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  • split string error in a compiled VB.NET class

    - by Andy Payne
    I'm having some trouble compiling some VB code I wrote to split a string based on a set of predefined delimeters (comma, semicolon, colon, etc). I have successfully written some code that can be loaded inside a custom VB component (I place this code inside a VB.NET component in a plug-in called Grasshopper) and everything works fine. For instance, let's say my incoming string is "123,456". When I feed this string into the VB code I wrote, I get a new list where the first value is "123" and the second value is "456". However, I have been trying to compile this code into it's own class so I can load it inside Grasshopper separately from the standard VB component. When I try to compile this code, it isn't separating the string into a new list with two values. Instead, I get a message that says "System.String []". Do you guys see anything wrong in my compile code? You can find an screenshot image of my problem at the following link: click to see image This is the VB code for the compiled class: Public Class SplitString Inherits GH_Component Public Sub New() MyBase.New("Split String", "Split", "Splits a string based on delimeters", "FireFly", "Serial") End Sub Public Overrides ReadOnly Property ComponentGuid() As System.Guid Get Return New Guid("3205caae-03a8-409d-8778-6b0f8971df52") End Get End Property Protected Overrides ReadOnly Property Internal_Icon_24x24() As System.Drawing.Bitmap Get Return My.Resources.icon_splitstring End Get End Property Protected Overrides Sub RegisterInputParams(ByVal pManager As Grasshopper.Kernel.GH_Component.GH_InputParamManager) pManager.Register_StringParam("String", "S", "Incoming string separated by a delimeter like a comma, semi-colon, colon, or forward slash", False) End Sub Protected Overrides Sub RegisterOutputParams(ByVal pManager As Grasshopper.Kernel.GH_Component.GH_OutputParamManager) pManager.Register_StringParam("Tokenized Output", "O", "Tokenized Output") End Sub Protected Overrides Sub SolveInstance(ByVal DA As Grasshopper.Kernel.IGH_DataAccess) Dim myString As String DA.GetData(0, myString) myString = myString.Replace(",", "|") myString = myString.Replace(":", "|") myString = myString.Replace(";", "|") myString = myString.Replace("/", "|") myString = myString.Replace(")(", "|") myString = myString.Replace("(", String.Empty) myString = myString.Replace(")", String.Empty) Dim parts As String() = myString.Split("|"c) DA.SetData(0, parts) End Sub End Class This is the custom VB code I created inside Grasshopper: Private Sub RunScript(ByVal myString As String, ByRef A As Object) myString = myString.Replace(",", "|") myString = myString.Replace(":", "|") myString = myString.Replace(";", "|") myString = myString.Replace("/", "|") myString = myString.Replace(")(", "|") myString = myString.Replace("(", String.Empty) myString = myString.Replace(")", String.Empty) Dim parts As String() = myString.Split("|"c) A = parts End Sub ' ' End Class

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  • notify listener inside or outside inner synchronization

    - by Jary Zeels
    Hello all, I am struggling with a decision. I am writing a thread-safe library/API. Listeners can be registered, so the client is notified when something interesting happens. Which of the two implementations is most common? class MyModule { protected Listener listener; protected void somethingHappens() { synchronized(this) { ... do useful stuff ... listener.notify(); } } } or class MyModule { protected Listener listener; protected void somethingHappens() { Listener l = null; synchronized(this) { ... do useful stuff ... l = listener; } l.notify(); } } In the first implementation, the listener is notified inside the synchronization. In the second implementation, this is done outside the synchronization. I feel that the second one is advised, as it makes less room for potential deadlocks. But I am having trouble to convince myself. A downside of the second imlementation is that the client might receive 'incorrect' notifications, which happens if it accessed the module prior to the l.notify() statement. thanks a lot

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  • How to keep a trace of a record inside a nested repeater?

