LWJGL won't read keyboard input - java

I'm trying to use LWJGL to get whether a key is pressed. If the escape key is pressed, then the application quits. However, I can't get it to read any keyboard input, although Display.isCloseRequested() works fine.
I'm on RHEL using LWJGL 2.6 and Java 1.6.
for(;;) {
// check if we want to quit
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
System.exit(0); // can't get this to happen!
}
if(Display.isCloseRequested()) {
System.exit(0);
}
/* timer code omitted */
render();
Display.update();
}
Edit: The exact same code works perfectly fine on my Windows box, with the same versions of lwjgl and JRE.

Maybe you can check if the Keyboard is Created with the isCreated function?
Other then that I'm not all that good in programming so I can't provide you with any other input.
try this
Keyboard.isCreated()

I may or may not be helpful/reviving a dead topic here, but for any rogue Googlers I give you this:
It's my Input class from my Zdeva Engine
Here you go, without having to download the entire 'engine'..
package LWJGL;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
public class Input
{
public static boolean[] mouseButtons = {false, false, false};
public static int[] mousePos = new int[Mouse.getButtonCount()];
public static int[] keysBound = {Keyboard.KEY_A, Keyboard.KEY_B};
/**
* Initializes the input system. Loads keyconfig.
*
*/
public static void init()
{
System.out.println("Initializing input system...");
//Eventually will check for OS, and adjust keys accordingly.
System.out.println("Input system initialized!");
}
/**
* Updates all mouse info, keys bound, and performs actions.
*/
public static void tick()
{
mouseButtons[0] = Mouse.isButtonDown(0);
mouseButtons[1] = Mouse.isButtonDown(1);
mousePos[0] = Mouse.getX();
mousePos[1] = Mouse.getY();
while(Keyboard.next())
{
if(Keyboard.getEventKeyState())
{
doAction(Keyboard.getEventKey(), false);
}
}
for(int key : keysBound)
{
if(Keyboard.isKeyDown(key))
{
doAction(key, true);
}
}
while(Mouse.next())
{
doAction(-1, false);
}
doAction(0, true);
}
/**
* Does the associated action for each key. Called automatically from tick.
* #param key The key to check & perform associated action
*/
public static void doAction(int key, boolean ifRepeat)
{
if(mouseButtons[0])
{
}
if(mouseButtons[1])
{
}
if(key == keysBound[0] & ifRepeat)
{
System.out.println("a");
}
if(key == keysBound[1] & !ifRepeat)
{
System.out.println("b");
}
}
}

