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  • IEnumerable doesn't have Count

    - by Alexander
    I have the following method: public bool IsValid { get { return (GetRuleViolations().Count() == 0); } } public IEnumerable<RuleViolation> GetRuleViolations(){ //code here } Why is it that when I do .Count above it is underlined in red? I got the following error: Error 1 'System.Collections.Generic.IEnumerable' does not contain a definition for 'Count' and no extension method 'Count' accepting a first argument of type 'System.Collections.Generic.IEnumerable' could be found (are you missing a using directive or an assembly reference?) c:\users\a\documents\visual studio 2010\Projects\NerdDinner\NerdDinner\Models\Dinner.cs 15 47 NerdDinner

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  • Compiling zip component for PHP 5.2.11 in MAMP PRO

    - by Zlatoroh
    Helo I installed MAMP PRO on my Macbook Pro (10.6) some time ago. Now I would like to use zip functions in php. I found that I must add zip.so to my extension folder and edited php.ini. On my computer I have two different versions of PHP one in MAMP folder and other in user/lib which was pre-installed on my system. Now I wish to compile my zip library for MAMP version. I got zip sources for my version of PHP then in terminal called function /Applications/MAMP/bin/php5/bin/phpize so it uses mamp php version ./configure make then I moved compile zip.so to extensions/no-debug-non-zts-20060613. When MAMP is launched it returns this error: [11-Apr-2010 16:33:27] PHP Warning: PHP Startup: zip: Unable to initialize module Module compiled with module API=20090626, debug=0, thread-safety=0 PHP compiled with module API=20060613, debug=0, thread-safety=0 These options need to match in Unknown on line 0 Can some body explain to me how to do this the right way.

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  • Installing Tangible T4 Editor in VS 2010 RC

    - by Stomp
    I installed the (free) Tangible T4 Editor from the VS Gallery, and shut down/restarted VS. I run on XP under an Administrator account. VS Extension Manager indicates that the editor is installed and enabled. Here is my problem: When I do Add New Item (as in the video here), I don't see any of the Tangible templates. What have I missed? (BTW, I looked around some more, found the T4 Toolbox, installed that, and still see no new templates for Tangible or the toolbox). Thanks!

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  • save and restore state of a tab bar controller

    - by phunehehe
    I have an application that has a UITabBarController with two tabs, each having its own navigation controller. Now I want to store the state of the application when the user closes it, so that when the user relauches the application will show the same place as the last time before it was closed. So, in applicationWillTerminate: I have [NSKeyedArchiver archiveRootObject:tabBarController toFile:@"lastVisitedTab"]; Then, in applicationDidFinishLaunching: I have UITabBarController *last= (UITabBarController *)[NSKeyedUnarchiver unarchiveObjectWithFile:@"lastVisitedTab"]; if (last) tabBarController = [last retain]; I also have an extension to UIImage to make it compliant to NSCoding. However, this doesn't work, as the state is not preserved. The first tab gets selected all the time, and no navigation is preserved either. Can someone tell me what's wrong, or show me how to do it correctly?

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  • asp.net MVC - how to get complete local and global resources

    - by Buthrakaur
    I'm localizing application and need to provide JSON representation of local and global resources for JS part of application for all views. My current idea is I'd implement HtmlHelper extension methods like GetLocalResourcesJSON/GetGlobalResourcesJSON which should encode all resource keys+values and return them JSON encoded as string (I'd implement caching as well). At the moment I'm able to retrieve single specific key from global or local resource belonging to current view (using httpContext.GetGlobalResourceObject/GetLocalResourceObject), but I'm not able to find out how to retrieve whole resource object and iterate all its keys+values. Is there any method how to achieve this? it looks like ResourceProviderFactory could be the the key to this problem, but it's not accessible publicly anywhere. I could instantiate ResourceExpressionBuilder and use reflection to retrieve the provider using GetLocal/GlobalResourceProvider() methods, but I don't like using reflection here at all...

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  • Groovy: How to access objects with Id tag?

