JOGL: Black panel on windows - windows

I have a class that extends a GLJPanel and has a GLEventListener with
#Override
public void display( GLAutoDrawable glautodrawable ) {
System.out.println("Painting");
if(image!=null){
GL2 gl2 = glautodrawable.getGL().getGL2();
int format = GL.GL_LUMINANCE;
int type = GL.GL_UNSIGNED_SHORT;
DataBufferUShort db = (DataBufferUShort) image.getRaster().getDataBuffer();
short[] shorts = db.getData(0);
Buffer buffer = ShortBuffer.wrap(shorts);
gl2.glDrawPixels(image.getWidth(), image.getHeight(), format , type, buffer );
}
}
On Linux the image is displayed as I expect and the display method is called. On Windows the same code displays a black screen and it doesn't look like it calls the display method. The gears demo runs no problem on the Windows system.
EDIT:
I have narrowed it down to issues with GridBagLayout. Setting the gbc.anchor equal to LINE_START, LINE_END and CENTER is causing the image to appear or not
int bitdepth = 10;
GLProfile.initSingleton();
GLProfile glProfile = GLProfile.getDefault();
GLCapabilities glCapabilities = new GLCapabilities( glProfile );
glCapabilities.setBlueBits(bitdepth);
glCapabilities.setGreenBits(bitdepth);
glCapabilities.setRedBits(bitdepth);
glCapabilities.setAlphaBits(2);
glCapabilities.setDoubleBuffered(true);
glCapabilities.setHardwareAccelerated(true);
glCapabilities.setNumSamples(4);
glCapabilities.setBackgroundOpaque(false);
glCapabilities.setSampleBuffers(true);
GraphicsConfiguration gc = DeviceController.getConfOfRightMostMonitorAndLargest();
JFrame jf = new JFrame(gc);
jf.setExtendedState(JFrame.MAXIMIZED_BOTH);
GLCanvas canvas = new GLCanvas(glCapabilities);
canvas.addGLEventListener(new GLEventListener() {
#Override
public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3,
int arg4) {
// TODO Auto-generated method stub
}
#Override
public void init(GLAutoDrawable arg0) {
// TODO Auto-generated method stub
}
#Override
public void dispose(GLAutoDrawable arg0) {
// TODO Auto-generated method stub
}
#Override
public void display(GLAutoDrawable drawable) {
System.out.println("Painting");
BufferedImage image = null;
try {
image = ImageIO.read(new File("img.tiff"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
if(image!=null){
GL2 gl2 = drawable.getGL().getGL2();
//gl2.glClear(GL.GL_COLOR_BUFFER_BIT);
int format = GL.GL_LUMINANCE;
int type = GL.GL_UNSIGNED_SHORT;
DataBufferUShort db = (DataBufferUShort) image.getRaster().getDataBuffer();
short[] shorts = db.getData(0);
Buffer buffer = ShortBuffer.wrap(shorts);
//gl2.glViewport(0, 0, image.getWidth(), image.getHeight());
gl2.glDrawPixels(image.getWidth(), image.getHeight(), format , type, buffer );
}
}
});
JPanel jp = new JPanel();
jp.setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.fill = GridBagConstraints.BOTH;
gbc.gridx=0;
gbc.gridy=0;
gbc.gridwidth=1;
gbc.gridheight=1;
gbc.weightx=1;
gbc.weighty=1;
gbc.anchor= GridBagConstraints.CENTER;
jp.add(canvas,gbc);
JScrollPane jsp = new JScrollPane();
jsp.getViewport().add(jp);
JLayeredPane jlp = new JLayeredPane();
jlp.setLayout(new GridBagLayout());
jlp.add(jsp, gbc);
//jsp.getViewport().add(dsc);
gbc = new GridBagConstraints();
gbc.gridx=0;
gbc.gridy=0;
gbc.gridwidth=1;
gbc.gridheight=1;
gbc.weightx=1;
gbc.weighty=1;
gbc.fill=GridBagConstraints.NONE;
gbc.anchor= GridBagConstraints.CENTER;
jf.getContentPane().setLayout(new GridBagLayout());
jf.getContentPane().add(jlp,gbc);
jf.setVisible(true);

Related

Progress bar dialog is not working with FTP uploading in android

In Asynctask,either the progress bar is working or file is uploading successfully.
COMMENT2 line upload file properly when we write before the COMMENT1 line but progress bar is not working.
