XAML Custom Time Format - xaml

I have a Grid with cells which contain values in seconds (i.e. 34000 or 2346).
I need to be able to convert that to "1d 12h 35m". That in itself is fine but when sorting the grid it treats them as strings, meaning 11d 23h 35m will come ahead of 1d 7h 3m.
Is there a way to still treat the cell behind as the integer of seconds?
See below for binding code:
ServiceClient sc = new ServiceClient();
var Result = await sc.getTeamsAsync("MyTeam");
foreach(Team row in Result)
{
double Seconds = 0;
double.TryParse(row.TimeLeft, out Seconds);
TimeSpan timeLeft = new TimeSpan(0, 0, (int)Seconds);
row.TimeLeft = (timeLeft .Days + "d " + timeLeft .Hours + "h " + timeLeft .Minutes + "m");
}
this.DataGrid.ItemsSource = Result;
The results are coming from a service and they get binded to the DataGrid as above.

I'm so sorry for this late reply.
Here's how I would do it:
I'm assuming that you have access to the source of the "Teams" class?
I would make it into a comparable class, and then bind to a string that is dynamically generated (in this case instead of binding to TimeLeft I would bind to TimeLeftText).
I would also change TimeLeft into an int so that it's a lot easier to handle.
public class Team : IComparable
{
private int TimeLeft { get; set; }
public string TimeLeftText
{
get
{
TimeSpan timeLeft = new TimeSpan(0, 0, TimeLeft);
return (timeLeft.Days + "d " + timeLeft.Hours + "h " + timeLeft.Minutes + "m");
}
}
public int CompareTo(object obj)
{
if (!(obj is Team))
throw new NotImplementedException();
var comparer = (Team)obj;
return TimeLeft.CompareTo(comparer.TimeLeft);
}
}
This way it will be presented as "1d 5h 47m" but when it's sorted the actual seconds are going to be compared against each other and the result will be a lot more logical.
Once again, sorry for the late reply. Hope it's not too late and to some help to you :)

Related

Updating a scoreboard with a scheduler

I havent added a bukkit runnable because it did not work at all. That is why I added the scoreboard code. No idea how I can update the scoreboard.
IGNORE IGNORE IGNORE IGNORE IGNORE IGNORE IGNORE
SCOREBOARD CODE:
public void makeScoreboard() {
if(this.getConfig().getBoolean("Scoreboard") == true) {
board = Bukkit.getScoreboardManager().getNewScoreboard();
Date now = new Date();
SimpleDateFormat date = new SimpleDateFormat("dd/MM/yyyy");
Objective objective = board.registerNewObjective("Test", "Test2");
objective.setDisplayName(ChatColor.AQUA + "§aMazeRunner §8┃ §c" + StartCountdown.timeUntilStart);
objective.setDisplaySlot(DisplaySlot.SIDEBAR);
team = board.registerNewTeam("Team");
team.setPrefix("");
Score score2 = objective.getScore(ChatColor.GOLD + "§6§l» Time");
score2.setScore(8);
Score score3 = objective.getScore(ChatColor.GOLD + "§f" + date.format(now));
score3.setScore(7);
Score score4 = objective.getScore(ChatColor.RED + " ");
score4.setScore(6);
Score score5 = objective.getScore(ChatColor.GOLD + "§6§l» Server");
score5.setScore(5);
Score score6 = objective.getScore(ChatColor.GOLD + "§3EU§8: §f2266");
score6.setScore(4);
Score score7 = objective.getScore(ChatColor.RED + " ");
score7.setScore(3);
Score score8 = objective.getScore(ChatColor.GOLD + "§6§l» Teams");
score8.setScore(2);
Score score9 = objective.getScore(ChatColor.GOLD + "§fHumans: 2");
score9.setScore(1);
Score score10 = objective.getScore(ChatColor.GOLD + "§fGrievers: 0");
score10.setScore(0);
}
else{
}
}
To update the scoreboard you can use a scheduler.
BukkitScheduler scheduler = plugin.getServer().getScheduler();
scheduler.scheduleSyncRepeatingTask(plugin, new Runnable() {
#Override
public void run() {
//Update your scoreboard ( e.g scoreX.setScore(1); )
}
}, 0L, 20L);
This will execute with an initial delay of 0 seconds, repeating itself every 20 ticks = 1 second.