    - by skifan0
    Hello, I have the following Groovy+SwingBuilder code. In one panel I generate checkboxes and in another panel I want to access the values of the checkboxes. The code looks basically likes this: def optionsmap = [ foo : "value_foo", bar : "value_bar"] SwingBuilder.build() { frame(title:'demo1', size:[400,700], visible:true, defaultCloseOperation:WC.EXIT_ON_CLOSE) { gridLayout(rows: 1, cols: 2) panel(id:'optionPanel', constraints:java.awt.BorderLayout.CENTER) { gridLayout(rows: 5, cols: 1) myGroup = buttonGroup(); for (entry in optionsmap) { checkBox(id: entry.key, text: entry.value ) } } panel(constraints:java.awt.BorderLayout.WEST) { button ('Show values', actionPerformed: { for (entry in optionsmap) { println (entry.key as Class).text } }) } } } optionsmap is a map with (id, text) pairs that can be extended. When I press "show values" I get an error message: org.codehaus.groovy.runtime.typehandling.GroovyCastException: Cannot cast object 'foo' with class 'java.lang.String' to class 'java.lang.Class' How could I access the checkboxes for my action in the second panel by using the checkbox ids from optionsmap? Thank you if you can help

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  • Evaluating php generated javascript "inline"?

    - by talkingnews
    If you look at the source of this page http://kingston.talking-newspapers.co.uk/ you will see a large amount of inline javascript near the top. I don't really want all this extra stuff floating around in my page source, I'd much rather get it off into a script tag, and then I can minify it and all sorts. If I call it as a php file, this SHOULD work in theory, I just end the js file extension with php instead, and in the header I put the following: header("Content-type:application/x-javascript"); but... a lot of the php variables used to generate the playlist within the javascript are setup at the beginning of the main index.php file, and in calling this php-generated js playlist file like this, it seems to evaluate it entirely separately, so it's full of errors. The only way round it I can think of is to have the page write a file, then immediately read it in. The other thing is, the playlist is likely to change often and dynamically, so I think I need to get minify to NOT cache it?

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  • ffmpeg-php permission denied on localhost