But if we write COMMENT2 after COMMENT1 then we face ERROR code 500(Syntax error) and uploading failed but progress bar
works properly.
private class AsyncCaller extends AsyncTask<String, Integer, String> {
int bytesRead, bytesAvailable, bufferSize = 1024,progress;
byte[] buffer;
#Override
protected void onPreExecute() {
super.onPreExecute();
mProgressDialog = new ProgressDialog(getActivity());
mProgressDialog.setMessage("Uploading file..");
mProgressDialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL);
mProgressDialog.setIndeterminate(false);
mProgressDialog.setCancelable(false);
mProgressDialog.setProgress(0);
mProgressDialog.setMax(100);
mProgressDialog.show();
}
#Override
protected String doInBackground(String... params) {
// TODO Auto-generated method stub
// connection();
FTPClient con = null;
try
{
con = new FTPClient();
con.connect(FTP_HOST);
if (con.login(FTP_USER, FTP_PASS))
{
con.enterLocalActiveMode(); // important!
con.setFileType(FTP.BINARY_FILE_TYPE);
con.changeWorkingDirectory("/uploads/school-staging/files/");
String data = FilePath;
final DataOutputStream out = new DataOutputStream(con.getOutputStream());
BufferedInputStream in = new BufferedInputStream(new FileInputStream(data));
int bufferSize=1024;
byte[] buffer = new byte[bufferSize];
// Read file
bytesRead = in.read(buffer, 0, bufferSize);//COMMENT 1
progress=0;
System.out.println("BYTE READ="+bytesRead);
while (bytesRead > 0)
{
progress+=bytesRead;
System.out.println("PROGRESS="+progress);
out.write(buffer, 0, bytesRead);
bytesAvailable = in.available();
publishProgress((int)((progress*100)/(file.length())));
bufferSize = Math.min(bytesAvailable, bufferSize);
bytesRead = in.read(buffer, 0, bufferSize);
}
boolean result = con.storeFile(FileName, in);//COMMENT 2
int code= con.getReplyCode();
System.out.println("CODE="+code);
in.close();
publishProgress(100);
if (result) Log.v("upload result", "succeeded");
System.out.println("RESULT="+result);
con.logout();
con.disconnect();
}
}
catch (Exception e)
{
e.printStackTrace();
}
return "ok";
}
#Override
public void onProgressUpdate(Integer... values)
{
super.onProgressUpdate(values);
mProgressDialog.setProgress(values[0]);
}//end of onProgressUpdate
#Override
protected void onPostExecute(String result) {
super.onPostExecute(result);
connection();
mProgressDialog.dismiss();
}
I've faced similar problem. The reason for this seems to be that the ui code in onPreExecute() doesnt get to render by android system, and code in doInBackground() occupies the cpu. You can dismiss the dialog in onPostExecute() though...
You'd have to show the progress dialog before creating AsyncCaller, pass the progress dialog to AsyncCaller and you can dismiss it in onPostExecute().
ProgressDialog pd = new ProgressDialog(getActivity());
pd.setTitle("title string");
pd.setIndeterminate(true);
pd.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL);
pd.show();
new AsyncCaller(getActivity(), pd).execute(params);
in onPostExecute():
if (pd != null && pd.isShowing())
pd.dismiss();

Using the onFrameAvailable() in Jacobi Google Tango API

Question: Does anyone know how to get the Tango's color camera image buffer using the Tango Java (Jacobi) API onFrameAvailable() callback?
Background:
I have an augmented reality application that displays video in the background of the Tango. I've successfully created the video overlay example using the the Java API (Jacobi) following this example. My application works fine, and the video is rendered in the background properly.
As part of the application, I'd like to store a copy of the video backbuffer when the user presses a button. Therefore, I need access to the camera's RGB data.
According to the Jacobi release notes, any class desiring access to the camera RGB data should implement the new onFrameAvailable() method in the OnTangoUpdateListener. I did this, but I don't see any handle or arguments to actually get the pixels:
Java API
#Override
public void onFrameAvailable(int cameraId) {
//Log.w(TAG, "Frame available!");
if (cameraId == TangoCameraIntrinsics.TANGO_CAMERA_COLOR) {
tangoCameraPreview.onFrameAvailable();
}
}
as shown, onFrameAvailable only has one argument, and integer designating the id of the camera generating the view. Contrast this with the C-library call back, which provides access to the image buffer:
C API
TangoErrorType TangoService_connectOnFrameAvailable(
TangoCameraId id, void* context,
void (*onFrameAvailable)(void* context, TangoCameraId id,
const TangoImageBuffer* buffer));
I was expecting the Java method to have something similar to the buffer object in the C API call.
