(jpgData); fos.close(); //add replce confirmation here } catch (IOException e) { System.out.println(e); } } public void mouseClicked(MouseEvent e) { } @Override public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent arg0) { } public void mousePressed(MouseEvent e) { if(selected=="line"||selected=="text") { start=e.getPoint(); client.broadcast(start,"start", selected,"press", selectedcolor); } else if(selected=="elipse"||selected=="rect"||selected=="rrect") mp = e.getPoint(); else if(selected=="poly") { if(first==true) { start=e.getPoint(); //client.broadcast(start,"start", selected,"press", selectedcolor); } else if(first==false) { end=e.getPoint(); repaint(); //client.broadcast(end,"end", selected,"press", selectedcolor); } } else if(selected=="erase") { start=e.getPoint(); erase(); } } public void mouseReleased(MouseEvent e) { if(selected=="text") { System.out.println("Reset"); key=""; post=0; label=new Point(); label=e.getPoint(); grabFocus(); } if(start!=null && end!=null) { if(selected=="line") { end=e.getPoint(); client.broadcast(end,"end", selected,"release", selectedcolor); draw(); } else if(selected=="elipse"||selected=="rect"||selected=="rrect") { end.x = Math.max(mp.x,e.getX()); end.y = Math.max(mp.y,e.getY()); client.broadcast(end,"end", selected,"release", selectedcolor); draw(); } else if(selected=="poly") { draw(); first=false; start=end; end=null; } } } public void mouseDragged(MouseEvent e) { if(end==null) end = new Point(); if(start==null) start = new Point(); if(selected=="line") { end=e.getPoint(); client.broadcast(end,"end", selected,"drag", selectedcolor); } else if(selected=="erase") { start=e.getPoint(); erase(); client.broadcast(start,"start", selected,"drag", selectedcolor); } else if(selected=="elipse"||selected=="rect"||selected=="rrect") { start.x = Math.min(mp.x,e.getX()); start.y = Math.min(mp.y,e.getY()); end.x = Math.max(mp.x,e.getX()); end.y = Math.max(mp.y,e.getY()); client.broadcast(start,"start", selected,"drag", selectedcolor); client.broadcast(end,"end", selected,"drag", selectedcolor); } else if(selected=="poly") end=e.getPoint(); System.out.println(tooltip); if(tooltip==true) { if(selected=="erase") { Graphics2D g2=(Graphics2D) getGraphics(); tip=e.getPoint(); g2.drawRect(tip.x-10,tip.y-10,10,10); } } repaint(); } public void mouseMoved(MouseEvent e) { if(selected=="text" ||selected=="erase") { tip=new Point(); tip=e.getPoint(); tooltip=true; repaint(); } } public void actionPerformed(ActionEvent e) { if(e.getSource()==elipse) selected="elipse"; else if(e.getSource()==line) selected="line"; else if(e.getSource()==rectangle) selected="rect"; else if(e.getSource()==erase) { selected="erase"; tooltip=true; System.out.println(selected); erase(); } else if(e.getSource()==roundrect) selected="rrect"; else if(e.getSource()==polygon) { selected="poly"; first=true; start=null; } else if(e.getSource()==text) { selected="text"; tooltip=true; } else if(e.getSource()==fill) { selected="fill"; fill(); } else if(e.getSource()==save) save(); if(e.getSource()==colourbutton[0]) { color=Color.black; selectedcolor="black"; } else if(e.getSource()==colourbutton[1]) { color=Color.white; selectedcolor="white"; } else if(e.getSource()==colourbutton[2]) { color=Color.red; selectedcolor="red"; } else if(e.getSource()==colourbutton[3]) { color=Color.orange; selectedcolor="orange"; } else if(e.getSource()==colourbutton[4]) { selectedcolor="blue"; color=Color.blue; } else if(e.getSource()==colourbutton[5]) { selectedcolor="green"; color=Color.green; } else if(e.getSource()==colourbutton[6]) { selectedcolor="pink"; color=Color.pink; } else if(e.getSource()==colourbutton[7]) { selectedcolor="magenta"; color=Color.magenta; } else if(e.getSource()==colourbutton[8]) { selectedcolor="cyan"; color=Color.cyan; } } @Override public void keyPressed(KeyEvent e) { //System.out.println(e.getKeyChar()+" : "+e.getKeyCode()); if(label!=null) { if(e.getKeyCode()==10) //Check for Enter key { label.y=label.y+14; key=""; post=0; repaint(); } else if(e.getKeyCode()==8) //Backspace { try{ Graphics2D g2 = (Graphics2D) image.getGraphics(); g2.setPaint(new Color(237,237,237)); g2.fillRect(label.x+post-7, label.y-13, 14, 17); if(post>0) post=post-6; keycode=0; key=key.substring(0, key.length()-1); System.out.println(key.substring(0, key.length())); repaint(); Point broadcastlabel=new Point(); broadcastlabel.x=label.x+post-7; broadcastlabel.y=label.y-13; client.broadcast(broadcastlabel, key, "text", "backspace", selectedcolor); } catch(Exception ex) {} } //Block invalid keys else if(!(e.getKeyCode()>=16 && e.getKeyCode()<=20 || e.getKeyCode()>=112 && e.getKeyCode()<=123 || e.getKeyCode()>=33 && e.getKeyCode()<=40 || e.getKeyCode()>=144 && e.getKeyCode()<=145 || e.getKeyCode()>=524 && e.getKeyCode()<=525 ||e.getKeyCode()==27||e.getKeyCode()==155 ||e.getKeyCode()==127)) { key=key+e.getKeyChar(); post=post+6; draw(); } } } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } } class Button extends JButton { String name; int i; public Button(String name) { this.name=name; try { UIManager.setLookAndFeel("com.sun.java.swing.plaf.windows.WindowsLookAndFeel"); } catch (Exception e) { e.printStackTrace(); } } public Button(int i) { this.i=i; } public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D)g; g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); //g2.setStroke(new BasicStroke(1.2f)); if (name == "line") g.drawLine(5,5,30,30); if (name == "elipse") g.drawOval(5,7,25,20); if (name== "rect") g.drawRect(5,5,25,23); if (name== "roundrect") g.drawRoundRect(5,5,25,23,10,10); int a[]=new int[]{20,9,20,23,20}; int b[]=new int[]{9,23,25,20,9}; if (name== "poly") g.drawPolyline(a, b, 5); if (name== "text") g.drawString("Text",8, 24); } }

