Getting computer name in Adobe AIR - actionscript-3

Hi all:
Can anyone tell me how to get local computer name using Adobe AIR.
Please reply me as soon as possible. Thanks in advance.

This might do the trick.
Last post on the page.
What I did in Air 2 to accomplish that is the following:
public function getHostName():void {
if(NativeProcess.isSupported) {
var OS:String = Capabilities.os.toLocaleLowerCase();
var file:File;
if (OS.indexOf('win') > -1) {
//Executable in windows
file = new File('C:\\Windows\\System32\\hostname.exe');
} else if (OS.indexOf('mac') > -1 ) {
//Executable in mac
} else if (OS.indexOf('linux')) {
//Executable in linux
}
var nativeProcessStartupInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
nativeProcessStartupInfo.executable = file;
var process:NativeProcess = new NativeProcess();
process.addEventListener(NativeProcessExitEvent.EXIT, onExitError);
process.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onOutput);
process.start(nativeProcessStartupInfo);
process.closeInput();
}
}
import utls.StringHelper;
public function onOutput(event:ProgressEvent):void {
var strHelper:StringHelper = new StringHelper();
var output:String = event.target.standardOutput.readUTFBytes(event.target.standardOutput.bytesAvailable);
output = strHelper.trimBack(output, "\n");
output = strHelper.trimBack(output, "\r");
trace('"'+output+'"');
}
The package that I used is from the manual:
package utls
{
public class StringHelper
{
public function StringHelper()
{
}
public function replace(str:String, oldSubStr:String, newSubStr:String):String {
return str.split(oldSubStr).join(newSubStr);
}
public function trim(str:String, char:String):String {
return trimBack(trimFront(str, char), char);
}
public function trimFront(str:String, char:String):String {
char = stringToCharacter(char);
if (str.charAt(0) == char) {
str = trimFront(str.substring(1), char);
}
return str;
}
public function trimBack(str:String, char:String):String {
char = stringToCharacter(char);
if (str.charAt(str.length - 1) == char) {
str = trimBack(str.substring(0, str.length - 1), char);
}
return str;
}
public function stringToCharacter(str:String):String {
if (str.length == 1) {
return str;
}
return str.slice(0, 1);
}
}
}

import flash.filesystem.File;
var OS:String = Capabilities.os.toLocaleLowerCase();
function currentOSUser():String {
var userDir:String = File.userDirectory.nativePath;
var userName:String = userDir.substr(userDir.lastIndexOf(File.separator) + 1);
return userName;
}
trace( 'Os : ' + OS );
trace( 'Os Name: ' + currentOSUser() );

Related

Serializing and deserializing objects

I am trying to serialize and deserialize my objects to save and load data.
I thought I was smart and introduced Attributes:
[ExposedProperty]
public float Width { get; set; }
[ExposedProperty]
public Color HoverColor { get; set; }
I have a PropertyData class:
[System.Serializable]
public class PropertyData
{
public string Name;
public string Type;
public object Value;
public override string ToString()
{
return "PropertyData ( Name = " + Name + ", Type = " + Type + ", Value = " + Value + ")";
}
}
So instead of writing an ObjectData class for every Object class I have that gets serialized into JSON, I though I'd write a Serializable class that does:
public List<PropertyData> SerializeProperties()
{
var list = new List<PropertyData>();
var type = this.GetType();
var properties = type.GetProperties(BindingFlags.Public | BindingFlags.Instance | BindingFlags.GetProperty)
.Where(p => p.GetCustomAttributes(typeof(ExposedPropertyAttribute), false).Length > 0)
.ToArray();//
for (int i = 0; i < properties.Length; i++)
{
var property = properties[i];
var data = new PropertyData();
data.Name = property.Name;
data.Type = property.PropertyType.Name;
data.Value = property.GetValue(this);
list.Add(data);
}
return list;
}
and also to deserialize:
protected void DeserializePropertyData(PropertyData data)
{
var p = this.GetType().GetProperty(data.Name);
if (p == null)
{
Debug.LogError("Item " + this + " does not have a property with name '" + data.Name + "'");
return;
}
var type = p.PropertyType;
try
{
//TODO do some magic here to deserialize any of the values.
TypeConverter typeConverter = TypeDescriptor.GetConverter(type);
object propValue = typeConverter.ConvertFromString(data.Value);
p.SetValue(this, propValue);
}
catch(FormatException fe)
{
Debug.Log($"Serializable, there was a format exception on property {data.Name} and value {data.Value} for type {type}");
}
catch(NotSupportedException nse)
{
Debug.Log($"Serializable, there was a not supported exception on property {data.Name} and value {data.Value} for type {type}");
}
finally
{
}
}
But as it turns out, I can't serialize or deserialize Color, or Vector3, or Quaternion, or whatever. It only works for bool, float, string, int...
Any ideas how to serialize/deserialize other objects properly?
Thanks for all the answers. I looked into the ISerializationSurrogate Interface and noticed that it can't be used for UnityEngine.Vector3 or UnityEngine.Color classes.
