Windows Phone XAML and XNA app with ads - windows-phone-7

I am trying to display ads from pubcetner in XNA game for WP. I am using DrawableAd class as it is written here:
http://msdn.microsoft.com/en-us/library/advertising-mobile-windows-phone-xna-silverlight-hybrid-walkthrough-ads%28v=msads.20%29.aspx
But I can't see any ads rendering. Is it works? Or is there any other way to display ads? I wanted to try Adrotator, but I can't
get NuGet Package for this

Ok, I had a lot of problems with this in my game.
Without seeing your code, it's hard to actually diagnose, so without posting that from your Game.cs (assuming it's in Game.cs), you will need to make sure to test the following things.
//Global variable area
DrawableAd bannerAd;
string applicationID = "test_client"; //Or insert your actual ID. I recommend you first do with test client
//ie. 1234567-d123-1234-a12b-1a23b4567890
string adUnitID = "Image480_80"; //Or the actual unit ID. ie. 123456
//Initialization
protected override void Initialize(){
AdGameComponent.Initialize(this, applicationId);
AdGameComponent.Current.CountryOrRegion = System.Globalization.RegionInfo.CurrentRegion.TwoLetterISORegionName;
bannerAd = AdGameComponent.Current.CreateAd(adUnitId, new Rectangle(0,400, 480, 80), true);
AdGameComponent.Current.Enabled = true;
AdGameComponent.Current.Visible = true;
base.Initialize();
}
The part that got me by surprise was that I got rid of my base.Update(...) and base.Draw(...) calls and it actually prevented anything from ever being updated or called with the Ad. I also remember through my endeavor that the region was apparently important in some cases. Can't find the source for that. You might be able to get rid of it.
protected override void Update(GameTime gameTime)
{
//Your code here...
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
//Your code here...
base.Draw(gameTime);
}
Hope that helps! Good luck. I know I had a pretty nasty time figuring out why mine didn't work. Make sure your render order is correct to. I'm not sure, but perhaps you might be drawing everything ON the ad. I haven't looked into whether you could actually do that or if the depth field of the ad was always on top. I just leave my base.Draw(gameTime) at the bottom of everything else.

Related

Visual Studio C# VideoCapture

A while ago I wrote some cool vision stuff in c++. Later I found out my code needs to be added into an existing executable that is written in c#. Therefor, I want to write the same vision algorithmes in c# in such a way that my code can be run as an executable.
I have downloaded Emgu 3.3 and I use OpenCV 3.4 and Visual Studio 2017. C# is new for me. I did the tutorial where you make your form, give it some buttons and assign functions to the buttons. That all worked fine.
Then I started to look for ways on how to import a videofeed from my webcam into my form. So I just want to get a live feed from my webcam in my form. After 3 days of frustration I have gotten totally confused with all the references. Which one do I need which one do I not need. Every code that I find and try to implement as a start seems to give a different issue. And all I want is just one clean screen with my camera feed.
So sorry for this super long story, but can someone please help me.
I know I need to create a picturebox. I just want to obtain a VideoCapture from my webcam and send this directly to the picturebox. As as start of course. From there on I can continue figuring stuff out but I need the base.
From there on I would like to perform imageprocessing on the videofeed and display another picturebox with the edited videofeed. But that's all for later!
I hope my question isn't too vague since I also do not supply some code..
Thank you
A example of showing your Webcam in WinForm using VideoCapture of Emgu 3.3 is as below:
public partial class Form1 : Form
{
VideoCapture _capture;
private Mat _frame;
private void ProcessFrame(object sender, EventArgs e)
{
if (_capture != null && _capture.Ptr != IntPtr.Zero)
{
_capture.Retrieve(_frame, 0);
pictureBox1.Image = _frame.Bitmap;
}
}
public Form1()
{
InitializeComponent();
_capture = new VideoCapture(0);
_capture.ImageGrabbed += ProcessFrame;
_frame = new Mat();
if (_capture != null)
{
try
{
_capture.Start();
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
}
}

UmbrellaException which contains ClassCastException when using GWTBootstrap3 Extras Summernote event handling (KeyUp Event)

