I Have seen alot of sample where the API key is hard coded into, unless you are building a desktop there is no need to do this. Facebook provides the API key, and the session key in the iframe url. Your application should retrieve the keys from the url, this makre your code more portable.

Url Variables:

  • fb_sig_api_key
  • fb_sig_session_key
  • fb_sig_ss

UPDATE – 9/10/10

With the new changes to face book app, make sure that you go into the advanced setting and check canvas session parameters.

    In my experience i have found that using the JavaScript client library for Facebook and the External Interface API in flash is alot more responsive than the Adobe Facebook AS3 library. Sometimes the event fails to fire. The only time you should use the adobe library is when you need to upload fotos, and do so by sharing the session data used by the JavaScript client.

    Example of sharing a session:

    fb= new Facebook();
    var session:WebSession;
    session=new  WebSession(Application.application.parameters.fbsigapikey,
    Application.application.parameters.fbsigss,
    Application.application.parameters.fbsigsessionkey);
    session.addEventListener(FacebookEvent.CONNECT, function():void{
    var bytes:ByteArray = jpegencoder.encode(lastpumpyourselfbm.bitmapData);
    var call:UploadPhoto = new UploadPhoto(bytes);
    
    fb.post(call);
    
     });
    fb.startSession(session);
    session.verifySession();
    

    Input Controls

    In this section we will modify the GameEngineView to handle input controls. We do this by calling setFocusable(true); on the constructor of the view. All that is left is to override the onKeyDown and onKeyUp events.

    	
    	@Override
    	public boolean onKeyDown(int keyCode, KeyEvent event) {
    		if(keyCode == android.view.KeyEvent.KEYCODE_DPAD_LEFT )
    			{
    				st.setCurrentAnimation("walk_left", true);
    				st.AnimateTo(new Point( st.getXpos()-40, st.getYpos()));
    			}
    		if(keyCode == android.view.KeyEvent.KEYCODE_DPAD_RIGHT)
    			{
    				st.setCurrentAnimation("walk_right", true);
    				st.AnimateTo(new Point( st.getXpos()+40, st.getYpos()));
    			}
    		
    		return super.onKeyDown(keyCode, event);
    	}
    	@Override
    	public boolean onKeyUp(int keyCode, KeyEvent event) {
    		if(keyCode == android.view.KeyEvent.KEYCODE_DPAD_LEFT )
    			st.setCurrentAnimation("idle_left", false);
    		if(keyCode == android.view.KeyEvent.KEYCODE_DPAD_RIGHT)
    			st.setCurrentAnimation("idle_right", false);
    			
    
    		st.MoveTo(new Point( st.getXpos(), st.getYpos()));
    		return super.onKeyUp(keyCode, event);
    	}
    

    In this snippet the “st” object is an Instance of the player object which will be discussed shortly. Note that on key down animate player, on key up we return him to the idle state.

    Player

    The player class houses the characteristics that a player consists of. We will use the Sprite Tile as the base object, this will take care of the visual part of our player. We will add function and attributes for animation

    package com.warriormill.warriorengine;
    
    import android.content.Context;
    import android.graphics.Canvas;
    import android.graphics.Point;
    
    import com.warriormill.warriorengine.drawable.SpriteTile;
    
    public class Player extends SpriteTile {
    
    	public float lifebar=100.0f;
    	private Point move_to = new Point(10,10);
    	
    	public Player(int BitmapResourceId, int XmlAnimationResourceId,
    			Context context) {
    		super(BitmapResourceId, XmlAnimationResourceId, context);
    	}
    	public void AnimateTo(Point pt)
    	{
    		move_to = pt;
    	}
    	public void MoveTo(Point pt)
    	{
    		move_to =pt;
    		this.setXpos(pt.x);
    		this.setYpos(pt.y);
    	}
    	
    	@Override
    	public void draw(Canvas canvas) {
    		super.draw(canvas);
    		
    		updateLocation();
    	}
    	private void updateLocation()
    	{
    		if(move_to.y > this.getYpos())
    			this.setYpos(getYpos()+1);
    		else if(move_to.y < this.getYpos())
    			this.setYpos(getYpos()-1);
    		
    		if(move_to.x > this.getXpos())
    			this.setXpos(getXpos()+1);
    		else if(move_to.x < this.getXpos())
    			this.setXpos(getXpos()-1);
    	}
    }
    

    Source Code

    Preview

    Game Loop

    Game Loop is the main part of a game engine, it cycles threw at given intervals updating the game. The Game loop in this section will be fairly simple, it will be a thread that fires off every millisecond.