"plugin" is a reference to your class that extends JavaPlugin, you can get an instance of the class using the constructor in case you are executing the code somewhere else, e.g
private Plugin pl;
public SampleListener(Plugin pl) {
this.pl = pl;
}
and then pass "pl" to the scheduler.

JavaFX troubles with removing items from ArrayList

I have 2 TableViews (tableProduct, tableProduct2). The first one is populated by database, the second one is populated with selected by user items from first one (addMeal method, which also converts those to simple ArrayList). After adding/deleting few objects user can save current data from second Table to txt file. It seems to work just fine at beginning. But problem starts to show a bit randomly... I add few items, save it, delete few items, save it, everything is fine. Then after few actions like that, one last object stays in txt file, even though the TableView is empty. I just can't do anything to remove it and I get no errors...
Any ideas what's going on?
public void addMeal() {
productData selection = tableProduct.getSelectionModel().getSelectedItem();
if (selection != null) {
tableProduct2.getItems().add(new productData(selection.getName() + "(" + Float.parseFloat(weightField.getText()) + "g)", String.valueOf(Float.parseFloat(selection.getKcal())*(Float.parseFloat(weightField.getText())/100)), String.valueOf(Float.parseFloat(selection.getProtein())*(Float.parseFloat(weightField.getText())/100)), String.valueOf(Float.parseFloat(selection.getCarb())*(Float.parseFloat(weightField.getText())/100)), String.valueOf(Float.parseFloat(selection.getFat())*(Float.parseFloat(weightField.getText())/100))));
productlist.add(new productSimpleData(selection.getName() + "(" + Float.parseFloat(weightField.getText()) + "g)", String.valueOf(Float.parseFloat(selection.getKcal())*(Float.parseFloat(weightField.getText())/100)), String.valueOf(Float.parseFloat(selection.getProtein())*(Float.parseFloat(weightField.getText())/100)), String.valueOf(Float.parseFloat(selection.getCarb())*(Float.parseFloat(weightField.getText())/100)), String.valueOf(Float.parseFloat(selection.getFat())*(Float.parseFloat(weightField.getText())/100))));
}
updateSummary();
}
public void deleteMeal() {
productData selection = tableProduct2.getSelectionModel().getSelectedItem();
if(selection != null){
tableProduct2.getItems().remove(selection);
Iterator<productSimpleData> iterator = productlist.iterator();
productSimpleData psd = iterator.next();
if(psd.getName().equals(String.valueOf(selection.getName()))) {
iterator.remove();
}
}
updateSummary();
}
public void save() throws IOException {
File file = new File("C:\\Users\\Maciek\\Desktop\\test1.txt");
if(file.exists()){
file.delete();
}
FileWriter fw = null;
BufferedWriter bw = null;
try {
fw = new FileWriter(file);
bw = new BufferedWriter(fw);
Iterator iterator;
iterator = productlist.iterator();
while (iterator.hasNext()) {
productSimpleData pd;
pd = (productSimpleData) iterator.next();
bw.write(pd.toString());
bw.newLine();
}
} catch (IOException e) {
e.printStackTrace();
} finally {
bw.flush();
bw.close();
}
}
and yeah, I realize addMethod inside if statement looks scary but don't mind it, that part is allright after all...
You only ever check the first item in the productlist list to determine, if the item should be removed. Since you do not seem to write to the List anywhere without doing a similar modification to the items of tableProduct2, you can just do the same in this case.
public void deleteMeal() {
int selectedIndex = tableProduct2.getSelectionModel().getSelectedIndex();
if(selectedIndex >= 0) {
tableProduct2.getItems().remove(selectedIndex);
productlist.remove(selectedIndex);
}
updateSummary();
}
This way you also prevent issues, if there are 2 equal items in the list, which could lead to the first one being deleted when the second one is selected...
and yeah, I realize addMethod [...] looks scary
Yes, it does, so it's time to rewrite this:
Change the properties in productData and productSimpleData to float and don't convert the data to String until you need it as String.
