WPF print document in background - wpf

I've a realtime wpf application and sometimes I need to printout a document on a LAN printer. This is a part of my code:
using (PrintDocument prnDocument = new PrintDocument())
{
prnDocument.PrintPage += new PrintPageEventHandler(prnDocument_PrintPage);
if (!string.IsNullOrEmpty(printFile))
{
ImageFormat format = ImageFormat.Png;
float scale = 1; // Convert.ToSingle(_Scale.Value) / 100f;
long quality = 75; // Convert.ToInt64(_Quality.Value);
//string output = ""; // _TextBoxOutput.Text;
PaperSize ps = new PaperSize("label", panel.Width, panel.Height);
panel.BorderStyle = panelBorder ? BorderStyle.FixedSingle : BorderStyle.None;
prnDocument.DefaultPageSettings.PaperSize = ps;
prnDocument.DefaultPageSettings.Margins.Left = 0;
prnDocument.DefaultPageSettings.Margins.Top = 0;
PrintController controller = new PrintControllerFile(format, scale, quality, printFile);
prnDocument.PrintController = new PrintControllerWithStatusDialog(controller, "Exporting");
}
else
{
PaperSize ps = new PaperSize("label", panel.Width, panel.Height);
panel.BorderStyle = panelBorder ? BorderStyle.FixedSingle : BorderStyle.None;
prnDocument.DefaultPageSettings.PaperSize = ps;
prnDocument.DefaultPageSettings.Margins.Left = 0;
prnDocument.DefaultPageSettings.Margins.Top = 0;
if (!string.IsNullOrEmpty(printerName))
prnDocument.PrinterSettings.PrinterName = printerName;
prnDocument.PrintController = new StandardPrintController();
}
prnDocument.Print();
}
Basically each time the Print() is invoked, my application freeze up till 2-3 seconds, then it resume. I think that during that time I send data to the print spooler.
I've also tryied to use a thread:
System.Threading.Tasks.Task.Run(() => { prnDocument.Print(); });
But nothing seems to change. Any advice?