What I've Tried
I tried extending the TangoCameraPreview class and saving the image there, but I only get a black background.
public class CameraSurfaceView extends TangoCameraPreview {
private boolean takeSnapShot = false;
public void takeSnapShot() {
takeSnapShot = true;
}
/**
* Grabs a copy of the surface (which is rendering the Tango color camera)
* https://stackoverflow.com/questions/14620055/how-to-take-a-screenshot-of-androids-surface-view
*/
public void screenGrab2(){
int width = this.getWidth();
int height = this.getHeight();
long fileprefix = System.currentTimeMillis();
View v= getRootView();
v.setDrawingCacheEnabled(true);
// this is the important code :)
// Without it the view will have a dimension of 0,0 and the bitmap will be null
v.measure(MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED),
MeasureSpec.makeMeasureSpec(0, MeasureSpec.UNSPECIFIED));
v.layout(0, 0, width, height);
v.buildDrawingCache(true);
Bitmap image = v.getDrawingCache();
//TODO: make seperate subdirctories for each exploitation sessions
String targetPath =Environment.getExternalStorageDirectory() + "/RavenEye/Photos/";
String imageFileName = fileprefix + ".jpg";
if(!(new File(targetPath)).exists()) {
new File(targetPath).mkdirs();
}
try {
File targetDirectory = new File(targetPath);
File photo=new File(targetDirectory, imageFileName);
FileOutputStream fos=new FileOutputStream(photo.getPath());
image.compress(CompressFormat.JPEG, 100, fos);
fos.flush();
fos.close();
Log.i(this.getClass().getCanonicalName(), "Grabbed an image in target path:" + targetPath);
} catch (FileNotFoundException e) {
Log.e(CameraPreview.class.getName(),"Exception " + e);
e.printStackTrace();
} catch (IOException e) {
Log.e(CameraPreview.class.getName(),"Exception " + e);
e.printStackTrace();
}
}
/**
* Grabs a copy of the surface (which is rendering the Tango color camera)
*/
public void screenGrab(){
int width = this.getWidth();
int height = this.getHeight();
long fileprefix = System.currentTimeMillis();
Bitmap image = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(image);
canvas.drawBitmap(image, 0, 0, null);
//TODO: make seperate subdirctories for each exploitation sessions
String targetPath =Environment.getExternalStorageDirectory() + "/RavenEye/Photos/";
String imageFileName = fileprefix + ".jpg";
if(!(new File(targetPath)).exists()) {
new File(targetPath).mkdirs();
}
try {
File targetDirectory = new File(targetPath);
File photo=new File(targetDirectory, imageFileName);
FileOutputStream fos=new FileOutputStream(photo.getPath());
image.compress(CompressFormat.JPEG, 100, fos);
fos.flush();
fos.close();
Log.i(this.getClass().getCanonicalName(), "Grabbed an image in target path:" + targetPath);
} catch (FileNotFoundException e) {
Log.e(CameraPreview.class.getName(),"Exception " + e);
e.printStackTrace();
} catch (IOException e) {
Log.e(CameraPreview.class.getName(),"Exception " + e);
e.printStackTrace();
}
}
#Override
public void onFrameAvailable() {
super.onFrameAvailable();
if(takeSnapShot) {
screenGrab();
takeSnapShot = false;
}
}
public CameraSurfaceView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
}
Where I'm Heading
I'm preparing to root the device, and then using the onFrameAvailable method to cue an external root process such as one of these:
post 23610900
post 10965409
post 4998527
I'm hoping I can find a way to avoid the root hack.
Thank you in advance!
OK, I figured out a way to make it work.
Update: My working solution is here:
https://github.com/stevehenderson/GoogleTango_AR_VideoCapture
I essentially set up a "man (renderer) in the middle" attack on the rendering pipeline.
This approach intercepts the SetRenderer call from the TangoCameraPreview base class, and allows one to get access
to the base renderer's OnDraw() method and the GL context. I then add additional methods to this extended renderer that allow reading of the GL buffer.
General approach
1) Extend the TangoCameraPreview class (e.g. in my example ReadableTangoCameraPreview). Override the setRenderer(GLSurfaceView.Renderer renderer), keeping a reference to the base renderer, and replacing the renderer with your own "wrapped" GLSUrface.Renderer renderer that will add methods to render the backbuffer to an image on the device.
2) Create your own GLSurfaceView.Renderer Interface (e.g. my ScreenGrabRenderer class ) that implements all the GLSurfaceView.Renderer methods, passing them on to the base renderer captured in Step 1. Also, add a few new methods to "cue" when you want to grab the image.
3) Implement the ScreenGrabRenderer described in step 2 above.