    - by Amokrane
    Hi, I have the following implementation: As you can see I have a repeater (listing the Machines) and a nested repeater (listing the WindowsServices inside each Machine). For each Windows Service I can perform an action using a button. However, to perform this action I need to know which Machine and which WindowsService are concerned. This is my code: protected void Page_Init(object sender, EventArgs e) { rptMachine.ItemDataBound += new RepeaterItemEventHandler(rptMachine_ItemDataBound); } protected void Page_Load(object sender, EventArgs e) { // bind the Machine repeater rptMachine.DataSource = _monitoringService.Machines; rptMachine.DataBind(); } protected void rptMachine_ItemDataBound(object sender, RepeaterItemEventArgs e) { if (e.Item.ItemType == ListItemType.Item || e.Item.ItemType == ListItemType.AlternatingItem) { Repeater nestedRepeater = (Repeater) e.Item.FindControl("rptWindowsService"); nestedRepeater.DataSource = ((IMachine) e.Item.DataItem).WindowsServices; nestedRepeater.DataBind(); Button btnActionInner = null; // bind the action button situated inside the nested repeater foreach(RepeaterItem ri in nestedRepeater.Items) { if((Button)ri.FindControl("btnAction") != null) { btnActionInner = (Button) ri.FindControl("btnAction"); btnActionInner.CommandName = "ActionState"; btnActionInner.CommandArgument = strWindowsService; } } } } protected void rptWindowsService_ItemCommand(object source, RepeaterCommandEventArgs e) { // do the specific action stop/run for the windows service if (e.CommandName == "ActionState") { if(((Button)(e.CommandSource)).Text.Equals("Stop")) { } else if(((Button)(e.CommandSource)).Text.Equals("Run")) { } } } } } So basically I need to know (inside rptWindowsService_ItemCommand) what is the pair that is concerned by the operation. What's the best way to do that? Don't hesitate to ask for more clarifications! Thanks

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  • How can I add a plugin to the registry while using a Zend_Form?

    - by Mallika Iyer
    I have a zend form that I'm initializing as follows: $form = new Form_XYZ(); I have a display group in that form, which I'm calling like this: $form->addDisplayGroup($generalSettingsGroup, 'general', array( 'legend' => 'General', 'disableDefaultDecorators' => true, 'decorators' => array( 'FormElements', 'FieldSet', array('HtmlTag', array('tag' => 'div', 'class' => 'general') ) ) ) ); I get this error : ArrayObject Object ( [exception] => Zend_Loader_PluginLoader_Exception Object ( [message:protected] => Plugin by name 'FieldSet' was not found in the registry; used paths:Zend_Form_Decorator_: Zend/Form/Decorator/ [string:private] => [code:protected] => 0 [file:protected] => /usr/share/pear/PEAR/Zend/Loader/PluginLoader.php [line:protected] => 406 [trace:private] => Array ................... How can I add the FieldSet plugin to the registry? I'm using the default Zend_Form Fieldset decorator.

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  • Multiple table relationships in Zend Help

    - by Zogi
    Hi Guys I have been doing some DB mapping to link two tables to no avail. Everytime I run the code I get the following error: Message: File "Role.php" does not exist or class "Role" was not found in the file Stack trace: #0 C:\wamp\www\zend\library\Zend\Db\Table\Row\Abstract.php(867): Zend_Db_Table_Row_Abstract->_getTableFromString('Role') #1 C:\wamp\www\uw\application\models\admin\User.php(56): Zend_Db_Table_Row_Abstract->findDependentRowset('Role') #2 C:\wamp\www\uw\application\controllers\AdminController.php(110): Application_Model_Admin_User->getUsers() #3 C:\wamp\www\zend\library\Zend\Controller\Action.php(513): AdminController->usersAction() #4 C:\wamp\www\zend\library\Zend\Controller\Dispatcher\Standard.php(289): Zend_Controller_Action->dispatch('usersAction') #5 C:\wamp\www\zend\library\Zend\Controller\Front.php(954): Zend_Controller_Dispatcher_Standard->dispatch(Object(Zend_Controller_Request_Http), Object(Zend_Controller_Response_Http)) #6 C:\wamp\www\zend\library\Zend\Application\Bootstrap\Bootstrap.php(97): Zend_Controller_Front->dispatch() #7 C:\wamp\www\zend\library\Zend\Application.php(366): Zend_Application_Bootstrap_Bootstrap->run() #8 C:\wamp\www\uwi\public\index.php(26): Zend_Application->run() #9 {main} Code & DB below: application/models/admin/User.php class Application_Model_Admin_User extends Zend_Db_Table_Abstract { protected $_name = 'user'; protected $_dependentTables = array('Role'); public function getUsers() { $rows = $this->fetchAll($this->select()->where('active = ?', 1)); $rows1 = $rows->current(); $rows2 = $rows1->findDependentRowset('Role'); return $rows2; } } application/models/admin/Role.php class Application_Model_Admin_Role extends Zend_Db_Table_Abstract { protected $_name = 'role'; protected $_referenceMap = array ( 'Role' => array( 'columns' => array('id'), 'refTableClass' => 'User', 'refColumns' => array('role_id') ); } DB tables CREATE TABLE role ( id integer auto_increment NOT NULL, name varchar(120), PRIMARY KEY(id) ); CREATE TABLE user ( id integer auto_increment NOT NULL, username varchar(120), PRIMARY KEY(id), FOREIGN KEY(role_id) REFERENCES role(id) );

