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  • Why does Application.Exit Prompt me twice?

    - by Michael Quiles
    How can I stop the message box from showing up twice when I press the X on the form ? FYI the butoon click works fine it's the X that prompts me twice. private void xGameForm_FormClosing(object sender, FormClosingEventArgs e) { //Yes or no message box to exit the application DialogResult Response; Response = MessageBox.Show("Are you sure you want to Exit?", "Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button2); if (Response == DialogResult.Yes) Application.Exit(); } public void button1_Click(object sender, EventArgs e) { Application.Exit(); }

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  • Dropdown binding and postbacks - ASP.NET

    - by DotnetDude
    I have a rather complex page. The ASPX page loads a user control which in turn loads a child User control. Parent Control protected override void OnInit(EventArgs e) { //Loads child control } In the child user control, I use custom control that inherits from System.Web.UI.HtmlControls.HtmlSelect ASCX: <cust:CustDropDownList id="ctlDdl" runat="server"/> ASCX.CS protected void Page_Load(object sender, EventArgs e) { //Binds CtlDdl here } When the user clicks on the Save button, the controls get user controls get dynamically reloaded, but Iose the value the user has selected in the dropdown. I run into the chicken and egg problem here. I think I need to bind the ctlDdl only on if its not a postback, but that results in the dropdown not getting populated. If I bind it everytime, then i lose user's selection EDIT: Can someone respond to my comment to Jonathan's answer? Thanks

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  • Is there anything wrong with my texture loading method ?

    - by José Joel.
    I'm a noob in openGL and trying to learn as much as possible. I'm using this method to load my openGL textures, loading every .png as RGBA4444. I'm doing anything incorrect ? - (void)loadTexture:(NSString*)nombre { CGImageRef textureImage =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:nombre ofType:nil]].CGImage; if (textureImage == nil) { NSLog(@"Failed to load texture image"); return; } textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage)); imageSizeX= CGImageGetWidth(textureImage); imageSizeY= CGImageGetHeight(textureImage); GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); // Por 4 pues cada pixel necesita 4 bytes, RGBA CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast ); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage); //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA" void *tempData = malloc(textureWidth * textureHeight * 2); unsigned int* inPixel32 = (unsigned int*)textureData; unsigned short* outPixel16 = (unsigned short*)tempData; for(int i = 0; i < textureWidth * textureHeight ; ++i, ++inPixel32) *outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | // G ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0); // A free(textureData); textureData = tempData; CGContextRelease(textureContext); glGenTextures(1, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 , textureData); free(textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } And this is my dealloc method: - (void)dealloc { glDeleteTextures(1,textures); [super dealloc]; }

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  • How to replace an object in an NSMutableArray at a given index with a new object

    - by shakeelw
    Hi guys. I have an NSMutableArray object(retained, synthesized as all) that is initiated just fine and I can easily add objects to it using the 'addObject:' method. But if I want to replace an object at a certain index with a new one in that NSMutableArray, it doesn't work. For example: ClassA.h @interface ClassA : NSObject { NSMutableArray *list; } @property (nonatomic, copy, readwrite) NSMutableArray *list; end ClassA.m import "ClassA.h" @implementation ClassA @synthesize list; (id)init { [super init]; NSMutableArray *localList = [[NSMutableArray alloc] init]; self.list = localList; [localList release]; //Add initial data [list addObject:@"Hello "]; [list addObject:@"World"]; } // Custom set accessor to ensure the new list is mutable (void)setList:(NSMutableArray *)newList { if (list != newList) { [list release]; list = [newList mutableCopy]; } } -(void)updateTitle:(NSString *)newTitle:(NSString *)theIndex { int i = [theIndex intValue]-1; [self.list replaceObjectAtIndex:i withObject:newTitle]; NSLog((NSString *)[self.list objectAtIndex:i]); // gives the correct output } However, the change remains true only inside the method. from any other method, the NSLog((NSString *)[self.list objectAtIndex:i]); gives the same old value. How can I actually get the old object replaced with the new one at a specific index so that the change can be noticed from within any other method as well. I even modified the method like this, but the result is the same: -(void)updateTitle:(NSString *)newTitle:(NSString *)theIndex { int i = [theIndex intValue]-1; NSMutableArray *localList = [[NSMutableArray alloc] init]; localList = [localList mutableCopy]; for(int j = 0; j < [list count]; j++) { if(j == i) { [localList addObject:newTitle]; NSLog(@"j == 1"); NSLog([NSString stringWithFormat:@"%d", j]); } else { [localList addObject:(NSString *)[self.list objectAtIndex:j]]; } } [self.list release]; //self.list = [localList mutableCopy]; [self setList:localList]; [localList release]; } Please help out guys :)

