Java binary compatibility issue: sun.font.FontManager class became interface - java

I am using the Lobo - Java Web Browser library, and it gives me an exception which after some research I determined could be due to the library having been complied against an older version of Java.
The code is as follows:
import java.io.IOException;
import org.lobobrowser.html.UserAgentContext;
import org.lobobrowser.html.parser.DocumentBuilderImpl;
import org.lobobrowser.html.parser.InputSourceImpl;
import org.lobobrowser.html.test.SimpleUserAgentContext;
import org.xml.sax.SAXException;
public class Cobratest
{
public static void main(String[] args) throws SAXException, IOException
{
UserAgentContext uAgent = new SimpleUserAgentContext();
DocumentBuilderImpl docBuild = new DocumentBuilderImpl(uAgent);
docBuild.parse(new InputSourceImpl("http://dic.amdz.com/"));
}
}
and the stack trace is:
Exception in thread "main" java.lang.IncompatibleClassChangeError: Found interface sun.font.FontManager, but class was expected
at org.lobobrowser.util.gui.FontFactory.createFont(FontFactory.java:210)
at org.lobobrowser.util.gui.FontFactory.createFont_Impl(FontFactory.java:180)
at org.lobobrowser.util.gui.FontFactory.createFont(FontFactory.java:127)
at org.lobobrowser.util.gui.FontFactory.getFont(FontFactory.java:98)
at org.lobobrowser.html.style.StyleSheetRenderState.<clinit>(StyleSheetRenderState.java:43)
at org.lobobrowser.html.domimpl.NodeImpl.<clinit>(NodeImpl.java:39)
at org.lobobrowser.html.parser.DocumentBuilderImpl.createDocument(DocumentBuilderImpl.java:143)
at org.lobobrowser.html.parser.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:97)
when I examined org.lobobrowser.util.gui.FontFactory.createFont I found out there is an interface called FontManager which changed from the previous version of Java. In this FontFactory class, they used a class of this interface which is no longer available. How can I fix this problem?
the interface FontManager:
package sun.font;
import java.awt.Font;
import java.awt.FontFormatException;
import java.io.File;
public interface FontManager {
public static final int NO_FALLBACK = 0;
public static final int PHYSICAL_FALLBACK = 1;
public static final int LOGICAL_FALLBACK = 2;
public boolean registerFont(Font font);
public void deRegisterBadFont(Font2D font2d);
public Font2D findFont2D(String string, int i, int i1);
public Font2D createFont2D(File file, int i, boolean bln, CreatedFontTracker cft) throws FontFormatException;
public boolean usingPerAppContextComposites();
public Font2DHandle getNewComposite(String string, int i, Font2DHandle fdh);
public void preferLocaleFonts();
public void preferProportionalFonts();
}
and the class used in the library which is not available:
return FontManager.getCompositeFontUIResource(new Font(name, style, size));

I think 'sun.font.FontManager'was removed with Java7, so if you must use it (I'd recommend against it and look for another package instead) you could try running it with java6.

The LoboBrowser project has been superseded by LoboEvolution, but there's a patch that's mentioned for the obsolete LoboBrowser implementation.
Update FontFactory.java to import a public method and revise the createFont method as follows:
import static javax.swing.text.StyleContext.*;
private Font createFont(String name, int style, int size) {
return getDefaultStyleContext().getFont(name, style, size);
}

javax.swing.text.StyleContext.getDefaultStyleContext.getFont might work for you, across JDK releases.
See further http://elliotth.blogspot.com.au/2007/04/far-east-asian-fonts-with-java-7-on.html