    - by user572271
    Hello, I am very new to php. I recently setup php on my mac and I am trying to setup ffmpeg-php to convert various videos to flv or other formats as desired. I used this tutorial FFmpeg Mac Installation and I got ffmpeg to work using the terminal, however, when I try to encode a movie using php I get an error. In my apache error_log file it says permission denied next to the flv file (shown below). FFmpeg version 0.6, Copyright (c) 2000-2010 the FFmpeg developers built on Dec 30 2010 08:36:24 with gcc 4.2.1 (Apple Inc. build 5646) (dot 1) configuration: --prefix=/usr/local --enable-shared --disable-mmx --enable-libmp3lame --enable-gpl --enable-libfaad --enable-zlib --enable-libvorbis --enable-libfaac --enable-nonfree libavutil 50.15. 1 / 50.15. 1 libavcodec 52.72. 2 / 52.72. 2 libavformat 52.64. 2 / 52.64. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0.11. 0 / 0.11. 0 Seems stream 1 codec frame rate differs from container frame rate: 1200.00 (1200/1) - 30.00 (30/1) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from '/Users/myApple/Sites/AdHere/test.mov': Metadata: major_brand : qt minor_version : 537199360 compatible_brands: qt Duration: 00:00:02.04, start: 0.000000, bitrate: 1109 kb/s Stream #0.0(eng): Audio: aac, 44100 Hz, stereo, s16, 97 kb/s Stream #0.1(eng): Video: h264, yuv420p, 640x480, 1027 kb/s, 30.15 fps, 30 tbr, 600 tbn, 1200 tbc /Users/myApple/Sites/AdHere/movteststuff.flv: Permission denied I have no idea what the problem is. I am using the following php code: <?php extension_loaded('ffmpeg') or die('Error in loading ffmpeg'); $ffmpegInstance = new ffmpeg_movie('test.AVI'); echo "getDuration: " . $ffmpegInstance->getDuration() . "<br>getFrameCount: " . $ffmpegInstance->getFrameCount() . "<br>getFrameRate: " . $ffmpegInstance->getFrameRate() . "<br>getFilename: " . $ffmpegInstance->getFilename() . "<br>getComment: " . $ffmpegInstance->getComment() . "<br>getTitle: " . $ffmpegInstance->getTitle() . "<br>getAuthor: " . $ffmpegInstance->getAuthor() . "<br>getCopyright: " . $ffmpegInstance->getCopyright() . "<br>getArtist: " . $ffmpegInstance->getArtist() . "<br>getGenre: " . $ffmpegInstance->getGenre() . "<br>getTrackNumber: " . $ffmpegInstance->getTrackNumber() . "<br>getYear: " . $ffmpegInstance->getYear() . "<br>getFrameHeight: " . $ffmpegInstance->getFrameHeight() . "<br>getFrameWidth: " . $ffmpegInstance->getFrameWidth() . "<br>getPixelFormat: " . $ffmpegInstance->getPixelFormat() . "<br>getBitRate: " . $ffmpegInstance->getBitRate() . "<br>getVideoBitRate: " . $ffmpegInstance->getVideoBitRate() . "<br>getAudioBitRate: " . $ffmpegInstance->getAudioBitRate() . "<br>getAudioSampleRate: " . $ffmpegInstance->getAudioSampleRate() . "<br>getVideoCodec: " . $ffmpegInstance->getVideoCodec() . "<br>getAudioCodec: " . $ffmpegInstance->getAudioCodec() . "<br>getAudioChannels: " . $ffmpegInstance->getAudioChannels() . "<br>hasAudio: " . $ffmpegInstance->hasAudio(); exec('ffmpeg -i /Users/myApple/Sites/AdHere/test.mov /Users/myApple/Sites/AdHere/movteststuff.flv'); ?> I am able to see various parameters like filename, frameheight, framewidth, which leads me to believe that ffmpeg-php is kind of working, but maybe I am just doing something wrong in the exec() command. Anyone have any ideas. I have been struggling with setting up ffmpeg for quite some time now. Thanks! -Jon

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  • Maven: How to create assembly with snapshot artifacts without timestamps file name?

    - by marabol
    I've a repository containing snapshot artifacts with timestamps. I want to create an assembly, that contains the dependencies. This works fine. But the artifact names contains the timestamp. So i wonder how to remove the timestamp from filename for the assembly only. I've used this dependencySet: <outputFileNameMapping>${artifact.artifactId}-${artifact.version}.${artifact.extension}</outputFileNameMapping> But version seams to contain already the timestamp. So is there any chance to get a 1.1.1-SNAPSHOT instead of 1.1.1-20100323.071348-182?

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  • c# reflection - getting the first item out of a reflected collection without casting to specific col

    - by Andy Clarke
    Hi, I've got a Customer object with a Collection of CustomerContacts IEnumerable Contacts { get; set; } In some other code I'm using Reflection and have the PropertyInfo of Contacts property var contacts = propertyInfo.GetValue(customerObject, null); I know contacts has at least one object in it, but how do I get it out? I don't want to Cast it to IEnumerable because I want to keep my reflection method dynamic. I thought about calling FirstOrDefault() by reflection - but can't do that easily because its an extension method. Does anyone have any ideas? Thanks

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  • Deploying 32 and 64 bit COM objects on 64 bit machine from one VS setup project MSI.

    - by hooligan
    I have a Shell Namespace Extension C++ COM DLL that must have both a 32 bit and 64 bit version installed on a 64 bit machine, because when 32 bit applications perform a file- open the dialog that is presented is a 32 bit shell. The problem is that both my 32 bit and 64 bit COM objects have the same progid and the VS setup project will throw an error when including two files with the same progid. How do I get around this issue if I want to maintain the same code for both 32 and 64 bit? Currently I just have two different MSI's (32 and 64) and they both must be ran on the 64 bit machine.