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  • Set Property Value on Master Page from Content Page

    - by Merk
    Hello, I tried following the advice posted here: http://stackoverflow.com/questions/1071920/set-property-value-on-master-page-from-content-page. Specifically the last post about creating a class. However, visual studio keeps giving me an error on my default.aspx.cs page when i try to set the value: using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class _Default : BasePage { protected override int NavHighlight { get { return new{0} ; } } protected void Page_Load(object sender, EventArgs e) { } } It throws an error on new, the error being: cannot inplicity convert anonymoustype#1 to int Can someone tell me what i might have done wrong here? Here's what my class looks like: using System; using System.Collections.Generic; using System.Linq; using System.Web; /// <summary> /// Summary description for BasePage /// </summary> public abstract class BasePage : System.Web.UI.Page { protected abstract int NavHighlight { get; } protected override void OnLoad(EventArgs e) { base.OnLoad(e); if (this.Master != null) { //value assignment } } public BasePage() { // // TODO: Add constructor logic here // } } Thanks.

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  • Zend Framework: Zend_DB Error

    - by Sergio E.
    I'm trying to learn ZF, but got strange error after 20 minutes :) Fatal error: Uncaught exception 'Zend_Db_Adapter_Exception' with message 'Configuration array must have a key for 'dbname' that names the database instance' What does this error mean? I got DB information in my config file: resources.db.adapter=pdo_mysql resources.db.host=localhost resources.db.username=name resources.db.password=pass resources.db.dbname=name Any suggestions? EDIT: This is my model file /app/models/DbTable/Bands.php: class Model_DbTable_Bands extends Zend_Db_Table_Abstract { protected $_name = 'zend_bands'; } Index controller action: public function indexAction() { $albums = new Model_DbTable_Bands(); $this->view->albums = $albums->fetchAll(); } EDIT All codes: bootstrap.php protected function _initAutoload() { $autoloader = new Zend_Application_Module_Autoloader(array( 'namespace' => '', 'basePath' => dirname(__FILE__), )); return $autoloader; } protected function _initDoctype() { $this->bootstrap('view'); $view = $this->getResource('view'); $view->doctype('XHTML1_STRICT'); } public static function setupDatabase() { $config = self::$registry->configuration; $db = Zend_Db::factory($config->db); $db->query("SET NAMES 'utf8'"); self::$registry->database = $db; Zend_Db_Table::setDefaultAdapter($db); Zend_Db_Table_Abstract::setDefaultAdapter($db); } IndexController.php class IndexController extends Zend_Controller_Action { public function init() { /* Initialize action controller here */ } public function indexAction() { $albums = new Model_DbTable_Bands(); $this->view->albums = $albums->fetchAll(); } } configs/application.ini, changed database and provided password: [development : production] phpSettings.display_startup_errors = 1 phpSettings.display_errors = 1 db.adapter = PDO_MYSQL db.params.host = localhost db.params.username = root db.params.password = pedro db.params.dbname = test models/DbTable/Bands.php class Model_DbTable_Bands extends Zend_Db_Table_Abstract { protected $_name = 'cakephp_bands'; public function getAlbum($id) { $id = (int)$id; $row = $this->fetchRow('id = ' . $id); if (!$row) { throw new Exception("Count not find row $id"); } return $row->toArray(); } }

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  • Lost with hibernate - OneToMany resulting in the one being pulled back many times..

