Using ToneController to get more than one digit - voip

I am new to UCMA and I read Tone Controller example in UCMA sdk 4.0.
I know this is the way you can record tone played by user:
void toneController_ToneReceived(object sender, ToneControllerEventArgs e)
{
Console.WriteLine("Tone Received: " + (ToneId)e.Tone + " (" + e.Tone + ")");
if ((ToneId)e.Tone == ToneId.Tone0)
{
_waitForToneReceivedEventCompleted.Set();
}
else
{
ToneController tc = (ToneController)sender;
tc.Send(e.Tone);
}
}
I want to know if there is a way to find the series of tones received from user not just one ( for example 10 digit), I want to use it for direct dialing.

You can simply do it in a loop:
string tone_received = "";
int number_of_tone_received = 0;
while(number_of_tone_received++ < 10)
{
//Sync; wait for ToneReceivedEvent
_waitForToneReceivedEventCompleted.WaitOne();
_waitForToneReceivedEventCompleted.Reset();
}
_waitForToneReceivedEventCompleted.WaitOne();
void toneController_ToneReceived(object sender, ToneControllerEventArgs e)
{
tone_received = tone_received + e.Tone;
_waitForToneReceivedEventCompleted.Set();
}

Related

Problems in using SwingWorker class for reading a file and implementing a JProgressBar