Related

Java Applet paint() method flickering

I've been working on a cell evolution simulation in Java. Just so everyone knows, I'm a beginner/intermediate Java programmer. I know pretty much all the basics and then a little bit, but I don't quite have the skills to write code from scratch. The code I have here is roughly based on a source I found online, I added my own touches and some other pieces I found online as well. It seems to work just fine, except the screen flickers. It seems every time the repaint() is called it flickers, probably clearing and redrawing. It creates something that is practically impossible to look at. There are no errors in my code. I am new to using applets, so if there is a better way to do this, please let me know. How can I stop the screen from flickering? Is there an easy way to buffer the images to prevent that? Here's the class that draws the applet
/* <!-- Defines the applet element used by the appletviewer. -->
<applet code='CellLife.java' width='1920' height='1080'></applet> */
import java.applet.Applet;
import java.awt.Event;
import java.awt.Graphics;
import java.util.Enumeration;
import java.util.Vector;
public class CellLife extends Applet implements Runnable {
// ========================================================================
// VARIABLES
// ========================================================================
// Data
/** Thread object for CellLife applet */
private Thread m_cellLife = null;
// Static constants
/**
* the maximum number of creatures in the world. When the number of
* creatures alive drops below half this, a new one is created to bring the
* numbers back up.
*/
protected static final int MAX_CREATURES = 60;
// Data
/**
* A list of the creatures currently alive. Stores CLCreature references.
*/
protected Vector creatures;
/** The world is a rectangle from (0,0) to (limit.x,limit,y) */
protected CL2dVector limit;
/**
* The number of creatures that have been born since the simulation started
*/
protected long generations;
/** A test creature controllable by the user to allow response testing */
private CLCreature testCreature;
/** space-partitioning structure to speed collision detection */
protected CLBuckets buckets;
// ========================================================================
// METHODS
// ========================================================================
public CellLife() {
creatures = new Vector();
limit = new CL2dVector(500.0F, 500.0F);
generations = 0;
// initilaize our bucket structure
float bucketScale = CLCell.RADIUS; // could stretch to root-two times
// this
buckets = new CLBuckets(bucketScale, (int) Math.ceil(limit.x / bucketScale), (int) Math.ceil(limit.y / bucketScale));
}
public String getAppletInfo() {
return "Name: Cell Evolution\r\n" + "Author: Josh Marchand\r\n" + "Made in Eclipse";
}
// first time initialazion
public void init() {
resize((int) limit.x, (int) limit.y);
for (int i = 0; i < MAX_CREATURES; i++) {
CLCreature new_creature = new CLCreature();
new_creature.InitSimple(limit, buckets);
creatures.addElement(new_creature);
}
}
public void destroy() {
// TODO: Place applet cleanup code here
}
public void paint(Graphics g) {
g.drawString("No. creatures: " + creatures.size(), 0, 11);
g.drawString("Births: " + generations, 0, 22);
// draw cells
for (int i = 0; i < creatures.size(); i++) {
((CLCreature) creatures.elementAt(i)).Draw(g);
}
// DEBUG: also indicate the contents of the buckets
// buckets.Draw(g);
// get all creatures to do their stuff
CLCreature creature;
for (int i = 0; i < creatures.size(); i++) {
creature = (CLCreature) creatures.elementAt(i);
if (creature.DoTimeStep(g, buckets, limit) && creatures.size() < MAX_CREATURES) {
// inherit new creature from current
CLCreature newCreature = new CLCreature();
newCreature.InheritFrom(creature, buckets, limit);
creatures.addElement(newCreature);
generations++;
}
}
// delete the ones that died doing it
for (Enumeration e = creatures.elements(); e.hasMoreElements();) {
creature = (CLCreature) e.nextElement();
if (creature.hasDied) creatures.removeElement(creature);
}
// breed nwe creatures if pop. is low
if (creatures.size() < MAX_CREATURES / 2) {
// just add one for now,fix later
CLCreature newCreature = new CLCreature();
newCreature.InheritFrom((CLCreature) creatures.elementAt((int) Math.random() * creatures.size()), buckets, limit);
creatures.addElement(newCreature);
generations++;
}
}
public void start() {
if (m_cellLife == null) {
m_cellLife = new Thread(this);
m_cellLife.start();
}
// TODO: place any additional startup code here
}
public void stop() {
if (m_cellLife != null) {
m_cellLife.stop();
m_cellLife = null;
}
}
public void run() {
while (true) {
try {
repaint();
// quick nap here to allow user interface to catch up
Thread.sleep(100);
} catch (InterruptedException e) {
stop();
}
}
}
public boolean mouseDown(Event e, int x, int y) {
// create a single celled creature at specific loc
testCreature = new CLCreature();
testCreature.rootCell.location.x = x;
testCreature.rootCell.location.y = y;
testCreature.rootCell.type = CLGene.RED;
creatures.addElement(testCreature);
buckets.PutCell(testCreature.rootCell);
return true;
}
public boolean mouseDrag(Event e, int x, int y) {
testCreature.rootCell.location.x = x;
testCreature.rootCell.location.y = y;
return true;
}
public boolean mouseUp(Event evt, int x, int y) {
creatures.removeElement(testCreature);
buckets.RemoveCell(testCreature.rootCell);
return true;
}
}
Thank you all so much for the help, and I'm very sorry about my "noobiness", I am doing my best to teach myself!
I would consider using technique called double buffering, where you create an offscreen Graphics object bound to and Image, perform all the drawing on that then paint the result to screen.
You can find a handy tutorial on creating graphics from image here. More complete sample can be found here.