4) Use a callback interface (my TangoCameraScreengrabCallback) to communicate when an image has been copied
It works pretty well, and allows one to grab the camera bits in an image without rooting the device.
Note: I haven't had the need to closely synchronize my captured images with the point cloud. So I haven't checked the latency. For best results, you may need to invoke the C methods proposed by Mark.
Here's what each of my classes looks like..
///Main Activity Class where bulk of Tango code is
.
.
.
// Create our Preview view and set it as the content of our activity.
mTangoCameraPreview = new ReadableTangoCameraPreview(getActivity());
RelativeLayout preview = (RelativeLayout) view.findViewById(R.id.camera_preview);
preview.addView(mTangoCameraPreview);
.
.
.
//When you want to take a snapshot, call the takeSnapShotMethod()
//(you can make this respond to a button)
mTangoCameraPreview.takeSnapShot();
.
.
.
.
.
//Main Tango Listeners
#Override
public void onFrameAvailable(final int cameraId) {
// Update the UI with TangoPose information
runOnUiThread(new Runnable() {
#Override
public void run() {
if (cameraId == TangoCameraIntrinsics.TANGO_CAMERA_COLOR) {
tangoCameraPreview.onFrameAvailable();
}
}
});
}
ReadableTangoCameraPreview Class
public class ReadableTangoCameraPreview extends TangoCameraPreview implements TangoCameraScreengrabCallback {
Activity mainActivity;
private static final String TAG = ReadableTangoCameraPreview.class.getSimpleName();
//An intercept renderer
ScreenGrabRenderer screenGrabRenderer;
private boolean takeSnapShot = false;
#Override
public void setRenderer(GLSurfaceView.Renderer renderer) {
//Create our "man in the middle"
screenGrabRenderer= new ScreenGrabRenderer(renderer);
//Set it's call back
screenGrabRenderer.setTangoCameraScreengrabCallback(this);
//Tell the TangoCameraPreview class to use this intermediate renderer
super.setRenderer(screenGrabRenderer);
Log.i(TAG,"Intercepted the renderer!!!");
}
/**
* Set a trigger for snapshot. Call this from main activity
* in response to a use input
*/
public void takeSnapShot() {
takeSnapShot = true;
}
#Override
public void onFrameAvailable() {
super.onFrameAvailable();
if(takeSnapShot) {
//screenGrabWithRoot();
screenGrabRenderer.grabNextScreen(0,0,this.getWidth(),this.getHeight());
takeSnapShot = false;
}
}
public ReadableTangoCameraPreview(Activity context) {
super(context);
mainActivity = context;
}
public void newPhoto(String aNewPhotoPath) {
//This gets called when a new photo was grabbed created in the renderer
Log.i(TAG,"New image available at" + aNewPhotoPath);
}
}
ScreenGrabRenderer Interface
(Overloads the TangoCameraPreview default Renderer)
/**
* This is an intermediate class that intercepts all calls to the TangoCameraPreview's
* default renderer.
*
* It simply passes all render calls through to the default renderer.
*
* When required, it can also use the renderer methods to dump a copy of the frame to a bitmap
*
* #author henderso
*
*/
public class ScreenGrabRenderer implements GLSurfaceView.Renderer {
TangoCameraScreengrabCallback mTangoCameraScreengrabCallback;
GLSurfaceView.Renderer tangoCameraRenderer;
private static final String TAG = ScreenGrabRenderer.class.getSimpleName();
private String lastFileName = "unset";
boolean grabNextScreen = false;
int grabX = 0;
int grabY = 0;
int grabWidth = 640;
int grabHeight = 320;
public void setTangoCameraScreengrabCallback(TangoCameraScreengrabCallback aTangoCameraScreengrabCallback) {
mTangoCameraScreengrabCallback = aTangoCameraScreengrabCallback;
}
/**
* Cue the renderer to grab the next screen. This is a signal that will
* be detected inside the onDrawFrame() method
*
* #param b
*/
public void grabNextScreen(int x, int y, int w, int h) {
grabNextScreen = true;
grabX=x;
grabY=y;
grabWidth=w;
grabHeight=h;
}
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
tangoCameraRenderer.onSurfaceCreated(gl, config);
}
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
tangoCameraRenderer.onSurfaceChanged(gl, width, height);
}
#Override
public void onDrawFrame(GL10 gl) {
