Cache Sound Assets - apache-flex

How would i go about caching sound assets in Flex, I load the sounds for play via:
private function set_streamingMedia(mediaURL:String) : void {
var req:URLRequest = new URLRequest(mediaURL);
if (streamChannel) {
streamChannel.stop()
}
auth_play(req);
}
private function auth_play(reqestURL:URLRequest) : void {
stream = new Sound();
var credsHeader:URLRequestHeader = new URLRequestHeader("Authorization", "Basic " + credentials);
reqestURL.requestHeaders.push(credsHeader);
var context:SoundLoaderContext = new SoundLoaderContext(1000, true);
stream.load(reqestURL, context);
timer = new Timer(100);
timer.addEventListener(TimerEvent.TIMER, mediaPositionChange);
play();
}
private function play():void{
if(isPaused){
streamChannel = stream.play(trackPosition);
timer.start();
isPaused = false;
}
else{
if (streamChannel) {
stop();
}
streamChannel = stream.play();
timer.start();
isPaused = false;
}
ChangeVolume();
}
I am on the playbook, so I can save it in a directory, put it in as a BLOB on SQLite (seems like a terrible idea) - Ideas would be much appreciate.
Also want to thank all the people here who have been taking the time to teach me Flex :) - you guys are better than the book I spent money on!

Related

How to enable Platform.runlater within method

I am creating a Javafx chat app which also allows for file transfer. My issue is I open a FileOutputStream for the received file within the below method. I can see my listener.statusTransferring() updating the UI only if I enable Platform.runLater. I think I now need to enable the same on the fos.write(b, 0, tmpTransferred) within the while loop but don't know how to do this. I have tried unsuccessfully wrapping the whole method within Platform runlater. Note: If I don't use platform runlater I don't get any errors however the UI does not update until the file transfer is complete eg listener.statusCompleted() is called;. The error I get now as a result of the fos being in Platform runlater. is below.. Line 185 is fos.write(b, 0, tmpTransferred); The other listener calls appear to work fine. Just not listener.statusTransferring(); or listener.transferUpdate(); which utilise the fos. Any help will be greatly appreciated. Also for your own sanity I am a self taught google programmer. Yep the worst kind I am sure. Thanks in advance.
Exception in thread "JavaFX Application Thread" java.lang.NullPointerException
at net.thebowdens.net.FileReceiver.transfer(FileReceiver.java:185)
at net.thebowdens.net.DefaultMessageResponder.fileSend(DefaultMessageResponder.java:543)
public boolean transfer() {
listener.statusConnecting();
received = false;
cancel = false;
try {
if (sSock != null) {
sock = sSock.accept();
listener.statusTransferring();
Platform.runLater(() ->{
try {
fos = new FileOutputStream(file);
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
});
is = sock.getInputStream();
final byte[] b = new byte[1024];
transferred = 0;
percent = 0;
int tmpTransferred = 0;
int tmpPercent = 0;
int transCounter = 0;
bCounter.prepare();
while (!cancel && (tmpTransferred = is.read(b)) != -1) {
fos.write(b, 0, tmpTransferred);
transferred += tmpTransferred;
percent = (int) ((transferred * 100) / size);
bCounter.addBytes(tmpTransferred);
transCounter++;
if (percent > tmpPercent || transCounter >= 250) {
transCounter = 0;
tmpPercent = percent;
listener.transferUpdate();
}
}
if (!cancel && transferred == size) {
received = true;
listener.statusCompleted();
}
else {
listener.statusFailed();
}
}
}
catch (final IOException e) {
LOG.log(Level.SEVERE, e.toString());
listener.statusFailed();
}
finally {
stopReceiver();
cleanupConnections();
}
return received;
}
Keep in mind that you should use Platform.runLater only for updating the UI, everything else should be outside it otherwhise the UI will become unresponsive.
I suggest you to to refactor your code according to this.
Well after much discussion over the correct language and other issues I solved my problem of the UI updating. I had two issues. My choice selector and Filechooser methods were not on the Javafx application thread (hope this is the right terminology) so I had to do the following:
private ExecutorService executorService = Executors.newCachedThreadPool();
executorService.execute(new Runnable() {
#Override
public void run() {
Platform.runLater(() -> {
try {
receiveRequest(tmpUser, fileRes, user, fileName, size, fileHash);
} catch (IOException | ServerException | CommandException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
});
}
});
I then had to do the same within the Filechooser and file accept method for the transfer class UI to update
executorService.execute(new Runnable() {
#Override public void run() {
if (fileRes.transfer()) {
ui.showSystemMessage("Successfully received " + fileName +
" from " + user + ", and saved as " + fileRes.getFile().getName());
}
else {
ui.showSystemMessage("Failed to receive " + fileName + " from " + user);
fileRes.cancel();
}
}
});
}

