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  • CGLIB proxy error after spring bean definition loading into XmlWebApplicationContext at runtime

    - by VasylV
    I load additional singleton beans definitions at runtime from external jar file into existing XmlWebApplicationContext of my application: BeanFactory beanFactory = xmlWebApplicationContext.getBeanFactory(); DefaultListableBeanFactory defaultFactory = (DefaultListableBeanFactory)beanFactory; final URL url = new URL("external.jar"); final URL[] urls = {url}; ClassLoader loader = new URLClassLoader(urls, this.getClass().getClassLoader()); defaultFactory.setBeanClassLoader(loader); final ClassPathBeanDefinitionScanner scanner = new ClassPathBeanDefinitionScanner(defaultFactory); final DefaultResourceLoader resourceLoader = new DefaultResourceLoader(); resourceLoader.setClassLoader(loader); scanner.setResourceLoader(resourceLoader); scanner.scan("com.*"); Object bean = xmlWebApplicationContext.getBean("externalBean"); After all above xmlWebApplicationContext contains all external definitions of beans. But when i am trying to get bean from context exception is thrown: Couldn't generate CGLIB proxy for class ... I saw in debug mode that in the bean initialization process first time proxy is generated by org.springframework.aop.aspectj.autoproxy.AspectJAwareAdvisorAutoProxyCreator and than it is tried to generate proxy with org.springframework.aop.framework.autoproxy.BeanNameAutoProxyCreator but fails with mentioned exception.

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  • How to suppress jqgrid from initially loading data?

    - by Steve Johnston
    I have a page that has a couple of jqGrids on it, along with a few other fields. I want to make one AJAX call myself that pulls back a JSON object that has the data that should be used to fill the entire page. So, I would like to make the call myself, populate the "other fields" and then pull a couple of collections off of the main JSON object that was returned and populate each of the jqGrids with those collections "manually". I have this much working, but I can't get jqGrid to stop attempting to make an AJAX request itself. Shouldn't there be a way to tell jqGrid to NOT attempt an AJAX call when it is initialized? I found a similar question asked here: http://stackoverflow.com/questions/1850159/how-to-suppress-jqgrid-from-initially-loading-data But I don't have the option that solved it for the poster. It seems pretty logical to me that some people may want to use this plugin without having the table attempt to get its own data upon initialization. Am I missing an option somewhere in the documentation (wiki - options)? Thanks.

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  • Creating a simple command line interface (CLI) using a python server (TCP sock) and few scripts

    - by VN44CA
    I have a Linux box and I want to be able to telnet into it (port 77557) and run few required commands without having to access to the whole Linux box. So, I have a server listening on that port, and echos the entered command on the screen. (for now) Telnet 192.168.1.100 77557 Trying 192.168.1.100... Connected to 192.168.1.100. Escape character is '^]'. hello<br /> You typed: "hello"<br /> NOW: I want to create lot of commands that each take some args and have error codes. Anyone has done this before? It would be great if I can have the server upon initialization go through each directory and execute the init.py file and in turn, the init.py file of each command call into a main template lib API (e.g. RegisterMe()) and register themselves with the server as function call backs. At least this is how I would do it in C/C++. But I want the best Pythonic way of doing this. /cmd/ /cmd/myreboot/ /cmd/myreboot/ini.py (note underscore don't show for some reason) /cmd/mylist/ /cmd/mylist/init.py ... etc IN: /cmd/myreboot/_ini_.py: from myMainCommand import RegisterMe RegisterMe(name="reboot",args=Arglist, usage="Use this to reboot the box", desc="blabla") So, repeating this creates a list of commands and when you enter the command in the telnet session, then the server goes through the list, matches the command and passed the args to that command and the command does the job and print the success or failure to stdout. Thx

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  • NSOpenGLFullScreen and SetSystemUIMode freeze bug!?

    - by Mattias
    Hi! I have a really strange problem which is perfectly re-producable using sample code! If I use Apple's NSOpenGLFullScreen sample I can click a button to enter fullscreen OpenGL mode. However if I click the mouse in the area where the menubar would be if I was running windowed mode, the entire program freezes because I really activate the menu-choice behind the OpenGL screen, so to speak. The solution I have found after some Googling is to use SetSystemUIMode to hide the menubar. Also I want to initiate the application to fullscreen at startup by adding a call to EnterFullScreen after initialization. Entering FullScreen works perfectly, BUT - if I add the call to SetSystemUIMode I get a really strange error! The entire screen hangs, the animation stops and no mouse coordinates seem to be reported. If I then exit the Fullscreen mode and press the FullScreen button again everything works and the menubar is gone.. What could be wrong here? I mean it obviously works to remove the menubar in that manner and it obviously works to enter fullscreen mode like that (using Cocoa), but why doesn't the combination work!? Pleeease help :) Sincerely, / Mattias

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  • log4net - why would the same MyLog.Debug line not work at one point of startup, but work at another

