UpdateThread interrupted. Don't worry - this EngineDestroyedException is most likely expected - andengine

I've recently started to using Andengine.I wrote this code with the help of tutorial videos.I wanted set background color and add a ball(top.png) to scene.
When I run program coming a black screen and shortly after emulator throwing error
I ran into the following error:
UpdateThread interrupted. Don't worry - this EngineDestroyedException is most likely expected!
org.andengine.engine.Engine$EngineDestroyedException
at org.andengine.engine.Engine.throwOnDestroyed(Engine.java:574)
at org.andengine.engine.Engine.onTickUpdate(Engine.java:560)
at org.andengine.engine.Engine$UpdateThread.run(Engine.java:820)
and my code:
package com.example.oyundeneme2;
import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.util.FPSLogger;
import org.andengine.opengl.texture.TextureOptions;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.region.TextureRegion;
import org.andengine.opengl.texture.region.TiledTextureRegion;
import org.andengine.ui.activity.BaseGameActivity;
import android.view.Display;
public class OyunEkrani1 extends BaseGameActivity{
private static final int CAMERA_WIDTH=800;
private static final int CAMERA_HEIGHT=480;
private Camera myCamera;
private BitmapTextureAtlas myBackgroundTextureAtlas;
private TextureRegion myBackgroundTextureRegion;
//private Engine myEngine;
private Scene myScene;
private TiledTextureRegion myCircleFaceTextureRegion;
#Override
public EngineOptions onCreateEngineOptions() {
this.myCamera=new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
final Display myDisplay=getWindowManager().getDefaultDisplay();
EngineOptions FixedStepEngine=new EngineOptions(true,
ScreenOrientation.LANDSCAPE_FIXED,
new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), myCamera);
return FixedStepEngine;
}
#Override
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback)
throws Exception {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.myBackgroundTextureAtlas=
new BitmapTextureAtlas(null,1024,512,TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.myCircleFaceTextureRegion =BitmapTextureAtlasTextureRegionFactory.createTiledFrom
Asset(this.myBackgroundTextureAtlas, this, "top.png", 60, 60, 0, 0); // 64x32
this.mEngine.getTextureManager().loadTexture(this.myBackgroundTextureAtlas);
}
#Override
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
throws Exception {
mEngine.registerUpdateHandler(new FPSLogger());
myScene = new Scene();
myScene.setBackground(new Background(0.59804f, 0.5274f, 0.5784f));
}
#Override
public void onPopulateScene(Scene pScene,
OnPopulateSceneCallback pOnPopulateSceneCallback) throws Exception {
// TODO Auto-generated method stub
}
}

return your scene in "onCreateScene".Try this

Related

I want to create a plugin using biometric authentication (Biometric) provided by Google and implement it in Unity

I would like to implement biometric authentication using the biometrics provided by Googole, but I am having trouble getting it to work.
The following is a reference site on biometrics.
https://developer.android.com/jetpack/androidx/releases/biometric
I've never made an Android plugin before, and I'm having a hard time finding information on how to integrate with Unity.
I'm testing it with the following code
java.lang.NoClassDefFoundError: Failed resolution of: Landroidx/activity/ComponentActivity;
java.lang.ClassNotFoundException: androidx.activity.ComponentActivity
I'm getting an error and don't know how to fix it.
Please help me. Please help me.
◇MainActivity.java
package com.example.biometricslibs;
import android.content.Context;
import android.widget.Toast;
import androidx.annotation.NonNull;
import androidx.biometric.BiometricPrompt;
import androidx.fragment.app.FragmentActivity;
import java.util.concurrent.Executor;
public class MainActivity {
public static MainActivity instance() {
return new MainActivity();
}
private Executor executor = new MainThreadExecutor();
private BiometricPrompt biometricPrompt;
private BiometricPrompt.AuthenticationCallback callback = new BiometricPrompt.AuthenticationCallback() {
#Override
public void onAuthenticationError(int errorCode, #NonNull CharSequence errString) {
super.onAuthenticationError(errorCode, errString);
if (errorCode == 13 && biometricPrompt != null)
biometricPrompt.cancelAuthentication();
}
#Override
public void onAuthenticationSucceeded(#NonNull BiometricPrompt.AuthenticationResult result) {
super.onAuthenticationSucceeded(result);
}
#Override
public void onAuthenticationFailed() {
super.onAuthenticationFailed();
}
};
public void BiometricCheck(Context context) {
Toast.makeText(context, "call", Toast.LENGTH_SHORT).show();
biometricPrompt = new BiometricPrompt((FragmentActivity) context, executor, callback);
BiometricPrompt.PromptInfo promptInfo = new BiometricPrompt.PromptInfo.Builder()
.setTitle("title")
.setSubtitle("subTitle")
.setDescription("description")
.setNegativeButtonText("cancel")
.build();
biometricPrompt.authenticate(promptInfo);
}
}
◇MainThreadExecutor.java
package com.example.biometricslibs;
import android.os.Handler;
import android.os.Looper;
import java.util.concurrent.Executor;
public class MainThreadExecutor implements Executor {
private final Handler handler = new Handler(Looper.getMainLooper());
#Override
public void execute(Runnable r) {
handler.post(r);
}
}
◇UnityC#
using(var nativeDialog = new AndroidJavaClass("com.example.biometricslibs.MainActivity"))
{
using(var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
using(var currentUnityActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
{
using(var instance = nativeDialog.CallStatic<AndroidJavaObject>("instance"))
{
instance.Call(
"BiometricCheck",
currentUnityActivity
);
}
}
}
}