if (selection != null) {
float weight = Float.parseFloat(weightField.getText());
float weight100 = weight / 100;
float calories = Float.parseFloat(selection.getKcal())*weight100;
float protein = Float.parseFloat(selection.getProtein())*weight100;
float carb = Float.parseFloat(selection.getCarb())*weight100;
float fat = Float.parseFloat(selection.getFat())*weight100;
ProductData product = new productData(
selection.getName() + "(" + weight + "g)",
calories,
protein,
carb,
fat);
productlist.add(new productSimpleData(product.getName(), calories, protein, carb, fat));
tableProduct2.getItems().add(product);
}
Also that this kind of loop can be rewritten to an enhanced for loop:
Iterator iterator;
iterator = productlist.iterator();
while (iterator.hasNext()) {
productSimpleData pd;
pd = (productSimpleData) iterator.next();
bw.write(pd.toString());
bw.newLine();
}
Assuming you've declared productlist as List<productSimpleData> or a subtype, you can just do
for (productSimpleData pd : productlist) {
bw.write(pd.toString());
bw.newLine();
}
furthermore you could rely on a try-with-resources to close the writers for you:
try (FileWriter fw = new FileWriter(file);
BufferedWriter bw = new BufferedWriter(fw)){
...
} catch (IOException e) {
e.printStackTrace();
}
Also there is no need to delete the file since java overwrites the file by default and only appends data if you specify this in an additional constructor parameter for FileWriter.

Accessing Elements from an ArrayList in JavaFX [duplicate]

This question already has answers here:
Can we use index like array index to access List<T>?
(7 answers)
Closed 6 years ago.
The ArrayList that I'm using is in a method that returns the ArrayList, but it's not recognizing the ArrayList in start. How do I access the elements from an ArrayList vs. a regular array, and is it returning the ArrayList from the method properly? Thanks!
try
{
ArrayList<Integer> scores = loadFile("scores.txt");
}catch(FileNotFoundException e)
{
System.err.println("File error: " + e.getMessage());
}catch(IOException e)
{
System.err.println("IO error: " + e.getMessage());
}
GridPane root = new GridPane();
primaryStage.setScene(new Scene(root, 600, 600));
//linePane();
//textPane();
Circle circle = new Circle();
circle.setRadius(1.0f);
for(int i = 0; i < 59; i++)
{
double polar = (double)(scores[i]);
private static ArrayList<Integer> loadFile(String filename) throws IOException
{
int numberOfRecords = 0;
Scanner fin = new Scanner(new File(filename));
ArrayList<Integer> scores = new ArrayList();
while(fin.hasNext())
{
scores.add(fin.nextInt());
numberOfRecords++;
}
Collections.sort(scores);
return scores;
}
You get a value from an Arraylist not by scores[index], but with a desginated method.
scores.get(i);
------------- EDIT -----------------
The code isn't recognizing scores since it's outside of its scope.
ArrayList <Integer> scores = null;
try{
scores = //code
} catch {}
if(scores != null){
scores.get(i);
}
-------------------- EDIT -------------------
Second question: the Polyline.
The add method of Polyline takes in a Double not an Integer (scores is an ArrayList of Integers). Therefore, cast it as a Double.
line.getPoints().add((double)scores.get(i));
Your other question about Invocation Error. It is thrown because of Illegal Argument Exception you have in the method "line". Basically, you are adding the same Node to the root too many times.
private static void line(){
Polyline line = new Polyline();
for(int i = 0; i < 59; i++)
{
line.getPoints().add((double)scores.get(i));
}
root.getChildren().add(line); // <- outside of the for loop
}

implement feedback in lucene

Can someone give me hints to apply pseudo-feedback in lucene. I can not find much help on google. I am using Similarity classes.
Is there any class in lucene which I can extend to implement feedback ?
thanks.
Assuming you are referring to this relevance feedback method, Once you have the TopDocs for your original query, iterate through how ever many (let's say we'll want the top 25 terms for the top 25 docs of the original query) records you desire, and call IndexReader.getTermVectors(int), which will grab the information you need. Iterate through each. while storing the term frequencies in a hash map would be the implementation the immediately occurs to me.