tangoCameraRenderer.onDrawFrame(gl);
if(grabNextScreen) {
screenGrab(gl);
grabNextScreen=false;
}
}
/**
*
* Creates a bitmap given a certain dimension and an OpenGL context
*
* This code was lifted from here:
*
* http://stackoverflow.com/questions/5514149/capture-screen-of-glsurfaceview-to-bitmap
*/
private Bitmap createBitmapFromGLSurface(int x, int y, int w, int h, GL10 gl)
throws OutOfMemoryError {
int bitmapBuffer[] = new int[w * h];
int bitmapSource[] = new int[w * h];
IntBuffer intBuffer = IntBuffer.wrap(bitmapBuffer);
intBuffer.position(0);
try {
gl.glReadPixels(x, y, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, intBuffer);
int offset1, offset2;
for (int i = 0; i < h; i++) {
offset1 = i * w;
offset2 = (h - i - 1) * w;
for (int j = 0; j < w; j++) {
int texturePixel = bitmapBuffer[offset1 + j];
int blue = (texturePixel >> 16) & 0xff;
int red = (texturePixel << 16) & 0x00ff0000;
int pixel = (texturePixel & 0xff00ff00) | red | blue;
bitmapSource[offset2 + j] = pixel;
}
}
} catch (GLException e) {
Log.e(TAG,e.toString());
return null;
}
return Bitmap.createBitmap(bitmapSource, w, h, Bitmap.Config.ARGB_8888);
}
/**
* Writes a copy of the GLSurface backbuffer to storage
*/
private void screenGrab(GL10 gl) {
long fileprefix = System.currentTimeMillis();
String targetPath =Environment.getExternalStorageDirectory() + "/RavenEye/Photos/";
String imageFileName = fileprefix + ".png";
String fullPath = "error";
Bitmap image = createBitmapFromGLSurface(grabX,grabY,grabWidth,grabHeight,gl);
if(!(new File(targetPath)).exists()) {
new File(targetPath).mkdirs();
}
try {
File targetDirectory = new File(targetPath);
File photo=new File(targetDirectory, imageFileName);
FileOutputStream fos=new FileOutputStream(photo.getPath());
image.compress(CompressFormat.PNG, 100, fos);
fos.flush();
fos.close();
fullPath =targetPath + imageFileName;
Log.i(TAG, "Grabbed an image in target path:" + fullPath);
///Notify the outer class(es)
if(mTangoCameraScreengrabCallback != null) {
mTangoCameraScreengrabCallback.newPhoto(fullPath);
} else {
Log.i(TAG, "Callback not set properly..");
}
} catch (FileNotFoundException e) {
Log.e(TAG,"Exception " + e);
e.printStackTrace();
} catch (IOException e) {
Log.e(TAG,"Exception " + e);
e.printStackTrace();
}
lastFileName = fullPath;
}
/**
* Constructor
* #param baseRenderer
*/
public ScreenGrabRenderer(GLSurfaceView.Renderer baseRenderer) {
tangoCameraRenderer = baseRenderer;
}
}
TangoCameraScreengrabCallback Interface
(not required unless you want to pass info back from the screen grab renderer)
/*
* The TangoCameraScreengrabCallback is a generic interface that provides callback mechanism
* to an implementing activity.
*
*/
interface TangoCameraScreengrabCallback {
public void newPhoto(String aNewPhotoPath);
}
I haven't tried on the latest release, but it was the absence of this functionality that drove me to the C API where I could get image data - a recent post, I think on the G+ page, seemed to indicate that the Unity API now returns image data as well - for a company that wants to keep scolding us when we don't use Java, it certainly is an odd lag :-)

JAVA : parse int method while using it in JTextField not working

I made a simple code to calculate BMI but it shows error in the line with the parseInt method can anyone help (a bit new to java :P)
public BmiF(){
super("BMI Calculator");
setLayout(new FlowLayout());
t1 = new JTextField("enter wieght in kg",10);
final int num1 =Integer.parseInt(t1.getText());
add(t1);
t2 = new JTextField("enter hieght in m",10);
final int num2 =Integer.parseInt(t2.getText());
add(t2);
t3 = new JTextField("",10);
t3.setEditable(false);
add(t3, BorderLayout.SOUTH);
b = new JButton("Claculate BMI");
add(b);
b.addActionListener(
new ActionListener(){
public void actionPerformed(ActionEvent event) {
int k = num1/(num2*num2);
t3.setText(String.format("Your BMI is %d",k));
}
}
);
}
}
You're trying to parse the String "enter weight in kg" as int. See java doc here for what your initialization means.
You need to parse the string in the ActionListener and add a catch exception rule.