    /**
    *
    */
    package com.warriormill.warriorengine;
    import java.util.concurrent.TimeUnit;
    import com.warriormill.warriorengine.drawable.SpriteTile;
    import android.content.Context;
    import android.graphics.Canvas;
    import android.util.AttributeSet;
    //import android.view.SurfaceHolder;
    //import android.view.SurfaceView;
    import android.view.View;
    
    /**
    * @author maximo guerrero
    *
    */
    public class GameEngineView extends View {
    SpriteTile st;
    
    GameLoop gameloop;
    private class GameLoop extends Thread
    {
    private volatile boolean running=true;
    public void run()
    {
    while(running)
    {
    try{
    TimeUnit.MILLISECONDS.sleep(1);
    postInvalidate();
    pause();
    
    }
    catch(InterruptedException ex)
    {
    running=false;
    }
    
    }
    
    }
    public void pause()
    {
    running=false;
    }
    public void start()
    {
    running=true;
    run();
    }
    public void safeStop()
    {
    running=false;
    interrupt();
    }
    
    }
    public void unload()
    {
    gameloop.safeStop();
    
    }
    
    public GameEngineView(Context context, AttributeSet attrs, int defStyle) {
    super(context, attrs, defStyle);
    // TODO Auto-generated constructor stub
    init(context);
    
    }
    public GameEngineView(Context context, AttributeSet attrs) {
    super(context, attrs);
    // TODO Auto-generated constructor stub
    init(context);
    }
    public GameEngineView(Context context) {
    super(context);
    // TODO Auto-generated constructor stub
    init(context);
    }
    
    private void init(Context context)
    {
    st = new SpriteTile(R.drawable.buster, R.xml.buster, context);
    gameloop = new GameLoop();
    gameloop.run();
    
    }
    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
    // TODO Auto-generated method stub
    //super.onMeasure(widthMeasureSpec, heightMeasureSpec);
    System.out.println("Width " + widthMeasureSpec);
    setMeasuredDimension(100, 100);
    }
    
    @Override
    protected void onDraw(Canvas canvas) {
    // TODO Auto-generated method stub
    //super.onDraw(canvas);
    st.setXpos(15);
    st.setYpos(15);
    
    st.draw(canvas);
    gameloop.start();
    
    }
    
    }
    

    A couple things to notice. We pause the thread until the screen has finished drawing, the reason this is done is that the thread will continue to fire off and the onDraw() function will never be called. Also Since we are using a generic thread and not a UI-Thread we call postInvalidate() function to let android know that our view has to be re drawn.

    The Current Game loop is really simple it will call draw on the items that implement the Drawable Interface.

    Sprite Tile Class

    The Sprite Tile class will be an object that extends the Drawable interface in the android api. Our Sprite will be composed of two files,  a bitmap file (image of format type jpg, png, gif or bmp) and an xml file that describes its behavior.

    Sprite sheet ( check out http://www.retrogamezone.co.uk for sample sprites):

    Sprite of Buster Bunny

    The sprite sheet is one image with all possible animaitions for our sprite

    Xml Description:

    <?xml version="1.0" encoding="utf-8"?>
    <animations>
    <animation name="idle" canLoop="true" >
    <framerect top="4" left="85" bottom="58" right="115" delayNextFrame="10" />
    <framerect top="4" left="122" bottom="58" right="153" delayNextFrame="10" />
    <framerect top="4" left="161" bottom="58" right="190" delayNextFrame="5" />
    <framerect top="4" left="199" bottom="58" right="228" delayNextFrame="5" />
    <framerect top="4" left="237" bottom="58" right="268" delayNextFrame="5" />
    <framerect top="4" left="276" bottom="58" right="307" delayNextFrame="5" />
    <framerect top="4" left="85" bottom="58" right="115" delayNextFrame="60" />
    
    <collisionrect top="10" left="5" bottom="40" right="20" />
    </animation>
    </animations>
    

    The xml description file contains the information needed to animation the sprite sheet. All of the Elements and there Attributes will have respective fields in our sprite class. Note that the frame rectangle is not equally uniform, this allows to compose an animation where the tile thats being drawn doesn’t have to be the same size. It also tells us how much time each frame will last on the screen, along with a rectangle for collision for that specific animation.