Something like:
//Get the original results
TopDocs docs = indexsearcher.search(query,25);
HashMap<String,ScorePair> map = new HashMap<String,ScorePair>();
for (int i = 0; i < docs.scoreDocs.length; i++) {
//Iterate fields for each result
FieldsEnum fields = indexreader.getTermVectors(docs.scoreDocs[i].doc).iterator();
String fieldname;
while (fieldname = fields.next()) {
//For each field, iterate it's terms
TermsEnum terms = fields.terms().iterator();
while (terms.next()) {
//and store it
putTermInMap(fieldname, terms.term(), terms.docFreq(), map);
}
}
}
List<ScorePair> byScore = new ArrayList<ScorePair>(map.values());
Collections.sort(byScore);
BooleanQuery bq = new BooleanQuery();
//Perhaps we want to give the original query a bit of a boost
query.setBoost(5);
bq.add(query,BooleanClause.Occur.SHOULD);
for (int i = 0; i < 25; i++) {
//Add all our found terms to the final query
ScorePair pair = byScore.get(i);
bq.add(new TermQuery(new Term(pair.field,pair.term)),BooleanClause.Occur.SHOULD);
}
}
//Say, we want to score based on tf/idf
void putTermInMap(String field, String term, int freq, Map<String,ScorePair> map) {
String key = field + ":" + term;
if (map.containsKey(key))
map.get(key).increment();
else
map.put(key,new ScorePair(freq,field,term));
}
private class ScorePair implements Comparable{
int count = 0;
double idf;
String field;
String term;
ScorePair(int docfreq, String field, String term) {
count++;
//Standard Lucene idf calculation. This is calculated once per field:term
idf = (1 + Math.log(indexreader.numDocs()/((double)docfreq + 1))) ^ 2;
this.field = field;
this.term = term;
}
void increment() { count++; }
double score() {
return Math.sqrt(count) * idf;
}
//Standard Lucene TF/IDF calculation, if I'm not mistaken about it.
int compareTo(ScorePair pair) {
if (this.score() < pair.score()) return -1;
else return 1;
}
}
(I make no claim that this is functional code, in it's current state.)

Android 2D animation drawing: bad performance

I have an app that draws a grid of dots (let's say 5x5). The user is asked to draw lines on that grid. If the user's finger touches one of the dots in the grid, this dot is being colored to show that this dot is part of a path drawn. In addition a line will be drawn between each two touched dots.
The issue - I get very bad performance, which causes few things:
The application gets really slow.
Motion events in event.getAction() get bad granularity. I meanenter code here that instead of registering a movement each 10 pixels for example, it registers movements each 100 pixels. This, in turn, will causes the app to NOT redraw some dots the user had touched.
Sometimes the motion coordinates are simple wrong: lets say the user is moving her finger from pixel 100 to pixel 500, the reading might show 100...200...150...140...300...400. For some reason the touch location gets messed up in some cases.
Look at the example on how the app "misses out" on dots the user have touched and doesn't draw the green dots:
I've tried few thing:
Adding Thread.sleep(100); to else if(event.getAction() == MotionEvent.ACTION_MOVE) inside onTouchEvent(MotionEvent event), I read that this might give the CPU time to catch up on all those touch events - didn't change a thing
Adding this.destroyDrawingCache() to the very end of doDraw() (I use it instead of onDraw, as was suggested by one tutorial I used). I thought this will clear all event/drawing caching which seems to be slowing down the system - didn't change a thing.
I am fairly new to Android animation so I am not sure how to proceed:
I understand I should do as little as possible in doDraw() (my onDraw()) and onTouchEvent().
I read some stuff about invalidate() but not sure how and when to use it. If I understand correctly, my View gets drawn anew each time doDraw() is called. My grid, for instance, is static - how can I avoid redrawing it?
++++++++++++++++++++++++ UPDATE 7th Oct +++++++++++++++++++++
I tried using canvas.drawCircle(xPos, yPos, 8, mNodePaint); instead of canvas.drawBitmap(mBitmap, xPos, yPos, null);. I thought that if I DIDN'T use actual bitmaps this might improve performance. As a matter of fact - it didn't! I am a bit confused how such a simple application can pose such a heavy load on the device. I must be doing something really the wrong way.