    - by Greg
    Hi, During startup of my WinForms application I'm noting that there are a couple of points (before the MainForm renders) that do a "MyDataSet.GetInstance()". For the first one the MyLog.Debug line comes through in the VS2008 output window, but for a later one it does work and come through. What could explain this? What settings could I check at debug time to see why an output line for a MyLog.Debug line doesn't come out in the output window? namespace IntranetSync { public class MyDataSet { private static readonly ILog MyLog = LogManager.GetLogger(typeof(MyDataSet)); public static MyDataSet GetInstance() { MyLog.Debug("MyDataSet GetInstance() ====================================="); if (myDataSet == null) { myDataSet = new MyDataSet(); } return myDataSet; } . . . PS. What I have been doing re log4net repository initialization is putting the following line as a private variables in the classes I use logging - is this OK? static class Program { private static readonly ILog MyLog = LogManager.GetLogger(typeof(MainForm)); . . . public class Coordinator { private static readonly ILog MyLog = LogManager.GetLogger(typeof(MainForm)); . . . public class MyDataSet { private static readonly ILog MyLog = LogManager.GetLogger(typeof(MyDataSet)); . . .

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  • How to create an instance of object with RTTI in Delphi 2010?

    - by Paul
    As we all known, when we call a constructor of a class like this: instance := TSomeClass.Create; The Delphi compiler actually do the following things: Call the static NewInstance method to allocate memory and initialize the memory layout. Call the constructor method to perform the initialization of the class Call the AfterConstruction method It's simple and easy to understand. but I'm not very sure how the compiler handle exceptions in the second and the third step. It seems there are no explicit way to create an instance using a RTTI constructor method in D2010. so I wrote a simple function in the Spring Framework for Delphi to reproduce the process of the creation. class function TActivator.CreateInstance(instanceType: TRttiInstanceType; constructorMethod: TRttiMethod; const arguments: array of TValue): TObject; var classType: TClass; begin TArgument.CheckNotNull(instanceType, 'instanceType'); TArgument.CheckNotNull(constructorMethod, 'constructorMethod'); classType := instanceType.MetaclassType; Result := classType.NewInstance; try constructorMethod.Invoke(Result, arguments); except on Exception do begin if Result is TInterfacedObject then begin Dec(TInterfacedObjectHack(Result).FRefCount); end; Result.Free; raise; end; end; try Result.AfterConstruction; except on Exception do begin Result.Free; raise; end; end; end; I feel it maybe not 100% right. so please show me the way. Thanks!

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  • Loading an XML configuration file BEFORE the flex application loads

    - by Shahar
    Hi, We are using an XML file as an external configuration file for several parameters in our application (including default values for UI components and properties values of some service layer objects). The idea is to be able to load the XML configuration file before the flex application initializes any of its components. This is crucial because XML loading is processed a-synchronously in flex, which can potentially cause race-conditions in the application. For example: the configuration file holds the endpoint URL of a web service used to obtain data from the server. The URL resides in the XML because we want to allow our users to alter the endpoint URL according to their environment. Now because the endpoint URL is retrieved only after the XML has been completely loaded, some of the application's components might be invoking operations on this web service before it is initialized with the correct endpoint. The trivial solution would have been to suspend the initialization of the application until the complete event is dispatched by the loader. But it appears that this solution is far from being trivial. I haven't found a single solution that allows me to load the XML before any other object in the application. Can anyone advice or comment on this matter? Regards, Shahar

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  • What is a NULL value

    - by Adi
    I am wondering , what exactly is stored in the memory when we say a particular variable pointer to be NULL. suppose I have a structure, say typdef struct MEM_LIST MEM_INSTANCE; struct MEM_LIST { char *start_addr; int size; MEM_INSTANCE *next; }; MEM_INSTANCE *front; front = (MEM_INSTANCE*)malloc(sizeof(MEM_INSTANCE*)); -1) If I make front=NULL. What will be the value which actually gets stored in the different fields of the front, say front-size ,front-start_addr. Is it 0 or something else. I have limited knowledge in this NULL thing. -2) If I do a free(front); It frees the memory which is pointed out by front. So what exactly free means here, does it make it NULL or make it all 0. -3) What can be a good strategy to deal with initialization of pointers and freeing them . Thanks in advance

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  • Where do I put javaassist code?

    - by DutrowLLC
    I have an application running on google app engine. I'm using restlets and I have a couple of layers set up including the restlet layer, the model layer, the business layer, and the data layer. I'm attempting to use javaassist to modify some classes, but I'm unsure where to actually put the code. I tried to put the code in the static initialization block: public class Person { String firstName; String getFirstName(){return null;} static{ ClassPool pool = ClassPool.getDefault(); try { CtClass CtPerson = pool.get("Person"); CtMethod CtGetFirstName = CtPerson.getDeclaredMethod("GetFirstName"); CtGetFirstName.setBody("return firstName;"); CtPerson.toClass(); } catch (Exception e) { e.printStackTrace(); } } } ...but that resulted in this error: javassist.CannotCompileException:.....attempted duplicate class definition...". I guess it makes sense that I can't edit the class file in the middle of its generation. I know the code works because I was able to run it correctly by simply putting it in a location that would run when I sent the program a command. (accessed a Restlet resource). The code ran fine if an instance of the class had not already been instantiated, however once I instantiated an instance of the affected class, the javaassist code failed. I assume I need to put this code somewhere that it will only run either: once after the program starts, directly before a class is instantiated for the first time, or even better, during compile time.