    Sprite Class:
    The following class will load, draw and animate the tilesheet.

    package com.warriormill.warriorengine.drawable;
    
    import java.util.ArrayList;
    import java.util.Hashtable;
    
    import org.xmlpull.v1.XmlPullParser;
    
    import android.content.Context;
    import android.content.res.XmlResourceParser;
    import android.graphics.Bitmap;
    import android.graphics.BitmapFactory;
    import android.graphics.Canvas;
    import android.graphics.ColorFilter;
    import android.graphics.Rect;
    import android.graphics.drawable.Drawable;
    import android.util.Log;
    
    /**
    * @author maximo guerrero
    */
    public class SpriteTile extends Drawable {
    private Bitmap tileSheet; //sprite tile sheet for all animations. rectangles are used to slip and only show parts of one bitmap
    private Hashtable animations; //all animation sequences for this sprite
    private String currentAnimation="idle"; //current animation sequence
    private int currentFrame=0; //current frame being played
    private int xpos=100; // x position
    private int ypos=100; // y position
    private int waitDelay=0; // delay before the next frame
    
    private ColorFilter cf;
    
    // Class contains Information about one frame
    private class FrameInfo
    {
    public Rect rect = new Rect();
    public int nextFrameDelay =0;
    }
    //Class encapsulates all the data for an animations sequence. List for frames, animcation name, if the sequence will loop and collission info
    private class AnimationSequece
    {
    public ArrayList sequence;
    public Rect collisionRect;
    public boolean canLoop =false;
    @SuppressWarnings("unused")
    public String name="idle";
    }
    
    //takes resource ids for bitmaps and xmlfiles
    public SpriteTile(int BitmapResourceId, int XmlAnimationResourceId, Context context)
    {
    loadSprite(BitmapResourceId,XmlAnimationResourceId,context);
    }
    
    //load bitmap and xml data
    public void loadSprite(int spriteid, int xmlid, Context context) {
    tileSheet = BitmapFactory.decodeResource(context.getResources(), spriteid);
    //load the xml will all the frame animations into a hashtable
    XmlResourceParser xpp= context.getResources().getXml(xmlid);
    
    animations= new Hashtable();
    
    try
    {
    int eventType = xpp.getEventType();
    String animationname="";
    AnimationSequece animationsequence = new AnimationSequece();
    while (eventType != XmlPullParser.END_DOCUMENT){
    
    if(eventType == XmlPullParser.START_DOCUMENT) {
    System.out.println("Start document");
    
    } else if(eventType == XmlPullParser.END_DOCUMENT) {
    System.out.println("End document");
    
    } else if(eventType == XmlPullParser.START_TAG) {
    System.out.println("Start tag "+xpp.getName());
    if(xpp.getName().toLowerCase().equals("animation"))
    {
    animationname=xpp.getAttributeValue(null, "name");
    animationsequence = new AnimationSequece();
    animationsequence.name=animationname;
    animationsequence.sequence=new ArrayList();
    animationsequence.canLoop = xpp.getAttributeBooleanValue(null,"canLoop", false);
    }
    else if(xpp.getName().toLowerCase().equals("framerect"))
    {
    FrameInfo frameinfo = new FrameInfo();
    Rect frame = new Rect();
    frame.top = xpp.getAttributeIntValue(null, "top", 0);
    frame.bottom = xpp.getAttributeIntValue(null, "bottom", 0);
    frame.left = xpp.getAttributeIntValue(null, "left", 0);
    frame.right = xpp.getAttributeIntValue(null, "right", 0);
    frameinfo.rect = frame;
    frameinfo.nextFrameDelay = xpp.getAttributeIntValue(null,"delayNextFrame", 0);
    animationsequence.sequence.add(frameinfo);
    }
    else if(xpp.getName().toLowerCase().equals("collisionrect"))
    {
    Rect colrect = new Rect();
    colrect.top = xpp.getAttributeIntValue(null, "top", 0);
    colrect.bottom = xpp.getAttributeIntValue(null, "bottom", 0);
    colrect.left = xpp.getAttributeIntValue(null, "left", 0);
    colrect.right = xpp.getAttributeIntValue(null, "right", 0);
    animationsequence.collisionRect=colrect;
    }
    }else if(eventType == XmlPullParser.END_TAG) {
    if(xpp.getName().toLowerCase().equals("animation"))
    {
    animations.put(animationname, animationsequence);
    }
    } else if(eventType == XmlPullParser.TEXT) {
    System.out.println("Text "+xpp.getText());
    
    }
    eventType = xpp.next();
    }
    }
    catch (Exception e) {
    Log.e("ERROR", "ERROR IN SPRITE TILE CODE:"+e.toString());
    }
    System.out.println("Sprite Loaded ");
    }
    //Draw sprite onto screen
    @Override
    public void draw(Canvas canvas) {
    try
    {
    FrameInfo frameinfo= animations.get(currentAnimation).sequence.get(currentFrame);
    Rect rclip = frameinfo.rect;
    Rect dest = new Rect(this.getXpos(), getYpos(), getXpos() + (rclip.right - rclip.left),
    getYpos() + (rclip.bottom - rclip.top));
    if(cf!=null)
    {
    //color filter code here
    