Problem with getting the random photo from Firebase by usage of async Tasks and async UnityWebRequest

I've created a call to Firebase to get the random photo (since we have categories of photos, first I'm trying to get random category, then random photo from it). After that I want to make async UnityWebRequest to get the photo and add it as a texture. The code gets to the inside of the Task but the call to database is never executed. I tried the code to get the image separately and it worked just fine. I also tried using delegate and action, but didn't help much. I'm still pretty newbie to C# and Unity, so my code isn't that good. Will appreciate all the feedback.
I tried the code to get the image separately and it worked just fine. I also tried using delegate and action, but didn't help much. I'm still pretty newbie to C# and Unity, so my code isn't that good. Will appreciate all the feedback.
//Getting the random photo
async Task GetRandomPhoto(){
await photosDbReference.GetValueAsync().ContinueWith(task =>{
List<string> snapshotList = new List<string>();
List<string> snapsnotList2 = new List<string>();
if(task.IsCompleted){
int catNumber = Convert.ToInt32(task.Result.ChildrenCount);
System.Random rnd = new System.Random();
int randCat = rnd.Next(0, catNumber);
foreach (DataSnapshot snapshot in task.Result.Children)
{
snapshotList.Add(snapshot.Key.ToString());
}
photosDbReference.Child(snapshotList[randCat]).GetValueAsync().ContinueWith(task2 =>{
if(task2.IsCompleted){
int photosNumber = Convert.ToInt32(task2.Result.ChildrenCount);
System.Random rnd2 = new System.Random();
int randPhoto = rnd.Next(0, photosNumber);
foreach(DataSnapshot snap2 in task2.Result.Children){
snapsnotList2.Add(snap2.Child("Dblink").Value.ToString());
}
string photoLink = snapsnotList2[randPhoto];
}
});
}
});
}
//Trying to set the photo as a texture
public async void PutTheTexture(string url){
Texture2D texture = await GetTexture(url);
myImage.texture = texture;
}
public async Task<Texture2D> GetTexture(string url){
Debug.Log("Started");
UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
Debug.Log("Sending request: " + url);
var asyncOp = www.SendWebRequest();
Debug.Log("Request sent");
while( asyncOp.isDone==false )
{
await Task.Delay( 1000/30 );
}
if( www.isNetworkError || www.isHttpError )
{
#if DEBUG
Debug.Log( $"{ www.error }, URL:{ www.url }" );
#endif
return null;
}
else
{
return DownloadHandlerTexture.GetContent( www );
}
}
The code gets to the Debug.Log("Started"); inside the Task but apparently the request is never send.
I can't quite tell how your two blocks of code go together, but what I will point out is that .ContinueWith will not continue in Unity's main thread. My suspicion is that the continuation is kicking off the GetTexture via a mechanism I'm not seeing.
As far as I can tell, async/await should always stay in your current execution context but perhaps the Continuations are causing your logic to execute outside of the Unity main thread.
Since you're using Firebase, this would be super easy to test by replacing ContinueWith with the extension method ContinueWithOnMainThread. If this doesn't help, you can generally swap out async/await logic with continuations on tasks or fairly easily convert the above example to use purely coroutines:
//Getting the random photo
void GetRandomPhoto(){
photosDbReference.GetValueAsync().ContinueWithOnMainThread(task =>
{
List<string> snapshotList = new List<string>();
List<string> snapsnotList2 = new List<string>();
if(task.IsCompleted){
int catNumber = Convert.ToInt32(task.Result.ChildrenCount);
System.Random rnd = new System.Random();
int randCat = rnd.Next(0, catNumber);
foreach (DataSnapshot snapshot in task.Result.Children)
{
snapshotList.Add(snapshot.Key.ToString());
}
photosDbReference.Child(snapshotList[randCat]).GetValueAsync().ContinueWithOnMainThread(task2 =>{
if(task2.IsCompleted){
int photosNumber = Convert.ToInt32(task2.Result.ChildrenCount);
System.Random rnd2 = new System.Random();
int randPhoto = rnd.Next(0, photosNumber);
foreach(DataSnapshot snap2 in task2.Result.Children){
snapsnotList2.Add(snap2.Child("Dblink").Value.ToString());
}
string photoLink = snapsnotList2[randPhoto];
}
});
}
});
}
public delegate void GetTextureComplete(Texture2D texture);
private void Completion(Texture2D texture) {
myImage.texture = texture;
}
//Trying to set the photo as a texture
public void PutTheTexture(string url){
GetTexture(url, Completion);
}
public IEnumerator GetTexture(string url, GetTextureComplete completion){
Debug.Log("Started");
UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
Debug.Log("Sending request: " + url);
var asyncOp = www.SendWebRequest();
Debug.Log("Request sent");
yield return asyncOp;
if( www.isNetworkError || www.isHttpError )
{
#if DEBUG
Debug.Log( $"{ www.error }, URL:{ www.url }" );
#endif
completion(null);
}
else
{
completion(DownloadHandlerTexture.GetContent(www));
}
}
(you can do better than my example, and I haven't verified that it runs. Just a quick pass)
Big Thank You to everybody who tried to help! I finally found the way to solve the issue. I changed my async Task to async Task < "Dictionary" > and made it return the dict wilth all the data of the random photo (label, link, user). Then I created async void in which I wrote:
Dictionary photoData = await GetRandomPhoto();
From there it was very easy.