    - by Andy
    I have this DB design: CREATE TABLE report ( ID MEDIUMINT PRIMARY KEY NOT NULL AUTO_INCREMENT, user MEDIUMINT NOT NULL, created TIMESTAMP NOT NULL, state INT NOT NULL, FOREIGN KEY (user) REFERENCES user(ID) ON UPDATE CASCADE ON DELETE CASCADE ); CREATE TABLE reportProperties ( ID MEDIUMINT NOT NULL, k VARCHAR(128) NOT NULL, v TEXT NOT NULL, PRIMARY KEY( ID, k ), FOREIGN KEY (ID) REFERENCES report(ID) ON UPDATE CASCADE ON DELETE CASCADE ); and this Hibernate Markup: @Table(name="report") @Entity(name="ReportEntity") public class ReportEntity extends Report{ @Id @GeneratedValue(strategy = GenerationType.AUTO) @Column(name="ID") private Integer ID; @Column(name="user") private Integer user; @Column(name="created") private Timestamp created; @Column(name="state") private Integer state = ReportState.RUNNING.getLevel(); @OneToMany(mappedBy="pk.ID", fetch=FetchType.EAGER) @JoinColumns( @JoinColumn(name="ID", referencedColumnName="ID") ) @MapKey(name="pk.key") private Map<String, ReportPropertyEntity> reportProperties = new HashMap<String, ReportPropertyEntity>(); } and @Table(name="reportProperties") @Entity(name="ReportPropertyEntity") public class ReportPropertyEntity extends ReportProperty{ @Embeddable public static class ReportPropertyEntityPk implements Serializable{ /** * long#serialVersionUID */ private static final long serialVersionUID = 2545373078182672152L; @Column(name="ID") protected int ID; @Column(name="k") protected String key; } @EmbeddedId protected ReportPropertyEntityPk pk = new ReportPropertyEntityPk(); @Column(name="v") protected String value; } And i have inserted on Report and 4 Properties for that report. Now when i execute this: this.findByCriteria( Order.asc("created"), Restrictions.eq("user", user.getObject(UserField.ID)) ) ); I get back the report 4 times, instead of just the once with a Map with the 4 properties in. I'm not great at Hibernate to be honest, prefer straight SQL but I must learn, but i can't see what it is that is wrong.....? Any suggestions?

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  • @PrePersist with entity inheritance

    - by gerry
    I'm having some problems with inheritance and the @PrePersist annotation. My source code looks like the following: _the 'base' class with the annotated updateDates() method: @javax.persistence.Entity @Inheritance(strategy = InheritanceType.TABLE_PER_CLASS) public class Base implements Serializable{ ... @Id @GeneratedValue protected Long id; ... @Column(nullable=false) @Temporal(TemporalType.TIMESTAMP) private Date creationDate; @Column(nullable=false) @Temporal(TemporalType.TIMESTAMP) private Date lastModificationDate; ... public Date getCreationDate() { return creationDate; } public void setCreationDate(Date creationDate) { this.creationDate = creationDate; } public Date getLastModificationDate() { return lastModificationDate; } public void setLastModificationDate(Date lastModificationDate) { this.lastModificationDate = lastModificationDate; } ... @PrePersist protected void updateDates() { if (creationDate == null) { creationDate = new Date(); } lastModificationDate = new Date(); } } _ now the 'Child' class that should inherit all methods "and annotations" from the base class: @javax.persistence.Entity @NamedQueries({ @NamedQuery(name=Sensor.QUERY_FIND_ALL, query="SELECT s FROM Sensor s") }) public class Sensor extends Entity { ... // additional attributes @Column(nullable=false) protected String value; ... // additional getters, setters ... } If I store/persist instances of the Base class to the database, everything works fine. The dates are getting updated. But now, if I want to persist a child instance, the database throws the following exception: MySQLIntegrityConstraintViolationException: Column 'CREATIONDATE' cannot be null So, in my opinion, this is caused because in Child the method "@PrePersist protected void updateDates()" is not called/invoked before persisting the instances to the database. What is wrong with my code?