Related

Unable to add more entries to Firebase after 11

I have a database in firebase that is meant to hold user data and I'm able to get it to add account data up to number 10 (zero based), but after that, anytime I call the function to add to the database it doesn't show up in Firebase. I am using this for a game in Unity. Here are the function calls.
`
public void populateDatabase()
{
//populate static account data
AccountData _thisAccount = new AccountData();
_thisAccount.accName = Account.instance.NickName();
_thisAccount.accEmail = PlayerAccount._this.getUserEmail();
_thisAccount.accCash = 100;
_thisAccount.accGem = 100;
//Ranking Values
_thisAccount.Rank = 0;
//rookie
_thisAccount.RookieRank = 0;
_thisAccount.RookieAverage = 0;
_thisAccount.RookieScoreOne = 0;
_thisAccount.RookieScoreTwo = 0;
_thisAccount.RookieScoreThree = 0;
//Amature
_thisAccount.AmatureRank = 0;
_thisAccount.AmatureAverage = 0;
_thisAccount.AmatureScoreOne = 0;
_thisAccount.AmatureScoreTwo = 0;
_thisAccount.AmatureScoreThree = 0;
//Semi
_thisAccount.SemiProRank = 0;
_thisAccount.SemiAverage = 0;
_thisAccount.SemiProScoreOne = 0;
_thisAccount.SemiProScoreTwo = 0;
_thisAccount.SemiProScoreThree = 0;
//Pro
_thisAccount.ProRank = 0;
_thisAccount.ProAverage = 0;
_thisAccount.ProScoreOne = 0;
_thisAccount.ProScoreTwo = 0;
_thisAccount.ProScoreThree = 0;
_thisAccount.accTricks = Account.instance.ReturnTricks();
string tName = _thisAccount.getAccName();
Debug.Log("Name: " + tName + " account " + _thisAccount.accTricks.Length);
Debug.Log("Email: " + _thisAccount.accEmail);
Debug.Log("Cash: " + _thisAccount.accCash);
Debug.Log("Attempt to fill Database info");
ConstuctDatabase(usersdb, _thisAccount);
}
private void ConstuctDatabase(DatabaseReference AccountRef, AccountData _thisAccount)
{
int num = 0;
AccountRef.RunTransaction(MutableData =>
{
num++;
List<object> account = MutableData.Value as List<object>;
if (account == null)
{
account = new List<object>();
}
else
{
Debug.Log("continue");
}
Dictionary<string, object> newAccount =
new Dictionary<string, object>();
newAccount["AccountName"] = _thisAccount.accName;
newAccount["AccountEmail"] = _thisAccount.accEmail;
newAccount["Cash"] = _thisAccount.accCash;
newAccount["Gem"] = _thisAccount.accGem;
//Ranking Values
newAccount["Rank"] = _thisAccount.Rank;
//rookie
newAccount["RookieRank"] = _thisAccount.RookieRank;
newAccount["RookieAverage"] = _thisAccount.RookieAverage;
newAccount["RookieScoreOne"] = _thisAccount.RookieScoreOne;
newAccount["RookieScoreTwo"] = _thisAccount.RookieScoreTwo;
newAccount["RookieScoreThree"] = _thisAccount.RookieScoreThree;
//Amature
newAccount["AmateurRank"] = _thisAccount.AmatureRank;
newAccount["AmateurAverage"] = _thisAccount.AmatureAverage;
newAccount["AmateurScoreOne"] = _thisAccount.AmatureScoreOne;
newAccount["AmateurScoreTwo"] = _thisAccount.AmatureScoreTwo;
newAccount["AmateurScoreThree"] = _thisAccount.AmatureScoreThree;
//Semi
newAccount["SemiProRank"] = _thisAccount.SemiProRank;
newAccount["SemiProAverage"] = _thisAccount.SemiAverage;
newAccount["SemiProScoreOne"] = _thisAccount.SemiProScoreOne;
newAccount["SemiProScoreTwo"] = _thisAccount.SemiProScoreTwo;
newAccount["SemiProScoreThree"] = _thisAccount.SemiProScoreThree;
//Pro
newAccount["ProRank"] = _thisAccount.ProRank;
newAccount["ProAverage"] = _thisAccount.ProAverage;
newAccount["ProScoreOne"] = _thisAccount.ProScoreOne;
newAccount["ProScoreTwo"] = _thisAccount.ProScoreTwo;
newAccount["ProScoreThree"] = _thisAccount.ProScoreThree;
//Trick Logic]
Dictionary<string, bool> newTricks =
new Dictionary<string, bool>();
int i = 0;
while (i < _thisAccount.accTricks.Length)
{
newTricks["Trick" + i] = _thisAccount.accTricks[i]._owned;
i++;
}
newAccount["TrickList"] = newTricks;
Debug.Log("ConstructDB1");
account.Add(newAccount);
MutableData.Value = account;
Debug.Log("ConstructDB2");
return TransactionResult.Success(MutableData);
});
}
`
Unfortunately, this is a known issue in 6.6.0. If you pay attention to the release page, I'd recommend upgrading as soon as possible.
Now an explanation of what's going on with a small workaround: an array is being serialized as effectively a dictionary with a numeric key. It's parsing numbers lexicographically (ex: it's doing some thing like 1, 10, 2, 3, 4, 5, 6...) and it breaks at 11. To work around this, rather than adding a list as you currently are, try serializing a dictionary with lexicographically ordered keys (ex: M001, M002, M003, &c). I know this isn't ideal, but it should unblock you for the time being!