Then I looked into TypeConverter and also saw that you can't directly use it because you have to add the attribute [TypeConverter(typeof(CustomTypeConverter))] on top of the very class or struct you want to convert.
And at the end of the day, both TypeConverter and ISerializationSurrogate are simply pushing and parsing chars around to get the result. For a Vector3, you have to trim the "(", ")", split the string with a "," and perform float.Parse on every element of the split string array. For a Color, you have to trim "RGBA(" and ")", and do the exact same thing.
Deadline is tight, so I took the same principle and created a static class that does my converting:
public static class MyCustomTypeConverter
{
public static object ConvertFromString(string value, Type destinationType)
{
if (destinationType == typeof(string))
{
return value;
}
else if (destinationType == typeof(int))
{
return int.Parse(value);
}
else if (destinationType == typeof(float))
{
return float.Parse(value);
}
else if (destinationType == typeof(double))
{
return double.Parse(value);
}
else if (destinationType == typeof(long))
{
return long.Parse(value);
}
else if (destinationType == typeof(bool))
{
return bool.Parse(value);
}
else if (destinationType == typeof(Vector3))
{
var mid = value.Substring(1, value.Length - 2);
var values = mid.Split(",");
return new Vector3(
float.Parse(values[0], CultureInfo.InvariantCulture),
float.Parse(values[1], CultureInfo.InvariantCulture),
float.Parse(values[2], CultureInfo.InvariantCulture)
);
}
else if (destinationType == typeof(Vector4))
{
var mid = value.Substring(1, value.Length - 2);
var values = mid.Split(",");
return new Vector4(
float.Parse(values[0], CultureInfo.InvariantCulture),
float.Parse(values[1], CultureInfo.InvariantCulture),
float.Parse(values[2], CultureInfo.InvariantCulture),
float.Parse(values[3], CultureInfo.InvariantCulture)
);
}
else if (destinationType == typeof(Color))
{
var mid = value.Substring(5, value.Length - 6);
var values = mid.Split(",");
return new Color(
float.Parse(values[0], CultureInfo.InvariantCulture),
float.Parse(values[1], CultureInfo.InvariantCulture),
float.Parse(values[2], CultureInfo.InvariantCulture),
float.Parse(values[3], CultureInfo.InvariantCulture)
);
}
else if (destinationType == typeof(PrimitiveType))
{
var e = Enum.Parse<PrimitiveType>(value);
return e;
}
else if (destinationType == typeof(SupportedLightType))
{
var e = Enum.Parse<SupportedLightType>(value);
return e;
}
return null;
}
public static string ConvertToString(object value)
{
return value.ToString();
}
}
It works, does what I want, and I can extend it for further classes or structs. Quaternion or Bounds perhaps, but I don't need much more than that.
My Serialization class now does this:
public List<PropertyData> SerializeProperties()
{
var list = new List<PropertyData>();
var type = this.GetType();
var properties = type.GetProperties(BindingFlags.Public | BindingFlags.Instance | BindingFlags.GetProperty)
.Where(p => p.GetCustomAttributes(typeof(ExposedPropertyAttribute), false).Length > 0)
.ToArray();//
for (int i = 0; i < properties.Length; i++)
{
var property = properties[i];
var data = new PropertyData();
data.Name = property.Name;
data.Value = MyCustomTypeConverter.ConvertToString(property.GetValue(this));
list.Add(data);
}
return list;
}
and that:
protected void DeserializePropertyData(PropertyData data)
{
var p = this.GetType().GetProperty(data.Name);
if (p == null)
{
return;
}
var type = p.PropertyType;
object propValue = MyCustomTypeConverter.ConvertFromString(data.Value, type);
p.SetValue(this, propValue);
}

How to get Address from Lat Long

Hello i am creating App for iOS and Android. The issue i want to fix that on the load on page i want to display the map with the address. I can get Lat Long successfully but i cannot getting address that i want to display on a label. Below is my code that i am using.
using Plugin.Geolocator;
using Xamarin.Forms.Maps;
private Position _position;
// Map map;
double Lat, Long;
string address = "";
public TestPage()
{
NavigationPage.SetHasNavigationBar(this, false);
InitializeComponent();
GetPosition();
if (_position != null)
{
Lat = _position.Latitude;
Long = _position.Longitude;
}
//Task<String> str = GetAddress();
map.MoveToRegion(MapSpan.FromCenterAndRadius(new Position(Lat, Long), Distance.FromMiles(1)));
var position = new Position(Lat, Long);
var pin = new Pin
{
Type = PinType.Place,
Position = position,
Label = ""
};
map.Pins.Add(pin);
var zoomLevel = 17.83;
var latlongdegrees = 360 / (Math.Pow(2, zoomLevel));
map.MoveToRegion(new MapSpan(position, latlongdegrees, latlongdegrees));
LabelTime.Text = DateTime.Now.ToString("hh:mm tt") + " " + DateTime.Now.ToString("MM/dd/yyyy");
string recentAddress = address; // trying to get adderss for location
}
GetPosition()
public async void GetPosition()
{
Plugin.Geolocator.Abstractions.Position position = null;
try
{
var locator = CrossGeolocator.Current;
locator.DesiredAccuracy = 100.0;
position = await locator.GetLastKnownLocationAsync();
if (position != null)
{
_position = new Position(position.Latitude, position.Longitude);
//got a cahched position, so let's use it.
