No sound under in IDE on Linux (OK in Jar) - linux

I use openjdk-1.6 on Linux platform (that's a requirement)
I need to play stream audio. Based on this example http://www.java2s.com/Code/Java/Development-Class/PlayingStreamingSampledAudio.htm
I wrote something like this:
SourceDataLine.Info info = new DataLine.Info(....);
SourceDataLine line = (SourceDataLine) AudioSystem.getLine(info);
line.open(stream.getFormat());
line.start();
But the problem is in line
line.open(stream.getFormat());
Used format is supported by the system.
I have LineUnavailableException.
But the problem is that I have this exception only under eclipse. When I create executable jar and run it - everything is OK - no exceptions.
As far as I understand from googling and some experiments - problem is in security restrictions. Executable jar runs under current user and has access to sound device, eclipse somehow not. I tried to add all system users to audio group, tried to run eclipse as root... Nothing helped.
I'm not a guru in Linux and eclipse. Does anybody know how to solve this problem or at least how to change security restrictions for eclipse?
Any ideas would be highly appreciated!!

Here is the exact example I have in code.
int sampleRate = 40000;
int sampleBits = 16;
SourceDataLine _line;
AudioFormat format = new AudioFormat(sampleRate,sampleBits,1,true, true);
SourceDataLine.Info info = new SourceDataLine.Info(SourceDataLine.class, format);
_line = (SourceDataLine)AudioSystem.getLine(info);
_line.open(format);

Due to my print of properties was considered as wrong code, here is a link with JRE properties list (under eclipse):
https://docs.google.com/document/d/1ef4f8GvEprhWWrrA57B0p2w6h5qOio4Wjz0ycY9-_0Q/edit?usp=sharing
here using executable jar:
https://docs.google.com/document/d/1lxbPIa4YUwURCdUZsCNL1Iehq--OT2eu35Q0QHKonEg/edit?usp=sharing
To be honest - didn't find any criminal differences...

Related

What is the simplest way to create a UI test in Android Studio that can take screenshots when I need it to?