LWJGL 3 GLFW keyboard and mouse input is slow and has a delay between GLFW_PRESS and GLFW_REPEAT

So I have just recently moved from LWJGL 2 to 3, and I am having a bit of difficulty with getting keyboard and mouse input. I am using this for camera movement and rotation, by the way.
My problem is that if I use the GLFW callbacks, the movement seems very choppy and slow. It isn't a consistent speed, and just doesn't feel right. Furthermore, when I press a key, for example w to move forward, there is about a half-second delay between the transition from GLFW_PRESS to GLFW_REPEAT This causes the camera to not move for the first half a second when the key is pressed.
By the way, I have a InputHandler class that has methods for keyDown, keyPressed, keyReleased, etc. I do not have all of the key checks in the one invoke method.The invoke method adds the key events to a list which stores the key, and an event state enum that can be one of DOWN, TAPPED, RELEASED, NONE. The class is heavily based on the response to this question
I have spent the past 2 hours trying to find a solution for this, and haven't found much. I did find some people using an alternative method to the callbacks though, like so:
if (glfwGetKey(window, key) == GLFW_PRESS)
and
if (glfwGetKey(windowm key) == GLFW_RELEASE)
But I cant find a way to use this to detect a single key tap, i.e. the GLFW_REPEAT state, because the glfwGetKey method can only detect GLFW_PRESS and GLFW_RELEASE.
I would greatly appreciate it if someone could tell me a way of either detecting a single key tap with the glfwGetKey method, or making the GLFW callbacks much less laggy, and more smooth.
Thanks :)
So I solved the problem, thanks to Brett Hale's suggestion of assuming that the key is down until a GLFW_RELEASE event is fired. This is my working implementation of this:
public final class InputHandler
{
private static long window;
private static final int KEYBOARD_SIZE = 512;
private static final int MOUSE_SIZE = 16;
private static int[] keyStates = new int[KEYBOARD_SIZE];
private static boolean[] activeKeys = new boolean[KEYBOARD_SIZE];
private static int[] mouseButtonStates = new int[MOUSE_SIZE];
private static boolean[] activeMouseButtons = new boolean[MOUSE_SIZE];
private static long lastMouseNS = 0;
private static long mouseDoubleClickPeriodNS = 1000000000 / 5; //5th of a second for double click.
private static int NO_STATE = -1;
protected static GLFWKeyCallback keyboard = new GLFWKeyCallback()
{
#Override
public void invoke(long window, int key, int scancode, int action, int mods)
{
activeKeys[key] = action != GLFW_RELEASE;
keyStates[key] = action;
}
};
protected static GLFWMouseButtonCallback mouse = new GLFWMouseButtonCallback()
{
#Override
public void invoke(long window, int button, int action, int mods)
{
activeMouseButtons[button] = action != GLFW_RELEASE;
mouseButtonStates[button] = action;
}
};
protected static void init(long window)
{
InputHandler.window = window;
resetKeyboard();
resetMouse();
}
protected static void update()
{
resetKeyboard();
resetMouse();
glfwPollEvents();
Engine.getInput();
}
private static void resetKeyboard()
{
for (int i = 0; i < keyStates.length; i++)
{
keyStates[i] = NO_STATE;
}
}
private static void resetMouse()
{
for (int i = 0; i < mouseButtonStates.length; i++)
{
mouseButtonStates[i] = NO_STATE;
}
long now = System.nanoTime();
if (now - lastMouseNS > mouseDoubleClickPeriodNS)
lastMouseNS = 0;
}
public static boolean keyDown(int key)
{
return activeKeys[key];
}
public static boolean keyPressed(int key)
{
return keyStates[key] == GLFW_PRESS;
}
public static boolean keyReleased(int key)
{
return keyStates[key] == GLFW_RELEASE;
}
public static boolean mouseButtonDown(int button)
{
return activeMouseButtons[button];
}
public static boolean mouseButtonPressed(int button)
{
return mouseButtonStates[button] == GLFW_RELEASE;
}
public static boolean mouseButtonReleased(int button)
{
boolean flag = mouseButtonStates[button] == GLFW_RELEASE;
if (flag)
lastMouseNS = System.nanoTime();
return flag;
}
public static boolean mouseButtonDoubleClicked(int button)
{
long last = lastMouseNS;
boolean flag = mouseButtonReleased(button);
long now = System.nanoTime();
if (flag && now - last < mouseDoubleClickPeriodNS)
{
lastMouseNS = 0;
return true;
}
return false;
}
}
Feel free to use this code if you want to. Just some notes though: the update method should be called every frame. Also, if you have the glfwPollEvents() somewhere else, which I think is likely, than you need to keep the order of reset keyboard/mouse, then poll, then getinput().
Edit:
My Engine.getInput() methos is just what tells nodes in the scene graph that require input, i.e. the player, to query that input.
While Kelan's answer works perfectly, I thought I would share my solution to this as I ran into the same issue while working on a game. I implemented my own Keyboard class and included the following methods
public static boolean isKeyPressed(int key)
{
return (GLFW.glfwGetKey(Game.window.handle, key) == KEY_PRESS);
}
public static boolean isKeyReleased(int key)
{
return (GLFW.glfwGetKey(Game.window.handle, key) == KEY_RELEASE);
}
Since GLFW saves the last event for each key, you just need to see if the last event was PRESS or RELEASE. GLFW doesn't report the REPEAT event using this method, but you can assume it is repeating until a RELEASE event is fired.
I'm a little late to the party, but I figured I could share what worked for me. I'm writting in C++, but I'll keep it as simple as possible.
I created an array of booleans with arbitrary size to store all keys pressed.
bool *keysArePressed = new bool[512];.
Instead of making a class for (I'm way too lazy for it) what I did was grab if the key was pressed with:
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
keysArePressed[key] = (glfwGetKey(window, key) == GLFW_PRESS);
}
void keyInput()
{
if(keyArePressed['W'])// 'W' has to be uppercase otherwise it won't work
{
/*Do whatever here*/
}
}
Then call keyInput in the main loop before the glfwPollEvents();.
It seems pretty easy to do multiple key presses as well.
The other answers were not the root cause of the problem I was experiencing. Drawing simple quads seemed to be blocking the input handling when swapping buffers. I simply glfwSwapInterval(0) to turn off v-sync which isn't necessarily a good practise, but at the current stage of my program, I would prefer some screen tear to bad input lag, and that seemed to fix it.