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  • Running a shellscript from a C++ application and check if it succeeds

    - by Koning Baard
    I am creating an interpreter for my extension to HQ9+, which has the following extra command called V: V: Interpretes the code as Lua, Brainfuck, INTERCAL, Ruby, ShellScript, Perl, Python, PHP in that order, and if even one error has occoured, run the HQ9+-ABC code again most of them have libraries, BF and INTERCAL can be interpreted without a library, but the problem lies in ShellScript. How can I run a shellscript from my C++ application ( =the HQ9+-ABC interpreter) and when it's done, get the error code (0 = succeded, all others = failed)? So something like this: system(".tempshellscript738319939474"); if(errcode != 0) { (rerun code); } can anyone help me? Thanks

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  • Background settings for a JDesktopPane

    - by EricR
    I'm using a self-made DesktopPaneUI for a JDesktopPane, I've written the proper methods for the class, and I'm running into trouble. When I resize the JDesktopPane, the background image doesn't resize with the frame. The image appears to be clipped at the size it was when the window initially opened. I'm giving it an image larger than the window, and I'm still having this problem. Here's my method call inside the constructor of my desktopUI class. super(); this.background = javax.imageio.ImageIO.read(new File(fileName)); Is there a way I can change my main class where I set the UI, or the myDesktopPaneUI class such that the background still fills the window when the JDesktopPane changes size? setUI(new myDesktopPaneUI("media/bg.jpg"));

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  • .net dictionary and lookup add / update

    - by freddy smith
    I am sick of doing blocks of code like this for various bits of code I have: if (dict.ContainsKey[key]) { dict[key] = value; } else { dict.Add(key,value); } and for lookups (i.e. key - list of value) if (lookup.ContainsKey[key]) { lookup[key].Add(value); } else { lookup.Add(new List<valuetype>); lookup[key].Add(value); } Is there another collections lib or extension method I should use to do this in one line of code no matter what the key and value types are? e.g. dict.AddOrUpdate(key,value) lookup.AddOrUpdate(key,value)

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  • Porting a project to OpenGL3

    - by Decapsuleur
    Hi everyone, I'm working on a C++ cross-platform OpenGL application (Windows, Linux and MacOS) and I am wondering if some of you could share some advices on porting a large application to OpenGL 3. The reason I am looking into OpenGL 3 is because I think we could benefit a lot from using the new "Sync objects". Nvidia has supported such an extension since the Geforce 256 days (gl_nv_fences) but there seems to be no equivalent functionality on ATI hardware before OpenGL 3.0+... Our code makes quite heavy use of glut/freeglut, glu functions, OpenGL 2 extensions and CUDA (on supported hardware). The problem I am now facing is that "gl3.h" and "gl.h" are mutually incompatible (as stated in gl3.h). Do you guys know if there is a GL3 glut equivalent ? Also, looking at the CUDA-toolkit header files, it seems that GL-CUDA interoperability is only available when using older versions of OpenGL... (cuda_gl_interop.h includes gl.h...). Am I missing something ? Thanks a lot for your help.

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  • Any tool available to detect what's not HTTPS on an encrypted page?

    - by Keltex
    More often than I like when designers edit some of our sites' pages, they include javascript or an external image our SSL pages that are not encrypted. For example if we have a page like this: https://www.example.com/cart/EnterCreditCard And the designer includes some non-encrypted image like this: <img src='http://www.cardprocessor.com/logo.gif' /> Of course, this creates errors in all browsers: IE: Do you want to view only the webpage content that was delivered securely? Firefox: Connection Partially Encrypted Chrome: (I forget this message) What I'm looking for is a tool or plugin that lets me easily see what objects are not encrypted. A firefox extension or something along those lines would be great.

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  • Like Html.RenderAction() but without reinstantiating the controller object

    - by Jørn Schou-Rode
    I like to use the RenderAction extension method on the HtmlHelper object to render sidebars and the like in pages, as it allows me to keep the data access code for each such part in separate methods on the controller. Using an abstract controller base, I can define a default "sidebar strategy", which can then be refined by overriding the method in a concrete controller, when needed. The only "problem" I have with this approach, is that the RenderAction is built in a way where it always creates a news instance of the controller class, even when rendering actions from the controller already in action. Some of my controllers does some data lookup in their Initialize method, and using the RenderAction method in the view causes this to occur several times in the same request. Is there some alternative to RenderAction which will reuse the controller object if the action method to be invoked is on the same controller class as the "parent" action?