return;
}
if (!locator.IsGeolocationAvailable || !locator.IsGeolocationEnabled)
{
//not available or enabled
return;
}
position = await locator.GetPositionAsync(TimeSpan.FromSeconds(10), null, true);
}
catch (Exception ex)
{
// error(ex.Message, Convert.ToString(ex.InnerException), ex.Source, ex.StackTrace);
}
_position = new Position(position.Latitude, position.Longitude);
if (position == null)
return;
}
GetAddress()
public async Task<String> GetAddress()
{
// string Addrsss = "";
try
{
Geocoder geoCoder = new Geocoder();
if (_position != null)
{
var possibleAddresses = await geoCoder.GetAddressesForPositionAsync(_position);
await Task.Delay(2000);
foreach (var a in possibleAddresses)
{
address += a + "\n";
}
}
return address;
}
catch (Exception ex)
{
throw;
}
}
I also try to get the current address on OnAppearing()
protected override void OnAppearing()
{
this.Appearing += TestPage_Appearing; //Subscribe to event
base.OnAppearing();
}
protected async void TestPage_Appearing(object sender, EventArgs args)
{
GetPosition();
address= await GetAddress();
string a = address;
this.Appearing -= TestPage_Appearing; //Unsubscribe
}
You can get placemark address using Xamarin.Essentials as below,
protected async override void OnAppearing()
{
await GetAddress();
}
private async Task GetAddress()
{
var lat = 47.673988;
var lon = -122.121513;
var placemarks = await Geocoding.GetPlacemarksAsync(lat, lon);
var placemark = placemarks?.FirstOrDefault();
if (placemark != null)
{
var geocodeAddress =
$"AdminArea: {placemark.AdminArea}\n" +
$"CountryCode: {placemark.CountryCode}\n" +
$"CountryName: {placemark.CountryName}\n" +
$"FeatureName: {placemark.FeatureName}\n" +
$"Locality: {placemark.Locality}\n" +
$"PostalCode: {placemark.PostalCode}\n" +
$"SubAdminArea: {placemark.SubAdminArea}\n" +
$"SubLocality: {placemark.SubLocality}\n" +
$"SubThoroughfare: {placemark.SubThoroughfare}\n" +
$"Thoroughfare: {placemark.Thoroughfare}\n";
Console.WriteLine(geocodeAddress);
}
}
refer this link for in depth details
Also this one for detailed implementation

Import CSV-FILE to AX2012

I am trying to Import a csv-FILE in AX 2012
(Fields: FirstName, LastName, Birthdate, Jerseynumber)
class SYCImportData_Roster
{
}
public static void main(Args _args)
{
SYCImportData_Roster importData_Roster;
;
importData_Roster = new SYCImportData_Roster();
importData_Roster.run();
}
public void run()
{
AsciiIo rosterFile;
SYCu17roster u17RosterTable;
FilenameOpen filenameopen;
container records;
int totalRecords;
#FILE
;
filenameopen = this.dialog();
rosterFile = new AsciiIo(filenameopen, #IO_READ);
if ((!rosterFile) || (rosterFile.status() != IO_Status::Ok))
{
throw error("#SYC71");
}
rosterFile.inFieldDelimiter(#delimiterSemicolon);
try
{
ttsBegin;
while (rosterFile.status() == IO_Status::Ok)
{
records = rosterFile.read();
if (!records)
{
break;
}
totalRecords++;
this.doForEach(records);
}
ttsCommit;
}
catch (Exception::Error)
{
if (rosterFile)
{
rosterFile.finalize();
rosterFile = null;
}
throw error("#SYC70");
}
info(strFmt("#SYC52" + " = %1", totalRecords));
}
public FilenameOpen dialog()
{
Dialog dialog;
DialogField DF_dialogfield;
FilenameOpen filenameopen;
#FILE
;
dialog = new Dialog("Kaderliste importieren");
DF_dialogfield = dialog.addField(extendedTypeStr(filenameopen));
dialog.filenameLookupFilter(['csv' , '*' + #CSV, 'xlsx', '*' + #XLSX]);
if (!dialog.run())
{
throw error("#SYC70");
}
filenameopen = DF_dialogfield.value();
return filenameopen;
}
private void doForEach(container _records)
{
SYCu17roster u17rosterTable;
;
u17rosterTable.clear();
u17rosterTable.FirstName = conPeek(_records, 1);
u17rosterTable.LastName = conPeek(_records, 2);
u17rosterTable.BirthDate = conPeek(_records, 3);
u17rosterTable.jerseyNumber = conPeek(_records, 4);
u17rosterTable.insert();
}
The Error I get:
Error executing Code. Wrong type of Argument for conversion function.