Using an external class for handling bar code scanner input?

I'm building a basic Point of Sale application and I've been looking for ways of having my main POS JFrame listen for bar code input. I found this code (slightly modified) posted by Cyrusmith, which looks like what I want but I don't know how to implement it in my JFrame. It looks like its intended to be a separate class, which is how I have it in my project currently. I asked my coworker and he doesn't know either.
Thanks for your help.
package barcode;
import java.awt.KeyEventDispatcher;
import java.awt.KeyboardFocusManager;
import java.awt.event.KeyEvent;
import java.util.List;
import java.util.concurrent.CopyOnWriteArrayList;
/**
* Listens for bar code input and puts it into a String Buffer.
*
*/
public class BarcodeReader {
private static final long THRESHOLD = 100;
private static final int MIN_BARCODE_LENGTH = 8;
public interface BarcodeListener {
void onBarcodeRead(String barcode);
}
private final StringBuffer barcode = new StringBuffer();
private final List<BarcodeListener> listeners = new CopyOnWriteArrayList<>();
private long lastEventTimeStamp = 0L;
public BarcodeReader() {
KeyboardFocusManager.getCurrentKeyboardFocusManager().addKeyEventDispatcher(new KeyEventDispatcher() {
#Override
public boolean dispatchKeyEvent(KeyEvent e) {
try {
if (e.getID() != KeyEvent.KEY_RELEASED) {
return false;
}
if (e.getWhen() - lastEventTimeStamp > THRESHOLD) {
barcode.delete(0, barcode.length());
}
lastEventTimeStamp = e.getWhen();
if (e.getKeyCode() == KeyEvent.VK_ENTER) {
if (barcode.length() >= MIN_BARCODE_LENGTH) {
fireBarcode(barcode.toString());
}
barcode.delete(0, barcode.length());
} else {
barcode.append(e.getKeyChar());
}
return false;
} catch (UnsupportedOperationException err) {
throw new UnsupportedOperationException(err); //To change body of generated methods, choose Tools | Templates.
}
}
});
}
protected void fireBarcode(String barcode) {
for (BarcodeListener listener : listeners) {
listener.onBarcodeRead(barcode);
}
}
public void addBarcodeListener(BarcodeListener listener) {
listeners.add(listener);
}
public void removeBarcodeListener(BarcodeListener listener) {
listeners.remove(listener);
}
}
Most bar code readers basically inject the codes directly into the keyboard buffer. So if you had a JTextField which had keyboard focus, the resulting text would be "entered" directly into it...no magic involved.
If you "want" to use this reader, then you will need to create an instance...
BarcodeReader reader = new BarcodeReader();
Register a BarcodeListener to it...
reader.addBarcodeListener(new BarcodeListener() {
public void onBarcodeRead(String barcode) {
// Respond to the event, like, I don't know,
// set the text of text field :P
}
});
But to me, this just seems like a lot of extra work - but that's just me...
So, yes, it's suppose to be a separate class. Depending on what you want to achieve, you could dump somewhere in your current code base, import the class into your source code and use it like any other. Equally, you could create a separate library for it, but this just means you need to include it within the classpath for compiling and runtime execution as well...