Note: This question may look like a repetition of several question posted on the forum, but I am really stuck on this problem from quite some time and I am not able to solve this issue using the solutions posted for similar questions. I have posted my code here and need help to proceed further
So, here is my issue:
I am writing a Java GUI application which loads a file before performing any processing. There is a waiting time on an average of about 10-15 seconds during which the file is parsed. After this waiting time, what I get see on the GUI is,
The parsed file in the form of individual leaves in the JTree in a Jpanel
Some header information (example: data range) in two individual JTextField
A heat map generated after parsing the data in a different JPanel on the GUI.
The program connects to R to parse the file and read the header information.
Now, I want to use swing worker to put the file reading process on a different thread so that it does not block the EDT. I am not sure how I can build my SwingWorker class so that the process is done in the background and the results for the 3 components are displayed when the process is complete. And, during this file reading process I want to display a JProgressBar.
Here is the code which does the whole process, starting from selection of the file selection menu item. This is in the main GUI method.
JScrollPane spectralFilesScrollPane;
if ((e.getSource() == OpenImagingFileButton) || (e.getSource() == loadRawSpectraMenuItem)) {
int returnVal = fcImg.showOpenDialog(GUIMain.this);
// File chooser
if (returnVal == JFileChooser.APPROVE_OPTION) {
file = fcImg.getSelectedFile();
//JTree and treenode creation
DefaultMutableTreeNode root = new DefaultMutableTreeNode(file);
rawSpectraTree = new JTree(root);
DefaultTreeModel model = (DefaultTreeModel) rawSpectraTree.getModel();
try {
// R connection
rc = new RConnection();
final String inputFileDirectory = file.getParent();
System.out.println("Current path: " + currentPath);
rc.assign("importImagingFile", currentPath.concat("/importImagingFile.R"));
rc.eval("source(importImagingFile)");
rc.assign("currentWorkingDirectory", currentPath);
rc.assign("inputFileDirectory", inputFileDirectory);
rawSpectrumObjects = rc.eval("importImagingFile(inputFileDirectory,currentWorkingDirectory)");
rc.assign("plotAverageSpectra", currentPath.concat("/plotAverageSpectra.R"));
rc.eval("source(plotAverageSpectra)");
rc.assign("rawSpectrumObjects", rawSpectrumObjects);
REXP averageSpectraObject = rc.eval("plotAverageSpectra(rawSpectrumObjects)");
rc.assign("AverageMassSpecObjectToSpectra", currentPath.concat("/AverageMassSpecObjectToSpectra.R"));
rc.eval("source(AverageMassSpecObjectToSpectra)");
rc.assign("averageSpectraObject", averageSpectraObject);
REXP averageSpectra = rc.eval("AverageMassSpecObjectToSpectra(averageSpectraObject)");
averageSpectraMatrix = averageSpectra.asDoubleMatrix();
String[] spectrumName = new String[rawSpectrumObjects.asList().size()];
for (int i = 0; i < rawSpectrumObjects.asList().size(); i++) {
DefaultMutableTreeNode node = new DefaultMutableTreeNode("Spectrum_" + (i + 1));
model.insertNodeInto(node, root, i);
}
// Expand all the nodes of the JTree
for(int i=0;i< model.getChildCount(root);++i){
rawSpectraTree.expandRow(i);
}
DefaultMutableTreeNode firstLeaf = ((DefaultMutableTreeNode)rawSpectraTree.getModel().getRoot()).getFirstLeaf();
rawSpectraTree.setSelectionPath(new TreePath(firstLeaf.getPath()));
updateSpectralTableandChartRAW(firstLeaf);
// List the min and the max m/z of in the respective data fields
rc.assign("dataMassRange", currentPath.concat("/dataMassRange.R"));
rc.eval("source(dataMassRange)");
rc.assign("rawSpectrumObjects", rawSpectrumObjects);
REXP massRange = rc.eval("dataMassRange(rawSpectrumObjects)");
double[] massRangeValues = massRange.asDoubles();
minMzValue = (float)massRangeValues[0];
maxMzValue = (float)massRangeValues[1];
GlobalMinMz = minMzValue;
GlobalMaxMz = maxMzValue;
// Adds the range values to the jTextField
minMz.setText(Float.toString(minMzValue));
minMz.validate();
minMz.repaint();
maxMz.setText(Float.toString(maxMzValue));
maxMz.validate();
maxMz.repaint();
// Update status bar with the uploaded data details
statusLabel.setText("File name: " + file.getName() + " | " + "Total spectra: " + rawSpectrumObjects.asList().size() + " | " + "Mass range: " + GlobalMinMz + "-" + GlobalMaxMz);
// Generates a heatmap
rawIntensityMap = gim.generateIntensityMap(rawSpectrumObjects, currentPath, minMzValue, maxMzValue, Gradient.GRADIENT_Rainbow, "RAW");
rawIntensityMap.addMouseListener(this);
rawIntensityMap.addMouseMotionListener(this);
imagePanel.add(rawIntensityMap, BorderLayout.CENTER);
coordinates = new JLabel();