Javafx Stage is blank for a few seconds before showing elements

I am trying to create a game with JavaFX. I have created 2 stages, one is for the splashscreen, the second one is for the actual game itself. This is my first ever JavaFX program, i am a student learning JavaFX. The problem i am having is that when i hide the first stage and show the second one, the second stage stays blank for a few seconds and then continues to show all element(s). For now, there is only a gif showing in the stage with some music(which is not delayed in loading, because it is an instance variable). I don't want to create many instance variables for each of the elements i wish to put into the stage. Below is the code, where only the necessary code is shown to understand the problem:
import java.awt.Dimension;
import java.awt.Toolkit;
import java.io.File;
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.control.CheckBox;
import javafx.scene.control.Slider;
import javafx.scene.control.TextField;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.input.MouseEvent;
import javafx.scene.media.Media;
import javafx.scene.media.MediaPlayer;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Main extends Application {
Dimension window = Toolkit.getDefaultToolkit().getScreenSize();
private double screenWidth = window.getWidth();
private double screenHeight = window.getHeight();
private boolean fullscreen = false;
private boolean music = false;
private double value = 0;
private Group root, root2;
private Image start;
private Image startHover;
private ImageView startViewer;
private Stage stage;
private boolean firstWindowExists = true;
private CheckBox full;
private CheckBox sound;
private Slider slider;
private Image BG;
private ImageView BGView;
private String path = "bin/Audio/8_bit_march.mp3";
private Media media;
private MediaPlayer player;
public static void main(String[] args) {
launch();
}
private void run() {
Image title = new Image("Title.png", 300, 0, true, true);
ImageView titleView= new ImageView();
titleView.setX(200);
titleView.setY(10);
titleView.setImage(title);
add(titleView);
start = new Image("Start1.png", 200, 0, true, true);
startHover = new Image("Start_Hover1.png", 200, 0, true, true);
startViewer= new ImageView();
startViewer.setX(250);
startViewer.setY(300);
startViewer.setOnMouseEntered(mouseEnter);
startViewer.setOnMouseExited(mouseExit);
startViewer.setOnMouseReleased(mouseReleased);
startViewer.setImage(start);
add(startViewer);
if (!firstWindowExists) {//this code works
Image title2 = new Image("BG.gif", (screenWidth/1.25) + 4, (screenHeight/1.25)+4, false, true);
ImageView titleView2= new ImageView();
titleView2.setX(-2);
titleView2.setY(-2);
titleView2.setImage(title2);
add2(titleView2);
}
}
EventHandler<ActionEvent> event = new EventHandler<ActionEvent>() {
public void handle(ActionEvent e)
{
if (sound.isSelected()) { // the checkbox is checked to be enabled
slider.setVisible(true);
}
else {
slider.setVisible(false);
}
}
};
EventHandler<MouseEvent> mouseEnter = new EventHandler<MouseEvent>() {
public void handle(MouseEvent event) { // irrelevant for this problem
startViewer.setImage(startHover);
}
};
EventHandler<MouseEvent> mouseExit = new EventHandler<MouseEvent>() {
public void handle(MouseEvent event) {
startViewer.setImage(start);
}
};
EventHandler<MouseEvent> mouseReleased = new EventHandler<MouseEvent>() {
public void handle(MouseEvent event) {
stage.hide(); //hide first window
firstWindowExists = false;
Stage stage2 = new Stage(); // creating a new stage
root2 = new Group(); //creating new group
Scene scene2 = new Scene(root2, Color.WHITE);// creating a scene and adding the newly created Group
Canvas canvas2 = new Canvas(screenWidth/1.25, screenHeight/1.25); // creating a canvas for the screen
root2.getChildren().add(canvas2); // adding canvas to the group (window)
stage2.setTitle("Game"); // setting the title of the window
stage2.setScene(scene2); // Adds scene to the stage
stage2.setFullScreen(fullscreen);
stage2.show(); //after showing the screen here, it stays blank and then adds the title2 gif
stage2.centerOnScreen();
if (music) { //plays music
player.play();
player.setVolume(value);
player.setCycleCount(MediaPlayer.INDEFINITE);
}
run(); // runs the method with heavy lifting stuff
}
};
Timeline timeline = new Timeline(new KeyFrame(Duration.seconds(1), event -> {
}));
private void add(Node node) {
if (firstWindowExists) {
root.getChildren().add(node);
}
}
private void add2(Node node) {
root2.getChildren().add(node);
}
#Override
public void start(Stage stage) throws Exception { // main method which creates the first window
this.stage = stage;
stage.setTitle("Test GUI");
root = new Group();
Scene scene = new Scene(root, Color.DARKGRAY);
Canvas canvas = new Canvas(700, 350);
root.getChildren().add(canvas);
stage.setScene(scene);
stage.setResizable(false);
stage.show();
stage.centerOnScreen();
root.requestFocus();
run();
media = new Media(new File(path).toURI().toString());
player = new MediaPlayer(media);
}
}