Stack trace
(C)\Classes\SYCimportData_Roster\doForEach - line 10
(C)\Classes\SYCimportData_Roster\run- line 35
(C)\Classes\SYCimportData_Roster\main- line 8
I think it has to do something with the way the Birthdate field ist in my csv file.
Example:
Tom;Richards;28.02.1990;12

Facebook SDK Integration - LoadPicture Method ERROR

So hi to #ll this is my fist post/question on stackoverflow :D
I need help # following :
So i integrated the Facebook SDk sucessfully in my game but i´dont get the profile picture working ...
So i tryied it oldshool on Facebooks "Tutotial" Way and followed all steps to implement login functions and so on ...
I´ve downloaded the "friendsmash_start" Sample and implemented that Stuff ...
My Main Problem is i don´t get ahead with this problem and can´t figure out what i´m doing wrong so i´m hoping for help.
Here´s the complete Code from the MainMenu Script from the sample which is the only i´ve changed ... like in the tutorial ...
Unity shows me this Error -> "The name 'LoadPicture' does not exist in the current context ... so the errors are on these two parts of code :
"LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);" in the "OnLoggedIn" function
"LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);" in the "MyPictureCallback" function
I don´t understand it cause i searched myself in the script for this function "LoadPicture" and find nothing that was ... according to the "Tutorial" of facebook here :
https://developers.facebook.com/docs/games/unity/unity-tutorial?locale=de_DE
the function should be there cause they wrote there :
"Take a look at the LoadPicture method also in MainMenu.cs to see how we use the Unity WWW class to load the image returned by the graph API."
But i can´t find it :(
HOPE SOMEONE CAN HELP ME I DON´T GET IT ...
Have that problem unfortunately very long time ... thats enoying. :(
HERE`S THE FULL CODE OF MAINMENU.CS :
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Facebook.MiniJSON;
using System;
public class MainMenu : MonoBehaviour
{
// Inspector tunable members //
public Texture ButtonTexture;
public Texture PlayTexture; // Texture for main menu button icons
public Texture BragTexture;
public Texture ChallengeTexture;
public Texture StoreTexture;
public Texture FullScreenTexture;
public Texture FullScreenActiveTexture;
public Texture ResourcesTexture;
public Vector2 CanvasSize; // size of window on canvas
public Rect LoginButtonRect; // Position of login button
public Vector2 ResourcePos; // position of resource indicators (not used yet)
public Vector2 ButtonStartPos; // position of first button in main menu
public float ButtonScale; // size of main menu buttons
public float ButtonYGap; // gap between buttons in main menu
public float ChallengeDisplayTime; // Number of seconds the request sent message is displayed for
public Vector2 ButtonLogoOffset; // Offset determining positioning of logo on buttons
public float TournamentStep; // Spacing between tournament entries
public float MouseScrollStep = 40; // Amount score table moves with each step of the mouse wheel
public PaymentDialog paymentDialog;
public GUISkin MenuSkin;
public int CoinBalance;
public int NumLives;
public int NumBombs;
public Texture[] CelebTextures;
public string [] CelebNames;
// Private members //
private static MainMenu instance;
private static List<object> friends = null;
private static Dictionary<string, string> profile = null;
private static List<object> scores = null;
private static Dictionary<string, Texture> friendImages = new Dictionary<string, Texture>();
private Vector2 scrollPosition = Vector2.zero;
private bool haveUserPicture = false;
private float tournamentLength = 0;
private int tournamentWidth = 512;
private int mainMenuLevel = 0; // Level index of main menu
private string popupMessage;
private float popupTime;
private float popupDuration;
void Awake()
{
Util.Log("Awake");
paymentDialog = ((PaymentDialog)(GetComponent("PaymentDialog")));
// allow only one instance of the Main Menu
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
#if UNITY_WEBPLAYER
// Execute javascript in iframe to keep the player centred
string javaScript = #"