coordinates.setBounds(31, 31, rawIntensityMap.getWidth() - 31, rawIntensityMap.getHeight() - 31);
panelRefresh(imagePanel);
tabbedSpectralFiles.setEnabledAt(1, false);
rawSpectraTree.addTreeSelectionListener(new TreeSelectionListener() {
#Override
public void valueChanged(TreeSelectionEvent e) {
try {
DefaultMutableTreeNode selectedNode =
(DefaultMutableTreeNode) rawSpectraTree.getLastSelectedPathComponent();
int rowCount = listTableModel.getRowCount();
for (int l = 0; l < rowCount; l++) {
listTableModel.removeRow(0);
}
updateSpectralTableandChartRAW(selectedNode);
} catch (RserveException e2) {
e2.printStackTrace();
} catch (REXPMismatchException e1) {
e1.printStackTrace();
}
}
});
spectralFilesScrollPane = new JScrollPane();
spectralFilesScrollPane.setViewportView(rawSpectraTree);
spectralFilesScrollPane.setPreferredSize(rawFilesPanel.getSize());
rawFilesPanel.add(spectralFilesScrollPane);
tabbedSpectralFiles.validate();
tabbedSpectralFiles.repaint();
rawImage.setEnabled(true);
peakPickedImage.setEnabled(false);
loadPeakListMenuItem.setEnabled(true); //active now
loadPeaklistsButton.setEnabled(true); //active now
propertiesMenuItem.setEnabled(true); // active now
propertiesButton.setEnabled(true); //active now
} catch (RserveException e1) {
JOptionPane.showMessageDialog(this,
"There was an error in the R connection. Please try again!", "Error",
JOptionPane.ERROR_MESSAGE);
} catch (REXPMismatchException e1) {
JOptionPane.showMessageDialog(this,
"Operation requested is not supported by the given R object type. Please try again!", "Error",
JOptionPane.ERROR_MESSAGE);
}
// hideProgress();
}
}
I tried creating a SwingWorker class, but I am totally confused how I can get all the three outputs on the GUI, plus have a progress bar. It is not complete, but I don't know how to proceed further.
public class FileReadWorker extends SwingWorker<REXP, String>{
private static void failIfInterrupted() throws InterruptedException {
if (Thread.currentThread().isInterrupted()) {
throw new InterruptedException("Interrupted while loading imaging file!");
}
}
// The file that is being read
private final File fileName;
private JTree rawSpectraTree;
private RConnection rc;
private REXP rawSpectrumObjects;
private double[][] averageSpectraMatrix;
private Path currentRelativePath = Paths.get("");
private final String currentPath = currentRelativePath.toAbsolutePath().toString();
final JProgressBar progressBar = new JProgressBar();
// public FileReadWorker(File fileName)
// {
// this.fileName = fileName;
// System.out.println("I am here");
// }
public FileReadWorker(final JProgressBar progressBar, File fileName) {
this.fileName = fileName;
addPropertyChangeListener(new PropertyChangeListener() {
public void propertyChange(PropertyChangeEvent evt) {
if ("progress".equals(evt.getPropertyName())) {
progressBar.setValue((Integer) evt.getNewValue());
}
}
});
progressBar.setVisible(true);
progressBar.setStringPainted(true);
progressBar.setValue(0);
setProgress(0);
}
#Override
protected REXP doInBackground() throws Exception {
System.out.println("I am here... in background");
DefaultMutableTreeNode root = new DefaultMutableTreeNode(fileName);
rawSpectraTree = new JTree(root);
DefaultTreeModel model = (DefaultTreeModel) rawSpectraTree.getModel();
rc = new RConnection();
final String inputFileDirectory = fileName.getParent();
rc.assign("importImagingFile", currentPath.concat("/importImagingFile.R"));
rc.eval("source(importImagingFile)");
rc.assign("currentWorkingDirectory", currentPath);
rc.assign("inputFileDirectory", inputFileDirectory);
rawSpectrumObjects = rc.eval("importImagingFile(inputFileDirectory,currentWorkingDirectory)");
rc.assign("plotAverageSpectra", currentPath.concat("/plotAverageSpectra.R"));
rc.eval("source(plotAverageSpectra)");
rc.assign("rawSpectrumObjects", rawSpectrumObjects);
REXP averageSpectraObject = rc.eval("plotAverageSpectra(rawSpectrumObjects)");
rc.assign("AverageMassSpecObjectToSpectra", currentPath.concat("/AverageMassSpecObjectToSpectra.R"));
rc.eval("source(AverageMassSpecObjectToSpectra)");
rc.assign("averageSpectraObject", averageSpectraObject);
REXP averageSpectra = rc.eval("AverageMassSpecObjectToSpectra(averageSpectraObject)");
averageSpectraMatrix = averageSpectra.asDoubleMatrix();
for (int i = 0; i < rawSpectrumObjects.asList().size(); i++) {
DefaultMutableTreeNode node = new DefaultMutableTreeNode("Spectrum_" + (i + 1));
model.insertNodeInto(node, root, i);
}
// Expand all the nodes of the JTree
for(int i=0;i< model.getChildCount(root);++i){
rawSpectraTree.expandRow(i);
}
return averageSpectra;
}
#Override
public void done() {
setProgress(100);
progressBar.setValue(100);
progressBar.setStringPainted(false);
progressBar.setVisible(false);
}
}
Any help would be very much appreciated.