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  • Is there a workaround for Linux mono's refusal to acknowledge that I have resized the columns of my

    - by fantius
    When I resize a column, it does not redraw the data with the updated alignment. I've tried Invalidating, Refreshing, and a few other things. Nothing has worked. Does anyone know a workaround? I have not tried this in mono for Windows. To see what I mean, drop this control on a form, and run it in mono for Linux: using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; class MyListView : ListView { private readonly List<ListViewItem> items_ = new List<ListViewItem>(); public MyListView() { VirtualMode = true; Columns.Add("Col 1"); Columns.Add("Col 2"); Columns.Add("Col 3"); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); } protected override void OnRetrieveVirtualItem(RetrieveVirtualItemEventArgs e) { e.Item = items_[e.ItemIndex]; base.OnRetrieveVirtualItem(e); } public void Add(ListViewItem item) { items_.Add(item); VirtualListSize = items_.Count; } protected override void OnDrawColumnHeader(DrawListViewColumnHeaderEventArgs e) { e.DrawText(); base.OnDrawColumnHeader(e); } protected override void OnDrawSubItem(DrawListViewSubItemEventArgs e) { var text = ((ListViewItem.ListViewSubItem)e.SubItem).Text; using (var brush = new SolidBrush(e.SubItem.ForeColor)) { e.Graphics.DrawString(text, Font, brush, e.Bounds); } base.OnDrawSubItem(e); } protected override void OnColumnWidthChanged(ColumnWidthChangedEventArgs e) { base.OnColumnWidthChanged(e); Invalidate(true); // Nope, that didn't work Refresh(); // Nope, that didn't work } }

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  • Which is the better C# class design for dealing with read+write versus readonly

    - by DanM
    I'm contemplating two different class designs for handling a situation where some repositories are read-only while others are read-write. (I don't foresee any need to a write-only repository.) Class Design 1 -- provide all functionality in a base class, then expose applicable functionality publicly in sub classes public abstract class RepositoryBase { protected virtual void SelectBase() { // implementation... } protected virtual void InsertBase() { // implementation... } protected virtual void UpdateBase() { // implementation... } protected virtual void DeleteBase() { // implementation... } } public class ReadOnlyRepository : RepositoryBase { public void Select() { SelectBase(); } } public class ReadWriteRepository : RepositoryBase { public void Select() { SelectBase(); } public void Insert() { InsertBase(); } public void Update() { UpdateBase(); } public void Delete() { DeleteBase(); } } Class Design 2 - read-write class inherits from read-only class public class ReadOnlyRepository { public void Select() { // implementation... } } public class ReadWriteRepository : ReadOnlyRepository { public void Insert() { // implementation... } public void Update() { // implementation... } public void Delete() { // implementation... } } Is one of these designs clearly stronger than the other? If so, which one and why? P.S. If this sounds like a homework question, it's not, but feel free to use it as one if you want :)

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  • PHP: MySQL query duplicating update for no reason

    - by ThinkingInBits
    The code below is first the client code, then the class file. For some reason the 'deductTokens()' method is calling twice, thus charging an account double. I've been programming all night, so I may just need a second pair of eyes: if ($action == 'place_order') { if ($_REQUEST['unlimited'] == 200) { $license = 'extended'; } else { $license = 'standard'; } if ($photograph->isValidPhotographSize($photograph_id, $_REQUEST['size_radio'])) { $token_cost = $photograph->getTokenCost($_REQUEST['size_radio'], $_REQUEST['unlimited']); $order = new ImageOrder($_SESSION['user']['id'], $_REQUEST['size_radio'], $license, $token_cost); $order->saveOrder(); $order->deductTokens(); header('location: account.php'); } else { die("Please go back and select a valid photograph size"); } } ######CLASS CODE####### <?php include_once('database_classes.php'); class Order { protected $account_id; protected $cost; protected $license; public function __construct($account_id, $license, $cost) { $this->account_id = $account_id; $this->cost = $cost; $this->license = $license; } } class ImageOrder extends Order { protected $size; public function __construct($account_id, $size, $license, $cost) { $this->size = $size; parent::__construct($account_id, $license, $cost); } public function saveOrder() { //$db = Connect::connect(); //$account_id = $db->real_escape_string($this->account_id); //$size = $db->real_escape_string($this->size); //$license = $db->real_escape_string($this->license); //$cost = $db->real_escape_string($this->cost); } public function deductTokens() { $db = Connect::connect(); $account_id = $db->real_escape_string($this->account_id); $cost = $db->real_escape_string($this->cost); $query = "UPDATE accounts set tokens=tokens-$cost WHERE id=$account_id"; $result = $db->query($query); } } ?> When I die("$query"); directly after the query, it's printing the proper statement, and when I run that query within MySQL it works perfectly.