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  • How to Add Attribute in a XML CDATA? XSLT

    - by iCeR
    Xml: <Frames> <bannerFrame1> <![CDATA[ <iframe src="https://image.domain.com/promobanner1.html" height="320" width="629" scrolling="no" frameborder="0" marginwidth="0" marginheight="0"></iframe> ]]> </bannerFrame1> <bannerFrame2> <![CDATA[ <iframe src="https://image.domain.com/promobanner2.html" height="320" width="629" scrolling="no" frameborder="0" marginwidth="0" marginheight="0"></iframe> ]]> </bannerFrame2> </Frames> XML: bannerFrame1/iframe CDATA source Value may look like something like this <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <body> <div> <img src="banners/banner1.gif" border="0" alt="Banner"/> </div> </body> </html> XSLT: Im getting the CDATA value of the bannerFrame1 <xsl:template match="/"> <xsl:value-of select="Frames/bannerFrame1" disable-output-escaping="yes" /> </xsl:template> Im trying to add a google analytic event tracking code on the image from CDATA "bannerFrame1". How can I add an onclick attribute on <img src="banners/banner1.gif" border="0" alt="Banner"> while getting the CDATA value of <bannerFrame1>? Is it really possible? Thanks in advance. Expected output: <iframe> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <body> <div> <img src="banners/banner1.gif" border="0" alt="Banner" onclick ="GoogleEventTracker();"/> </div> </body> </html> </iframe> Iframe source: <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"><head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <meta http-equiv="Pragma" content="no-cache"> <link rel="stylesheet" type="text/css" href="css/style.css"> <link rel="stylesheet" type="text/css" href="css/ui-lightness/jquery-ui-1.7.2.custom.css"> <script type="text/javascript" src="js/jquery-1.3.2.min.js"></script> <script type="text/javascript" src="custombanner/jquery.min.js"> </script> <script type="text/javascript" src="custombanner/jquery.cycle.all.2.74.js"></script> <script type="text/javascript" src="js/jquery-ui-1.7.2.custom.min.js"></script> <!--<script type="text/javascript" src="js/custom.js"></script>--> <title>domain - It's time everyone flies</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta name="script" http-equiv="Content-Script-Type" content="text/javascript"> <meta name="script" http-equiv="Content-Style-Type" content="text/css"> <!--<script type="text/javascript" src="js/soapclient.js"></script>--> <style type="text/css"> img, div, a, input { behavior: url(iepngfix.htc); } #nav { float: left; left: 8px; margin: 15px; position: absolute; top: 235px; padding-left: 242px; /* for 4 frames */ /*padding-left: 278px; /* for 3 frames */ /*padding-left: 312px; /* for 2 frames */ /*padding-left: 242px; /* for 4 frames */ margin-left: 1px; margin-right: 1px; margin-bottom: 1px; height: 40px; /*background :url("banners/gradient.gif") repeat-x scroll 0 0 transparent;*/ } #nav li { display: block; float: left; list-style: none outside none; margin: 2px; padding: 2px; padding-right: 4px; margin-top: 8px; width: 25px; } #nav a { border: 1px solid #ffffff; display: block; padding: 0; width: 25px; } #nav img { border: medium none; display: block; height: 20px; width: 25px; opacity: 0.5; filter: alpha(opacity=50); } #nav li.activeLI { background: #ff0000; } #nav li.activeLI img { opacity: 1; filter: alpha(opacity=100); } </style> </head> <body marginwidth="0" marginheight="0"> <div class="hero"> <div class="slideshow mainpromo" id="slideshow" style="margin-bottom: 50px;"> <!-- <a href="http://www.domain.com/Pages/SeatSalePromo.aspx" target="_top"> <img src="banners/banner1.gif" border="0" alt="Banner" /></a>--> <img src="banners/banner1.gif" border="0" alt="Banner"> </div> <ul id="nav"> </ul> <div class="rightpane"> <!--<a href="http://www.domain.com" target="_top"><img src="banners/promo-fares.jpg" width="206" height="214" border="0" alt="Thumbnail" /></a>--> <img src="banners/lite-fares.jpg" width="206" height="214" border="0" alt="Thumbnail"> <a href="https://book.domain.com/Register.aspx" target="_top"><img src="images/registernow.gif" width="203" height="20" border="0" alt="See all Low Fares"></a> <!--<center><a href="http://www.domain.com/Pages/WebCheck-in.aspx" target="_top"><font size="2" color="#ff6600">Web Check-In</font></a></center>--> <!--<a href="http://domain.com" target="_blank"><img src="images/topdestinatios_btn.gif" alt="" width="149" height="26" border="0" /></a>--> </div> <div id="alerts"> <p> <strong>Seat Sale Alert! </strong>Be the first to know thePromos. <a target="_top" href="http://www.domain.com/pages/emms-signup.aspx">SUBSCRIBE NOW »</a> </p> <p> <!-- <strong>Seat Sale Availability</strong> Find the best time to travel. <a target="_top" href="http://www.domain.com/documents/seat_map.pdf">DOWNLOAD PDF &raquo;</a>--> </p> <div class="clear"> </div> </div> <div style="clear: both;"> </div> <div id="mascot"> <img src="images/mascot.png" alt=""> </div> <div style="clear: both;"> </div> </div> </body></html>