My circles won't show. What am I missing here?

In Javafx, I am trying to create a pane where I can add points through a mouse click event. When you click on the pane a circle should appear at your mouse position. The circles are being created, as I am tracking them in the console, but they are not showing in the graphics.
I did a similar program to this that auto drew an image that resized with the stage/window, I am using all the same techniques but that project didn't include event handling.
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.scene.paint.Color;
import javafx.event.EventHandler;
import javafx.scene.input.MouseEvent;
public class ClickToShape extends Application {
private ClickPane clickPane = new ClickPane();
#Override
public void start(Stage primaryStage) throws Exception {
Pane clickPane = new ClickPane();
clickPane.setOnMouseClicked(new ClickHandler());
// create the scene
Scene clickScene = new Scene(clickPane, 500, 500);
// set up the window/stage
primaryStage.setTitle("Click To Draw");
primaryStage.setScene(clickScene); // add the scene to the stage
primaryStage.show(); // fire it off
}
public static void main(String[] args) {
launch(args);
}
class ClickHandler implements EventHandler<MouseEvent> {
#Override
public void handle(MouseEvent e) {
System.out.println("MouseEvent occured");
clickPane.addPoint(e.getX(), e.getY());
}
}
}
class ClickPane extends Pane{
private ArrayList<Circle> points = new ArrayList<Circle>();
private Color color1 = Color.BLACK;
public void addPoint(double x, double y) {
System.out.println("A new point function ran");
Circle newPoint = new Circle (x, y, 300, color1 );
System.out.println(newPoint.toString());
points.add(newPoint);
getChildren().clear();
getChildren().add(newPoint);
}
}
There are no error messages.
the problem is that you instantiated two ClickPane objects, one outside the start method, and another inside the start method, you added the second one to the scene but used the first one to add points, and that's why points aren't showing in your scene
what you can do about this is delete the first line in your start method, so the application will be using the same instance to fire events as to add to the scene, the code would look like this
import java.util.ArrayList;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Circle;
import javafx.scene.paint.Color;
import javafx.event.EventHandler;
import javafx.scene.input.MouseEvent;
public class ClickToShape extends Application {
private ClickPane clickPane = new ClickPane();
#Override
public void start(Stage primaryStage) throws Exception {
clickPane.setOnMouseClicked(new ClickHandler());
// create the scene
Scene clickScene = new Scene(clickPane, 500, 500);
// set up the window/stage
primaryStage.setTitle("Click To Draw");
primaryStage.setScene(clickScene); // add the scene to the stage
primaryStage.show(); // fire it off
}
public static void main(String[] args) {
launch(args);
}
class ClickHandler implements EventHandler<MouseEvent> {
#Override
public void handle(MouseEvent e) {
System.out.println("MouseEvent occured");
clickPane.addPoint(e.getX(), e.getY());
}
}
}
class ClickPane extends Pane{
private ArrayList<Circle> points = new ArrayList<Circle>();
private Color color1 = Color.BLACK;
public void addPoint(double x, double y) {
System.out.println("A new point function ran");
Circle newPoint = new Circle (x, y, 10, color1 );
System.out.println(newPoint.toString());
points.add(newPoint);
getChildren().setAll(newPoint);
}
}