    }
    canvas.drawBitmap(tileSheet, rclip, dest, null);
    update(); //after drawing update the frame counter
    }
    catch (Exception e)
    {
    Log.e("ERROR", "ERROR IN SPRITE TILE CODE:"+e.toString()+e.getStackTrace().toString());
    }
    
    }
    
    @Override
    public int getOpacity() {
    // TODO Auto-generated method stub
    return 100;
    }
    
    @Override
    public void setAlpha(int alpha) {
    // TODO Auto-generated method stub
    
    }
    
    @Override
    public void setColorFilter(ColorFilter cf) {
    // TODO Auto-generated method stub
    this.cf = cf;
    }
    
    //updates the frame counter to the next frame
    public void update()
    {
    if(waitDelay==0)//if done waiting
    {
    //set current frame back to the first because looping is possible
    if(animations.get(currentAnimation).canLoop &amp;&amp; currentFrame == animations.get(currentAnimation).sequence.size()-1)
    currentFrame=0;
    else
    {
    currentFrame++; //go to next frame
    
    FrameInfo frameinfo= animations.get(currentAnimation).sequence.get(currentFrame);
    waitDelay = frameinfo.nextFrameDelay; //set delaytime for the next frame
    }
    }
    else
    {
    waitDelay--; //wait for delay to expire
    }
    
    }
    //has this sprite collided with a rect
    public boolean hasCollided(Rect rect)
    {
    AnimationSequece as = animations.get(currentAnimation);
    if( rect.right &lt; as.collisionRect.left )
    return false;
    if( rect.left &gt; as.collisionRect.right )
    return false;
    
    if( rect.top &gt; as.collisionRect.bottom )
    return false;
    if( rect.bottom &lt; as.collisionRect.top )
    return false;
    
    return true;
    }
    //has animation finished playing, returns true on a animaiton that can loop for ever
    public boolean hasAnimationFinished()
    {
    AnimationSequece as = animations.get(currentAnimation);
    if(currentFrame == as.sequence.size() -1 &amp;&amp; !as.canLoop )
    return true;
    
    return false;
    }
    
    public void setXpos(int xpos) {
    this.xpos = xpos;
    }
    
    public int getXpos() {
    return xpos;
    }
    
    public void setYpos(int ypos) {
    this.ypos = ypos;
    }
    
    public int getYpos() {
    return ypos;
    }
    }
    

    The class also implements a couple useful functions for checking the animations current state. Also note that the constructor take Resource-ID’s and not file paths. This is so that the developer has the choice of passing in images that have been compressed by the android api or raw images.

    Final product:
    Android Game Development part 1 - Final Product

    That’s it for part 1.

    Source Code

    Navigate the following by starting at OracleContextn and working you way down to PORTAL you will get the password to the Oracle Database used by the portal. Using Oracle SQL-developer you can used the JDBC connection string to connect and view the database.

    OrclResourceName=PORTAL,orclReferenceName=YourDomain.YourDatabase,cn=IAS Infrastructure Databases,cn=IAS,cn=Products,cn=OracleContext

    ldapsearch -h -p -D “cn=orcladmin” -w -b “cn=IAS Infrastructure Database,cn=IAS,cn=Products,cn=OracleContext” -s sub “orclresourcename=PORTAL”  rclpasswordattribute

    As i was catching up on Scotts Gu’s blog. i came across this posting http://weblogs.asp.net/scottgu/archive/2008/11/24/new-asp-net-charting-control-lt-asp-chart-runat-quot-server-quot-gt.aspx about the new charting control in asp.net. And i thought to myself….finally. With ASP.net mvc going 1.0 and Silverlight3.0 beta announced this probably got very little attention.

    download here http://www.microsoft.com/downloads/details.aspx?FamilyId=EE8F6F35-B087-4324-9DBA-6DD5E844FD9F&displaylang=en

    When you come to think of it web2.0 was about rich Internet applications, using platforms like Ajax. Flash and Siverlight. rich in the sense that they could function and animate as well as desktop applications. But web2.0 didn’t necessarily mean that you had a rich user experience. An example is Facebook here is a nice web2.0 application but it still lacked user experience, it was somewhat cumbersome in how I interact with parts of the web site( or web application). 

    Rich User Experience is what keeps the user engage. Engaging the user and keeping them engaged is a complex thing to so. Giving In you face content or the BAM! factor will cause some people to engage but not all users will respond the same way. I don’t believe that Rich User Experience has to always be something that is flashy or slick, It measured by the user time on your web site plus the re visiting of the user.

    I believe that one can achieve this by building intelligent sites that offer a passive guidance to the user as he/she navigates the web site. Amazon has been doing this for years and are a good example. How good is a web site that I don’t engage with frequently.