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  • Why does first call to java.io.File.createTempFile(String,String,File) take 5 seconds on Citrix?

    - by Ben Roling
    While debugging slow startup of an Eclipse RCP app on a Citrix server, I came to find out that java.io.createTempFile(String,String,File) is taking 5 seconds. It does this only on the first execution and only for certain user accounts. Specifically, I am noticing it Citrix anonymous user accounts. I have not tried many other types of accounts, but this behavior is not exhibited with an administrator account. Also, it does not matter if the user has access to write to the given directory or not. If the user does not have access, the call will take 5 seconds to fail. If they do have access, the call with take 5 seconds to succeed. This is on a Windows 2003 Server. I've tried Sun's 1.6.0_16 and 1.6.0_19 JREs and see the same behavior. I googled a bit expecting this to be some sort of known issue, but didn't find anything. It seems like someone else would have had to have run into this before. The Eclipse Platform uses File.createTempFile() to test various directories to see if they are writeable during initialization and this issue adds 5 seconds to the startup time of our application. I imagine somebody has run into this before and might have some insight. Here is sample code I executed to see that it is indeed this call that is consuming the time. I also tried it with a second call to createTempFile and notice that subsequent calls return nearly instantaneously. public static void main(final String[] args) throws IOException { final File directory = new File(args[0]); final long startTime = System.currentTimeMillis(); File file = null; try { file = File.createTempFile("prefix", "suffix", directory); System.out.println(file.getAbsolutePath()); } finally { System.out.println(System.currentTimeMillis() - startTime); if (file != null) { file.delete(); } } } Sample output of this program is the following: C:\java.exe -jar filetest.jar C:/Temp C:\Temp\prefix8098550723198856667suffix 5093

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  • Spring can't find a lib and webapp doesn't start up in tomcat 6

    - by gotch4
    I've this problem using STS: I'm building a simple Spring app, just to try out features like MVC and persistence. Now I've created something very simple, out of a bunch of tutorials for Spring 3, that I'm using. The application fails with this, during server startup: Code: org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping#0': Initialization of bean failed; nested exception is org.springframework.beans.factory.CannotLoadBeanClassException: Cannot find class [org.springframework.orm.hibernate3.annotation.AnnotationSessionFactoryBean] for bean with name 'mySessionFactory' defined in ServletContext resource [/WEB-INF/spring/appServlet/servlet-context.xml]; nested exception is java.lang.ClassNotFoundException: org.springframework.orm.hibernate3.annotation.AnnotationSessionFactoryBean but I've org.springframework.orm in web-inf/classes folder (I even tried putting it in web-inf/lib). As I copied these libs there, the came out in Web App Libraries folder. Building this project in STS works fine as this dependency is set up in build path throught project properties, but how do I transfer the libs to the web app? (I'm using Tomcat 6 as it is the server I'm going to use sometime in the future for production). Is this a config problem of my XML? Or am I just missing the right way to put this lib? (I encountered the same problem before, but adding the needed lib in classes worked it out). More than this I that if I browse inside my workspace to the folder where the working folder of tomcat should be, I can't find any work directory and any commo

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  • Function should return float, but it gets messed up!

    - by Andre
    Hi guys, I'm going crazy here. I have a function that should return a float number: - (float) getHue:(UIColor *)original { NSLog(@"getHue"); const CGFloat *componentColors = CGColorGetComponents(original.CGColor); float red = componentColors[0]; float green = componentColors[1]; float blue = componentColors[2]; float h = 0.0f; float maxChannel = fmax(red, fmax(green, blue)); float minChannel = fmin(red, fmin(green, blue)); if (maxChannel == minChannel) h = 0.0f; else if (maxChannel == red) h = 0.166667f * (green - blue) / (maxChannel - minChannel) + 0.000000f; else if (maxChannel == green) h = 0.166667f * (blue - red) / (maxChannel - minChannel) + 0.333333f; else if (maxChannel == blue) h = 0.166667f * (red - green) / (maxChannel - minChannel) + 0.666667f; else h = 0.0f; if (h < 0.0f) h += 1.0f; NSLog(@"getHue results: %f", h); return h; } The NSLog will trace it correctly (i.e: 0.005), but the actual return value of the function is NULL. I've tried getting that value in so many ways and it never works. float originalHue = [self getHue:original]; results in a building error, as it says: "incompatible types in initialization" float *originalHue = [self getHue:original]; results in a null return. I've tried other ways, but it never actually gets the value properly. Any thoughts? Cheers guys, Andre