I am trying to create a UI test in Android Studio which will navigate through the various screens of my application and take screenshots when I tell it to.
I am new to Android Studio and Android programming in general; I have a decent understanding of XML and Java, but I don't know much about build files and I am not very good at using Android Studio, it seems.
I started this endeavor a couple weeks ago, and the first solution I tried was to use uiautomator. However, the documentation on that page (and seemingly just about everywhere else) is geared towards development with Eclipse, which I would like to avoid using for this project if possible.
The next thing I tried was Espresso. After I overcame some issues with implementing Espresso into my project, I was able to write tests with Espresso which would navigate through the screens of my application. However, unlike uiautomator, Espresso does not have built-in functionality to take screenshots at this time.
I first attempted to solve this problem of being unable to take screenshots with Espresso by writing custom code; as I'm still unfamiliar with Android, I wasn't really sure how to go about that, so I searched for help on the Internet (How to programmatically take a screenshot in Android?). However, I was unable to get the solutions I found to function from inside the test file.
Somebody recommended the usage of this tool: https://github.com/rtyley/android-screenshot-lib but I could not figure out how to import that into my project.
I eventually came back to uiautomator; I was still having a lot of trouble importing it into my project, and some people said that Robotium would help with that. I got Robotium to work, but I still could not import uiautomator.
It has been probably one month since I started using Android Studio, and in that time, I've had nothing but trouble simply getting the software to function properly. For the sake of brevity, I've omitted all the problems I have managed to solve on my own, but, to put it bluntly, I'm at the end of my patience.
TL;DR
If somebody could either:
-explain in the simplest possible way how to import uiautomator into an Android Studio project (I have read a lot of documentation about how to import external libraries into a project, but they all tell me to add a 'libs' folder to my project, but do not specify which type of folder to use [Java Resource Folder? Assets Folder? Module? etc.], and/or they tell me to go into Project Structure, select my app, go to dependencies, and choose "Import as Module," which does not work...)
OR
-explain how best to take a screenshot from inside of an Espresso test, including any instructions on how to import any required libraries
OR
-explain in detail some other way to create a UI test that can take screenshots...
...I would really appreciate it. I've spent days trying to figure out how to do this, and I am so frustrated. Many people have asked similar questions, but the answers are either too vague or the problems aren't close enough to my own.
Thanks!
Alright, after much trouble, I've found a very simple solution. It took me a very long time to work out, but if anyone else needs to do something similar, I'll put my conclusion here.
First of all, the testing framework that is easiest to use with Android Studio, it seems, is Espresso. Setting up Espresso is fairly simple; most of the instructions can be found here: https://code.google.com/p/android-test-kit/wiki/EspressoSetupInstructions Make sure you read it carefully -- it tells you basically everything you need to know, but I missed some important details and that caused me a lot of trouble.
If you browse around that Espresso site, it tells you just about everything you need to know about how to write Espresso tests. It was a little frustrating for me because, if I wrote a test and the test failed, my device would then have connection issues with my laptop and I would have to disconnect and reconnect the USB cord I was using. I think this had something to do with the fact that I was using a Nexus 7 with a Windows 8 laptop, which has given me some problems in other areas, so you may not encounter this issue yourself.
Now, unlike uiautomator, the documentation of which claims to have support for taking screenshots, Espresso does not have built-in support for taking screenshots. That means you'll have to figure out a different way to take screenshots. My solution was to create a new class (called HelperClass, in my case) inside my androidTest package and add this method to it.
public static void takeScreenshot(String name, Activity activity)
{
//slightly modified version of solution from http://www.ssaurel.com/blog/how-to-programmatically-take-a-screenshot-in-android/
//I added "/Pictures/" to my path because that's the folder where I wanted to store my screenshots -- you might not have that folder on your device, so you might want to replace "/Pictures/" with just "/" until you decide where you want to store the screenshots
String path = Environment.getExternalStorageDirectory().getAbsolutePath() + "/Pictures/" + name;
View v = activity.getWindow().getDecorView().getRootView();
v.setDrawingCacheEnabled(true);
Bitmap bitmap = Bitmap.createBitmap(v.getDrawingCache());
v.setDrawingCacheEnabled(false);
OutputStream out = null;
File imageFile = new File(path);
//the following line will help you find where the screen will be stored on your device
Log.v("Screenshot", "The image file path is " + imageFile.getPath());
try {
out = new FileOutputStream(imageFile);
// choose JPEG format
bitmap.compress(Bitmap.CompressFormat.JPEG, 90, out);
out.flush();
} catch (FileNotFoundException e) {
// manage exception
} catch (IOException e) {
// manage exception
} finally {
try {
if (out != null) {
out.close();
}
} catch (Exception exc) {
}
}
}
In order for this function to work, you will also have to add the following line to your manifest file.
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
Without that, the function above will throw a FileNotFoundException every time you run it.
Finally, to call the takeScreenshot function from inside your Espresso test code, use this line (assuming you called your class HelperClass... if not, use the name of your class instead.
HelperClass.takeScreenshot("Whatever you want to call the file", getActivity());
Finding where your screenshots are stored can be a little difficult if you don't know where to look. I added a line of code to the takeScreenshot function that would print the filepath to LogCat, but I was using the file explorer on my computer to look for the screenshots on my Nexus (which was, of course, connected to the computer), and I couldn't find that path. However, I got a file explorer application on my tablet which made it very easy to find where the files were located in relation to everything else.
My solution may not be the simplest and it certainly isn't the best -- you'll fill your device up with screenshots before long if you aren't careful to delete the ones you don't need anymore, and I haven't got any idea how one would go about saving the screenshots directly to, say, a computer connected to the tablet via USB. That would certainly be helpful. However, if you really need a simple UI test that takes screenshots, and you're frustrated to no end like I was, this solution should probably help. I certainly found it useful.
I hope this helps somebody else -- it definitely solved my problems, at least for now.
Of course if you don't have all the restrictions that I did when I had to write a UI test that took screenshots, the other posts in this thread probably work much better.
You should give AndroidViewClient/culebra a try. Using culebra GUI, you can automatically generate a test case that interacts with your app and takes screenshot exactly when you indicate so.

Node-Webkit read MP3 files

I use the audio class to read MP3 file thanks to a little trick : replacing the ffmpegsumo.so of Node-Webkit with the chromium one. This enable the reading of MP3 on Windows but doesn't works on Mac OS. Does anyone know why ?
Here's the code :
player = new Audio()
player.src = '/path/to/the/audio.mp3';
player.play();
This seems to be dependant upon the dll/so being a 32 bit version. I am guessing that is why copying the file from Chrome doesn't work correctly for most people ( my 3 year old phone is the only 32-bit device I have left ).
I keep seeing this link --
https://github.com/rogerwang/node-webkit/wiki/Support-mp3-and-h264-in-video-and-audio-tag
.. but it is a blank page. I am guessing it was deleted since the info was likely not current or correct.
This issue thread has links to some rebuilt ffmpegsumo libraries for both Mac and Windows --
https://github.com/rogerwang/node-webkit/issues/1423
The alternative appears to be rebuilding ffmpegsumo, this thread has some config for doing that -- https://github.com/rogerwang/node-webkit/issues/1208
I am still confused about the licensing on it after you build the library, so that is probably worth some research. Everything about mpeg4-part10 is copyrighted and heavily patent encumbered. I think we all need to get smart enough to stop using mp4/h.264. Before I got this working correctly on node-webkit, it was easier to use ffmpeg to transcode the video to an ogv container using Theora and Vorbis codecs. At this point it seems like iOS is keeping h.264 alive, when it should probably die the horrible death it has earned.