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  • Thread feeding other MultiThreading

    - by alaamh
    I see it's easy to open pipe between two process using fork, but how we can passing open pipe to threads. Assume we need to pass out of PROGRAM A to PROGRAM B "may by more than one thread", PROGRAM B send his output to PROGRAM C #include <stdio.h> #include <stdlib.h> #include <pthread.h> struct targ_s { char* reader; }; void *thread1(void *arg) { struct targ_s *targ = (struct targ_s*) arg; int status, fd[2]; pid_t pid; pipe(fd); pid = fork(); if (pid == 0) { int fd = fileno( targ->fd_reader ); dup2(STDIN_FILENO, fd); close(fd[0]); dup2(fd[1], STDOUT_FILENO); close(fd[1]); execvp ("PROGRAM B", NULL); exit(1); } else { close(fd[1]); dup2(fd[0], STDIN_FILENO); close(fd[0]); execl("PROGRAM C", NULL); wait(&status); return NULL; } } int main(void) { FILE *fpipe; char *command = "PROGRAM A"; char buffer[1024]; if (!(fpipe = (FILE*) popen(command, "r"))) { perror("Problems with pipe"); exit(1); } char* outfile = "out.dat"; FILE* f = fopen (outfile, "wb"); int fd = fileno( f ); struct targ_s targ; targ.fd_reader = outfile; pthread_t thid; if (pthread_create(&thid, NULL, thread1, &targ) != 0) { perror("pthread_create() error"); exit(1); } int len; while (read(fpipe, buffer, sizeof (buffer)) != 0) { len = strlen(buffer); write(fd, buffer, len); } pclose(fpipe); return (0); }

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  • Iterator in Java.

    - by theband
    What is Iterator and collections? Does these two have any relations? // the interface definition Interface Iterator { boolean hasNext(); Object next(); // note "one-way" traffic void remove(); } // an example public static void main (String[] args){ ArrayList cars = new ArrayList(); for (int i = 0; i < 12; i++) cars.add (new Car()); Iterator it = cats.iterator(); while (it.hasNext()) System.out.println ((Car)it.next()); } Does the Interface Iterator has these method names alone predefined or its user defined?. What does these four lines below actually tell? cars.add (new Car()); Iterator it = cats.iterator(); while (it.hasNext()) System.out.println ((Car)it.next()); Thanks i am going through a book in collections.

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  • very simple delegate musing

    - by Ted
    Sometimes the simplest questions make me love C/C++ and C# more and more. Today sitting on the bus musing aout delegates I remembered reading somwhere you don't need to use the new keyword when instaniating a new delegate. For example: public static void SomeMethod(string message) { ... } ... public delegate void TestDelgate(string message); //Define a delegate ........... //create a new instance ..METHOD 1 TestDelgate t = new TestDelgate(SomeMethod); //OR another way to create a new instance ..METHOD 2 TestDelgate t = SomeMethod; //create a new instance ..METHOD 2 So todays questions are What happens under the hood in method 2. Does the compiler expand method 2 into method 1, hence writing TestDelgate t = SomeMethod; is just a shortcut for TestDelgate t = new TestDelgate(SomeMethod);, or is there another reason for the exsitence of method 2 Do you guys think method 1 or method 2 is better for readability (this is a subjective question, but I'd just like to get a unscientific feel of general opinion of stackoverflow :-))

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  • Store Observer not being called always