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  • Java extends classes - Share the extended class fields within the super class.

    - by Bastan
    Straight to the point... I have a class public class P_Gen{ protected String s; protected Object oP_Gen; public P_Gen(String str){ s = str; oP_Gen = new Myclass(this); } } Extended class: public class P extends P_Gen{ protected Object oP; public P(String str){ oP = new aClass(str); super(str); } } MyClass: public class MyClass{ protected Object oMC; public MyClass(P extendedObject){ oMc = oP.getSomething(); } } I came to realize that MyClass can only be instantiated with (P_Gen thisObject) as opposed to (P extendedObject). The situation is that I have code generated a bunch of classes like P_Gen. For each of them I have generated a class P which would contains my P specific custom methods and fields. When I'll regenerate my code in the future, P would not be overwritten as P_Gen would. ** So what happened in my case???!!!... I realized that MyClass would beneficiate from the info stored in P in addition to only P_Gen. Would that possible? I know it's not JAVA "realistic" since another class that extends P_Gen might not have the same fields... BY DESIGN, P_Gen will not be extended by anything but P.... And that's where it kinda make sens. :-) at least in other programming language ;-) In other programming language, it seems like P_Gen.this === P.this, in other word, "this" becomes a combination of P and P_Gen. Is there a way to achieve this knowing that P_Gen won't be extended by anything than P?

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  • Issue with the Entity Manager and phpunit in Symfony 2

    - by rgazelot
    I have an issue with my Entity Manager in phpunit. This is my test : public function testValidChangeEmail() { $client = self::createAuthClient('user','password'); $crawler = $client->request('GET', '/user/edit/30'); $crawler = $client->submit($crawler->selectButton('submit')->form(array( 'form[email]' => '[email protected]', ))); /* * With this em, this work perfectly * $em = $client->getContainer()->get('doctrine.orm.entity_manager'); */ $user = self::$em->getRepository('MyBundle:User')->findUser('[email protected]'); die(var_dump($user->getEmail())); } and this is my WebTestCase which extends original WebTestCase : class WebTestCase extends BaseWebTestCase { static protected $container; static protected $em; static protected function createClient(array $options = array(), array $server = array()) { $client = parent::createClient($options, $server); self::$em = $client->getContainer()->get('doctrine.orm.entity_manager'); self::$container = $client->getContainer(); return $client; } protected function createAuthClient($user, $pass) { return self::createClient(array(), array( 'PHP_AUTH_USER' => $user, 'PHP_AUTH_PW' => $pass, )); } As you can see, I replace the self::$em when I created my client. My issue : In my test, the die() give me the old email and not the new email ([email protected]) which has registered in the test. However in my database, I have the [email protected] correctly saved. When I retrieve my user in the database, I use sefl::$em. If I use the $em in comments, I retrieve the right new email. I don't understand why in my WebTestCase, I can access to the new Entity Manager...

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  • CodeIgnither OAuth 2.0 database setup for users and access_tokens

    - by xref
    Per this question I am using CodeIgniter and OAuth 2 in an attempt to provide SSO for internal users of my webapp, ideally verifying them against their Google Apps account. No registrations or anything, just existing users. Using the CI oauth2 spark I'm getting back from Google an OAuth token similar to below: OAuth2_Token_Access Object ( [access_token:protected] => dp83.AHSDj899sDHHD908DHFBDjidkd8989dDHhjjd [expires:protected] => 1349816820 [refresh_token:protected] => [uid:protected] => ) And using that token I can retrieve some user info from Google: [uid] => 3849450385394595 [nickname] => this_guy [name] => This Guy [first_name] => This [last_name] => Guy [email] => [email protected] [location] => [image] => [description] => [urls] => Array ( ) Now to allow the 15 people or so who will be using the webapp currently to log in, do I need to create a users table in the mysql database with their email address as a key? Then compare the email which just came back from the Google OAuth request and see if it exists in my users table? What about the Google access_token, do I store that now along with the email which already existed in the users table? Related: How would I go about verifying the user automatically in the future against that access_token so they don't have to go through the whole OAuth approval process with Google again?