Related

Item textures are pink/black

I've tried to modify minecraft by adding a new item called "uranium". Therefore I created the class "Trauma.java" in the main package and a few other classes listed below.
All packages and classes:
Package Explorer
Trauma.java
package main;
import items.ItemUranium;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;
import proxy.ServerProxy;
#Mod(modid = Trauma.MODID)
public class Trauma {
public static final String MODID = "Trauma";
#SidedProxy(clientSide = "proxy.ClientProxy", serverSide = "proxy.ServerProxy")
public static ServerProxy proxy;
public static ItemUranium uranium = new ItemUranium();
#EventHandler
public void preInit(FMLPreInitializationEvent event) {
GameRegistry.register(uranium);
}
#EventHandler
public void init(FMLInitializationEvent event) {
proxy.registerClientStuff();
}
#EventHandler
public void postInit(FMLPostInitializationEvent event) {
}
}
BasicItem.java
package items;
import net.minecraft.item.Item;
public class BasicItem extends Item {
public BasicItem(String name) {
setUnlocalizedName(name);
setRegistryName(name);
}
}
ItemUranium.java
package items;
public class ItemUranium extends BasicItem {
public ItemUranium() {
super("uranium");
}
}
ClientProxy.java
package proxy;
import items.BasicItem;
import main.Trauma;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
public class ClientProxy extends ServerProxy {
#Override
public void registerClientStuff () {
registerItemModel(Trauma.uranium);
}
public static void registerItemModel(BasicItem item) {
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Trauma.MODID + ":" + item.getRegistryName(), "inventory"));
}
}
ServerProxy.java
package proxy;
public class ServerProxy {
public void registerClientStuff() {}
}
uranium.json
{
"parent": "item/generated",
"textures": {
"layer0": "Trauma:items/uranium"
}
}
uranium.png
ingame
Also I don't know why the item in inventory isn't called uranium...
I spent two hours on fixing the problem and it didn't help so it would be really nice if somebody of you may help me.
Thanks :)
Don't use the Model Mesher:
The model mesher is Vanilla (Mojang) code and using it correctly has always been finicky and unreliable, failing if you called it too early and failing if you called it too late. So Forge added the ModelLoader class to resolve that problem.
Replace this line:
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(...)
With this line:
ModelLoader.setCustomModelResourceLocation(...)
The ... contents are identical.
Second, depending on what version of Minecraft you're using, you should...:
Stop using GameRegistry.Register
Instead use the RegistryEvent.Register<T> events (where <T> will be <Block> to register blocks, <Item> to register items, etc)
Register your models in the ModelRegistryEvent and no where else.
This event is #SideOnly(CLIENT) and can be subscribed to in your client proxy, avoiding the need to forward references through your proxy class. Eg. I do it like this, where lines 197-199 is the most common scenario needed, where the array is populated during the item registration event. The rest of that method handles the custom state mappers and custom mesh definitions that are used by only a handful of items/blocks and not relevant here.
Include your Mod ID in your unlocalized name. The best way to do this would be setUnlocalizedName(getRegistryName().toString());
See also the Forge documentation on events.

Textures do not appear

I am trying to add a texture to an item, yet the texture just doesn't appear. I have the texture made, and in the right file directory, but while in game it doesn't display. Thus, I think it's an error in my code.
For the whole class file, see below:
package Moonstone;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.util.EnumHelper;
#Mod(modid = "ms", name = "Moonstone", version = "1.0")
public class MoonstoneMain {
public static Item moonstone;
#EventHandler
public void preInit(FMLPreInitializationEvent event) {
//All init
moonstone = new Moonstone().setUnlocalizedName("Moonstone").setTextureName("moonstone").setMaxStac kSize(64);
GameRegistry.registerItem(moonstone, moonstone.getUnlocalizedName().substring(5));
}
#EventHandler
public void init(FMLInitializationEvent event) {
//Proxy, TileEntity, entity, GUI and packet registering
}
#EventHandler
public void postInit(FMLPostInitializationEvent event) {
}
public static CreativeTabs tabMoonstone = new CreativeTabs("tabMoonstone"){
#Override
public Item getTabIconItem(){
return new ItemStack(Items.stick).getItem();
}
};
}
For just the item, look below-
moonstone = new Moonstone().setUnlocalizedName("Moonstone").setTextureName("moonstone").setMaxStackSize(64);// I have tried with ms:moonstone and without, both don't work.
GameRegistry.registerItem(moonstone, moonstone.getUnlocalizedName().substring(5));
Recommended changes but not necessary:
First:
When registering the item you should remove the .substring(5),
having this in will name the item "Moons" instead of "Moonstone".
Second:
unlocalized names should always be lowercase and should be formatted
as modid_itemname
Third:
Package names should be lowercase, package moonstone
Fourth:
Your should make a Refstrings.java file and put the modid, version and name in it
package Moonstone
public RefStrings{
public static String NAME = "Moonstone";
public static String MODID = "ms";
public static String VERSION = "1.0";
}
Necessary changes:
Your setTextureName should be passed "ms:moonstone"
You didn't post your folder structure but it should look like this:
src/main/java/Moonstone/MoonstoneMain.java
src/main/resources/assests/ms/textures/items/moonstone.png
it is possible that some of the recommend changes will be what fixes the problem, minecraft can be a bit finicky with naming.