    - by Nixarn
    Has anyone else here experienced problems with their Store Observer class not being called always when the user for instance cancels a request (or purchases something) We just had our update that brought in app purchases go live last night, and before that we had obviously tested everything tons of times against the Sandbox and everything was working fine. Now however, when the update went live in a real environment we keep getting issues with the store. For instance, in a freshly booted iPhone / iPod, the first time you run the app, if you then try to make a purchase and then immediately cancel it from the first dialog, it seems as if the callback for the cancel is not getting called. If you then restart the app it seems as if it always works after that, or at least. Same thing with other callbacks, seems as if our store observer isn't listening as the callbacks aren't being registered on the phone. One example of this is if you purchase something, then nothing will happen (if this is the first time the app is launched at least). You get the purchase successful dialog from the app store but it seems as if our own code isn't called. If you then quit the app and restart it the callback gets called. Same problem happens if you for instance try to start a request to download all previous purchases and then immediately cancel it as the first dialog pops up, if you do that then the callback for a failed restore is not called, until you then restart the app and try it again, then it always seems to work. The way we have implemented our store observer is by creating a custom class that's implements the SKPaymentTransactionObserver interface. @interface StoreObserver : NSObject<SKPaymentTransactionObserver> In the class we have implemented the following methods: - (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions - (void)paymentQueueRestoreCompletedTransactionsFinished:(SKPaymentQueue *)queue - (void)paymentQueue:(SKPaymentQueue *)queue restoreCompletedTransactionsFailedWithError:(NSError *)error The way our restore process works is that if you tap on the button that allows you to download all we simply run the restoreCompletedTransactions code as follows: [[SKPaymentQueue defaultQueue] restoreCompletedTransactions]; However, the callback, restoreCompletedTransactionsFailedWithError, which has been implemented in the store observer, does not always get called when we try to cancel the request. This happens when you boot the iPhone / iPod and try this for the first time. If you after that restart the app everything works fine. The StoreObserver class is created when our app is launched, just by running the following code: pStoreObserver = [[StoreObserver alloc] init]; [[SKPaymentQueue defaultQueue] addTransactionObserver:pStoreObserver]; Has anyone else had any similar experiences? Or does anyone have any suggestions on how to solve this? As I said, in the sandbox environment everything was working fine, no issues whatsoever, but now once it's gone live we're experiencing these.

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  • Does C++ have a proper implementation of interface that does not use vtable?

    - by gilbertc
    Does C++ have a proper implementation of interface that does not use vtable? for example class BaseInterface{ public: virtual void func() const = 0; } class BaseInterfaceImpl:public BaseInterface{ public: void func(){ std::cout<<"called."<<endl; } } BaseInterface* obj = new BaseInterfaceImpl(); obj->func(); the call to func at the last line goes to vtable to find the func ptr of BaseInterfaceImpl::func, but is there any C++ way to do that directly as the BaseInterfaceImpl is not subclassed from any other class besides the pure interface class BaseInterface? Thanks. Gil.

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  • How to keep a .NET console app running?

    - by intoorbit
    Consider a Console application that starts up some services in a separate thread. All it needs to do is wait for the user to press Ctrl+C to shut it down. Which of the following is the better way to do this? static ManualResetEvent _quitEvent = new ManualResetEvent(false); static void Main() { Console.CancelKeyPress += delegate { _quitEvent.Set(); }; // kick off asynchronous stuff _quitEvent.WaitOne(); // cleanup/shutdown and quit } Or this, using Thread.Sleep(1): static bool _quitFlag = false; static void Main() { Console.CancelKeyPress += delegate { _quitFlag = true; }; // kick off asynchronous stuff while (!_quitFlag) { Thread.Sleep(1); } // cleanup/shutdown and quit }

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  • Undefined template methods trick ?

    - by Matthieu M.
    A colleague of mine told me about a little piece of design he has used with his team that sent my mind boiling. It's a kind of traits class that they can specialize in an extremely decoupled way. I've had a hard time understanding how it could possibly work, and I am still unsure of the idea I have, so I thought I would ask for help here. We are talking g++ here, specifically the versions 3.4.2 and 4.3.2 (it seems to work with both). The idea is quite simple: 1- Define the interface // interface.h template <class T> struct Interface { void foo(); // the method is not implemented, it could not work if it was }; // // I do not think it is necessary // but they prefer free-standing methods with templates // because of the automatic argument deduction // template <class T> void foo(Interface<T>& interface) { interface.foo(); } 2- Define a class, and in the source file specialize the interface for this class (defining its methods) // special.h class Special {}; // special.cpp #include "interface.h" #include "special.h" // // Note that this specialization is not visible outside of this translation unit // template <> struct Interface<Special> { void foo() { std::cout << "Special" << std::endl; } }; 3- To use, it's simple too: // main.cpp #include "interface.h" class Special; // yes, it only costs a forward declaration // which helps much in term of dependencies int main(int argc, char* argv[]) { Interface<Special> special; foo(special); return 0; }; It's an undefined symbol if no translation unit defined a specialization of Interface for Special. Now, I would have thought this would require the export keyword, which to my knowledge has never been implemented in g++ (and only implemented once in a C++ compiler, with its authors advising anyone not to, given the time and effort it took them). I suspect it's got something to do with the linker resolving the templates methods... Do you have ever met anything like this before ? Does it conform to the standard or do you think it's a fortunate coincidence it works ? I must admit I am quite puzzled by the construct...