I try to handle a Summernote Keyup event with this:
myEditor.addSummernoteKeyUpHandler(new SummernoteKeyUpHandler() {
#Override
public void onSummernoteKeyUp(final SummernoteKeyUpEvent event) {
// TODO Auto-generated method stub
log.fine("hello");
}
});
I get a UmbrellaException which is IMHO a class cast exception.
This is the call stack
I identified the following spot where te cast failes:
#HasNoSideEffects
static native boolean canCast(Object src, JavaScriptObject dstId) /*-{
if (#com.google.gwt.lang.Cast::instanceOfString(*)(src)) {
return !!#com.google.gwt.lang.Cast::stringCastMap[dstId];
} else if (src.#java.lang.Object::castableTypeMap) {
return !!src.#java.lang.Object::castableTypeMap[dstId]; //<-- this returns false!!!
} else if (#com.google.gwt.lang.Cast::instanceOfDouble(*)(src)) {
return !!#com.google.gwt.lang.Cast::doubleCastMap[dstId];
} else if (#com.google.gwt.lang.Cast::instanceOfBoolean(*)(src)) {
return !!#com.google.gwt.lang.Cast::booleanCastMap[dstId];
}
return false;
}-*/;
dstId contains:
Any help greatly appreciated!
I tested this with a small demo which actually works. But in my large application, I get this exception and I don't see why.
Do you have any idea whats wrong here?
Best regards
Hannes
As Andrei suggested I set the style to DETAILED. I use Eclipse as a development environment. I decided to clean build the system (which I had done before). Now the problem has simply vanished !! Furthermore, I use SDBG (see: https://sdbg.github.io/) to debug my GWT application. This works pretty well (even without -style DETAILED). Now the very very strange thing remains. I can set breakpoints for my application and they all work well, except setting a breakpoint within the event handling method. I use a logger to print some text to the console, so I see that the event handler for summernote is actually called but the debugger will not stop. I checked whether the breakpoint is listed in the tab "Breakpoints" and it is and it is checked. I don't get it. Perhaps I have to rebuild all again.
But to keep long things short:
The solution to the problem is probably to really issue a clean build and then hope for the best.

Play a particle system when Time.timeScale = 0?

I have a particle system explosion that I want to play when the player dies. The idea that is that everything else pauses but the explosion continues, like the Pacman animation when you die (everything freezes and the pacman death animation plays).
Trouble is, it won't work. I know Time.timeScale = 0 pauses everything, and I've tried using this script to combat that, but it doesn't seem to be working:
void Update()
{
if (Time.timeScale < 0.01f)
{
particleSystem.Simulate(Time.deltaTime, true, false);
}
}
I have also tried this, but it doesn't work either:
private ParticleSystem pSystem;
public void Awake()
{
pSystem = gameObject.GetComponent<ParticleSystem>();
}
public void Play()
{
pSystem.Simulate(Time.unscaledDeltaTime,true,true);
}
public void Update()
{
pSystem.Simulate(Time.unscaledDeltaTime,true,false);
}
I have tried this code with a script that is attached to my explosion particle system prefab, which is instantiated at the player's position when you die.
Thanks!
UPDATE:
Turns out I had tried using particleSystem.Simulate(Time.unscaledDeltaTime, true, false);, but I was calling it in FixedUpdate() rather than Update().
However, the Asteroid Base post below posted by Garfty is really interesting and is probably worth doing in the long run!
One way you could do it is by using Time.unscaledDeltaTime
Another way you could approach something like this is by creating your own time manager, but it requires some discipline to stick to. The people at Asteroid Base wrote a nice article on something like this here.
I hope this helps!

Tools/Guide to Creating an Image Looper in GWT

I'm setting out to create a weather model display tool (web application), and from what I've seen, I'm really liking the idea of using Google Web Tools, and especially the SmartGWT toolkit. My one biggest sticking point at this point is finding some way to create a sort of image "looper" (displaying all images in a particular "set" one after another, not unlike a slide show). For reference, I need functionality (at least on a basic level) similar to this: http://rapidrefresh.noaa.gov/hrrrconus/jsloop.cgi?dsKeys=hrrr:&runTime=2012053007&plotName=cref_sfc&fcstInc=60&numFcsts=16&model=hrrr&ptitle=HRRR%20Model%20Fields%20-%20Experimental&maxFcstLen=15&fcstStrLen=-1&resizePlot=1&domain=full&wjet=1 (though it certainly need not be exactly like that).
Does anyone know of (ideally) some sort of GWT module that can do image looping? Or if not, does it sound like something an intermediate programmer could figure out without too much trouble (I'm willing to accept a challenge), even if I've never explicitly used GWT before? I'm sure I could whip together something that pulls each image in as it goes through a loop, but prefetching them would be even more ideal.
Please comment if you need clarification on anything!
As far as I'm aware there's not a pre-fab solution to do this, although maybe SmartGWT has something I don't know about. In any case, it won't be too hard to roll your own. Here's some code to get you started:
public class ImageLooper extends Composite {
// List of images that we will loop through
private final String[] imageUrls;
// Index of the image currently being displayed
private int currentImage = 0;
// The image element that will be displayed to the user
private final Image image = new Image();
// The Timer provides a means to execute arbitrary
// code after a delay or at regular intervals
private final Timer imageUpdateTimer = new Timer() {
public void run() {
currentImage = (currentImage + 1) % images.length;
image.setUrl(imageUrls[currentImage]);
}
}
// Constructor. I'll leave it to you how you're going to
// build your list of image urls.
public ImageLooper(String[] imageUrls) {
this.imageUrls = imageUrls;
// Prefetching the list of images.
for (String url : imageUrls)
Image.prefetch(url);
// Start by displaying the first image.
image.setUrl(imageUrls[0]);
// Initialize this Composite on the image. That means
// you can attach this ImageLooper to the page like you
// would any other Widget and it will show up as the
// image.
initWidget(image);
}
// Call this method to start the animation
public void playAnimation() {
// Update the image every two seconds
imageUpdateTimer.scheduleRepeating(2000);
}
// Call this method to stop the animation
public void stopAnimation() {
imageUpdateTimer.cancel();
}
}
One annoying thing with this implementation is that you have no way of knowing when your list of images has finished loading; Image.prefetch doesn't have a callback to help you here.