Flash AS3, How to pause a loop for seconds

I have this AS3 script (it works fine), I just want to make the loop to pause for seconds each time then it can continue looping. Like if I like it to stop for Milliseconds.Thanks
var myText:String;
var counter:int = 0;
var format : TextFormat = new TextFormat();
format.size = 16;
format.font = "Verdana";
format.bold = true;
format.color = 0x000000;
var textField : TextField = new TextField();
textField.width = 200;
textField.height = 50;
textField.selectable = false;
textField.wordWrap = true;
textField.defaultTextFormat = format;
textField.x = textField.y =0;
addChild(textField);
var textLoader:URLLoader = new URLLoader(new URLRequest("text.txt"));
textLoader.addEventListener(Event.COMPLETE, function(e:Event){initText(e.target.data);});
function initText(string:String):void{
myText = string;
addEventListener(Event.ENTER_FRAME, writeText);
}
function writeText(e:Event):void{
if (counter <= myText.length){
textField.text = myText.substr(0,counter);
counter++;
/*What I can put here to make it pause for a while*/
}
else{
removeEventListener(Event.ENTER_FRAME,writeText);
}
}
Your code is fine, you need to tweak it a little bit.
function initText(string:String):void
{
myText = string;
addEventListener(Event.ENTER_FRAME, writeText);
}
// Variable to keep the next print time in milliseconds.
var nextPrint:int;
function writeText(e:Event):void
{
// Function getTimer() returns time in milliseconds since app start.
// Skip this frame if time is not right.
if (getTimer() < nextPrint) return;
// Variable nextPrint is initially 0 so the first char will print immediately.
if (counter <= myText.length)
{
textField.text = myText.substr(0, counter);
counter++;
/*What I can put here to make it pause for a while*/
// Print next character in ~100 ms.
nextPrint = getTimer() + 100;
}
else
{
removeEventListener(Event.ENTER_FRAME, writeText);
}
}

Trying to access the first instance of an array in Actionscript 3

I am trying to do deat detection in actionscript 3. My idea is to create an array of dots (MovieClips) on the x axis which represents the frequency spectrum, SoundMixer.computeSpectrum(bytes, true, 0); is set to true. How do I access the first dot instance of my array. I then want to check it's highest value on each current frame and and measure it against the last value. I think I need to set a threshold and when the value is within the threshold call that a beat....I'm lost, can anybody point me in the right direction..
Thanks in advance.
var snd: Sound = new Sound();
var req: URLRequest = new URLRequest("mySong.mp3");
snd.load(req);
var channel: SoundChannel;
channel = snd.play();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
snd.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
const CHANNEL_LENGTH: int = 256;
const BUFFER_LENGTH: int = 512;
var dot:Dot;
dot.cacheAsBitmap = true;
var myArray:Array = new Array();
var bytes:ByteArray = new ByteArray();
function onEnterFrame(event: Event): void
{
SoundMixer.computeSpectrum(bytes, true, 0);
for (var i:int = 0; i < CHANNEL_LENGTH; i+=8) // channel_length = 256
{
var sampleValue:Number = bytes.readFloat();
dot = new Dot();
dot.x = i * 2;
dot.y = sampleValue * 250; //50 + (i * 30)
addChild(dot);
myArray.push(dot);
}
}
I am not sure what excetly you are going to do.
But if you want to do a sound spectrum visualizer, I think your direction is right.
I follow what you do and get result like this: (http://www.imageupload.co.uk/5M3n) Those dots will dance with the music
just move dot.cacheAsBitmap = true; after dot = new Dot(); or you can remove it.
and in Dot class, don't forget to dispose itself after some time.
But actually I dont need to use myArray at all.
Here is my code:
import flash.events.Event;
var snd: Sound = new Sound();
var req: URLRequest = new URLRequest("mySong.mp3");
snd.load(req);
var channel: SoundChannel;
channel = snd.play();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
snd.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
const CHANNEL_LENGTH: int = 256;
const BUFFER_LENGTH: int = 512;
var dot:Dot;
var myArray:Array;
var bytes:ByteArray = new ByteArray();
function onEnterFrame(event: Event): void
{
SoundMixer.computeSpectrum(bytes, true, 0);
myArray = [];
for (var i:int = 0; i < CHANNEL_LENGTH; i+=8) // channel_length = 256
{
var sampleValue:Number = bytes.readFloat();
dot = new Dot();
dot.cacheAsBitmap = true;
dot.x = i * 2;
dot.y = sampleValue * stage.StageHeight;
addChild(dot);
myArray.push(dot);
}
var firstElement:Dot = myArray.length>0?myArray[0]:null;
if(firstElement)
{
handleWithFirstElement(firstElement);
}
}
function onPlaybackComplete(e:Event):void
{
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
function handleWithFirstElement(ele:Dot):void
{
//your code
}
And in Dot class:
flash.utils.setTimeout(this.parent.removeChild, 100, this);
// Run this just after added on Stage