Directly update button state JavaFX

I have a GUI that uploads a bunch of settings via serial once the 'upload' button is pressed.
This upload takes some time and has some Thread.sleep's in it, so during upload the GUI freezes but still allows the user to press the upload button some more, which results in even more freezing.
What would be the best way to directly disable the upload button, upload in the background, and enable the button when finished?
Thanks for the reply.
To answer my own question, I already found a simple solution by creating a task:
public class uploadTask extends Task<String> {
#Override
protected String call() throws Exception {
}
}
I would recommend using RxJavaFx.
import java.util.concurrent.TimeUnit;
import io.reactivex.Observable;
import io.reactivex.rxjavafx.observables.JavaFxObservable;
import io.reactivex.rxjavafx.schedulers.JavaFxScheduler;
import io.reactivex.schedulers.Schedulers;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class BackgroundTaskButtonApp extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
Button button = new Button("Run!");
StackPane stackPane = new StackPane(button);
Scene scene = new Scene(stackPane, 400, 400);
stage.setScene(scene);
stage.show();
JavaFxObservable.actionEventsOf(button)
.doOnNext(event -> button.setDisable(true))
.switchMap(event -> Observable.just(event).observeOn(Schedulers.single()).doOnNext(e -> runLongTask()))
.observeOn(JavaFxScheduler.platform())
.doOnNext(event -> button.setDisable(false))
.subscribe();
}
private void runLongTask() {
System.out.println(Thread.currentThread().getName() + " runLongTask()");
try {
TimeUnit.SECONDS.sleep(2);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}

andengine : onCreateResoures function not called

I am using the following code. However when I run the application the onCreateResources function is not called. Sice the toast that I create in that function is never raised. I only get a black screen.
package com.example.tankcontrol;
import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.sprite.Sprite;
import org.andengine.opengl.texture.Texture;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.atlas.bitmap.BuildableBitmapTextureAtlas;
import org.andengine.opengl.texture.bitmap.BitmapTexture;
import org.andengine.opengl.texture.region.ITextureRegion;
import org.andengine.ui.activity.BaseGameActivity;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import android.widget.Toast;
public class GameActivity extends SimpleBaseGameActivity{
private final int CAMERA_WIDTH = 800;
private final int CAMERA_HEIGHT = 480;
BitmapTextureAtlas playerTA;
ITextureRegion playerTR;
Scene scene;
#Override
public EngineOptions onCreateEngineOptions() {
Camera camera = new Camera(0 , 0 , CAMERA_WIDTH , CAMERA_HEIGHT);
EngineOptions engOpt = new EngineOptions(true , ScreenOrientation.LANDSCAPE_FIXED , new RatioResolutionPolicy(CAMERA_WIDTH , CAMERA_HEIGHT) , camera);
return engOpt;
}
public void loadGfx(){
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx");
playerTA = new BitmapTextureAtlas(getTextureManager() , 64 , 64);
playerTA.load();
playerTR = BitmapTextureAtlasTextureRegionFactory.createFromAsset(playerTA, this , "chutiya.png" , 0 , 0);
}
#Override
protected void onCreateResources() {
Toast.makeText(this, "I am here!", Toast.LENGTH_SHORT).show();
loadGfx();
}
#Override
protected Scene onCreateScene() {
scene = new Scene();
Sprite rocketS = new Sprite(CAMERA_WIDTH/2, CAMERA_HEIGHT/2, playerTR, this.mEngine.getVertexBufferObjectManager());
scene.attachChild(rocketS);
return scene;
}
}
Any help is appreciated in advance. Thanks:)
Asset base Path should be ends with a "/" so try this:
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
Probably there was a message on your logcat about this.