Will increasing my RAM reduce the size of my w3wp.exe in memory

I have a asp.net web site. I have an image being updated via a timer as many times as possible every second with an image the size of 720x576. I control when the image can be updated by initiating the next ashx page call to get my image after the img control has finished loading the previous image (I do this on the 'onload' event).
My w3wp.exe currently stands at 140,000k and it drops to 130,000. Frequently going up and down between these 2 values.
As i am testing with 1 User and as I am on a cheap VPS shared hosting environment my question is when I go Live will the w3wp.exe become uncontrollable or will the fact that by upgrading my server package (mainly increasing RAM) help to keep this all under control n a multi-user environment?
This is my Javascript:
var timer3;
var intervalLive = 50;
function play2() {
if (timer3) window.clearTimeout(timer3);
swapImages3();
}
function setImageSrc3(src) {
_imgLive.src = src;
timer3 = window.setTimeout(swapImages3, intervalLive);
}
function swapImages3() {
var imgCached = new Image();
imgCached.onload = function () {
setImageSrc3(imgCached.src);
};
imgCached.onerror = function () {
setImageSrc3("http://a URL/images/ERROR.jpg");
};
imgCached.onload = function () {
setImageSrc3(imgCached.src);
};
imgCached.src = null;
imgCached.src = 'http://A URL/Cloud/LiveXP.ashx?id=' + new Date().getTime() + '&Alias=' + alias;
}
And this is in my ashx page:
public class Live : IHttpHandler {
DAL dal = new DAL();
static byte[] StandardError = Shared.ERROR;
public void ProcessRequest(HttpContext context)
{
byte[] data = null;
context.Response.ContentType = "image/jpg";
try
{
if (context.Request.QueryString["Alias"] != null)
{
data = Shared.GetFrame(context.Request.QueryString["Alias"].ToString());
context.Response.BinaryWrite(data);
}
}
catch (Exception ex)
{
data = StandardError;
dal.AddError(ex.ToString());
}
finally
{
context.Response.BinaryWrite(data);
}
}
public bool IsReusable {
get {
return true;
}
}
}
thanks