(Processing) Removing Previously Used Object in Array

Sorry for the horrible wording of the title. I'm creating a game of "War" in Processing for my Programming class. I need to change my code so that each card that is used is removed from the deck/array. I stumbled upon some posts and Google results mentioning "ArrayList", but I'm still sort of clueless.
The following code displays two separate, random cards and displays two new random cards when the mouse is clicked.
(First Tab 'War')
void draw(){
image(card[imageIndex],40,150);
image(card2[imageIndex2],340,150);
}
void mousePressed(){
imageIndex = int(random(card.length));
imageIndex2 = int(random(card2.length));
}
(Second Tab 'Card')
PImage[] card = new PImage[13];
PImage[] card2 = new PImage[13];
int imageIndex = int(random(0,12)),
imageIndex2 = int(random(0,12));
void setup(){
size(500,500);
card[0] = loadImage("2_of_clubs.jpg");
card[1] = loadImage("3_of_clubs.jpg");
card[2] = loadImage("4_of_clubs.jpg");
card[3] = loadImage("5_of_clubs.jpg");
card[4] = loadImage("6_of_clubs.jpg");
card[5] = loadImage("7_of_clubs.jpg");
card[6] = loadImage("8_of_clubs.jpg");
card[7] = loadImage("9_of_clubs.jpg");
card[8] = loadImage("10_of_clubs.jpg");
card[9] = loadImage("jack_of_clubs.jpg");
card[10] = loadImage("queen_of_clubs.jpg");
card[11] = loadImage("king_of_clubs.jpg");
card[12] = loadImage("ace_of_clubs.jpg");
card2[0] = loadImage("2_of_clubs.jpg");
card2[1] = loadImage("3_of_clubs.jpg");
card2[2] = loadImage("4_of_clubs.jpg");
card2[3] = loadImage("5_of_clubs.jpg");
card2[4] = loadImage("6_of_clubs.jpg");
card2[5] = loadImage("7_of_clubs.jpg");
card2[6] = loadImage("8_of_clubs.jpg");
card2[7] = loadImage("9_of_clubs.jpg");
card2[8] = loadImage("10_of_clubs.jpg");
card2[9] = loadImage("jack_of_clubs.jpg");
card2[10] = loadImage("queen_of_clubs.jpg");
card2[11] = loadImage("king_of_clubs.jpg");
card2[12] = loadImage("ace_of_clubs.jpg");
}
Using ArrayList would look more or less like:
// gonna use strings instead of images
// just to show the idea. I don't have all this images...
ArrayList<String> card = new ArrayList<String>();
ArrayList<String> card2;
int imageIndex, imageIndex2;
String display1, display2;
void setup() {
size(500, 500);
card.add("2_of_clubs.jpg");
card.add("3_of_clubs.jpg");
card.add("4_of_clubs.jpg");
card.add("5_of_clubs.jpg");
card.add("6_of_clubs.jpg");
card.add("7_of_clubs.jpg");
card.add("8_of_clubs.jpg");
card.add("9_of_clubs.jpg");
card.add("10_of_clubs.jpg");
card.add("jack_of_clubs.jpg");
card.add("queen_of_clubs.jpg");
card.add("king_of_clubs.jpg");
card.add("ace_of_clubs.jpg");
card2 = new ArrayList<String>(card);
imageIndex = int(random(card.size()));
imageIndex2 = int(random(card2.size()));
display1 = card.get(imageIndex);
display2 = card2.get(imageIndex2);
card.remove(imageIndex);
card2.remove(imageIndex2);
println("\ncard draw from card : "+ display1);
println("card draw from card2: "+ display2 + "\n");
}
void draw() {
}
void mousePressed() {
if (card.size() > 0) {
imageIndex = int(random(card.size()));
imageIndex2 = int(random(card2.size()));
display1 = card.get(imageIndex);
display2 = card2.get(imageIndex2);
card.remove(imageIndex);
card2.remove(imageIndex2);
println("\ncard draw from card : "+ display1);
println("card draw from card2: "+ display2 + "\n");
} else {
println("The deck is empty...");
}
}
if you have to use arrays then you would have to do something similar to the following code:
PImage[] removeCardFromDeck(PImage deck, int index){
PImage[] newdeck = new PImage[deck.length -1];
int count=0;
for(int i =0 ; i<newdeck.length;i++){
if(count==index) count++;
newdeck[i] = deck[count];
count++;
}
return newdeck;
}
but for this task it is better to use ArrayLists.