Unity3D threads and GameObjects

I have an application within Unity3D (acting as a server) that receives messages from an exterior application (single client) with the following structure:
number(float) number(float) number(float)
The first two numbers represent the local position (x,z axis) and the last one a rotation value (y axis).
The goal is to use this data to update the Camera gameobject position (using the LoadPositions method) within the game scene. From what I've read manipulating gameobjects while outside Unity's main thread is not possible.
With that being said how can I change from and to Unity main thread so that I can both listen for messages and update the gameobjects position.
Also, anyone happens to know of a working example of a simple TCP Server in Unity without having to resort to threads?
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Threading;
using System.Net;
using System;
using System.Text;
using System.Collections.Generic;
public class ProxyThreadServer : MonoBehaviour {
float x;
float z;
float rot;
Vector3 updatePos;
Vector3 updateRot;
string ip_address = "127.0.0.1";
string msgReceived;
string[] words;
int wordsNum;
int port = 8000;
int numSurf;
int jumpInterval;
Thread listen_thread;
TcpListener tcp_listener;
Thread clientThread;
TcpClient tcp_client;
bool isTrue = true;
// Use this for initialization
void Start ()
{
IPAddress ip_addy = IPAddress.Parse(ip_address);
tcp_listener = new TcpListener(ip_addy, port);
listen_thread = new Thread(new ThreadStart(ListenForClients));
listen_thread.Start();
}
private void ListenForClients()
{
this.tcp_listener.Start();
while(isTrue == true)
{
//blocks until a client has connected to the server
TcpClient client = this.tcp_listener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
Debug.Log("Got client " + client);
}
}
private void HandleClientComm(object client)
{
tcp_client = (TcpClient)client;
NetworkStream client_stream = tcp_client.GetStream();
byte[] message = new byte[4096];
int bytes_read;
while(isTrue == true)
{
bytes_read = 0;
try
{
//blocks until a client sends a message
bytes_read = client_stream.Read(message, 0, 4096);
//Debug.Log(message);
}
catch (Exception e)
{
//a socket error has occurred
Debug.Log(e.Message);
break;
}
if(bytes_read == 0)
{
//client has disconnected
Debug.Log("Disconnected");
tcp_client.Close();
break;
}
ASCIIEncoding encoder = new ASCIIEncoding();
Debug.Log(encoder.GetString(message,0,bytes_read));
msgReceived = encoder.GetString(message,0,bytes_read);
LoadPositions(msgReceived);
}
if(isTrue == false)
{
tcp_client.Close();
Debug.Log("closing tcp client");
}
}
void OnApplicationQuit()
{
try
{
tcp_client.Close();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
// You must close the tcp listener
try
{
tcp_listener.Stop();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
}
void LoadPositions(string positions){
// Split string on spaces. This will separate all the words.
words = positions.Split(' ');
wordsNum = words.Length;
for (int i = 0; i <= wordsNum; i++) {
x = float.Parse(words[0], System.Globalization.CultureInfo.InvariantCulture);
z = float.Parse(words[1], System.Globalization.CultureInfo.InvariantCulture);
rot = float.Parse(words[2], System.Globalization.CultureInfo.InvariantCulture);
Debug.Log("Reading position: " + "x: " + x + " z: " + z + " yRot: " + rot);
updatePos = new Vector3(x, this.gameObject.transform.position.y, z);
this.gameObject.transform.position = updatePos;
updateRot = new Vector3(this.gameObject.transform.rotation.x, rot / 4, this.gameObject.transform.rotation.z);
this.transform.localEulerAngles = updateRot;
//UpdateCameraMatrix();
//StartCoroutine(UpdateSurfs());
}
}
}
While I haven't tried to do something quite like this before, assuming the limitations do exist as you mentioned, my approach would be to use a queue to store the messages then process them in the order they came in on the unity thread. So instead of calling LoadPositions when it comes it, add it to a queue
pendingMessages.Enqueue(msgReceived);
Then in the update method you process it:
void Update()
{
while (pendingMessages.Count() > 0)
LoadPositions(pendingMessages.Dequeue());
}
You can use .NET's Async TCP. It's based on callback delegates. (Working with it is a bit tricky though)

How do I make so that when I input a value into a scanner if it is not an integer it won't give me an error?