Change this from sync to async webrequests

I ahve been diggin the net for some time now, not finding code examples that help me through my problem.. I have looked at example code but I'm still not "getting" it...
I have read up on,
http://msdn.microsoft.com/en-us/library/aa480507.aspx and
http://msdn.microsoft.com/en-us/library/dd781401.aspx
But I cant seem to get it to work..
Im using HTMLAGILITYPACK
Today I make up to 20 webrequests,
After a request has finished, result is added to dictionary, after that a method searches it for the information, if found the code exits if not it makes another webrequest , until it caps at 20. I need to be able to exit all threads async calls when everything is found.
It goes like this
public void FetchAndParseAllPages()
{
PageFetcher fetcher = new PageFetcher();
for (int i = 0; i < _maxSearchDepth; i += _searchIncrement)
{
string keywordNsearch = _keyword + i;
ParseHtmldocuments(fetcher.GetWebpage(keywordNsearch));
//this checks if the information was found or not, if
//found stop exit and add to database
if (GetPostion() != 201)
{ //ADD DATA TO DATABASE
InsertRankingData(DocParser.GetSearchResults(), _theSearchedKeyword);
return;
}
}
}
This is inside the class that fetches the page
public HtmlDocument GetWebpage(string urlToParse)
{
System.Net.ServicePointManager.Expect100Continue = false;
HtmlWeb htmlweb = new HtmlWeb();
htmlweb.PreRequest = new HtmlAgilityPack.HtmlWeb.PreRequestHandler(OnPreRequest);
HtmlDocument htmldoc = htmlweb.Load(#"urlToParse", "38.69.197.71", 45623, "PORXYUSER", "PROXYPASSWORD");
return htmldoc;
}
public bool OnPreRequest(HttpWebRequest request)
{
// request.UserAgent = RandomUseragent();
request.KeepAlive = false;
request.Timeout = 100000;
request.ReadWriteTimeout = 1000000;
request.ProtocolVersion = HttpVersion.Version10;
return true; // ok, go on
}
How can I make this async and make it really quick with threads? Or should i even use threads when doing it async?
Okay I solved it! At least I think so! Execution time went down to around seven seconds. It took me about 30 secs to do that without async.
Here my code for future reference. EDIT I used a console project to test the code. Also I'm using html agilitypack. This is my way of doing it, any tips on how to further optimize this would be cool to see.
public delegate HtmlDocument FetchPageDelegate(string url);
static void Main(string[] args)
{
System.Net.ServicePointManager.DefaultConnectionLimit = 10;
FetchPageDelegate del = new FetchPageDelegate(FetchPage);
List<HtmlDocument> htmllist = new List<HtmlDocument>();
List<IAsyncResult> results = new List<IAsyncResult>();
List<WaitHandle> waitHandles = new List<WaitHandle>();
DateTime start = DateTime.Now;
for(int i = 0; i < 200; i += 10)
{
string url = #"URLSTOPARSE YOU CHANGE IT HERE READ FROM LIST OR ANYTHING";
IAsyncResult result = del.BeginInvoke(url, null, null);
results.Add(result);
waitHandles.Add(result.AsyncWaitHandle);
}
WaitHandle.WaitAll(waitHandles.ToArray());
foreach (IAsyncResult async in results)
{
FetchPageDelegate delle = (async as AsyncResult).AsyncDelegate as FetchPageDelegate;
htmllist.Add(delle.EndInvoke(async));
}
Console.ReadLine();
}
static HtmlDocument FetchPage(string url)
{
HtmlWeb htmlweb = new HtmlWeb();
HtmlDocument htmldoc = htmlweb.Load(url);
return htmldoc;
}