Accessing values from another thread

My question is: How do I access values from another thread?
I have two .java files, Main.java and TrackHands.java
Main.java
/**
* This is the main class, it is used to start the program. The only use of this
* is to make everything more organized.
*/
package Kinect;
//import processing.core.PApplet;
/**
* #author Tony Nguyen <Tony.Nguyen#HvA.nl>
*
*/
public class Main
{
public static void main(String _args[])
{
Thread trackHands = new Thread(new TrackHands());
trackHands.start();
}
}
TrackHands.java
/*
* This uses the normal Java layout to track the user and prints out the coordinates of the left and right hand
*/
package Kinect;
import SimpleOpenNI.*;
import processing.core.PApplet;
import processing.core.PVector;
/**
* #author Tony Nguyen <Tony.Nguyen#HvA.nl>
* #version 1.0
*/
public class TrackHands extends PApplet implements Runnable
{
private int handLeftX, handLeftY = 0; // Holds the coordinates of the left hand
SimpleOpenNI kinect = new SimpleOpenNI(this); // kinect object
/**
* Constructor Takes no parameters
*/
public TrackHands()
{
}
/**
* run This will be executed when the thread starts
*/
#Override
public void run()
{
IntVector userList = new IntVector(); // Make a vector of ints to store the list of users
PVector leftHand = new PVector(); // Make a vector to store the left hand
PVector convertedLeftHand = new PVector();
kinect.enableDepth();
kinect.enableUser(SimpleOpenNI.SKEL_PROFILE_ALL);
kinect.setMirror(true);
while (true)
{
kinect.update();
kinect.getUsers(userList); // Write the list of detected users into the vector
if (userList.size() > 0) // Checks if a user is found
{
int userId = userList.get(0); // Get first user
if (kinect.isTrackingSkeleton(userId)) // If successfully calibrated
{
kinect.getJointPositionSkeleton(userId,
SimpleOpenNI.SKEL_LEFT_HAND, leftHand); // Put the position of the left hand into that vector
kinect.convertRealWorldToProjective(leftHand,
convertedLeftHand);
this.handLeftX = round(convertedLeftHand.x);
this.handLeftY = round(convertedLeftHand.y);
}
}
}
}
// User-tracking callbacks!
public void onNewUser(int userId)
{
System.out.println("Start pose detection");
kinect.startPoseDetection("Psi", userId);
}
public void onEndCalibration(int userId, boolean successful)
{
if (successful)
{
System.out.println(" User calibrated !!!");
kinect.startTrackingSkeleton(userId);
} else
{
System.out.println(" Failed to calibrate user !!!");
kinect.startPoseDetection("Psi", userId);
}
}
public void onStartPose(String pose, int userId)
{
System.out.println("Started pose for user");
kinect.stopPoseDetection(userId);
kinect.requestCalibrationSkeleton(userId, true);
}
}
I have tried to use a getter and a setter to get the values from TrackHands.java into another thread.
Tried creating objects and passing the values as parameters, but then my program will not use these new values in the run() method.
To get values from TrackHands, use a get method that accesses an instance variable that is set in run()
class TrackHands {
Object output;
public void run() {
while(true) {
output = new Object();
}
}
public Object getOutput() {
return output;
}
}
Pass TrackHands into your consumer object and use it to call get getOutput() method.
Passing values in is a bit trickier, because you might cause race condition. Try something like this
class TrackHands {
Object input = null;
public boolean setInput(Object input) {
if(this.input == null) {
this.input = input;
return true;
} else {
return false;
}
}
}
When your run() method uses input, set it to null so that another thread can pass in another input. Your producer thread will use this loop to pass in input:
public void sendInput(TrackHands th, Object input) {
boolean done = false;
while(!done) {
done = th.setInput(input);
}
}
This will keep trying to pass in input until it succeeds.
setInput uses the synchronized keyword so that only one thread can call this method at once, otherwise you'll get a race condition.