I've gotten the bellow code to work. Another problem you have is that you need to declare the int or double in the try block of code without the final qualifier, so that you can change the variable after initialization
frame.setLayout(new FlowLayout());
textArea.setEditable(true);
textArea.setPreferredSize(new Dimension(50, 15));
button = new JButton("ok");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
try {
String string = textArea.getText().trim();
int weight = Integer.parseInt(string);
//do stuff with weight variable
System.out.println(weight);
} catch(Exception e1) {
System.out.println("number exception");
}
}
});
frame.add(textField);
frame.add(textArea);
frame.add(button);
frame.setSize(300, 100);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

Lossless reading from mic

I'm using NAudio (but it applies to reading directly) to capture microphone wave data. It seems that if my app is busy it drops/skips some input data from the mic.
I've set the reading thread to top priority, but I'm doing heavy calculations in several other thread at the same time.
Is there a way to read data lossless?
(Or is it lossless, and my bug elsewhere?)
When I was making a similar app and had a similar problem, it turned out that I needed a buffer that can hold at least 3 seconds of data. Try to increase the buffer to 10 seconds of data and if it doesn't solve your problem then there are more issues. If it works try decreasing the buffer size until it works properly
EDIT: Here a quick & dirty managed dx recording for you to try.
public class BMSRecordingEventArgs : EventArgs
{
byte[] data;
bool endRec;
public BMSRecordingEventArgs(byte[] data, bool endRec)
{
this.data = data;
this.endRec = endRec;
}
public byte[] Data
{
get { return data; }
}
public bool EndRec
{
get { return endRec; }
}
}
public class AudioRecorder
{
public delegate void DataReceivedHandler(object sender, BMSRecordingEventArgs e);
public event DataReceivedHandler DataReceivedHandle;
public const int CAPTURE_BUFFER_SIZE = 32000;
DXS.Capture dxsCapDev;
DXS.CaptureBuffer dxsCapBuffer;
DXS.CaptureBufferDescription dxsCapBufferDesc;
System.Threading.Thread thrdCapturingThread;
DXS.BufferPositionNotify[] dxsBpna;
private volatile bool StopRec;
System.Threading.ManualResetEvent mreStillRunning = new System.Threading.ManualResetEvent(false);
DXS.BufferPositionNotify dxsBPNHalf;
DXS.BufferPositionNotify dxsBPNFull;
DXS.Notify Notify;
System.Threading.AutoResetEvent ARE;
public AudioRecorder(Guid DeviceGuid,DXS.WaveFormat wfWaveFormat,DXS.CaptureEffectDescription[] dxsCapEffectDesc)
{
dxsCapDev = new Microsoft.DirectX.DirectSound.Capture(DeviceGuid);
dxsCapBufferDesc = new Microsoft.DirectX.DirectSound.CaptureBufferDescription();
dxsCapBufferDesc.BufferBytes = CAPTURE_BUFFER_SIZE;
dxsCapBufferDesc.Format = wfWaveFormat;
dxsCapBufferDesc.WaveMapped = true;
dxsCapBufferDesc.CaptureEffectDescription = dxsCapEffectDesc;
dxsCapBufferDesc.ControlEffects = true;
dxsCapBuffer = new Microsoft.DirectX.DirectSound.CaptureBuffer(dxsCapBufferDesc, dxsCapDev);
ARE = new System.Threading.AutoResetEvent(false);
dxsBPNHalf = new Microsoft.DirectX.DirectSound.BufferPositionNotify();
dxsBPNFull = new Microsoft.DirectX.DirectSound.BufferPositionNotify();
dxsBPNHalf.Offset = CAPTURE_BUFFER_SIZE / 2 - 1;
dxsBPNFull.Offset = CAPTURE_BUFFER_SIZE-1;
dxsBPNFull.EventNotifyHandle = ARE.SafeWaitHandle.DangerousGetHandle();
dxsBPNHalf.EventNotifyHandle = ARE.SafeWaitHandle.DangerousGetHandle();
dxsBpna = new Microsoft.DirectX.DirectSound.BufferPositionNotify[2];
dxsBpna[0] = dxsBPNHalf;
dxsBpna[1] = dxsBPNFull;
Notify = new Microsoft.DirectX.DirectSound.Notify(dxsCapBuffer);
Notify.SetNotificationPositions(dxsBpna);
}
public void StartRecording()
{
if (thrdCapturingThread != null)
throw new Exception("Already Recording !");
StopRec = false;
thrdCapturingThread = new System.Threading.Thread(Record);
thrdCapturingThread.Start();
}
private void Record()
{
DataReceivedHandler drh2 = DataReceivedHandle;
dxsCapBuffer.Start(true);
byte[] TempBaf = new byte[CAPTURE_BUFFER_SIZE / 2];
int StartingOffset = 0;
while (dxsCapBuffer.Capturing && !StopRec)
{
ARE.WaitOne(-1,false);
StartingOffset %= CAPTURE_BUFFER_SIZE;
TempBaf = (byte[])dxsCapBuffer.Read(StartingOffset, typeof(byte), Microsoft.DirectX.DirectSound.LockFlag.FromWriteCursor, CAPTURE_BUFFER_SIZE / 2);
StartingOffset += TempBaf.Length;
if (drh2 != null)
drh2(this, new BMSRecordingEventArgs(TempBaf, false));
}
dxsCapBuffer.Stop();
if (drh2 != null)
drh2(this, new BMSRecordingEventArgs(TempBaf, true));
mreStillRunning.Set();
}
public void StopRecording()
{
StopRec = true;
mreStillRunning.WaitOne(-1,false);
thrdCapturingThread = null;
}
}

Blackberry - Loading/Wait screen with animation

Is there a way to show "Loading" screen with animation in blackberry?