I am writing a program that does simple math problems. What I am trying to do is to make it so that even if I input a string into the the scanner level it will not give me an error. The level is to choose the difficulty of the math problems. I have tried parseInt, but am at a loss of what to do now.
import java.util.Random;
import java.util.Scanner;
public class Test {
static Scanner keyboard = new Scanner(System.in);
static Random generator = new Random();
public static void main(String[] args) {
String level = intro();//This method intorduces the program,
questions(level);//This does the actual computation.
}
public static String intro() {
System.out.println("HI - I am your friendly arithmetic tutor.");
System.out.print("What is your name? ");
String name = keyboard.nextLine();
System.out.print("What level do you choose? ");
String level = keyboard.nextLine();
System.out.println("OK " + name + ", here are ten exercises for you at the level " + level + ".");
System.out.println("Good luck.");
return level;
}
public static void questions(String level) {
int value = 0, random1 = 0, random2 = 0;
int r = 0, score = 0;
int x = Integer.parseInt("level");
if (x==1) {
r = 4;
}
else if(x==2) {
r = 9;
}
else if(x==3) {
r = 50;
}
for (int i = 0; i<10; i++) {
random1 = generator.nextInt(r);//first random number.
random2 = generator.nextInt(r);//second random number.
System.out.print(random1 + " + " + random2 + " = ");
int ans = keyboard.nextInt();
if((random1 + random2)== ans) {
System.out.println("Your answer is correct!");
score+=1;
}
else if ((random1 + random2)!= ans) {
System.out.println("Your answer is wrong!");
}
}
if (score==10 || score==9) {
if (score==10 && x == 3) {
System.out.println("This system is of no further use.");
}
else {
System.out.println("Choose a higher difficulty");
}
System.out.println("You got " + score + " out or 10");
}
else if (score<=8 && score>=6) {
System.out.println("You got " + score + " out or 10");
System.out.println("Do the test again");
}
else if (score>6) {
System.out.println("You got " + score + " out or 10");
System.out.println("Come back for extra lessons");
}
}
}
The first error I see is that you tried to Integer.parseInt() a String "level" instead of the String variable named level
int x = Integer.parseInt("level");
should be
int x = Integer.parseInt(level);
Also, when defining level you can use keyboard.nextInt instead of keyboard.nextLine
String level = keyboard.nextInt();
Then, you wouldn't have to do an Integer.parseInt() operation later on