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  • Is it possible to write a Java printf statement that prints the statement itself?

    - by polygenelubricants
    Is it possible to have a Java printf statement, whose output is the statement itself? Some snippet to illustrate: // attempt #1 public class Main { public static void main(String[] args) { System.out.printf("something"); } } This prints something. So the output of attempt #1 is not quite exactly the printf statement in attempt #1. We can try something like this: // attempt #2 public class Main { public static void main(String[] args) { System.out.printf("System.out.printf(\"something\");"); } } And now the output is System.out.printf("something"); So now the output of attempt #2 matches the statement in output #1, but we're back to the problem we had before, since we need the output of attempt #2 to match the statement in attempt #2. So is it possible to write a one-line printf statement that prints itself?

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  • Query on the scope of local variables in C

    - by darkie15
    All, Consider the following code: void func(void) { int a; printf ("%d", a); } int main(int argc, char **argv) { int a = 3; func(); printf("%d", a); } According to my understanding, the output should be: <junk value><3> Can anyone please confirm my understanding? My basic query is, does the compiler refer to the outer scope for a variable that has been declared but not defined? Regards, darkie

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  • Help with code optimization

    - by Ockonal
    Hello, I've written a little particle system for my 2d-application. Here is raining code: // HPP ----------------------------------- struct Data { float x, y, x_speed, y_speed; int timeout; Data(); }; std::vector<Data> mData; bool mFirstTime; void processDrops(float windPower, int i); // CPP ----------------------------------- Data::Data() : x(rand()%ScreenResolutionX), y(0) , x_speed(0), y_speed(0), timeout(rand()%130) { } void Rain::processDrops(float windPower, int i) { int posX = rand() % mWindowWidth; mData[i].x = posX; mData[i].x_speed = WindPower*0.1; // WindPower is float mData[i].y_speed = Gravity*0.1; // Gravity is 9.8 * 19.2 // If that is first time, process drops randomly with window height if (mFirstTime) { mData[i].timeout = 0; mData[i].y = rand() % mWindowHeight; } else { mData[i].timeout = rand() % 130; mData[i].y = 0; } } void update(float windPower, float elapsed) { // If this is first time - create array with new Data structure objects if (mFirstTime) { for (int i=0; i < mMaxObjects; ++i) { mData.push_back(Data()); processDrops(windPower, i); } mFirstTime = false; } for (int i=0; i < mMaxObjects; i++) { // Sleep until uptime > 0 (To make drops fall with randomly timeout) if (mData[i].timeout > 0) { mData[i].timeout--; } else { // Find new x/y positions mData[i].x += mData[i].x_speed * elapsed; mData[i].y += mData[i].y_speed * elapsed; // Find new speeds mData[i].x_speed += windPower * elapsed; mData[i].y_speed += Gravity * elapsed; // Drawing here ... // If drop has been falled out of the screen if (mData[i].y > mWindowHeight) processDrops(windPower, i); } } } So the main idea is: I have some structure which consist of drop position, speed. I have a function for processing drops at some index in the vector-array. Now if that's first time of running I'm making array with max size and process it in cycle. But this code works slower that all another I have. Please, help me to optimize it. I tried to replace all int with uint16_t but I think it doesn't matter.

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  • C# : FieldInfo.GetValue returns null

    - by Florian
    Hi and Happy New year ! I've a problem to retrieve my control f2 in the variable o via Reflection : public partial class Form1 : Form { private Form2 f2; public Form1() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { Form2 f2 = new Form2(); f2.Show(); } private void button2_Click(object sender, EventArgs e) { Type controlType = this.GetType(); FieldInfo f = controlType.GetField("f2", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); object o = f.GetValue(this); // o == null; } } Thank you for your help !