window.onresize = function() {
var unity = UnityObject2.instances[0].getUnity();
var unityDiv = document.getElementById(""unityPlayerEmbed"");
var width = window.innerWidth;
var height = window.innerHeight;
var appWidth = " + CanvasSize.x + #";
var appHeight = " + CanvasSize.y + #";
unity.style.width = appWidth + ""px"";
unity.style.height = appHeight + ""px"";
unityDiv.style.marginLeft = (width - appWidth)/2 + ""px"";
unityDiv.style.marginTop = (height - appHeight)/2 + ""px"";
unityDiv.style.marginRight = (width - appWidth)/2 + ""px"";
unityDiv.style.marginBottom = (height - appHeight)/2 + ""px"";
}
window.onresize(); // force it to resize now";
Application.ExternalCall(javaScript);
#endif
DontDestroyOnLoad(gameObject);
instance = this;
// Initialize FB SDK
FB.Init(SetInit, OnHideUnity);
}
private void SetInit()
{
Util.Log("SetInit");
enabled = true; // "enabled" is a property inherited from MonoBehaviour
if (FB.IsLoggedIn)
{
Util.Log("Already logged in");
OnLoggedIn();
}
}
private void OnHideUnity(bool isGameShown)
{
Util.Log("OnHideUnity");
if (!isGameShown)
{
// pause the game - we will need to hide
Time.timeScale = 0;
}
else
{
// start the game back up - we're getting focus again
Time.timeScale = 1;
}
}
private void QueryScores()
{
FB.API("/app/scores?fields=score,user.limit(20)", Facebook.HttpMethod.GET, ScoresCallback);
}
private int getScoreFromEntry(object obj)
{
Dictionary<string,object> entry = (Dictionary<string,object>) obj;
return Convert.ToInt32(entry["score"]);
}
void ScoresCallback(FBResult result)
{
Util.Log("ScoresCallback");
if (result.Error != null)
{
Util.LogError(result.Error);
return;
}
scores = new List<object>();
List<object> scoresList = Util.DeserializeScores(result.Text);
foreach(object score in scoresList)
{
var entry = (Dictionary<string,object>) score;
var user = (Dictionary<string,object>) entry["user"];
string userId = (string)user["id"];
if (string.Equals(userId,FB.UserId))
{
// This entry is the current player
int playerHighScore = getScoreFromEntry(entry);
Util.Log("Local players score on server is " + playerHighScore);
if (playerHighScore < GameStateManager.Score)
{
Util.Log("Locally overriding with just acquired score: " + GameStateManager.Score);
playerHighScore = GameStateManager.Score;
}
entry["score"] = playerHighScore.ToString();
GameStateManager.HighScore = playerHighScore;
}
scores.Add(entry);
if (!friendImages.ContainsKey(userId))
{
// We don't have this players image yet, request it now
LoadPictureAPI(Util.GetPictureURL(userId, 128, 128),pictureTexture =>
{
if (pictureTexture != null)
{
friendImages.Add(userId, pictureTexture);
}
});
}
}
// Now sort the entries based on score
scores.Sort(delegate(object firstObj,
object secondObj)
{
return -getScoreFromEntry(firstObj).CompareTo(getScoreFromEntry(secondObj));
}
);
}
void OnApplicationFocus( bool hasFocus )
{
Util.Log ("hasFocus " + (hasFocus ? "Y" : "N"));
}
// Convenience function to check if mouse/touch is the tournament area
private bool IsInTournamentArea (Vector2 p)
{
return p.x > Screen.width-tournamentWidth;
}
// Scroll the tournament view by some delta
private void ScrollTournament(float delta)
{
scrollPosition.y += delta;
if (scrollPosition.y > tournamentLength - Screen.height)
scrollPosition.y = tournamentLength - Screen.height;
if (scrollPosition.y < 0)
scrollPosition.y = 0;
}
// variables for keeping track of scrolling
private Vector2 mouseLastPos;
private bool mouseDragging = false;
void Update()
{
if(Input.touches.Length > 0)
{
Touch touch = Input.touches[0];
if (IsInTournamentArea (touch.position) && touch.phase == TouchPhase.Moved)
{
// dragging
ScrollTournament (touch.deltaPosition.y*3);
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
ScrollTournament (MouseScrollStep);
}
else if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
ScrollTournament (-MouseScrollStep);
}
if (Input.GetMouseButton(0) && IsInTournamentArea(Input.mousePosition))
{
if (mouseDragging)
{
ScrollTournament (Input.mousePosition.y - mouseLastPos.y);
}
mouseLastPos = Input.mousePosition;
mouseDragging = true;
}
else
mouseDragging = false;
}
// Button drawing logic //