++++++++++++++++++++++++ UPDATE 12th Oct +++++++++++++++++++++
I took into account what #LadyWoodi suggested - I've eliminated all variable declarations out of the loops - anyway it is a bad practice and I also got rid of all the "System.Out" lines I use so I can log app behavior to better understand why I get such a lame performance. I am sad to say that if there was a change in performance (I didn't actually measure frame rate change) it is negligible.
Any other ideas?
++++++++++++++++++++++++ UPDATE 13th Oct +++++++++++++++++++++
As I have a static grid of dots (see hollow black/white dots in screenShot) that never changes during the game I did the following:
-Draw the grid once.
-Capture the drawing as bitmap using Bitmap.createBitmap().
-Use canvas.drawBitmap() to draw the bitmap of the static dots grid.
-When my thread runs I check to see it the grid of dots is drawn. If it is running I will NOT recreate the static dots grid. I will only render it from my previously rendered bitmap.
Surprisingly this changed nothing with my performance! Redrawing the dots grid each time didn't have a true visual effect on app performance.
I decided to use canvas = mHolder.lockCanvas(new Rect(50, 50, 150, 150)); inside my drawing thread. It was just for testing purposes to see if I limit the area rendered each time, I can get the performance better. This DID NOT help either.
Then I turned to the DDMS tool in Eclipse to try and profile the app. What it came up with, was that canvas.drawPath(path, mPathPaint); (Canvas.native_drawPath) consumed about 88.5% of CPU time!!!
But why??! My path drawing is rather simple, mGraphics contains a collection of Paths and all I do is figure out if each path is inside the boundaries of the game screen and then I draw a path:
//draw path user is creating with her finger on screen
for (Path path : mGraphics)
{
//get path values
mPm = new PathMeasure(path, true);
mPm.getPosTan(0f, mStartCoordinates, null);
//System.out.println("aStartCoordinates X:" + aStartCoordinates[0] + " aStartCoordinates Y:" + aStartCoordinates[1]);
mPm.getPosTan(mPm.getLength(), mEndCoordinates, null);
//System.out.println("aEndCoordinates X:" + aEndCoordinates[0] + " aEndCoordinates Y:" + aEndCoordinates[1]);
//coordinates are within game board boundaries
if((mStartCoordinates[0] >= 1 && mStartCoordinates[1] >= 1) && (mEndCoordinates[0] >= 1 && mEndCoordinates[1] >= 1))
{
canvas.drawPath(path, mPathPaint);
}
}
Can anyone see any ill programmed lines of code in my examples?
++++++++++++++++++++++++ UPDATE 14th Oct +++++++++++++++++++++
I've made changes to my doDraw()method. Basically what I do is draw the screen ONLY if something was changed. In all other cases I simply store a cached bitmap of the screen and render it. Please take a look:
public void doDraw(Canvas canvas)
{
synchronized (mViewThread.getSurefaceHolder())
{
if(mGraphics.size() > mPathsCount)
{
mPathsCount = mGraphics.size();
//draw path user is creating with her finger on screen
for (Path path : mGraphics)
{
//get path values
mPm = new PathMeasure(path, true);
mPm.getPosTan(0f, mStartCoordinates, null);
//System.out.println("aStartCoordinates X:" + aStartCoordinates[0] + " aStartCoordinates Y:" + aStartCoordinates[1]);
mPm.getPosTan(mPm.getLength(), mEndCoordinates, null);
//System.out.println("aEndCoordinates X:" + aEndCoordinates[0] + " aEndCoordinates Y:" + aEndCoordinates[1]);
//coordinates are within game board boundaries
if((mStartCoordinates[0] >= 1 && mStartCoordinates[1] >= 1) && (mEndCoordinates[0] >= 1 && mEndCoordinates[1] >= 1))
{
canvas.drawPath(path, mPathPaint);
}
}
//nodes that the path goes through, are repainted green
//these nodes are building the drawn pattern
for (ArrayList<PathPoint> nodePattern : mNodesHitPatterns)
{
for (PathPoint nodeHit : nodePattern)
{
canvas.drawBitmap(mDotOK, nodeHit.x - ((mDotOK.getWidth()/2) - (mNodeBitmap.getWidth()/2)), nodeHit.y - ((mDotOK.getHeight()/2) - (mNodeBitmap.getHeight()/2)), null);
}
}
mGameField = Bitmap.createBitmap(mGridNodesCount * mNodeGap, mGridNodesCount * mNodeGap, Bitmap.Config.ARGB_8888);
}
else
{
canvas.drawBitmap(mGameField, 0f, 0f, null);
}
Now for the results - as long as the device doesn't have to render no paths and simply draws from a bitmap, stuff goes very fast. But the moment I have to rerender the screen using canvas.drawPath() performance becomes as sluggish as a turtle on morphine... The more paths I have (up to 6 and more, which is NOTHING!) the slower the rendering. How odd is this?? - My paths are even not really curvy - the are all straight lines with an occasional turn. What I mean is that the line is not very "complex".