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  • adding a class when link is clicked from Wordpress loop

    - by Carey Estes
    I am trying to isolate and add a class to a clicked anchor tag. The tags are getting pulled from a Wordpress loop. I can write JQuery to remove the "static" class, but it is removing the class from all tags in the div rather than just the one clicked and not adding the "active" class. Here is the WP loop <div class="more"> <a class="static" href="<?php bloginfo('template_url'); ?>/work/">ALL</a> <?php foreach ($tax_terms as $tax_term) { echo '<a class="static" href="' . esc_attr(get_term_link($tax_term, $taxonomy)) . '" title="' . sprintf( __( "View all posts in %s" ), $tax_term->name ) . '" ' . '>' . $tax_term->name.'</a>'; } ?> </div> Generates this html: <div class="more"> <a class="static" href="#">ALL</a> <a class="static" href="#">Things</a> <a class="static" href="#"> More Things</a> <a class="static" href="#">Objects</a> <a class="static" href="#">Goals</a> <a class="static" href="#">Books</a> <a class="static" href="#">Drawings</a> <a class="static" href="#">Thoughts</a> </div> JQuery: $("div.more a").on("click", function () { $("a.static").removeClass("static"); $(this).addClass("active"); }); I have reviwed the other similar questions here and here, but neither solution is working for me. Can this be done with JQuery or should I put a click event in the html inline anchor? It looks like it is working just for a second until the page reloads.

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