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  • When do I need to deallocate memory? C++

    - by extintor
    I am using this code inside a class to make a webbrowser control visit a website: void myClass::visitWeb(const char *url) { WCHAR buffer[MAX_LEN]; ZeroMemory(buffer, sizeof(buffer)); MultiByteToWideChar(CP_ACP, MB_ERR_INVALID_CHARS, url, strlen(url), buffer, sizeof(buffer)-1); VARIANT vURL; vURL.vt = VT_BSTR; vURL.bstrVal = SysAllocString(buffer); // webbrowser navigate code... VariantClear(&vURL); } Do I need to do some memory deallocation here?, I see vURL is being deallocated by VariantClear but should I deallocate memory for buffer? I've been told that in another bool I have in the same app I shouldn't deallocate anything because everything clear out when the bool return true/false, but what happens on this void?

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  • C++: Avoid .cpp files with only an empty (de)constructor

    - by Martijn Courteaux
    Hi, When I have a header file like this: #ifndef GAMEVIEW_H_ #define GAMEVIEW_H_ #include <SDL/SDL.h> class GameView { public: GameView(); virtual ~GameView(); virtual void Update() = 0; virtual void Render(SDL_Surface* buffer) = 0; }; #endif /* GAMEVIEW_H_ */ I need to create a .cpp file like this: #include "GameView.h" GameView::~GameView() { } GameView::GameView() { } This is a bit stupid. Just a .cpp file for an empty constructor and deconstructor. I want to implement that method simply in the header file. That is much cleaner. How to do this?

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  • Extend base class properties

    - by user1888033
    I need your help to extend my base class, here is the similar structure i have. public class ShowRoomA { public audi AudiModelA { get; set; } public benz benzModelA { get; set; } } public class audi { public string Name { get; set; } public string AC { get; set; } public string PowerStearing { get; set; } } public class benz { public string Name { get; set; } public string AC { get; set; } public string AirBag { get; set; } public string MusicSystem { get; set; } } //My Implementation class like this class Main() { private void UpdateDetails() { ShowRoomA ojbMahi = new ShowRoomA(); GetDetails( ojbMahi ); // this works fine } private void GetDetails(ShowRoomA objShowRoom) { objShowRoom = new objShowRoom(); objShowRoom.audi = new audi(); objShowRoom.audi.Name = "AUDIMODEL94CD698"; objShowRoom.audi.AC = "6 TON"; objShowRoom.audi.PowerStearing = "Electric"; objShowRoom.benz= new benz(); objShowRoom.audi.Name = "BENZMODEL34LCX"; objShowRoom.audi.AC = "8 TON"; objShowRoom.audi.AirBag = "Two (1+1)"; objShowRoom.audi.MusicSystem = "Poineer 3500W"; } } // Till this cool. // Now I got requirement for ShowRoomB with replacement of old audi and benz with new models and new other brand cars also added. // I don't want to modify GetDetails() method. by reusing this method additional logic i want to apply to my new extended model. // Here I struck in designing my new model of ShowRoomB (base of ShowRoomA) ... I have tried some thing like... but not sure. public class audiModelB:audi { public string JetEngine { get; set; } } public class benzModelB:benz { public string JetEngine { get; set; } } public class ShowRoomB { public audiModelB AudiModelB { get; set; } public benzModelB benzModelB { get; set; } } // My new code to Implementation class like this class Main() { private void UpdateDetails() { ShowRoomB ojbNahi = new ShowRoomB(); GetDetails( ojbNahi ); // this is NOT working! I know this object does not contain base class directly, still some what i want fill my new model with old properties. Kindly suggest here } } Can any one please give me solutions how to achieve my extending requirement for base class "ShowroomA" Really appreciated your time and suggestions. Thanks in advance,

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  • Conditional jump or move depends on uninitialised value - freeing a linked list

    - by user720491
    I want to free a linked list in C. All is working fine, but Valgrind is telling me Conditional jump or move depends on uninitialised value(s) at 0x401400: mtf_destroy Here's the code: list_elt *head; void mtf_init() { list_elt *current; head = malloc(sizeof(list_elt)); current = head; for (int i = 0; i < LIST_SIZE-1; i++) { current->value = (BYTE) i; current->next = malloc(sizeof(list_elt)); current = current->next; } current->value = LIST_SIZE-1; } void mtf_destroy(list_elt *elt) { if (elt->next != NULL) mtf_destroy(elt->next); free(elt); } How can I solve this? Thanks!