A friend of mine solved my problem.
I want to thank everyone for helping me!
Main.java
/**
* This is the main class, it is used to start the program. The only use of this
* is to make everything more organized.
*/
package Kinect;
//import processing.core.PApplet;
/**
* #author Tony Nguyen <Tony.Nguyen#HvA.nl>
*
*/
public class Main
{
public static void main(String _args[])
{
// PApplet.main(new String[]
// {
// Sensor.class.getName()
// });
ValueStore valueStore = new ValueStore(); // ADDED THIS LINE
Thread trackHands = new Thread(new TrackHands(valueStore)); // ADDED THIS LINE
trackHands.start();
}
}
TrackHands.java
/*
* This uses the normal Java layout to track the user and prints out the coordinates of the left and right hand
*/
package Kinect;
import SimpleOpenNI.*;
import processing.core.PApplet;
import processing.core.PVector;
/**
* #author Tony Nguyen <Tony.Nguyen#HvA.nl>
* #version 1.0
*/
public class TrackHands extends PApplet implements Runnable
{
private int handLeftX, handLeftY, handRightX, handRightY = 0; // Holds the coordinates of the left hand
SimpleOpenNI kinect = new SimpleOpenNI(this); // kinect object
private ValueStore valuesStore; // ADDED THIS LINE
/**
* Constructor Takes no parameters
*/
public TrackHands()
{
}
public TrackHands(ValueStore valuesStore)
{
this.valuesStore = valuesStore;
}
/**
* run This will be executed when the thread starts
*/
#Override
public void run()
{
IntVector userList = new IntVector(); // Make a vector of ints to store the list of users
PVector leftHand = new PVector(); // Make a vector to store the left hand
PVector rightHand = new PVector(); // Make a vector to store the right hand
PVector convertedLeftHand = new PVector(); // Make a vector to store the actual left hand
PVector convertedRightHand = new PVector(); // Make a vector to store the actual right hand
kinect.enableDepth();
kinect.enableUser(SimpleOpenNI.SKEL_PROFILE_ALL);
kinect.setMirror(true);
while (true)
{
kinect.update();
kinect.getUsers(userList); // Write the list of detected users into the vector
if (userList.size() > 0) // Checks if a user is found
{
int userId = userList.get(0); // Get first user
if (kinect.isTrackingSkeleton(userId)) // If successfully calibrated
{
kinect.getJointPositionSkeleton(userId,
SimpleOpenNI.SKEL_LEFT_HAND, leftHand); // Put the position of the left hand into that vector
kinect.getJointPositionSkeleton(userId,
SimpleOpenNI.SKEL_RIGHT_HAND, rightHand); // Put the position of the left hand into that vector
kinect.convertRealWorldToProjective(leftHand,
convertedLeftHand);
kinect.convertRealWorldToProjective(rightHand,
convertedRightHand);
this.handLeftX = round(convertedLeftHand.x);
this.handLeftY = round(convertedLeftHand.y);
this.handRightX = round(convertedRightHand.x);
this.handRightY = round(convertedRightHand.y);
valuesStore.setHandValues(handLeftX, handLeftY, handRightX, handRightY); // ADDED THIS LINE
}
}
}
}
// User-tracking callbacks!
public void onNewUser(int userId)
{
System.out.println("Start pose detection");
kinect.startPoseDetection("Psi", userId);
}
public void onEndCalibration(int userId, boolean successful)
{
if (successful)
{
System.out.println(" User calibrated !!!");
kinect.startTrackingSkeleton(userId);
} else
{
System.out.println(" Failed to calibrate user !!!");
kinect.startPoseDetection("Psi", userId);
}
}
public void onStartPose(String pose, int userId)
{
System.out.println("Started pose for user");
kinect.stopPoseDetection(userId);
kinect.requestCalibrationSkeleton(userId, true);
}
}
Then added a class to store the values so another class can access it.
ValueStore.java
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package Kinect;
/**
*
* #author Tony Nguyen <Tony.Nguyen#HvA.nl>
*/
public class ValueStore
{
private int leftX, leftY, rightX, rightY = 0;
public void setHandValues(int leftX, int leftY, int rightX, int rightY)
{
this.leftX = leftX;
this.leftY = leftY;
this.rightX = rightX;
this.rightY = rightY;
}
public int getLeftX()
{
return this.leftX;
}
}