Dynamic Typecasting in Java

I'm writing a plugin for the Minecraft server implementation CraftBukkit, and I've come across a problem where I need to cast to a class that is found through reflection.
Here's the deal. The original code I wrote looked like this, with irrelevant parts removed:
import java.util.ArrayList;
import java.util.Collection;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import net.minecraft.server.v1_7_R3.EntityAnimal;
import net.minecraft.server.v1_7_R3.EntityHuman;
import org.bukkit.craftbukkit.v1_7_R3.entity.CraftAnimals;
import org.bukkit.craftbukkit.v1_7_R3.entity.CrafteEntity;
import org.bukkit.World;
import org.bukkit.entity.Animals;
import org.bukkit.entity.Entity;
import org.bukkit.event.Listener;
import org.bukkit.plugin.java.JavaPlugin;
import org.bukkit.scheduler.BukkitRunnable;
public class Task extends BukkitRunnable {
private static final int MATING_DISTANCE = 14;
private final JavaPlugin plugin;
private final Random randomizer;
private boolean mateMode;
private double chance;
public Task(JavaPlugin plugin, double chance, boolean mateMode) {
this.plugin = plugin;
this.randomizer = new Random();
this.chance = chance;
this.mateMode = mateMode;
this.theTaskListener = listener;
}
public void run() {
List<World> worlds = plugin.getServer().getWorlds();
Iterator<World> worldIterator = worlds.iterator();
while (worldIterator.hasNext()) {
World world = worldIterator.next();
Collection<Animals> animals = world.getEntitiesByClass(Animals.class);
Iterator<Animals> animalIterator = animals.iterator();
while (animalIterator.hasNext()) {
Animals animal = (Animals) animalIterator.next();
EntityAnimal entity = (EntityAnimal) ((CraftEntity) ((CraftAnimals) animal)).getHandle();
EntityHuman feeder = null;
entity.f(feeder);
}
}
}
}
However, as you can see in the imports, this code imported the classes from only one version of the Minecraft server package - v1_7_R3. Now the problem is, I want to add support for more than that, and I want to be able to do that without creating separate versions of my plugin for each version of Minecraft. Despite the fact that most of the classes in the package are the same (at least ALL of those that I need) the package names are different, and therefore it can't be done with static imports (or at least I think so?)
So, I decided to use reflection in order to get the correct classes I need (this code is in another class):
private static final String[] requiredClasses = {
"net.minecraft.server.%s.EntityAnimal",
"net.minecraft.server.%s.EntityHuman",
"org.bukkit.craftbukkit.%s.entity.CraftAnimals",
"org.bukkit.craftbukkit.%s.entity.CraftEntity"
};
public static final String[] supportedVersions = {
"v1_7_R3",
"v1_7_R4"
};
public Class<?>[] initializeClasses() {
String correctVersion = null;
for (int i = 0; i < supportedVersions.length; i++) {
String version = supportedVersions[i];
boolean hadIssues = false;
for (int j = 0; j < requiredClasses.length; j++) {
String className = requiredClasses[j];
try {
Class.forName(String.format(className, version));
} catch (ClassNotFoundException e) {
getLogger().log(Level.INFO, String.format("The correct version isn't %s.", version));
hadIssues = true;
break;
}
}
if (!hadIssues) {
correctVersion = version;
break;
}
}
Class[] classes = new Class[requiredClasses.length];
if (correctVersion != null) {
getLogger().log(Level.INFO, String.format("The correct version is %s.", correctVersion));
for (int i = 0; i < requiredClasses.length; i++) {
String className = requiredClasses[i];
try {
classes[i] = Class.forName(String.format(className, correctVersion));
} catch (ClassNotFoundException e) {}
}
} else {
getLogger().log(Level.WARNING, "The version of Minecraft on this server is not supported.");
getLogger().log(Level.WARNING, "Due to this, the plugin will self-disable.");
getLogger().log(Level.WARNING, "To fix this issue, get build that supports your version.");
this.setEnabled(false);
}
return classes;
}
Now, this approach successfully retrieves the required classes in both versions currently supported. I passed these to the rewritten Task class using instance variables and an edited constructor, and I removed the version-specific imports:
import java.util.ArrayList;
import java.util.Collection;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import org.bukkit.World;
import org.bukkit.entity.Animals;
import org.bukkit.entity.Entity;
import org.bukkit.plugin.java.JavaPlugin;
import org.bukkit.scheduler.BukkitRunnable;
public class Task extends BukkitRunnable {
private static final int MATING_DISTANCE = 14;
private final JavaPlugin plugin;
private final Random randomizer;
private boolean mateMode;
private double chance;
private Class entityAnimal;
private Class entityHuman;
private Class craftAnimals;
private Class craftEntity;
public Task(JavaPlugin plugin, Class[] classes, double chance, boolean mateMode) {
this.plugin = plugin;
this.randomizer = new Random();
this.chance = chance;
this.mateMode = mateMode;
this.entityAnimal = classes[0];
this.entityHuman = classes[1];
this.craftAnimals = classes[2];
this.craftEntity = classes[3];
}
Now, how can I rewrite the Task.run() method so that it will use the reflection classes? There is a whole lot of typecasting involved and unfortunately it's all necessary due to the ridiculous amount of overloading in the Minecraft code. For example, the entity.f(EntityHuman human) method cannot simply be called by doing entity.f(null) because there are other overloading entity.f(Object object) methods.
I am open to all suggestions as I'm facing a dead-end here. If there is a better approach to the problem, I could change to that as well.
Thank you!
In an object oriented language, we have access to various design patterns that have been developed for exactly this purpose. We use two patterns in particular.
Adapter Pattern is used to provide the same interface to a number of different implementations. It is sometimes called a shim. You create one class per version of each server, importing libraries to each. The class implements an interface that they hold in common.
Factory Pattern is used to select among the adapter classes. You use whatever method you need to determine which server version you have, and it will create an object implementing the proper interface. The main code remains the same. It calls the factory to get an object that knows how to deal with the server.
The advantages of this approach are several. You don't pollute the name space by importing overlapping libraries. The main code is much less susceptible to change as new server versions are added; the only code that needs to be written is the new server shim and the factory that determines which adapter to produce.
Just a brainstorming idea. What if:
importing all supported versions
fully referencing the appropriate package's types
checking for the version that's targeted at a particular runtime (assumed it can be obtained somehow)
import net.minecraft.server.v1_7_R3.*;
import net.minecraft.server.v1_7_R4.*;
enum Version {
V1_7_R3,
V1_7_R4
}
Version currentVersion;
net.minecraft.server.v1_7_R3.EntityAnimal animal3;
net.minecraft.server.v1_7_R4.EntityAnimal animal4;
// obtain currentVersion
switch ( currentVersion ) {
case V1_7_R3:
animal3.method();
break;
case V1_7_R4:
animal4.method();
break;
}
This is somehow ugly, of course, but under the given circumstances it's the possibility that came into my mind first.
After reading Gerold Broser's response, I realized that I would have to somehow modify my approach in order to create some sort of a handler class that would carry out the version-specific operation - of course this would be an interface that would separately be implemented by a class per version.
However, this became a problem when I realized Maven wouldn't let me call two versions of the same groupid.artifactid object.
I quickly did some research and found mbaxter's Multiple Versions Tutorial as well as the AbstractionExamplePlugin implementation which perfectly demonstrates this approach.
The approach works perfectly and is what every Bukkit developer should use. Here's my finished plugin for further reference if necessary.