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  • Java Compiler Creation Help..Please

    - by Brian
    I need some help with my code here...What we are trying to do is make a compiler that will read a file containing Machine Code and converting it to 100 lines of 4 bits example: this code is the machine code being converting to opcode and operands. I need some help please.. thanks 799 798 198 499 1008 1108 899 909 898 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Everything compiles but when I go and run my Test.java I get the following OutPut: Exception in thread "main" java.util.NoSuchElementException: No line found at java.util.Scanner.nextLine(Scanner.java:1516) at Compiler.FirstPass(Compiler.java:22) at Compiler.compile(Compiler.java:11) at Test.main(Test.java:5) Here is my class Compiler: import java.io.*; import java.io.DataOutputStream; import java.util.NoSuchElementException; import java.util.Scanner; class Compiler{ private int lc = 0; private int dc = 99; public void compile(String filename) { SymbolList symbolTable = FirstPass(filename); SecondPass(symbolTable, filename); } public SymbolList FirstPass(String filename) { File file = new File(filename); SymbolList temp = new SymbolList(); int dc = 99; int lc = 0; try{ Scanner scan = new Scanner(file); String line = scan.nextLine(); String[] linearray = line.split(" "); while(line!=null){ if(!linearray[0].equals("REM")){ if(!this.isInstruction(linearray[0])){ linearray[0]=removeColon(linearray[0]); if(this.isInstruction(linearray[1])){ temp.add(new Symbol(linearray[0], lc, null)); lc++; } else { temp.add(new Symbol(linearray[0], dc, Integer.valueOf((linearr\ ay[2])))); dc--; } } else { if(!linearray[0].equals("REM")) lc++; } } try{ line = scan.nextLine(); } catch(NoSuchElementException e){ line=null; break; } linearray = line.split(" "); } } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } return temp; } public String makeFilename(String filename) { return filename + ".ex"; } public String removeColon(String str) { if(str.charAt(str.length()-1) == ':'){ return str.substring(0, str.length()-1); } else { return str; } } public void SecondPass(SymbolList symbolTable, String filename){ try { int dc = 99; //Open file for reading File file = new File(filename); Scanner scan = new Scanner(file); //Make filename of new executable file String newfile = makeFilename(filename); //Open Output Stream for writing new file. FileOutputStream os = new FileOutputStream(filename); DataOutputStream dos = new DataOutputStream(os); //Read First line. Split line by Spaces into linearray. String line = scan.nextLine(); String[] linearray = line.split(" "); while(scan.hasNextLine()){ if(!linearray[0].equals("REM")){ int inst=0, opcode, loc; if(isInstruction(linearray[0])){ opcode = getOpcode(linearray[0]); loc = symbolTable.searchName(linearray[1]).getMemloc(); inst = (opcode*100)+loc; } else if(!isInstruction(linearray[0])){ if(isInstruction(linearray[1])){ opcode = getOpcode(linearray[1]); if(linearray[1].equals("STOP")) inst=0000; else { loc = symbolTable.searchName(linearray[2]).getMemloc(); inst = (opcode*100)+loc; } } if(linearray[1].equals("DC")) dc--; } System.out.println(inst); dos.writeInt(inst); linearray = line.split(" "); } if(scan.hasNextLine()) { line = scan.nextLine(); } } scan.close(); for(int i = lc; i <= dc; i++) { dos.writeInt(0); } for(int i = dc+1; i<100; i++){ dos.writeInt(symbolTable.searchLocation(i).getValue()); if(i!=99) dos.writeInt(0); } dos.close(); os.close(); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } public int getOpcode(String inst){ int toreturn = -1; if(isInstruction(inst)){ if(inst.equals("STOP")) toreturn=0; if(inst.equals("LD")) toreturn=1; if(inst.equals("STO")) toreturn=2; if(inst.equals("ADD")) toreturn=3; if(inst.equals("SUB")) toreturn=4; if(inst.equals("MPY")) toreturn=5; if(inst.equals("DIV")) toreturn=6; if(inst.equals("IN")) toreturn=7; if(inst.equals("OUT")) toreturn=8; if(inst.equals("B")) toreturn=9; if(inst.equals("BGTR")) toreturn=10; if(inst.equals("BZ")) toreturn=11; return toreturn; } else { return -1; } } public boolean isInstruction(String totest){ boolean toreturn = false; String[] labels = {"IN", "LD", "SUB", "BGTR", "BZ", "OUT", "B", "STO", "STOP", "AD\ D", "MTY", "DIV"}; for(int i = 0; i < 12; i++){ if(totest.equals(labels[i])) toreturn = true; } return toreturn; } } And here is my class Computer: import java.io.*; import java.util.NoSuchElementException; import java.util.Scanner; class Computer{ private Cpu cpu; private Input in; private OutPut out; private Memory mem; public Computer() throws IOException { Memory mem = new Memory(100); Input in = new Input(); OutPut out = new OutPut(); Cpu cpu = new Cpu(); System.out.println(in.getInt()); } public void run() throws IOException { cpu.reset(); cpu.setMDR(mem.read(cpu.getMAR())); cpu.fetch2(); while (!cpu.stop()) { cpu.decode(); if (cpu.OutFlag()) OutPut.display(mem.read(cpu.getMAR())); if (cpu.InFlag()) mem.write(cpu.getMDR(),in.getInt()); if (cpu.StoreFlag()) { mem.write(cpu.getMAR(),in.getInt()); cpu.getMDR(); } else { cpu.setMDR(mem.read(cpu.getMAR())); cpu.execute(); cpu.fetch(); cpu.setMDR(mem.read(cpu.getMAR())); cpu.fetch2(); } } } public void load() { mem.loadMemory(); } } Here is my Memory class: import java.io.*; import java.util.NoSuchElementException; import java.util.Scanner; class Memory{ private MemEl[] memArray; private int size; private int[] mem; public Memory(int s) {size = s; memArray = new MemEl[s]; for(int i = 0; i < s; i++) memArray[i] = new MemEl(); } public void write (int loc,int val) {if (loc >=0 && loc < size) memArray[loc].write(val); else System.out.println("Index Not in Domain"); } public int read (int loc) {return memArray[loc].read(); } public void dump() { for(int i = 0; i < size; i++) if(i%1 == 0) System.out.println(memArray[i].read()); else System.out.print(memArray[i].read()); } public void writeTo(int location, int value) { mem[location] = value; } public int readFrom(int location) { return mem[location]; } public int size() { return mem.length; } public void loadMemory() { this.write(0, 799); this.write(1, 798); this.write(2, 198); this.write(3, 499); this.write(4, 1008); this.write(5, 1108); this.write(6, 899); this.write(7, 909); this.write(8, 898); this.write(9, 0000); } public void loadFromFile(String filename){ try { FileReader fr = new FileReader(filename); BufferedReader br = new BufferedReader(fr); String read=null; int towrite=0; int l=0; do{ try{ read=br.readLine(); towrite = Integer.parseInt(read); }catch(Exception e){ } this.write(l, towrite); l++; }while(l<100); }catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } } Here is my Test class: public class Test{ public static void main(String[] args) throws java.io.IOException { Compiler compiler = new Compiler(); compiler.compile("program.txt"); } }

