JOGL not displaying - jogl

I'm hunting for an openGL library that'll work on both Macs & IBMs. JOGL seems a good bet however, when I imported the JGears demo, I'm getting an odd result. All the swing related components in the program are displaying but the GLJPanel (being passed to an Animator) is not showing up. As far as I can tell, the display method isn't being called at all. I'm hoping someone can point me in the right direction.
I'm using JDK 1.7, and the latest jogl.jar and jogl-natives-macosx-universal.jar

You need to use NEWT for maximum compatibility as of today:
https://sites.google.com/site/justinscsstuff/jogl-tutorial-2
However there are other advantages and disadvantages of Newt over Canvas, see the aforementioned link for the full list.
Moreover, try this Gears demo instead:
http://jogamp.org/deployment/jogamp-current/jogl-demos/jogl-newt-applet-runner-gears.html
it should be what you were looking for from the beginning.

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Should I use Xcode 4? How to get started? Aproach it?

I have been struggling with Xcode 3, and decided to jump directly to Xcode 4.
However, a big problem is that there is very little support like articles, videos, and projects I can use as templates.
Does there exist support like this at all?
Can I use Xcode 3 projects as templates?
Would it be easy to work from Xcode 3 tutorials?
I have now been using it for one day. Some things in the interface designer are quite different. For example, I can't get to subviews in the tab bar control (but mostly I manage, and can follow examples).
Thanks.
I'm doing the same thing. Xcode 4 is in pre-release, so there's not much in the way of tutorials while the tools are in a semi-NDA limbo and could be changed significantly before final release.
I highly recommend reading tutorials (I'm working my way through Aaron Hillegass' books on iPhone and OSX development) that use Xcode 3, and allowing extra time for learning where to map across to the new version.
Xcode 4 is much better organised, so it can be annoying but not impossible to find what you are looking for fairly quickly.
Resources you should go to first:
WWDC10 sessions 307, 308 and 315:
Introducing Xcode 4,
Developing your app with Xcode 4, and
Using Interface Builder in Xcode 4.
Access these through the developer portal. They are the definitive Apple guide to the new design and workflow.
In the Xcode 4 Help menu, the Xcode 4 Transition guide is the second choice. I skimmed it, then kept coming back to dive into topics when they came up.
Xcode 4, despite being "released", is an absolute disaster. I would wait for at least a couple of updates (beyond 4.01) before moving to it.
Basic functionality is severely broken. Breakpoints, syntax highlighting, basic functionality in the Interface Builder IU... I don't even know where to begin.
The document management, which was the towering defect of Xcode's design up to this point, has been changed but sadly not fixed. It might even be worse.
At first I had some good impressions. Early notes:
More-sensible defaults for debugging hotkeys.
There's now "Close project" in the File menu!
You can finally set up sounds for lots of build & search events, with a GUI. Nice.
There's a drop-down that shows files that are associated with the one you're editing. This might be useful, but any convenience this might add is ruined by the fact that there's no quick "counterpart" button like there used to be. You have to dig through a menu to go from header to source or vice versa.
Tabs are upside down, extending off the toolbar (WTF). Also, the "X" to close indicator is missing from each tab unless you roll over the tab. This kind of Easter-egg UI hides information from the user and should be abolished.
The tabs don't work well for a couple of reasons. First, there can be two editing panes under one tab with different documents; the tab only shows the name of one of them. You also can't move documents between panes, which you often want to do when referring to different objects and interfaces. Visual Studio solves both of those problems easily by having separate tab groups above each editing pane and letting you drag documents between the two groups.
A second editing pane is always referred to (and indicated in the toolbar) as an "Assistant" editor even if you didn't invoke the assistant (which is bafflingly denoted by a Batman icon button).
View options are under View, where they belong, instead of being incorrectly placed under the Window menu.
If you're typing a call to a function and you're using another function call as a parameter, Xcode's auto-completion appears to automatically prefer functions whose return type matches the parameter you're filling out. EXCELLENT.
But there are bugs aplenty. So many that it's very hard to get work done at times.
One particularly infuriating bug is Xcode's failure to indicate when and where it has stopped at a breakpoint. In many instances, it will stop and pull up the source file, but there's no execution point highlighted. The editor just shows the top of the file, and nothing happens as you step through. The current line is not highlighted, and nowhere does Xcode say, "Stopped at breakpoint." It just says "running."
There's no way to sort files your files in the treeview. NONE. Xcode 3 was bad enough in not sorting them automatically, making you go and sort them over and over and over through the life of a project. Now that's not even an option. WTF?
Xcode leaves your editor window littered with error highlights and messages even after you've fixed the code and recompiled. It turns out that these errors apply to a different target, even though you never built that target and the code they're complaining about doesn't exist anymore.
Xcode will overwrite your syntax-highlighting choices for specific symbol types. You can change them again and again, and Xcode will overwrite your settings inexplicably. You can watch it happen.
THERE'S NO "BUILD" BUTTON IN THE TOOLBAR, AND YOU CAN'T ADD ONE. In fact, the toolbar is not customizable at all, and there's only a "Run" button. What if you don't want to run? Yep, you have to look up the hotkey.
What did they do with all the extra space in the toolbar? Made the project-config dropdown NARROWER. It's so small that it can't show you WTF you're working on. Meanwhile, there's a vast strip of empty space right next to it. Unbelievable.
The Xcode team tried to clean up the mess that was project settings, adding the concept of "schemes." It's mostly an improvement, but buggy. But I'm out of time for this update...
I am not sure what kind of documentation they give you with Xcode 4, however there should be something in the help menu I imagine. WWDC also had a video on Xcode 4, it was their "State of Union" address. Here is a link to the iTunes videos.
Just to add to Luke's point, it all depends on how much code you know. I am going to stick with V3 as compile errors etc are not automatically fixed and I want to learn how the code works, this is going to help in the future.
Current tutorials (mostly about V3) will help you grasp the basics of Xcode, as V4 is easier overall but understanding the basics is the most important aspect.
Localization seems to be pretty significantly broken in 4.0, with constant crashes for me.
I would wait for 4.0.2, or something..
I just switched back to 3.2.6 after I tried out XCode 4. It has so many bugs and crashes, it was too frustrating. Also its updates are not included in the normal apple updates, you have to re install the whole software via the installer. Its ridiculous! Although the git integration and drop down syntax completion is cool, I think I will wait till 4.0.3 before updating again!