private Vector2 buttonPos; // Keeps track of where we've got to on the screen as we draw buttons
private void BeginButtons()
{
// start drawing buttons at the chosen start position
buttonPos = ButtonStartPos;
}
private bool DrawButton(string text, Texture texture)
{
// draw a single button and update our position
bool result = GUI.Button(new Rect (buttonPos.x,buttonPos.y, ButtonTexture.width * ButtonScale, ButtonTexture.height * ButtonScale),text,MenuSkin.GetStyle("menu_button"));
Util.DrawActualSizeTexture(ButtonLogoOffset*ButtonScale+buttonPos,texture,ButtonScale);
buttonPos.y += ButtonTexture.height*ButtonScale + ButtonYGap;
if (paymentDialog.DialogEnabled)
result = false;
return result;
}
void OnGUI()
{
GUI.skin = MenuSkin;
if (Application.loadedLevel != mainMenuLevel) return; // don't display anything except when in main menu
GUILayout.Box("", MenuSkin.GetStyle("panel_welcome"));
if (!FB.IsLoggedIn)
{
GUI.Label((new Rect(179, 11, 287, 160)), "Login to Facebook", MenuSkin.GetStyle("text_only"));
if (GUI.Button(LoginButtonRect, "", MenuSkin.GetStyle("button_login")))
{
FB.Login("email,publish_actions", LoginCallback);
}
}
if (FB.IsLoggedIn)
{
string panelText = "Welcome ";
panelText += (!string.IsNullOrEmpty(GameStateManager.Username)) ? string.Format("{0}!", GameStateManager.Username) : "Smasher!";
if (GameStateManager.UserTexture != null)
GUI.DrawTexture( (new Rect(8,10, 150, 150)), GameStateManager.UserTexture);
GUI.Label( (new Rect(179 , 11, 287, 160)), panelText, MenuSkin.GetStyle("text_only"));
}
string subTitle = "Let's smash some friends!";
if (GameStateManager.Score > 0)
{
subTitle = "Score: " + GameStateManager.Score.ToString();
}
if (!string.IsNullOrEmpty(subTitle))
{
GUI.Label( (new Rect(132, 28, 400, 160)), subTitle, MenuSkin.GetStyle("sub_title"));
}
BeginButtons();
if (DrawButton("Play",PlayTexture))
{
onPlayClicked();
}
if (FB.IsLoggedIn)
{
// Draw resources bar
Util.DrawActualSizeTexture(ResourcePos,ResourcesTexture);
Util.DrawSimpleText(ResourcePos + new Vector2(47,5) ,MenuSkin.GetStyle("resources_text"),string.Format("{0}",CoinBalance));
Util.DrawSimpleText(ResourcePos + new Vector2(137,5) ,MenuSkin.GetStyle("resources_text"),string.Format("{0}",NumBombs));
Util.DrawSimpleText(ResourcePos + new Vector2(227,5) ,MenuSkin.GetStyle("resources_text"),string.Format("{0}",NumLives));
}
#if UNITY_WEBPLAYER
if (Screen.fullScreen)
{
if (DrawButton("Full Screen",FullScreenActiveTexture))
SetFullscreenMode(false);
}
else
{
if (DrawButton("Full Screen",FullScreenTexture))
SetFullscreenMode(true);
}
#endif
DrawPopupMessage();
}
public void AddPopupMessage(string message, float duration)
{
popupMessage = message;
popupTime = Time.realtimeSinceStartup;
popupDuration = duration;
}
public void DrawPopupMessage()
{
if (popupTime != 0 && popupTime + popupDuration > Time.realtimeSinceStartup)
{
// Show message that we sent a request
Rect PopupRect = new Rect();
PopupRect.width = 800;
PopupRect.height = 100;
PopupRect.x = Screen.width / 2 - PopupRect.width / 2;
PopupRect.y = Screen.height / 2 - PopupRect.height / 2;
GUI.Box(PopupRect,"",MenuSkin.GetStyle("box"));
GUI.Label(PopupRect, popupMessage, MenuSkin.GetStyle("centred_text"));
}
}
void TournamentGui()
{
GUILayout.BeginArea(new Rect((Screen.width - 450),0,450,Screen.height));
// Title box
GUI.Box (new Rect(0, - scrollPosition.y, 100,200), "", MenuSkin.GetStyle("tournament_bar"));
GUI.Label (new Rect(121 , - scrollPosition.y, 100,200), "Tournament", MenuSkin.GetStyle("heading"));
Rect boxRect = new Rect();
if(scores != null)
{
var x = 0;
foreach(object scoreEntry in scores)
{
Dictionary<string,object> entry = (Dictionary<string,object>) scoreEntry;
Dictionary<string,object> user = (Dictionary<string,object>) entry["user"];
string name = ((string) user["name"]).Split(new char[]{' '})[0] + "\n";
string score = "Smashed: " + entry["score"];
boxRect = new Rect(0, 121+(TournamentStep*x)-scrollPosition.y , 100,128);
// Background box
GUI.Box(boxRect,"",MenuSkin.GetStyle("tournament_entry"));
// Text
GUI.Label (new Rect(24, 136 + (TournamentStep * x) - scrollPosition.y, 100,128), (x+1)+".", MenuSkin.GetStyle("tournament_position")); // Rank e.g. "1.""