caching and rendering spritesheets doesn't work

I'd like to cache my spritesheet (tilesheet) into an array. I do this because every spritesheet shall be cached inside of an array so my objects can pull their tiles from them easily. But my cache doesn't seem to work because absolutely nothing gets rendered out of it. I can't see anything.
There is something inside my cache (likely bitmapData) and it is not null so currently I don't know where the problem might be.
Can someone help me out with this issue, please?
this function shall render each tile of an array to a background via copypixels
public function renderCachedTile(canvasBitmapData:BitmapData, tileArray:Array):void
{
tileCache = tileArray;
tileArray = [];
x = nextX;
y = nextY;
point.x = x;
point.y = y;
tileRect.x = tileWidth;
tileRect.y = tileHeight;
if (animationCount >= animationDelay)
{
animationCount = 0;
if(reverse)
{
currentTile--;
if (currentTile < 1)
{
currentTile = tilesLength - 1;
}
} else {
currentTile++;
if (currentTile >= tilesLength - 1)
{
currentTile = 0;
}
}
} else {
animationCount++;
}
canvasBitmapData.lock();
canvasBitmapData.copyPixels(tileCache[currentTile], tileRect, point);
canvasBitmapData.unlock();
}
this function 'separates' my spritesheet into tiles and throws them into an array
private function tileToCache():void {
var tileBitmapData:BitmapData = new BitmapData(tileWidth, tileHeight, true, 0x00000000);
var tilePt:Point = new Point(0, 0);
var tileRect:Rectangle = new Rectangle;
tileCache = [];
for (var tileCtr:int = 0; tileCtr < tilesLength; tileCtr++) {
tileBitmapData.lock();
tileRect.x = int((tileCtr % spritesPerRow)) * tileWidth;
tileRect.y = int((tileCtr / spritesPerRow)) * tileHeight;
tileBitmapData.copyPixels(tileSheet, tileRect, tilePt);
tileBitmapData.unlock();
tileCache.push(tileBitmapData);
}
}
Unless there is code missing from your example, in your tileToCache you instantiate and use tileRect without defining a width and height:
private function tileToCache():void {
var tileRect:Rectangle = new Rectangle;
/* ... */
tileBitmapData.copyPixels(tileSheet, tileRect, tilePt);
If your source was at 0, 0 I presume you would want:
var tileRect:Rectangle = new Rectangle(0, 0, tileWidth, tileHeight);

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