NuiGetSensorCount Java JNA

I am just learning how to use Java JNA, and I am trying to call a simple function from the Microsoft Kinect SDK. (NuiGetSensorCount) which just returns the number of connected kinects.
Here is my attempt:
import com.sun.jna.Library;
import com.sun.jna.Native;
import com.sun.jna.NativeLong;
import com.sun.jna.Pointer;
public class Driver {
public interface KinectLibrary extends Library {
KinectLibrary INSTANCE = (KinectLibrary)Native.loadLibrary(("Microsoft.Kinect"),KinectLibrary.class);
//_Check_return_ HRESULT NUIAPI NuiGetSensorCount( _In_ int * pCount );
NativeLong NuiGetSensorCount(Pointer pCount);
}
public static void main(String[] args) {
Pointer devCount = new Pointer(0);
KinectLibrary.INSTANCE.NuiGetSensorCount(devCount);
System.out.println("Devices:"+devCount.getInt(0));
}
}
But I get:
Exception in thread "main" java.lang.UnsatisfiedLinkError: Error looking up function 'NuiGetSensorCount': The specified procedure could not be found.
at com.sun.jna.Function.<init>(Function.java:208)
at com.sun.jna.NativeLibrary.getFunction(NativeLibrary.java:536)
at com.sun.jna.NativeLibrary.getFunction(NativeLibrary.java:513)
at com.sun.jna.NativeLibrary.getFunction(NativeLibrary.java:499)
at com.sun.jna.Library$Handler.invoke(Library.java:199)
at $Proxy0.NuiGetSensorCount(Unknown Source)
at Driver.main(Driver.java:30)
Can anybody provide help of how to change my code so it finds the correct native function? And also provide some information/reference so that I could try to debug this myself (some way to see what function Java JNA is looking for, and compare it to what the .dll contains)
I figured out my problem. First, I used a program called dependency walker http://dependencywalker.com/ to view all the symbols in the DLL and I determined that the DLL I was using (Microsoft.Kinect.dll) did not actually contain the function I was trying to call. I found out that Kinect10.dll was the one I needed. After changing that, I had to make a small change to my pointer and it works perfectly!
Here is the fixed code.
import com.sun.jna.Native;
import com.sun.jna.NativeLong;
import com.sun.jna.ptr.IntByReference;
import com.sun.jna.win32.StdCallLibrary;
public class Driver{
public interface KinectLibrary extends StdCallLibrary {
KinectLibrary INSTANCE = (KinectLibrary)Native.loadLibrary(("Kinect10"),KinectLibrary.class);
//_Check_return_ HRESULT NUIAPI NuiGetSensorCount( _In_ int * pCount );
NativeLong NuiGetSensorCount(IntByReference pCount);
}
public static void main(String[] args) {
IntByReference a = new IntByReference();
KinectLibrary.INSTANCE.NuiGetSensorCount(a);
System.out.println("Devices:"+a.getValue());
}
}

FEST: How to use the NoExitSecurityManager properly?

I starting to use FEST to help me to perform unit test on my Java Swing GUI.
For now, I managed to get through the documentation (mostly deprecated) and help me by looking at the Javadoc and the code.
Right now I am stuck on a problem while using the NoExitSecurityManager. The documentation is quite out dated but we can understand the big lines of it.
I simply try to test if my "Quit" MenuItem is working well in my GUI. So, I need to block the System.exit(0) and map the exit status of the program to a JUnit test.
Here is a simplified code I use to perform the test (the tested class is GraphicalUserInterface).
import org.junit.Test;
import org.junit.AfterClass;
import org.junit.BeforeClass;
import org.fest.swing.annotation.RunsInEDT;
import org.fest.swing.edt.GuiQuery;
import org.fest.swing.edt.GuiActionRunner;
import org.fest.swing.fixture.FrameFixture;
import org.fest.swing.junit.testcase.FestSwingJUnitTestCase;
import org.fest.swing.security.NoExitSecurityManagerInstaller;
public class GraphicalUserInterfaceTest extends FestSwingJUnitTestCase {
private static FrameFixture gui;
private static NoExitSecurityManagerInstaller noExitSecurityManagerInstaller;
#BeforeClass
public static void setUpBeforeClass() throws Exception {
NoExitSecurityManagerInstaller.installNoExitSecurityManager(new ExpectExitSuccess());
}
#AfterClass
public static void tearDownAfterClass() throws Exception {
noExitSecurityManagerInstaller.uninstall();
}
#Override
protected void onSetUp() {
gui = new FrameFixture(robot(), createNewGUI());
gui.show();
}
#RunsInEDT
private GraphicalUserInterface createNewGUI() {
return GuiActionRunner.execute(new GuiQuery<GraphicalUserInterface>() {
protected GraphicalUserInterface executeInEDT() {
return new GraphicalUserInterface();
}
});
}
#Test
public final void testFileMenuQuitMenuItem() {
gui.menuItemWithPath("File", "Quit").click();
}
}
The ExitCallHook are coded like this (you can guess the other one easily).
import static org.junit.Assert.assertTrue;
import org.fest.swing.security.ExitCallHook;
public final class ExpectExitSuccess implements ExitCallHook {
#Override
public void exitCalled(int status) {
assertTrue(status == 0);
}
}
All the tests are performed well and everything seems to be ok except that I get a java.lang.NullPointerException at the end.
So, I wonder what did I do wrong (or what can I improve to not get this nullpointer exception at the end of the test).
I found the solution in the code. In fact, the proper way to do it is the following:
#Test
public final void testFileMenuQuitMenuItem() {
NoExitSecurityManagerInstaller noExitSecurityManagerInstaller =
NoExitSecurityManagerInstaller.installNoExitSecurityManager(new ExpectExitSuccess());
gui.menuItemWithPath("File", "Quit").click();
noExitSecurityManagerInstaller.uninstall();
}
This way prevent to pollute each test with a NoExitSecurityManager.

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