GUI.Label (new Rect(250,145 + (TournamentStep * x) - scrollPosition.y, 300,100), name, MenuSkin.GetStyle("tournament_name")); // name
GUI.Label (new Rect(250,193 + (TournamentStep * x) - scrollPosition.y, 300,50), score, MenuSkin.GetStyle("tournament_score")); // score
Texture picture;
if (friendImages.TryGetValue((string) user["id"], out picture))
{
GUI.DrawTexture(new Rect(118,128+(TournamentStep*x)-scrollPosition.y,115,115), picture); // Profile picture
}
x++;
}
}
else GUI.Label (new Rect(180,270,512,200), "Loading...", MenuSkin.GetStyle("text_only"));
// Record length so we know how far we can scroll to
tournamentLength = boxRect.y + boxRect.height + scrollPosition.y;
GUILayout.EndArea();
}
// React to menu buttons //
private void onPlayClicked()
{
Util.Log("onPlayClicked");
if (friends != null && friends.Count > 0)
{
// Select a random friend and get their picture
Dictionary<string, string> friend = Util.RandomFriend(friends);
GameStateManager.FriendName = friend["first_name"];
GameStateManager.FriendID = friend["id"];
GameStateManager.CelebFriend = -1;
LoadPictureURL(friend["image_url"],FriendPictureCallback);
}
else
{
//We can't access friends
GameStateManager.CelebFriend = UnityEngine.Random.Range(0,CelebTextures.Length - 1);
GameStateManager.FriendName = CelebNames[GameStateManager.CelebFriend];
}
// Start the main game
Application.LoadLevel("GameStage");
GameStateManager.Instance.StartGame();
}
public void SetFullscreenMode (bool on)
{
if (on)
{
Screen.SetResolution (Screen.currentResolution.width, Screen.currentResolution.height, true);
}
else
{
Screen.SetResolution ((int)CanvasSize.x, (int)CanvasSize.y, false);
}
}
public static void FriendPictureCallback(Texture texture)
{
GameStateManager.FriendTexture = texture;
}
delegate void LoadPictureCallback (Texture texture);
IEnumerator LoadPictureEnumerator(string url, LoadPictureCallback callback)
{
WWW www = new WWW(url);
yield return www;
callback(www.texture);
}
void LoadPictureAPI (string url, LoadPictureCallback callback)
{
FB.API(url,Facebook.HttpMethod.GET,result =>
{
if (result.Error != null)
{
Util.LogError(result.Error);
return;
}
var imageUrl = Util.DeserializePictureURLString(result.Text);
StartCoroutine(LoadPictureEnumerator(imageUrl,callback));
});
}
void LoadPictureURL (string url, LoadPictureCallback callback)
{
StartCoroutine(LoadPictureEnumerator(url,callback));
}
void LoginCallback(FBResult result)
{
Util.Log("LoginCallback");
if (FB.IsLoggedIn)
{
OnLoggedIn();
}
}
void OnLoggedIn()
{
Util.Log("Logged in. ID: " + FB.UserId);
// Reqest player info and profile picture
FB.API("/me?fields=id,first_name,friends.limit(100).fields(first_name,id)", Facebook.HttpMethod.GET, APICallback);
LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);
}
void APICallback(FBResult result)
{
Util.Log("APICallback");
if (result.Error != null)
{
Util.LogError(result.Error);
// Let's just try again
FB.API("/me?fields=id,first_name,friends.limit(100).fields(first_name,id)", Facebook.HttpMethod.GET, APICallback);
return;
}
profile = Util.DeserializeJSONProfile(result.Text);
GameStateManager.Username = profile["first_name"];
friends = Util.DeserializeJSONFriends(result.Text);
}
void MyPictureCallback(Texture texture)
{
Util.Log("MyPictureCallback");
if (texture == null)
{
// Let's just try again
LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);
return;`
}
GameStateManager.UserTexture = texture;
}
}
change the word "LoadPicture" for "LoadPictureAPI".
For reference see:
https://github.com/fbsamples/friendsmash-unity/blob/master/friendsmash_payments_start/Assets/Scripts/MainMenu.cs

IllegalStateException BlackBerry

public class show extends MainScreen {
private String date1;
private long date1l;
private long date2l;
private LabelField curDate = new LabelField();
private LabelField toDate = new LabelField();
private LabelField diffe = new LabelField();
// private LabelField info;
// private LabelField empty;
// private InvokeBrowserHyperlinkField hello;
ButtonField activate = null;
ButtonField disactivate = null;
Timer timer;
Timer timer2;
public String date1s[];
int d, m, y;
int x = 1;
String day, hour, minute;
Date date = new Date();
Calendar calendar = Calendar.getInstance();;
SimpleDateFormat dateFormat = new SimpleDateFormat("dd MM yyyy HH mm");
public show() {
add(curDate);
add(toDate);
add(new SeparatorField());
add(diffe);
timer = new Timer();
timer.scheduleAtFixedRate(new TimerTick(), 0, 1000);
}
private class TimerTick extends TimerTask {
public void run() {
if (x != 0) {
date1l = date.getTime();
try {
date1 = dateFormat.format(calendar.getTime());
} catch (Exception e) {
e.printStackTrace();
}
Calendar cal = Calendar.getInstance();
cal.setTimeZone(TimeZone.getTimeZone("GMT+7:00"));
cal.set(Calendar.HOUR_OF_DAY, 0);
cal.set(Calendar.MINUTE, 0);
cal.set(Calendar.MONTH, 1);
cal.set(Calendar.DATE, 1);
cal.set(Calendar.YEAR, 2012);
date2l = cal.getTime().getTime();
date1s = StringUtilities.stringToWords(date1);
d = Integer.parseInt(date1s[0]);
m = Integer.parseInt(date1s[1]);
y = Integer.parseInt(date1s[2]);