UDK Where did AnimatedCamera go?

I'm porting a game from UT3 to UDK. One of the classes is a subclass of AnimatedCamera. However, AnimatedCamera seems to be missing from the UDK, as the compiler kindly tells me:
Error, Superclass AnimatedCamera of class ZCam not found
Where did AnimatedCamera go?
It looks like it has been removed from the engine. I just looked at a recent code drop. I'm not sure why they've removed it; but, if it's important to your project I would suggest re-implementing it.
It derives from camera, which appears to be intact in the newer versions of the engine. I wish I could help more specifically, but our version of the engine is older and heavily modified and I don't directly deal with camera animations :)
But, you're not crazy, it was removed.
From what I've seen, it's just a method of playing CameraAnims. As such, moving over the functionality shouldn't be too difficult.
Good luck!

Webcam access from JavaFx

Does the latest JavaFx version support streaming webcam video? Is it possible to get it through JMF in fx?
It doesn't seem you can do it yet, see e.g. this recent post.
However, there seems to be several examples of using JMF to be able to at least capture an image. You might also try JNA.
Almost 7 years later from when the question was asked and there still isn't 'native' JavaFX support for displaying a stream from a webcam (as far as I am aware).
However I managed to achieve it using the OpenCV library and displaying into an ImageView. It's probably inefficient but OpenCV gives you the possibilities of processing the 'stream' too. Although all one might want to do is just display the stream, not modify it.

Flex printing on OSX pushes image off the page. How can this be fixed?

My Flex 3 app prints pages just fine from browsers on Windows using FlexPrintJob (not the browser print function). However, on OSX, the left and top margins show up larger and the page gets pushed off the right and bottom. Basically, the scaling is screwed up, and I can't see any way to adjust the margins in code.
Has anyone seen this discrepancy in Flex printing between Windows and OSX? Are there any known workarounds? I've searched all over and I can't find any good info on this (other than 12 unresolved printing bugs in the Adobe Jira DB).
And please don't say "don't print in Flex". I know Flex sucks at printing, but I have to use it. Thanks!
Edit:
PDF Generation is one route and while its a valid solution for some folks, I need to print directly. I'd like to see stuff like using regular Flash PrintJob, monkeypatches to FlexPrintJob, or just ways I can format my DisplayObjects before sending them to FlexPrintJob. None of the scaling options in FlexPrintJob work. My Flex Component is at 1.0 scale. I'm not sure what else I can do except for mess around with regular PrintJob. I'm putting a bounty on this for answers in this domain.
Switch to PDF generation. There are two ways to do this without having to purchase server-side licenses:
Use our library of Flex components - clear.swc, a part of open source Clear Toolkit available on Sourceforge. This process is described in Ch. 11 of the book Enterprise Development with Flex currently available as rough cuts on safaribooksonline.com
Use open-source library alivePDF.
Don't print by Flex PrintJob :)

Flex Text Control Undo

I'm having trouble finding any resource for adding ctrl-z undo capability to a Flex RichTextEditor control (a lack it apparently shares with other Flex text controls). I'm baffled that it's not in the native forms because it's such a fundamental capability, available in even standard browser text controls I believe.
Any mention of this issue on the Flex sites (there are several) conflict; one says the issue is "Closed" and the resolution is "External" (whatever that means).
Does anyone have any insight to offer? I've got an app the heavily requires extensive text editing. Flex in general works nicely, but this trivial lack is just about fatal, as anyone would imagine.
An example using the Flight Framework to easily implement undo/redo can be found here: http://www.xtyler.com/code/163
I've read elsewhere -- in fact, in the answers to one of my questions on SO -- that the issue is not going to be resolved in Flex 3. Which seems to be correct since we are in 3.2 or maybe even beyond that, and there's no undo in sight.
I was brave/stupid enough to implement an undo-redo in this component myself. At that time I was working on Windows. Now I'm on OSX and I realize just how non-cross-platform my solution is. The very statement of the problem (adding ctrl-z undo capability) is a large part of the problem (OSX has control AND this Apple key thing). Now I have to check how much work it would be to make the thing cross-platform... could be trivial.
By amazing coincidence, just today I've been thinking about NOT using the RichTextEditor but rather something external (FckEditor comes to mind) because the RTE leaves so much to be desired (hence I arrived at your question). I've worked with the RTE a ton and gotten it to do a lot of what I want, but I still wonder why they didn't "finish" this component...
Flex 3 controls do not natively support undo/redo. Here are a couple of libraries that may be of interest to you:
flexundoredo
as3undohistory

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