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  • Converting to a column oriented array in Java

    - by halfwarp
    Although I have Java in the title, this could be for any OO language. I'd like to know a few new ideas to improve the performance of something I'm trying to do. I have a method that is constantly receiving an Object[] array. I need to split the Objects in this array through multiple arrays (List or something), so that I have an independent list for each column of all arrays the method receives. Example: List<List<Object>> column-oriented = new ArrayList<ArrayList<Object>>(); public void newObject(Object[] obj) { for(int i = 0; i < obj.length; i++) { column-oriented.get(i).add(obj[i]); } } Note: For simplicity I've omitted the initialization of objects and stuff. The code I've shown above is slow of course. I've already tried a few other things, but would like to hear some new ideas. How would you do this knowing it's very performance sensitive?

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  • Hide struct definition in static library.

    - by BobMcLaury
    Hi, I need to provide a C static library to the client and need to be able to make a struct definition unavailable. On top of that I need to be able to execute code before the main at library initialization using a global variable. Here's my code: private.h #ifndef PRIVATE_H #define PRIVATE_H typedef struct TEST test; #endif private.c (this should end up in a static library) #include "private.h" #include <stdio.h> struct TEST { TEST() { printf("Execute before main and have to be unavailable to the user.\n"); } int a; // Can be modified by the user int b; // Can be modified by the user int c; // Can be modified by the user } TEST; main.c test t; int main( void ) { t.a = 0; t.b = 0; t.c = 0; return 0; } Obviously this code doesn't work... but show what I need to do... Anybody knows how to make this work? I google quite a bit but can't find an answer, any help would be greatly appreciated. TIA!

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  • How do I fully reload my Sencha Touch App when tapping 'refresh'?