Developing Persisent Store in Blackberry Java

I currently have code to share a variable between two entry points in my application. The variable is the iconCount variable used to indicate how many notices the user has which is displayed on the home screen beside the icon. The way I've managed to do this is with a singleton and it (seems) to work fine at the moment. The issue is now that I do not want those notices to reset to zero when I completely turn off and turn on the phone. Should there be 7 notifications, I want there to be 7 notifications even after a device restart. For this I apparently need a persistent store integration which I've researched for a while.
So far my code for the bare singleton is:
public class MyAppIndicator{
public ApplicationIndicator _indicator;
public static MyAppIndicator _instance;
MyAppIndicator () {
setupIndicator();
}
public static MyAppIndicator getInstance() {
if (_instance == null) {
_instance = new MyAppIndicator ();
}
return(_instance);
}
public void setupIndicator() {
//Setup notification
if (_indicator == null) {
ApplicationIndicatorRegistry reg = ApplicationIndicatorRegistry.getInstance();
_indicator = reg.getApplicationIndicator();
if(_indicator == null) {
ApplicationIcon icon = new ApplicationIcon(EncodedImage.getEncodedImageResource ("notificationsdemo_jde.png"));
_indicator = reg.register(icon, false, true);
_indicator.setValue(0);
_indicator.setVisible(false);
}
}
}
public void setVisible1(boolean visible, int count) {
if (_indicator != null) {
if (visible) {
_indicator.setVisible(true);
_indicator.setValue(count); //UserInterface.incrementCount()
} else {
_indicator.setVisible(false);
}
}
}
}
I have been using the blackberry tutorial to figure out how to implement the persistable storage: http://supportforums.blackberry.com/t5/Java-Development/Storing-persistent-data/ta-p/442747
Now before I go any further I must stress I'm very new to java development so my coding might be completely wrong, but here is what I've tried to do:
public void setVisible1(boolean visible, int count) {
if (_indicator != null) {
if (visible) {
_indicator.setVisible(true);
_indicator.setValue(count); //UserInterface.incrementCount()
StoreInfo info = new StoreInfo();
info.incElement();
synchronized (persistentCount) {
//persistentCount.setContents(_data);
persistentCount.commit();
}
} else {
_indicator.setVisible(false);
}
}
}
static {
persistentCount = PersistentStore.getPersistentObject(0xdec6a67096f833cL);
synchronized (persistentCount) {
if (persistentCount.getContents() == null) {
persistentCount.setContents(new Vector()); //don't know what to do with this?
persistentCount.commit();
}
}
}
private static final class StoreInfo implements Persistable{
private int iconCount;
public StoreInfo(){}
public int getElement(){
return (int)iconCount;
}
public void incElement(){
iconCount++; //persistently increment icon variable
}
public void resetElement(){
iconCount=0; //when user checks application
}
}
The code above doesn't work which I'd expect somehow because I'm having trouble implementing the persistent portion. If anyone has any idea or input on how to accomplish this any assistance would be helpful. And of course thanks in advance.
In the example they have a variable called _data that holds the StoreInfo class, so first of all you should be keeping the StoreInfo in some variable. To do this have something like the following in your static initializer:
persistentCount = PersistentStore.getPersistentObject(0xdec6a67096f833cL);
synchronized (persistentCount) {
if (persistentCount.getContents() == null) {
persistentCount.setContents(new StoreInfo());
persistentCount.commit();
}
}
_data = (StoreInfo)persistentCount.getContents();
Now when you want to update it and save to the PersistentStore you can have something like:
_data.incElement();
synchronized(persistentCount) {
persistentCount.setContents(_data);
persistentCount.commit();
}
Assuming you're going to only ever have one instance of StoreInfo it could be better to put the commit code into the modifier methods so you don't forget to save the new values to the PersistentStore.

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