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  • UTC date and time

    - by klaus-vlad
    Hi, How can I obtain the current UTC time and date using a gps location changed lsitener ? public void onLocationChanged(Location lastLocation) { lastLocation.getTime() }

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  • Linkage Error with Inherited Class

    - by metdos
    I have static library and another program which uses it. In the static library If I define header without inheretence it works fine. class TcpCommunication On the other hand If I use inheretence with a QT class, class TcpCommunication:public QTcpServer I'm getting linkage error when I compiling code which uses this static library. >MStoDKAPId.lib(TcpCommunication.obj) : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall QTcpServer::~QTcpServer(void)" (__imp_??1QTcpServer@@UAE@XZ) referenced in function "public: virtual __thiscall TcpCommunication::~TcpCommunication(void)" (??1TcpCommunication@@UAE@XZ) What can be the problem? Thanks.

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  • Java Flow Control Problem

    - by Kyle_Solo
    I am programming a simple 2d game engine. I've decided how I'd like the engine to function: it will be composed of objects containing "events" that my main game loop will trigger when appropriate. A little more about the structure: Every GameObject has an updateEvent method. objectList is a list of all the objects that will receive update events. Only objects on this list have their updateEvent method called by the game loop. I’m trying to implement this method in the GameObject class (This specification is what I’d like the method to achieve): /** * This method removes a GameObject from objectList. The GameObject * should immediately stop executing code, that is, absolutely no more * code inside update events will be executed for the removed game object. * If necessary, control should transfer to the game loop. * @param go The GameObject to be removed */ public void remove(GameObject go) So if an object tries to remove itself inside of an update event, control should transfer back to the game engine: public void updateEvent() { //object's update event remove(this); System.out.println("Should never reach here!"); } Here’s what I have so far. It works, but the more I read about using exceptions for flow control the less I like it, so I want to see if there are alternatives. Remove Method public void remove(GameObject go) { //add to removedList //flag as removed //throw an exception if removing self from inside an updateEvent } Game Loop for(GameObject go : objectList) { try { if (!go.removed) { go.updateEvent(); } else { //object is scheduled to be removed, do nothing } } catch(ObjectRemovedException e) { //control has been transferred back to the game loop //no need to do anything here } } // now remove the objects that are in removedList from objectList 2 questions: Am I correct in assuming that the only way to implement the stop-right-away part of the remove method as described above is by throwing a custom exception and catching it in the game loop? (I know, using exceptions for flow control is like goto, which is bad. I just can’t think of another way to do what I want!) For the removal from the list itself, it is possible for one object to remove one that is farther down on the list. Currently I’m checking a removed flag before executing any code, and at the end of each pass removing the objects to avoid concurrent modification. Is there a better, preferably instant/non-polling way to do this?

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  • How can I pass an object as a parameter in the google app engine RPC flow?

    - by jimmartens
    I'm building a pretty basic app, and one thing I want to do is pass an object as a parameter up through the service - async - impl instead of passing up a million separate parameters. so in async, I do something like this: import shared.Profile; ... public interface ProfileServiceAsync { public void addProfile(Profile inProf, AsyncCallback<Void> async); Now, profile is a class in com. ... .shared and I have the following in my ... .gwt.xml <source path='shared'/> That being said when I try to compile I get this error. [ERROR] Errors in 'file:/D:/projects/eclipse/workspace/.../src/com/.../client/ProfileServiceAsync.java' [ERROR] Line 11: No source code is available for type shared.Profile; did you forget to inherit a required module? Any ideas on this?

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  • Is there an easy way to copy an iterator into a list in Java?

    - by Space_C0wb0y
    I want something like this: public void CopyIteratorIntoList(Iterator<Foo> fooIterator) { List<Foo> fooList = new ArrayList<Foo>(); fooList.addAll(fooIterator); } which should be equivalent to: public void CopyIteratorIntoList(Iterator<Foo> fooIterator) { List<Foo> fooList = new ArrayList<Foo>(); while(fooIterator.hasNext()) fooList.add(fooIterator.next()); } Is there any method in the API to achieve that, or is this the only way?

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