    - by torr
    My list view layout is similar to Pinterest, with absolutely positioned blocks. Unfortunately, this seems to require a full re-initialization at refresh. If reload only the store (as below) the new blocks are incorrectly positioned. How do I reload the app when the user clicks on refresh? This is my View: Ext.require(['Ext.data.Store', 'MyApp.model.StreamModel'], function() { Ext.define('MyApp.view.HomeView', { extend: 'Ext.navigation.View', xtype: 'homepanel', requires: [ 'Ext.dataview.List', ], config: { title: 'Home', iconCls: 'home', styleHtmlContent: true, navigationBar: { items: [ { xtype: 'button', iconMask: true, iconCls: 'refresh', align: 'left', action: 'refreshButton' } ] }, items: { title: 'My', xtype: 'list', itemTpl: [ '<div class="post">', ... '</div>' ].join(''), store: new Ext.data.Store({ model: 'MyApp.model.StreamModel', autoLoad: true, storeId: 'stream' }), } } }); }); Model: Ext.define('MyApp.model.StreamModel', { extend: 'Ext.data.Model', config: { fields: [ 'post_id', 'comments' ], proxy: { type: 'jsonp', url: 'http://My.com/app', reader: { type: 'json', } } } }); and my Controller: Ext.define('MyApp.controller.RefreshController', { extend: 'Ext.app.Controller', requires: [ 'Ext.navigation.View' ], config: { control: { 'button[action=refreshButton]': { tap: 'refresh' } } }, refresh: function() { // Ext.StoreMgr.get('stream').load(); // here I'd like to reload the app instead // not just the store } });

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  • Initialize Static Array of Structs in C

    - by russell_h
    I implementing a card game in C. There are lots of types of cards and each has a bunch of information, including some actions that will need to be individually scripted associated with it. Given a struct like this (and I'm not certain I have the syntax right for the function pointer) struct CARD { int value; int cost; // This is a pointer to a function that carries out actions unique // to this card int (*do_actions) (struct GAME_STATE *state, int choice1, int choice2); }; I would like to initialize a static array of these, one for each card. I'm guessing this would look something like this int do_card0(struct GAME_STATE *state, int choice1, int choice2) { // Operate on state here } int do_card1(struct GAME_STATE *state, int choice1, int choice2) { // Operate on state here } extern static struct cardDefinitions[] = { {0, 1, do_card0}, {1, 3, do_card1} }; Will this work, and am I going about this the right way at all? I'm trying to avoid huge numbers of switch statements. Do I need to define the 'do_cardN' functions ahead of time, or is there some way to define them inline in the initialization of the struct (something like a lambda function in python)? I'll need read-only access to cardDefinitions from a different file - is 'extern static' correct for that? I know this is a lot of questions rolled into one but I'm really a bit vague about how to go about this. Thanks.

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  • Java: which configuration framework to use?

    - by Laimoncijus
    Hi, I need to decide which configuration framework to use. At the moment I am thinking between using properties files and XML files. My configuration needs to have some primitive grouping, e.g. in XML format would be something like: <configuration> <group name="abc"> <param1>value1</param1> <param2>value2</param2> </group> <group name="def"> <param3>value3</param3> <param4>value4</param4> </group> </configuration> or a properties file (something similar to log4j.properties): group.abc.param1 = value1 group.abc.param2 = value2 group.def.param3 = value3 group.def.param4 = value4 I need bi-directional (read and write) configuration library/framework. Nice feature would be - that I could read out somehow different configuration groups as different objects, so I could later pass them to different places, e.g. - reading everything what belongs to group "abc" as one object and "def" as another. If that is not possible I can always split single configuration object into smaller ones myself in the application initialization part of course. Which framework would best fit for me?

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  • JumpLists Not Working in C# App

    - by Josh M.
    Hi, I'm trying to use the Recent and Frequent JumpLists in my C# app. I'm using the Windows API Codepack v1.1 (http://code.msdn.microsoft.com/WindowsAPICodePack). I initialize the JumpLists every time the app starts and I AddRecent() to the JumpList every time I open a project in the app. Something is missing becuase the JumpLists are simply not showing up when you right click the app's icon in the Taskbar. I got one file to show up once but that's it! Initialization: private void InitializeJumpLists() { if (TaskbarManager.IsPlatformSupported) { JumpList recentJumpList = null; JumpList frequentJumpList = null; TaskbarManager.Instance.ApplicationId = Application.ProductName; recentJumpList = JumpList.CreateJumpList(); recentJumpList.KnownCategoryToDisplay = JumpListKnownCategoryType.Recent; recentJumpList.Refresh(); frequentJumpList = JumpList.CreateJumpList(); frequentJumpList.KnownCategoryToDisplay = JumpListKnownCategoryType.Frequent; frequentJumpList.Refresh(); } } Opening the Project: private void OpenProject(string path, bool isFromRecentFilesList) { DialogResult result = ConfirmProjectClosing(); if (result == DialogResult.Yes) Save(); else if (result == DialogResult.Cancel) return; using (new Wait()) { //Code here opens the project, etc. //Try to add the file to the Jump List. if (TaskbarManager.IsPlatformSupported) JumpList.AddToRecent(path); //Code here finished up. } } What am I missing?