Strange behavior of threads

I’m writing an application that communicates with some hardware using the MODBUS protocol.
I'm using this sample from Code Project.
While trying to optimize the code (mainly the PollFunction function), I've encountered with a very strange threads lock.
Instead of sending each line of string to the DoGUIUpdate delagate, I'm constructing a string array and sending it as a whole.
Doing so causes the application to crush with a System.Reflection.targetParametercountException: Parameter count mismatch error.
The original code:
public delegate void GUIUpdate(string paramString);
public void DoGUIUpdate(string paramString)
{
if (InvokeRequired)
BeginInvoke(new GUIUpdate(DoGUIUpdate), paramString);
else
lstRegisterValues.Items.Add(paramString);
}
private void PollFunction()
{
...
string itemString;
for (int i = 0; i < pollLength; i++)
{
itemString = "[" + Convert.ToString(pollStart + i + 40001) + "] , MB[" + Convert.ToString(pollStart + i) + "] = " + values[i];
DoGUIUpdate(itemString);
}
}
My code:
public delegate void GUIUpdate2(string[] paramString);
public void DoGUIUpdate2(string[] paramString)
{
if (InvokeRequired)
BeginInvoke(new GUIUpdate2(DoGUIUpdate2), paramString);
else
{
lstRegisterValues.Items.Clear();
lstRegisterValues.Items.AddRange(paramString);
}
}
string[] valuesStrings;
private void PollFunction()
{
...
valuesStrings = new string[pollLength];
for (int i = 0; i < pollLength; i++)
{
valuesStrings[i] = "[" + Convert.ToString(pollStart + i + 40001) + "] , MB[" + Convert.ToString(pollStart + i) + "] = " + values[i];
}
DoGUIUpdate2(valuesStrings);
}
Any advice will be welcome.
i think BeginInvoke(new GUIUpdate2(DoGUIUpdate2), paramString); is the problem...
the second parameter of "begininvoke" accepts a param object[] params which will result in the call DoGuiUpdate(string1,string2,string3) which is not what you want...
try encapsulate in the following way:
BeginInvoke(new GUIUpdate2(DoGUIUpdate2), new[]{ paramString });

Audible Audio (.aa) file spec?

Does anyone know of a good resource on the Audible Audio (.aa) file spec?
I'm trying to write a program that can use them, if no one knows of a resource, any tips on reverse engineering the spec my self? I opened it up in a Hex editor and poked around, looks like an MP3 but with a ton more header info.
This site provides some more info in regards to where certain chunks of data reside within the .aa file.
http://wiki.multimedia.cx/index.php?title=Audible_Audio
I have done some research into the Audible header to create a player for my car radio/computer. Basically there is a block of 3700 characters at the beginning of the file that encompasses a number of fields of interest, such as Title, Author, Narrator, etc. I have some limited parsing code in C# to display some of the basic info from the .aa file. as follows:
private void ParseFields(string fileName)
{
string aaHeader;
string tryDate;
if (fileName == "") return;
using (StreamReader sr = new StreamReader(fileName))
{
char[] buff = new char[3700];
sr.Read(buff, 0, buff.Length);
aaHeader = new string(buff);
}
try
{
_author = GetParsedItem(aaHeader, "author");
}
catch
{
_author = "?";
}
try
{
_title = GetParsedItem(aaHeader, "short_title");
}
catch
{
_title = "???";
}
try
{
_narrator = GetParsedItem(aaHeader, "narrator");
}
catch
{
_narrator = "?";
}
try
{
_description = GetParsedItem(aaHeader, "description");
}
catch
{
_description = "???";
}
try
{
_longDescription = GetParsedItem(aaHeader, "long_description");
}
catch
{
_longDescription = "";
}
try
{
tryDate = GetParsedItem(aaHeader, "pubdate");
if (tryDate != "")
_pubDate = Convert.ToDateTime(GetParsedItem(aaHeader, "pubdate"));
else
_pubDate = DateTime.Today;
}
catch
{
_pubDate = DateTime.Today;
}
}
private string GetParsedItem(string buffer, string fieldName)
{
if (buffer.Contains(fieldName))
{
int pos = buffer.IndexOf(fieldName);
pos += fieldName.Length;
int posEnd = buffer.IndexOf('\0',pos);
//if the value for the field is empty, skip it and look for another
if (pos == posEnd)
{
pos = buffer.IndexOf(fieldName, posEnd);
pos += fieldName.Length;
posEnd = buffer.IndexOf('\0', pos);
}
return buffer.Substring(pos, posEnd - pos);
}
else
return "(not found - " + fieldName + ")";
}
I think, there is no spec. Have a look at Wikipedia/Audible.com:
quote:
[...]
Audible introduced one of the first digital audio players in 1997.
The following year it published a Web site from which audio files in its
proprietary .aa format could be downloaded. Audible holds a number of patents
in this area.
[...]
summary: proprietary/patents

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