I've add more code below - if you have any improvements ideas.
Many thanks in advance,
D.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class "Panel" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
public class Panel extends SurfaceView implements SurfaceHolder.Callback {
Bitmap mNodeBitmap;
int mNodeBitmapWidthCenter;
int mNodeBitmapHeightCenter;
Bitmap mDotOK;
ViewThread mViewThread;
ArrayList<PathPoint> mPathPoints;
private ArrayList<Path> mGraphics = new ArrayList<Path>(3);
private ArrayList<ArrayList<PathPoint>> mNodesHitPatterns = new ArrayList<ArrayList<PathPoint>>();
private Paint mPathPaint;
Path mPath = new Path();
//private ArrayList<Point> mNodeCoordinates = new ArrayList<Point>();
private int mGridNodesCount = 5;
private int mNodeGap = 100;
PathPoint mNodeCoordinates[][] = new PathPoint[mGridNodesCount][mGridNodesCount];
PathMeasure mPm;
float mStartCoordinates[] = {0f, 0f};
float mEndCoordinates[] = {0f, 0f};
PathPoint mPathPoint;
Boolean mNodesGridDrawn = false;
Bitmap mGameField = null;
public Boolean getNodesGridDrawn() {
return mNodesGridDrawn;
}
public Panel(Context context) {
super(context);
mNodeBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.dot);
mNodeBitmapWidthCenter = mNodeBitmap.getWidth()/2;
mNodeBitmapHeightCenter = mNodeBitmap.getHeight()/2;
mDotOK = BitmapFactory.decodeResource(getResources(), R.drawable.dot_ok);
getHolder().addCallback(this);
mViewThread = new ViewThread(this);
mPathPaint = new Paint();
mPathPaint.setAntiAlias(true);
mPathPaint.setDither(true); //for better color
mPathPaint.setColor(0xFFFFFF00);
mPathPaint.setStyle(Paint.Style.STROKE);
mPathPaint.setStrokeJoin(Paint.Join.ROUND);
mPathPaint.setStrokeCap(Paint.Cap.ROUND);
mPathPaint.setStrokeWidth(5);
}
public ArrayList<ArrayList<PathPoint>> getNodesHitPatterns()
{
return this.mNodesHitPatterns;
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
public void surfaceCreated(SurfaceHolder holder) {
//setPadding(100, 100, 0, 0);
if (!mViewThread.isAlive()) {
mViewThread = new ViewThread(this);
mViewThread.setRunning(true);
mViewThread.start();
}
}
public void surfaceDestroyed(SurfaceHolder holder) {
if (mViewThread.isAlive()) {
mViewThread.setRunning(false);
}
}
//draw the basic nodes grid that the user will use to draw the lines on
//store as bitmap
public void drawNodesGrid(Canvas canvas)
{
canvas.drawColor(Color.WHITE);
for (int i = 0; i < mGridNodesCount; i++)
{
for (int j = 0; j < mGridNodesCount; j++)
{
int xPos = j * mNodeGap;
int yPos = i * mNodeGap;
try
{
//TODO - changed
mNodeCoordinates[i][j] = new PathPoint(xPos, yPos, null);
}
catch (Exception e)
{
e.printStackTrace();
}
canvas.drawBitmap(mNodeBitmap, xPos, yPos, null);
}
}
mNodesGridDrawn = true;
mGameField = Bitmap.createBitmap(mGridNodesCount * mNodeGap, mGridNodesCount * mNodeGap, Bitmap.Config.ARGB_8888);
}
public void doDraw(Canvas canvas)
{
canvas.drawBitmap(mGameField, 0f, 0f, null);
synchronized (mViewThread.getSurefaceHolder())
{
//draw path user is creating with her finger on screen
for (Path path : mGraphics)
{
//get path values
mPm = new PathMeasure(path, true);
mPm.getPosTan(0f, mStartCoordinates, null);
//System.out.println("aStartCoordinates X:" + aStartCoordinates[0] + " aStartCoordinates Y:" + aStartCoordinates[1]);