Options:
PME animation content
multithreading + set of images + timer/counter
standard rim api
some other way
Any of this?
Thanks!
Fermin, Anthony +1. Thanks to all, you gave me the part of answer.
My final solution:
1.Create or generate (free Ajax loading gif generator) animation and add it to project.
2.Create ResponseCallback interface (see Coderholic - Blackberry WebBitmapField) to receive thread execution result:
public interface ResponseCallback {
public void callback(String data);
}
3.Create a class to handle your background thread job. In my case it was http request:
public class HttpConnector
{
static public void HttpGetStream(final String fileToGet,
final ResponseCallback msgs) {
Thread t = new Thread(new Runnable() {
public void run() {
HttpConnection hc = null;
DataInputStream din = null;
try {
hc = (HttpConnection) Connector.open("http://" + fileToGet);
hc.setRequestMethod(HttpsConnection.GET);
din = hc.openDataInputStream();
ByteVector bv = new ByteVector();
int i = din.read();
while (-1 != i) {
bv.addElement((byte) i);
i = din.read();
}
final String response = new String(bv.toArray(), "UTF-8");
UiApplication.getUiApplication().invokeLater(
new Runnable() {
public void run() {
msgs.callback(response);
}
});
}
catch (final Exception e) {
UiApplication.getUiApplication().invokeLater(
new Runnable() {
public void run() {
msgs.callback("Exception (" + e.getClass() + "): "
+ e.getMessage());
}
});
}
finally {
try {
din.close();
din = null;
hc.close();
hc = null;
}
catch (Exception e) {
}
}
}
});
t.start();
}
}
4.Create WaitScreen (a hybrid of FullScreen and AnimatedGIFField with ResponseCallback interface):
public class WaitScreen extends FullScreen implements ResponseCallback
{
StartScreen startScreen;
private GIFEncodedImage _image;
private int _currentFrame;
private int _width, _height, _xPos, _yPos;
private AnimatorThread _animatorThread;
public WaitScreen(StartScreen startScreen) {
super(new VerticalFieldManager(), Field.NON_FOCUSABLE);
setBackground(
BackgroundFactory.createSolidTransparentBackground(
Color.WHITE, 100));
this.startScreen = startScreen;
EncodedImage encImg =
GIFEncodedImage.getEncodedImageResource("ajax-loader.gif");
GIFEncodedImage img = (GIFEncodedImage) encImg;
// Store the image and it's dimensions.
_image = img;
_width = img.getWidth();
_height = img.getHeight();
_xPos = (Display.getWidth() - _width) >> 1;
_yPos = (Display.getHeight() - _height) >> 1;
// Start the animation thread.
_animatorThread = new AnimatorThread(this);
_animatorThread.start();
UiApplication.getUiApplication().pushScreen(this);
}
protected void paint(Graphics graphics) {
super.paint(graphics);
// Draw the animation frame.
graphics
.drawImage(_xPos, _yPos, _image
.getFrameWidth(_currentFrame), _image
.getFrameHeight(_currentFrame), _image,
_currentFrame, 0, 0);
}
protected void onUndisplay() {
_animatorThread.stop();
}
private class AnimatorThread extends Thread {
private WaitScreen _theField;
private boolean _keepGoing = true;
private int _totalFrames, _loopCount, _totalLoops;
public AnimatorThread(WaitScreen _theScreen) {
_theField = _theScreen;
_totalFrames = _image.getFrameCount();
_totalLoops = _image.getIterations();
}
public synchronized void stop() {
_keepGoing = false;
}
public void run() {
while (_keepGoing) {
// Invalidate the field so that it is redrawn.