ViewModels and IsolatedStorageSettings

Im working on a MVVM Windows phone app that displays weather info.
When the app loads up it opens MainPage.xaml. It makes a call the the service to get weather info and binds that data to the UI. Both Fahrenheit and Celcius info are returned but only one is displayed.
On the setting page, the user can select to view the temp in either Fahrenheit or Celcius.
The user can change this setting at any time and its stored in IsolatedStorageSettings.
The issue Im having is this:
when the user navigates to the Settings page and changes their preference for either Fahrenheit or Celcius, this change is not reflected on the main page.
This issue started me thinking about this in a broader context. I can see this being an issue in ANY MVVM app where the display depends on some setting in IsolatedStorage. Any time any setting in the IsoStore is updated, how does the ViewModels know this? When I navigate back in the NavigationStack from the settings page back to MainPage how can I force a rebind of the page?
The data in my model hasnt changed, only the data that I want to display has changed.
Am I missing something simple here?
Thanks in advance.
Alex
Probably you have code like this:
public double DisplayTemperature
{
get { return (IsCelsium) ? Celsium : Fahrenheit; }
}
And IsCelsium is:
public double IsCelsium
{
get { return (bool)settings["IsCelsium"]; }
set { settings["IsCelsium"] = value; }
}
So you need to add NotifyPropertyChanged event to notify UI to get new values from DisplayTemperature property:
public double IsCelsium
{
get { return (bool)settings["IsCelsium"]; }
set
{
settings["IsCelsium"] = value;
NotifyPropertyChanged("DisplayTemperature");
}
}
Take a look at Caliburn Micro. You could implement something similar or use CM itself. When using CM I don't even think about this stuff, CM makes it so simple.
When your ViewModel inherits from Screen there are life-cycle events that fire that you can override. For example, OnInitialize fires the very first time the ViewModel is Activated and OnActivate fires every time the VM is activated. There's also OnViewAttached and OnViewLoaded.
These methods are the perfect place to put logic to populate or re-populate data.
CM also has some special built in features for allowing one to easily tombstone a single property or an entire object graph into Iso or phone state.
ok, so Ive come up with a solution. Before I get to it, let me provide some background. The app that Im working on uses both MVVM Light and WP7Contrib. That being the case, I am using Funq for DI and the MVVMLight Toolkit. After I posted my initial question, I gave the question a bit more thought. I remembered a video that I watched a while back from MIX2011 called Deep Dive MVVM with Laurent Bugnion
http://channel9.msdn.com/Events/MIX/MIX11/OPN03
In it, he talks about just this problem (view models not living at the same time) on Windows Phone. The part in question starts around the 19 minute mark.
Anyway, after I remembered that and realized that the ViewModel locator is exposed in App.xaml, this became a trivial problem to solve. When the user changes the Fahrenheit/Celcius option on the setting page, I simply get a reference to the MainViewModel via the ViewModelLocator and reset the collection that is bound to the UI thus causing the bindings to update.
public bool AddOrUpdateValue(string Key, Object value)
{
bool valueChanged = false;
// If the key exists
if (settings.Contains(Key))
{
// If the value has changed
if (settings[Key] != value)
{
// Store the new value
settings[Key] = value;
valueChanged = true;
}
}
// Otherwise create the key.
else
{
settings.Add(Key, value);
valueChanged = true;
}
return valueChanged;
}
public bool ImperialSetting
{
get
{
return GetValueOrDefault<bool>(ImperialSettingKeyName, ImperialSettingDefault);
}
set
{
if (AddOrUpdateValue(ImperialSettingKeyName, value))
{
Save();
RaisePropertyChanged("ImperialSettingText");
var vml = new ViewModelLocator();
vml.MainViewModel.Cities = (App.Current as App).Cities;
}
}
}
It was a mistake on my part not to realize that I could get access to the viewModel via the ViewModelLocator. Hopefully this post saves someone else the time I burned on this issue.

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