mPm.getPosTan(mPm.getLength(), mEndCoordinates, null);
//System.out.println("aEndCoordinates X:" + aEndCoordinates[0] + " aEndCoordinates Y:" + aEndCoordinates[1]);
//coordinates are within game board boundaries
if((mStartCoordinates[0] >= 1 && mStartCoordinates[1] >= 1) && (mEndCoordinates[0] >= 1 && mEndCoordinates[1] >= 1))
{
canvas.drawPath(path, mPathPaint);
}
}
//nodes that the path goes through, are repainted green
//these nodes are building the drawn pattern
for (ArrayList<PathPoint> nodePattern : mNodesHitPatterns)
{
for (PathPoint nodeHit : nodePattern)
{
canvas.drawBitmap(mDotOK, nodeHit.x - ((mDotOK.getWidth()/2) - (mNodeBitmap.getWidth()/2)), nodeHit.y - ((mDotOK.getHeight()/2) - (mNodeBitmap.getHeight()/2)), null);
}
}
this.destroyDrawingCache();
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
synchronized (mViewThread.getSurefaceHolder()) {
if(event.getAction() == MotionEvent.ACTION_DOWN)
{
//System.out.println("Action downE x: " + event.getX() + " y: " + event.getY());
for (int i = 0; i < mGridNodesCount; i++)
{
for (int j = 0; j < mGridNodesCount; j++)
{
//TODO - changed
//PathPoint pathPoint = mNodeCoordinates[i][j];
mPathPoint = mNodeCoordinates[i][j];
if((Math.abs((int)event.getX() - mPathPoint.x) <= 35) && (Math.abs((int)event.getY() - mPathPoint.y) <= 35))
{
//mPath.moveTo(pathPoint.x + mBitmap.getWidth() / 2, pathPoint.y + mBitmap.getHeight() / 2);
//System.out.println("Action down x: " + pathPoint.x + " y: " + pathPoint.y);
ArrayList<PathPoint> newNodesPattern = new ArrayList<PathPoint>();
mNodesHitPatterns.add(newNodesPattern);
//mNodesHitPatterns.add(nh);
//pathPoint.setAction("down");
break;
}
}
}
}
else if(event.getAction() == MotionEvent.ACTION_MOVE)
{
final int historySize = event.getHistorySize();
//System.out.println("historySize: " + historySize);
//System.out.println("Action moveE x: " + event.getX() + " y: " + event.getY());
coordinateFound:
for (int i = 0; i < mGridNodesCount; i++)
{
for (int j = 0; j < mGridNodesCount; j++)
{
//TODO - changed
//PathPoint pathPoint = mNodeCoordinates[i][j];
mPathPoint = mNodeCoordinates[i][j];
if((Math.abs((int)event.getX() - mPathPoint.x) <= 35) && (Math.abs((int)event.getY() - mPathPoint.y) <= 35))
{
int lastPatternIndex = mNodesHitPatterns.size()-1;
ArrayList<PathPoint> lastPattern = mNodesHitPatterns.get(lastPatternIndex);
int lastPatternLastNode = lastPattern.size()-1;
if(lastPatternLastNode != -1)
{
if(!mPathPoint.equals(lastPattern.get(lastPatternLastNode).x, lastPattern.get(lastPatternLastNode).y))
{
lastPattern.add(mPathPoint);
//System.out.println("Action moveC [add point] x: " + pathPoint.x + " y: " + pathPoint.y);
}
}
else
{
lastPattern.add(mPathPoint);
//System.out.println("Action moveC [add point] x: " + pathPoint.x + " y: " + pathPoint.y);
}
break coordinateFound;
}
else //no current match => try historical
{
if(historySize > 0)
{
for (int k = 0; k < historySize; k++)
{
//System.out.println("Action moveH x: " + event.getHistoricalX(k) + " y: " + event.getHistoricalY(k));
if((Math.abs((int)event.getHistoricalX(k) - mPathPoint.x) <= 35) && (Math.abs((int)event.getHistoricalY(k) - mPathPoint.y) <= 35))
{
int lastPatternIndex = mNodesHitPatterns.size()-1;
ArrayList<PathPoint> lastPattern = mNodesHitPatterns.get(lastPatternIndex);
int lastPatternLastNode = lastPattern.size()-1;