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  • Set Renderbuffer Width and Height (Open GL ES)

    - by Josh Elsasser
    I'm currently experiencing an issue with an Open GL ES renderbuffer where the backing and width are are both set to 15. Is there any way to set them to the width of 320 and 480? My project is built up on Apple's EAGLView class and ES1Renderer, but I've moved it from the app delegate to a controller. I also moved the CADisplayLink outside of it (I update my game logic with the timestamp from this) Any help would be greatly appreciated. I add the glview to the window as follows: CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame]; [window addSubview:gameController.glview]; [window makeKeyAndVisible]; I synthesize the controller and the glview within it. The EAGLView and Renderer are otherwise unmodified. Renderer Initialization: // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = TRUE; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; renderer = [[ES1Renderer alloc] init]; Render "resize from layer" Method - (BOOL)resizeFromLayer:(CAEAGLLayer *)layer { // Allocate color buffer backing based on the current layer size glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]; glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); NSLog(@"Backing Width:%i and Height: %i", backingWidth, backingHeight); if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } return YES; }

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  • Renderbuffer Width (Open GL ES)

    - by Josh Elsasser
    I'm currently experiencing an issue with an Open GL ES renderbuffer where the backing and width are are both set to 15. Is there any way to set them to the width of 320 and 480? My project is built up on Apple's EAGLView class and ES1Renderer, but I've moved it from the app delegate to a controller. I also moved the CADisplayLink outside of it (I update my game logic with the timestamp from this) Any help would be greatly appreciated. I add the glview to the window as follows: CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame]; [window addSubview:gameController.glview]; [window makeKeyAndVisible]; I synthesize the controller and the glview within it. The EAGLView and Renderer are otherwise unmodified. Renderer Initialization: // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = TRUE; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; renderer = [[ES1Renderer alloc] init]; Render "resize from layer" Method - (BOOL)resizeFromLayer:(CAEAGLLayer *)layer { // Allocate color buffer backing based on the current layer size glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer]; glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); NSLog(@"Backing Width:%i and Height: %i", backingWidth, backingHeight); if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } return YES; }

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • iOS - Passing variable to view controller

    - by gj15987
    I have a view with a view controller and when I show this view on screen, I want to be able to pass variables to it from the calling class, so that I can set the values of labels etc. First, I just tried creating a property for one of the labels, and calling that from the calling class. For example: SetTeamsViewController *vc = [[SetTeamsViewController alloc] init]; vc.myLabel.text = self.teamCount; [self presentModalViewController:vc animated:YES]; [vc release]; However, this didn't work. So I tried creating a convenience initializer. SetTeamsViewController *vc = [[SetTeamsViewController alloc] initWithTeamCount:self.teamCount]; And then in the SetTeamsViewController I had - (id)initWithTeamCount:(int)teamCount { self = [super initWithNibName:nil bundle:nil]; if (self) { // Custom initialization self.teamCountLabel.text = [NSString stringWithFormat:@"%d",teamCount]; } return self; } However, this didn't work either. It's just loading whatever value I've given the label in the nib file. I've littered the code with NSLog()s and it is passing the correct variable values around, it's just not setting the label. Any help would be greatly appreciated. EDIT: I've just tried setting an instance variable in my designated initializer, and then setting the label in viewDidLoad and that works! Is this the best way to do this? Also, when dismissing this modal view controller, I update the text of a button in the view of the calling ViewController too. However, if I press this button again (to show the modal view again) whilst the other view is animating on screen, the button temporarily has it's original value again (from the nib). Does anyone know why this is?

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  • Custom UIProgressView drawing weirdness

    - by Werner
    I am trying to create my own custom UIProgressView by subclassing it and then overwrite the drawRect function. Everything works as expected except the progress filling bar. I can't get the height and image right. The images are both in Retina resolution and the Simulator is in Retina mode. The images are called: "[email protected]" (28px high) and "[email protected]" (32px high). CustomProgressView.h #import <UIKit/UIKit.h> @interface CustomProgressView : UIProgressView @end CustomProgressView.m #import "CustomProgressView.h" @implementation CustomProgressView - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code } return self; } // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code self.frame = CGRectMake(self.frame.origin.x, self.frame.origin.y, self.frame.size.width, 16); UIImage *progressBarTrack = [[UIImage imageNamed:@"progressBarTrack"] resizableImageWithCapInsets:UIEdgeInsetsZero]; UIImage *progressBar = [[UIImage imageNamed:@"progressBar"] resizableImageWithCapInsets:UIEdgeInsetsMake(4, 4, 5, 4)]; [progressBarTrack drawInRect:rect]; NSInteger maximumWidth = rect.size.width - 2; NSInteger currentWidth = floor([self progress] * maximumWidth); CGRect fillRect = CGRectMake(rect.origin.x + 1, rect.origin.y + 1, currentWidth, 14); [progressBar drawInRect:fillRect]; } @end The resulting ProgressView has the right height and width. It also fills at the right percentage (currently set at 80%). But the progress fill image isn't drawn correctly. Does anyone see where I go wrong?

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