Perl: libapt-pkg-perl AptPkg::Cache->new strange behaviour under precise

I have a very strange problem with the constructor of AptPkg::Cache object in the precise package of libapt-pkg-perl (v. 0.1.25).
The perl script is designed to download a debian package for three different architectures (i386, armel, armhf). For each architecture I do the following:
Configure AptPkg::Config '$_config' with the right parameters and package-lists for the desired architecture.
Create the cache object with AptPkg::Cache->new .
Call the method AptPkg::Cache->policy to create the AptPkg::Policy object.
Call the method AptPkg::Policy->candidate("program-name") .
Download the package for the selected architecture.
This works very well with Ubuntu Lucid, but with Ubuntu Precise I can only download the package for the first architecture defined. For the other two architectures there will be no installation candidate (method AptPkg::Policy->candidate("Package-Name") doesn't return an object).
I tried to build a workaround and I found one solution how the script works for all three architectures, without problems, in precise:
If I create the cache object (with AptPkg::Cache->new) twice in a row it works and the script downloads the debian package for all three architectures:
my $cache = AptPkg::Cache->new;
$cache = AptPkg::Cache->new;
I'm sure that the problem has something to do with the method AptPkg::Cache->new because I checked everything else, what could cause the problem, twice. All config-variables are set correctly and I even get a different Hash for AptPkg::Cache->new for each architecture, but it seems that I am overlooking something important.
I'm not very familiar with perl, so I am asking you guys if someone can explain why the script works with the workaround but not without it. Further it looks quite strange if you have the same line of code twice in your script.
Maybe you hit this bug - https://bugs.launchpad.net/ubuntu/+source/libapt-pkg-perl/+bug/994509
There is a script there to test if you're affected. If it's something else consider submitting a bug report.
edit: Just saw this is 11 months old :/

Windows mobile 6.5 - best way to read and write from and to a config file

I have a handheld device running WM6.5 and trying to put together an application that should prompt the user for some information (login, password) and save it to a file for later use.
Have tried app.config files but unfortunately it requires System::Configuration, I can add the DLL but can't get the code to run, it requires CRL or something like that which I can't configure this being a mobile app - the required option is missing from the project/solution configuration section.
I am using Visual Studio 2008 C++
What's the best way to make this happen? Precisely, 1) write a string somewhere and 2) read it back later on.
TIA
Later edit:
I have tried using a binary file, like this
// write to config file
std::string s="helloworldhelloworldhelloworld";
ofstream ofile("test.txt",ios::binary);
ofile.write((char*)s.c_str(),strlen(s.c_str()));
ofile.close();
And then I have tried reading it back like this
// read config file
char read_str[60];
ifstream inf("test.txt",ios::binary);
inf.read(read_str,60);
inf.close();
LPCTSTR application_settings = CA2W(read_str);
What happens is it adds some garbage at the end of the string, if the string is longer less garbage, otherwise more.
Is there a way to sort out this conversion issue?
Turns out, project was using Unicode and had to use wifstream and wofstream to be able to properly read the strings, rather than attempt to convert them from ANSI to unicode.
This should be a reminder for me to stay away from strong typed languages in the future. Too bad there's no other significant choice for Windows Mobile. Spent a bunch of hours on this, I could have used that time for something else.

svgalib : cant see anything

I had compiled some examples from svgalib, the console show :
Using EGA driver
svglib 1.4.3
Nothing more, its like its drawing somewhere but I cannot see it.
This could be a ver very noob question about svgalib, but also a configuration problem.
Also I check the virtual console that it says is drawing (if I run from X), running from console just stays there. I also put sleep in the code
example code :
include stdlib.h
include vga.h
int main(void)
{
vga_init();
vga_setmode(G320x200x256);
vga_setcolor(4);
vga_drawpixel(10, 10);
sleep(5);
vga_setmode(TEXT);
return EXIT_SUCCESS;
}
compile with
gcc -o tut tut.c -lvga
So do you have other SVGAlib applications working on your system? Such svgatest, which may be in a separate distribution package (svgalib-bin or similar).
Have you configured svgalib for your system? Common locate of the config file is /etc/vga/libvga.config and read man svgalib should give you more details.
I suspect that once you have SVGAlib working in general, the tutorial example program will work.
Install by software manager all svgalibrary.
Set the resolution at yours graphics screen
es : G1024x768x256
set color pixel white = 15
my linux mint (mate) 17.1 on hard disk work fine.
good luck !

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