if(lastPatternLastNode != -1)
{
if(!mPathPoint.equals(lastPattern.get(lastPatternLastNode).x, lastPattern.get(lastPatternLastNode).y))
{
lastPattern.add(mPathPoint);
//System.out.println("Action moveH [add point] x: " + pathPoint.x + " y: " + pathPoint.y);
}
}
else
{
lastPattern.add(mPathPoint);
//System.out.println("Action moveH [add point] x: " + pathPoint.x + " y: " + pathPoint.y);
}
break coordinateFound;
}
}
}
}
}
}
}
else if(event.getAction() == MotionEvent.ACTION_UP)
{
// for (int i = 0; i < mGridSize; i++) {
//
// for (int j = 0; j < mGridSize; j++) {
//
// PathPoint pathPoint = mNodeCoordinates[i][j];
//
// if((Math.abs((int)event.getX() - pathPoint.x) <= 35) && (Math.abs((int)event.getY() - pathPoint.y) <= 35))
// {
// //the location of the node
// //mPath.lineTo(pathPoint.x + mBitmap.getWidth() / 2, pathPoint.y + mBitmap.getHeight() / 2);
//
// //System.out.println("Action up x: " + pathPoint.x + " y: " + pathPoint.y);
//
// //mGraphics.add(mPath);
// // mNodesHit.add(pathPoint);
// // pathPoint.setAction("up");
// break;
// }
// }
// }
}
//System.out.println(mNodesHitPatterns.toString());
//create mPath
for (ArrayList<PathPoint> nodePattern : mNodesHitPatterns)
{
for (int i = 0; i < nodePattern.size(); i++)
{
if(i == 0) //first node in pattern
{
mPath.moveTo(nodePattern.get(i).x + mNodeBitmapWidthCenter, nodePattern.get(i).y + mNodeBitmapHeightCenter);
}
else
{
mPath.lineTo(nodePattern.get(i).x + mNodeBitmapWidthCenter, nodePattern.get(i).y + mNodeBitmapWidthCenter);
}
//mGraphics.add(mPath);
}
}
mGraphics.add(mPath);
return true;
}
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class "ViewThread" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
public class ViewThread extends Thread {
private Panel mPanel;
private SurfaceHolder mHolder;
private boolean mRun = false;
public ViewThread(Panel panel) {
mPanel = panel;
mHolder = mPanel.getHolder();
}
public void setRunning(boolean run) {
mRun = run;
}
public SurfaceHolder getSurefaceHolder()
{
return mHolder;
}
#Override
public void run()
{
Canvas canvas = null;
while (mRun)
{
canvas = mHolder.lockCanvas();
//canvas = mHolder.lockCanvas(new Rect(50, 50, 150, 150));
if (canvas != null)
{
if(!mPanel.getNodesGridDrawn())
{
mPanel.drawNodesGrid(canvas);
}
mPanel.doDraw(canvas);
mHolder.unlockCanvasAndPost(canvas);
}
}
}
}
It's just the idea, but I would try to take all the declarations out of the loops. I know that it can be useful to have them localized, however it's usually really time consuming so it could help a little. My second idea was already tested by you in your update so now I am also curious how it will go ;)
You are using a SurfaceView? First of all, I recommend you to use a graphic library for your game... AndEngine for example is pretty easy to use and you will achieve to develop a much more beautiful game than using the Java canvas. The performance is better too.
I can´t find anything wrong with your code, but there is a lot of processing in the draw method, and more important, in the onTouch event. You should avoid to use divisions or heavy math operations in the loops and try to pre-calculate everything before.
But I insist; for something like what you are doing, take a look at this and you will have it up and running in no time!