as3: reloading an image

I have an image that I am attempting to load, and then reload. Here is my code for the loading of the image:
public function loadImage(url:String, _w:int, _h:int):void
{
this._stwidth = _w;
this._stheight = _h;
this._imageURL = url;
if(!_imageURL)
{
return;
}
this.alpha = 1.0; //need this because we might have just faded the image out
_ldr.alpha = 0.0;
_prog.alpha = 1.0;
_sqr.alpha = 0.0;
_sqr.graphics.clear();
if(_hasLoaded)
{
try
{
_ldr.close();
_ldr.unload();
}
catch(e:Error)
{
//trace("bmdisplay has loaded once, but there was an error: " + e.message);
}
}
_ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
_ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
_ldr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(Event.INIT, onOpen);
_ldr.load(new URLRequest(_imageURL));
}
For some reason, this code will not load the image without issuing an Error upon the 2nd load.
Can someone please help me figure this out?
I am totally lost on why my variable _asLoaded would do me wrong.
I have an onComplete() handler, which sets that var to true, and I never set it to false after that.
I don't know what else I should be trying...
Thanks
Sometimes back I wrote a helper class to achieve something similar. The helper class extends Loader and provides automatic scaling of image. Here is the code for that class:package {
import flash.display.Loader;
import flash.geom.Rectangle;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.events.SecurityErrorEvent;
public class ImageLoader extends Loader {
private var _imageURL:String; // URL of image
private var _imageBoundary:Rectangle; // boundary rectangle for the image
private var _loaded:Boolean; // flag which tells whether image is loaded or not.
private var _isLoading:Boolean; // flag which say if any loading is in progress
//Constructor function, which calls Loader's constructor
// and loads and resize the image
public function ImageLoader(url:String = null, rect:Rectangle = null):void {
super();
_imageURL = url;
_imageBoundary = rect;
_loaded = false;
_isLoading = false;
loadImage();
}
// sets the image for the loader and loads it
public function set imageURL(url:String):void {
_imageURL = url;
loadImage();
}
// sets the boundary of the image and resizes it
public function set boundary(rect:Rectangle):void {
_imageBoundary = rect;
resizeImage();
}
private function removeListeners():void {
this.contentLoaderInfo.removeEventListener(Event.COMPLETE, onComplete);
this.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, onError);
this.contentLoaderInfo.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
}
private function onComplete(e:Event):void {
_loaded = true;
_isLoading = false;
removeListeners();
resizeImage();
}
//In case of error, we are not propogating the event
private function onError(e:Event):void {
e.stopImmediatePropagation();
removeListeners();
}
// real loading goes here
// it first closes and unloads the loader and
// then loads the image
private function loadImage():void {
if (_isLoading) {
trace("Some loading is in progess");
return;
}
try {
this.close();
this.unload();
}
catch(e:Error) {
//discarded
}
if (!_imageURL)
return;
_loaded = false;
_isLoading = true;
this.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
this.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError);
this.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
this.load(new URLRequest(_imageURL));
}
// standard resizing function for image so that it's
// aspect ratio is maintained.
private function resizeImage():void {
if (!_imageBoundary || !_loaded)
return;
var aspect:Number = width / height;
var cAspect:Number = _imageBoundary.width / _imageBoundary.height;
if (aspect <= cAspect) {
this.height = _imageBoundary.height;
this.width = aspect * this.height;
}
else {
this.width = _imageBoundary.width;
this.height = this.width / aspect;
}
this.x = (_imageBoundary.width-this.width)/2 + _imageBoundary.x;
this.y = (_imageBoundary.height-this.height)/2 + _imageBoundary.y;
}
}
} And you can use it like this:var _imageLoader:ImageLoader = new ImageLoader();
_imageLoader.imageURL = "http://some-image-url";
_imageLoader.boundary = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight); // or whatever suits you
ImageLoader extends Loader class so you can listen to all the Events dispatches by Loader class. Hope it helps.
i would declare _ldr inside the function so its dead every time you start this function. and i also would not use this unload() and close() methods. its much simpler if make some thing like this (you need to have a empty movieclip called "ldrHelper"):
public function loadImage(url:String, _w:int, _h:int):void
{
// do your job and die bravely, no need to be global
var _ldr:Loader = new Loader();
this._stwidth = _w;
this._stheight = _h;
this._imageURL = url;
if(!_imageURL)
{
return;
}
this.alpha = 1.0; //need this because we might have just faded the image out
// now you will need to make alpha = 1 on ldrHolder since _ldr is dead after this function
ldrHolder.alpha = 0.0;
_prog.alpha = 1.0;
_sqr.alpha = 0.0;
_sqr.graphics.clear();
// remove the old image, doesn't matter whether its empty or not
while(ldrHolder.numChildren > 0){
ldrHolder.removeChildAt(0);
}
//add image
ldrHolder.addChild(_ldr);
_ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
_ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
_ldr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(Event.INIT, onOpen);
_ldr.load(new URLRequest(_imageURL));
}
Try instantiating new Loader, probably trying to recycle it is giving you the problem

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