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  • ProgressDialog won't show, even in onPreExecute of AsyncTask

    - by Geltrude
    In my class, Main extends Activity, I've this: @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); switch (requestCode) { case ... case CREDENTIAL_VIEW: new SetStatusProgressBar(this).execute(); And there is this nested class: private class SetStatusProgressBar extends AsyncTask<String, Void, Boolean> { private ProgressDialog dialog; private Main ctx; public SetStatusProgressBar(Main ctx) { this.ctx = ctx; dialog = new ProgressDialog(ctx); } // progress dialog to show user that contacting server. protected void onPreExecute() { this.dialog = ProgressDialog.show(ctx, null, "Refreshing data from server...", true, false); } @Override protected void onPostExecute(final Boolean success) { //... //statements that refresh UI //... if (dialog.isShowing()) { dialog.dismiss(); timerProgressBarStop(); } } protected Boolean doInBackground(final String... args) { //... //statements to download data from server //... return true; } } In the Main class I open a second Activity, in this way: Intent myIntent = new Intent(Main.this, Credentials.class); startActivityForResult(myIntent, CREDENTIAL_VIEW); That second Activity returns to the Main activity in this way: Intent intent = new Intent(); setResult(RESULT_OK, intent); finish(); I don't understand why when I navigate from the second Activity to the Main, the ProgressDialog will show ONLY AFTER that the UI refreshes... In this way the Progress Dialog stays on the screen only for half second... and then hides! :( I'd like to see the ProgressDialog on top during all the download time! Help, please. Thank you all

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  • PHP extend a class method that is called from another class which extends it and calls the method wi

    - by dan.codes
    I am trying to extend a class and override one of its methods. lets call that class A. My class, class B, is overiding a protected method. Class C extends class A and Class D extends class C. Inside of Class D, the method I am trying to overwrite is also extended here and that calls parent::mymethodimoverriding. That method does not exist in class C so it goes to it in class A. That is the method I am overiding in class B and obviously you can't extend A with B and have those changes show up in D since it does not fall in line with the class hierarchy. I might be wrong, so correct me please. so if my class b is called and ran then class D gets called it runs the method in A and overwrites what I had set. I am thinking there must be a way to get this to work, I am just missing something. here is an example, as you can see in class A there is a call to setTitle and it is set to "Example" In my class I set it to "NewExample". My class is getting called before class D so when class D is called it goes back to the parent and sets the title back to "Example" class A{ protected function _thefunction(){ setTitle("Example"); } } class B extends A{ protected function _thefunction(){ My new code here setTitle("NewExample"); } } class C extends A{ nothing that matters in here for what I am doing } class D extends C{ protected function _thefunction(){ parent::_thefunction(); additional code here } }

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  • Please Help to locate the error

    - by jagdeep
    using System; using System.Collections; using System.Configuration; using System.Data; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Xml.Linq; public partial class expt2 : System.Web.UI.Page { double result ; protected void Page_Load(object sender, EventArgs e) { if (!Page.IsPostBack) result = 0.0; protected void Chkbxbd_CheckedChanged(object sender, EventArgs e) { if (Chkbxbd.Checked) { txtbxttl.Text = "" + 10000; result += double.Parse(txtbxttl.Text); } else result = result - 10000; } protected void Chkbxsfa_CheckedChanged(object sender, EventArgs e) { if (Chkbxsfa.Checked) { txtbxttl.Text = "" + 15000; result += double.Parse(txtbxttl.Text); } else result = result - 15000; } protected void btnttl_Click(object sender, EventArgs e) { txtbxttl.Text = "" + result; } } In this code the individual value for checkbox is ok but when the total is made it becomes 0. Please help me to fix it.