display();
} else {
timer.cancel();
}
}
}
public void display() {
String monw = convertToWords(m);
curDate.setText("Current Date = " + d + " " + monw + " " + y + " "
+ date1s[3] + ":" + date1s[4]);
toDate.setText("To Date = 1 February 2012 00:00");
long diffms = date2l - date1l;
long ds = diffms / 1000;
long dm = ds / 60;
long dh = dm / 60;
long dd = dh / 24;
long q = dd;
long h = (ds - (dd * 24 * 60 * 60)) / (60 * 60);
long m = (ds - (dh * 60 * 60)) / 60;
diffe.setText("Remaining Time : \n" + Long.toString(q) + " day(s) "
+ Long.toString(h) + " hour(s) " + Long.toString(m)
+ " minute(s)");
day = Long.toString(q);
hour = Long.toString(h);
minute = Long.toString(m);
showMessage();
}
/*
* private void link() { empty = new LabelField("\n\n"); add(empty); hello =
* new InvokeBrowserHyperlinkField("Click here",
* "http://indri.dedicated-it.com/wordpress/?page_id=17"); add(hello); info
* = new LabelField("\n\nPress menu then choose \"Get Link\" to access");
* add(info); }
*/
void showMessage() {
activate = new ButtonField("Activate", FIELD_HCENTER) {
protected boolean navigationClick(int action, int time) {
if (activate.isFocus()) {
Dialog.alert("Started!!");
Start();
}
return true;
}
};
add(activate);
disactivate = new ButtonField("Disactivate", FIELD_HCENTER) {
protected boolean navigationClick(int action, int time) {
if (disactivate.isFocus()) {
Dialog.alert("Stopped!!");
timer2.cancel();
}
return true;
}
};
add(disactivate);
/*
* UiEngine ui = Ui.getUiEngine(); Screen screen = new
* Dialog(Dialog.D_OK, data, Dialog.OK,
* Bitmap.getPredefinedBitmap(Bitmap.EXCLAMATION),
* Manager.VERTICAL_SCROLL); ui.queueStatus(screen, 1, true);
*/
}
public void Start() {
timer2 = new Timer();
timer2.scheduleAtFixedRate(new TimerTick2(), 0, 6000);
}
private class TimerTick2 extends TimerTask {
public void run() {
UiApplication.getUiApplication().invokeLater(new Runnable() {
public void run() {
synchronized (Application.getEventLock()) {
UiEngine ui = Ui.getUiEngine();
Screen screen = new Dialog(Dialog.D_OK, "Hello!",
Dialog.OK,
Bitmap.getPredefinedBitmap(Bitmap.EXCLAMATION),
Manager.VERTICAL_SCROLL);
ui.pushGlobalScreen(screen, 1, UiEngine.GLOBAL_QUEUE);
}
}
});
}
}
private String convertToWords(int m) {
String w = "";
switch (m) {
case 1:
w = "January";
break;
case 2:
w = "February";
break;
case 3:
w = "March";
break;
case 4:
w = "April";
break;
case 5:
w = "May";
break;
case 6:
w = "June";
break;
case 7:
w = "July";
break;
case 8:
w = "August";
break;
case 9:
w = "September";
break;
case 10:
w = "October";
break;
case 11:
w = "November";
break;
case 12:
w = "December";
break;
}
return w;
}
public boolean onClose() {
UiApplication.getUiApplication().requestBackground();
return true;
}
}
What actually is JVM 104 IllegalStateException? This program is a countdown program, which counts the remaining time from today until February 1st. Also, I implement a timer function that appears even if the application is closed. Can u please help me locate the problem? Thank you
As Richard said, you are trying to update LabelField from another thread. Try the following code snippet:
synchronized (UiApplication.getEventLock()) {
labelField.setText();
}
Try this below code and change according to your requirement;
public class FirstScreen extends MainScreen implements FieldChangeListener
{
LabelField label;
Timer timer;
TimerTask timerTask;
int secs=0;
long start,end;
String startDate="2012-01-28",endDate="2012-01-29";
ButtonField startCountDown;
public FirstScreen()
{
createGUI();
}
private void createGUI()
{
startCountDown=new ButtonField("Start");
startCountDown.setChangeListener(this);
add(startCountDown);
}
public void fieldChanged(Field field, int context)
{
if(field==startCountDown)
{
start=System.currentTimeMillis();
//this is the current time milliseconds; if you want to use two different dates
//except current date then put the comment for "start=System.currentTimeMillis();" and
//remove comments for the below two lines;
//Date date=new Date(HttpDateParser.parse(startDate));
//start=date.getTime();
Date date=new Date(HttpDateParser.parse(endDate));
end=date.getTime();
int difference=(int)(end-start);
difference=difference/1000;//Now converted to seconds;
secs=difference;
Status.show("Seconds: "+secs,100);
callTheTimer();
}
}
public void callTheTimer()
{
label=new LabelField();
add(label);
timer=new Timer();
timerTask=new TimerTask()
{
public void run()
{
synchronized (UiApplication.getEventLock())
{
if(secs!=0)
{
label.setText(""+(secs--)+" secs");
}
else
{
timer.cancel();
UiApplication.getUiApplication().invokeLater(new Runnable()
{
public void run()
{
label.setText("");
Dialog.alert("Times Up");
}
});
}
}
}
};
timer.schedule(timerTask, 0, 1000);
}
protected boolean onSavePrompt()
{
return true;
}
public boolean onMenu(int instance)
{
return true;
}
public boolean onClose()
{
UiApplication.getUiApplication().requestBackground();
return super.onClose();
}
}
In this code I am taking taking two different dates and start the countdown by taking their difference(in seconds); See the comments in the code;