UiApplication.getUiApplication().invokeAndWait(
new Runnable() {
public void run() {
_theField.invalidate();
}
});
try {
// Sleep for the current frame delay before
// the next frame is drawn.
sleep(_image.getFrameDelay(_currentFrame) * 10);
} catch (InterruptedException iex) {
} // Couldn't sleep.
// Increment the frame.
++_currentFrame;
if (_currentFrame == _totalFrames) {
// Reset back to frame 0
// if we have reached the end.
_currentFrame = 0;
++_loopCount;
// Check if the animation should continue.
if (_loopCount == _totalLoops) {
_keepGoing = false;
}
}
}
}
}
public void callback(String data) {
startScreen.updateScreen(data);
UiApplication.getUiApplication().popScreen(this);
}
}
5.In the end, create Start screen to call HttpConnector.HttpGetStream and to show WaitScreen:
public class StartScreen extends MainScreen
{
public RichTextField text;
WaitScreen msgs;
public StartScreen() {
text = new RichTextField();
this.add(text);
}
protected void makeMenu(Menu menu, int instance) {
menu.add(runWait);
super.makeMenu(menu, instance);
}
MenuItem runWait = new MenuItem("wait", 1, 1) {
public void run() {
UiApplication.getUiApplication().invokeLater(
new Runnable() {
public void run() {
getFile();
}
});
}
};
public void getFile() {
msgs = new WaitScreen(this);
HttpConnector.HttpGetStream(
"stackoverflow.com/faq", msgs);
}
//you should implement this method to use callback data on the screen.
public void updateScreen(String data)
{
text.setText(data);
}
}
UPDATE: another solution naviina.eu: A Web2.0/Ajax-style loading popup in a native BlackBerry application
The basic pattern for this kind of thing is:
Have a thread running a loop that updates a variable (such as the frame index of the animated image) and then calls invalidate on a Field which draws the image (and then sleeps for a period of time). The invalidate will queue a repaint of the field.
In the field's paint method, read the variable and draw the appropriate frame of the image.
Pseudo code (not totally complete, but to give you the idea):
public class AnimatedImageField extends Field implements Runnable {
private int currentFrame;
private Bitmap[] animationFrames;
public void run() {
while(true) {
currentFrame = (currentFrame + 1) % animationFrames.length;
invalidate();
Thread.sleep(100);
}
}
protected void paint(Graphics g) {
g.drawBitmap(0, 0, imageWidth, imageHeight, animationFrames[currentFrame], 0, 0);
}
}
Note also here I used an array of Bitmaps, but EncodedImage lets you treat an animated gif as one object, and includes methods to get specific frames.
EDIT: For completeness: Add this to a PopupScreen (as in Fermin's answer) or create your own dialog by overriding Screen directly. The separate thread is necessary because the RIM API is not thread-safe: you need to do everything UI related on the event thread (or while holding the event lock, see BlackBerry UI Threading - The Very Basics
This is simple code for loading screen ....
HorizontalFieldManager popHF = new HorizontalFieldManager();
popHF.add(new CustomLabelField("Pls wait..."));
final PopupScreen waitScreen = new PopupScreen(popHF);
new Thread()
{
public void run()
{
synchronized (UiApplication.getEventLock())
{
UiApplication.getUiApplication().pushScreen(waitScreen);
}
//Here Some Network Call
synchronized (UiApplication.getEventLock())
{
UiApplication.getUiApplication().popScreen(waitScreen);
}
}
}.start();
If it's just an animation could you show an animated gif on a popup and close it when loading operation is complete?
Easiest way is probably to use the standard GaugeField, setting style GaugeField.PERCENT. This will give you a progress bar. Add this to a PopupScreen and it will sit on top of your content. Something like..
private GaugeField _gaugeField;
private PopupScreen _popup;
public ProgressBar() {
DialogFieldManager manager = new DialogFieldManager();
_popup = new PopupScreen(manager);
_gaugeField = new GaugeField(null, 0, 100, 0, GaugeField.PERCENT);
manager.addCustomField(_gaugeField);
}
Then have an update method which will use _gaugeField.setValue(newValue); to update the progress bar.
I normally have this called from whichever thread is doing the work (loading in your case, everytime an operation is complete the progress bar is updated.
I would suggest to take a look at this simple implementation. I liked this but never used it. May be helpful to you.
link text
ActivityIndicator is a good option if you are working with at least BB OS 6.0.
http://www.brighthub.com/mobile/blackberry-platform/articles/94258.aspx
http://docs.blackberry.com/en/developers/deliverables/17966/Screen_APIs_1245069_11.jsp

Resources