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  • multiple inheritance

    - by hitech
    when we say "a member declated as protected is accessible to any class imediately derived from it" what does this mean. in the follwing example get_number function can be accessible by the result class , as per the statement it sould only be accessile to test class. class student { protected: int roll_number; public: void get_number(int){ cout<< "hello"; } void put_number(void) {cout<< "hello"; } }; class test : public student { protected : float sub1; float sub2; public: void get_marks(float, float) {cout<< "hello"; roll_number = 10; } void put_marks(void) {cout<< "hello"; cout << "roll_number = " << roll_number ; } }; class result :public test { float total; public: void display(){cout<< "hello"; roll_number = 10; } }; int main() { result student; student.get_marks(2.2, 2.2); student.put_marks(); return 0; } i changed the code as per the first statement the protected variable roll_number not be accessible upto the result class ?

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  • C++ reinterpret cast ?

    - by Ian
    I would like to cast one object of the class PointsList to another object Points3DList (and vice versa) where: template <class T> class PointsList { protected: std::vector <Point <T> *> points; //Only illustration, not possible with templaes }; and template <class T> class Points3DList { protected: std::vector <Point3D<T> *> points; //Only illustration, not possible with templaes }; Between Point and Point3D there is no relationship (inheritance nor composition)... template <class T> class Point { protected: T x; T y; }; template <class T> class Point3D { protected: T x; T y; T z; }; What do you think about conversion Points3DList <T> *pl3D = new Points3DList <T> (); ... PointsList <T> *pl = reinterpret_cast < PointList <T> * > ( pl3D ); where pl3D represents pointer to Points3DList object.. Can reinterpret_cast be used in this case or it is better to create a conversion function? Data model in this case can not be changed...

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  • Make an abstract class or use a processor?

    - by Tim Murphy
    I'm developing a class to compare two directories and run an action when a directory/file in the source directory does not exist in destination directory. Here is a prototype of the class: public abstract class IdenticalDirectories { private DirectoryInfo _sourceDirectory; private DirectoryInfo _destinationDirectory; protected abstract void DirectoryExists(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); protected abstract void DirectoryDoesNotExist(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); protected abstract void FileExists(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); protected abstract void FileDoesNotExist(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory); public IdenticalDirectories(DirectoryInfo sourceDirectory, DirectoryInfo destinationDirectory) { ... } public void Run() { foreach (DirectoryInfo sourceSubDirectory in _sourceDirectory.GetDirectories()) { DirectoryInfo destinationSubDirectory = this.GetDestinationDirectoryInfo(subDirectory); if (destinationSubDirectory.Exists()) { this.DirectoryExists(sourceSubDirectory, destinationSubDirectory); } else { this.DirectoryDoesNotExist(sourceSubDirectory, destinationSubDirectory); } foreach (FileInfo sourceFile in sourceSubDirectory.GetFiles()) { FileInfo destinationFile = this.GetDestinationFileInfo(sourceFile); if (destinationFile.Exists()) { this.FileExists(sourceFile, destinationFile); } else { this.FileDoesNotExist(sourceFile, destinationFile); } } } } } The above prototype is an abstract class. I'm wondering if it would be better to make the class non-abstract and have the Run method receiver a processor? eg. public void Run(IIdenticalDirectoriesProcessor processor) { foreach (DirectoryInfo sourceSubDirectory in _sourceDirectory.GetDirectories()) { DirectoryInfo destinationSubDirectory = this.GetDestinationDirectoryInfo(subDirectory); if (destinationSubDirectory.Exists()) { processor.DirectoryExists(sourceSubDirectory, destinationSubDirectory); } else { processor.DirectoryDoesNotExist(sourceSubDirectory, destinationSubDirectory); } foreach (FileInfo sourceFile in sourceSubDirectory.GetFiles()) { FileInfo destinationFile = this.GetDestinationFileInfo(sourceFile); if (destinationFile.Exists()) { processor.FileExists(sourceFile, destinationFile); } else { processor.FileDoesNotExist(sourceFile, destinationFile); } } } } What do you see as the pros and cons of each implementation?

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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