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  • Access 2003 - Embedded ppt slide or Excel Spreadsheet in a form, how do I communicate?

    - by Justin
    So if I was to take a an access form, and embed either an excel spreadsheet into it, or a powerpoint slide/pres, how would I reference it in VBA code? So I know I have to set the libraries, name the frame of the OLE object, and use applicable syntax to whatever I want to do, with whatever I stick in the form, however the only things I have ever done with excel and/or powerpoint is automate the opening of a seperate window/application from access, not within the access form....so I am not sure?? if I said its a new Excel.Application, then set xls = to (the ss in the file, and not some file path of another excel file somewhere)? does that make sense?

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  • Good .NET based CMS?

    - by rAm
    For many projects we had to choose a CMS platform. I came across a few CMS platforms based on .NET. I want to know your experience. Community Server (cannot be called a true CMS) DotNetNuke (DNN) Umbraco Kentico Sitefinity Can you please touch upon the following points: UI customization. Feature extension. Third party extensions Support And most important: how much time it takes to learn, as a programmer and someone who manages the application with little or no programming knowledge. Update: thanks for all the responses, I have seen the other thread but did not get a satisfactory reply addressing the Support and Time? (which I forgot to add earlier).

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  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

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  • My JVM crahes when i run my program.

    - by rgksugan
    I have written a program to process packets. The program runs well if its run alone but when i integrate it to my main project the jvm crashes and shows the below result. What is the problem? # # An unexpected error has been detected by HotSpot Virtual Machine: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x6d7dcf6e, pid=4328, tid=4068 # # Java VM: Java HotSpot(TM) Client VM (1.5.0_16-b02 mixed mode, sharing) # Problematic frame: # V [jvm.dll+0x9cf6e] # # An error report file with more information is saved as hs_err_pid4328.log # # If you would like to submit a bug report, please visit: # http://java.sun.com/webapps/bugreport/crash.jsp #

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  • Load HTML frames in a specific order without back button problems?

    - by Joergen Bech
    I have a web page that uses a frameset. Due to scripting and object dependencies, I need to load the frames in a specific order. I have used this example as a template: The JavaScript Source: Navigation: Frames Load Order This loads an empty page in place of the page I need to load last, then replaces it with the correct page after the first page has loaded. However: I also need to use the browser Back button. If you run the sample at the above link, let both frames load, then click the Back button, the top frame reverts to the temporary blank page. It is then necessary to click the Back button again to navigate to the page before the frameset. Is there a way to force frames to load in a specific order without this Back button behavior - or a way to force the Back button to skip the empty page? This needs to work with Internet Explorer 6 and 7 and preferably with Firefox 3 as well.

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  • WinForms: How do I simulate button behavior on an image?

    - by Cheeso
    I have an extension of the winforms TabControl, it's draws an X on each tab to allow the user to close the tab. How can I similate button look&feel on that image? It's not a button, it's not even an image control. It's just been drawn there. Is there a way to draw an inset border on MouseDown and Raised on MouseUp? Would I be better off generating another image, for the "inset" phase? anyone done this before? Related: Simulate Winforms Button Click Animation But this question is different because he actually has a PictureBox control. I don't.

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  • Thread not behaving correctly

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

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  • Converting raw bytes into audio sound

    - by Afro Genius
    In my application I inherit a javastreamingaudio class from the freeTTS package then bypass the write method which sends an array of bytes to the SourceDataLine for audio processing. Instead of writing to the data line, I write this and subsequent byte arrays into a buffer which I then bring into my class and try to process into sound. My application processes sound as arrays of floats so I convert to float and try to process but always get static sound back. I am sure this is the way to go but am missing something along the way. I know that sound is processed as frames and each frame is a group of bytes so in my application I have to process the bytes into frames somehow. Am I looking at this the right way? Thanx in advance for any help.

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