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  • while loop ignore the event listener

    - by Tamer
    so when i run this code to try to change the background the GUI crashes and gets stuck in a infinite while loop ignoring the event listeners. here is the code: `private Panel getPanel1() { if (panel1 == null) { panel1 = new Panel(); panel1.setLayout(new GridBagLayout()); while(frame.isVisible()){ panel1.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent e) { frame.setVisible(false); } }); int r = (int) (Math.random()*255); int g = (int) (Math.random()*255); int b = (int) (Math.random()*255); Color c = new Color(r, g, b); panel1.setBackground(c); try { Thread.sleep(4000); } catch (InterruptedException e1) { e1.printStackTrace(); } panel1.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent e) { /*panel1.setVisible(false); frame.setVisible(false);*/ System.exit(0); } }); } } return panel1; }` instead of exiting the loop of terminating the program or event changing the background it just displays the panel and does nothing else and i have to force it to quit. what should i do?

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  • Multiple MCs, Single Listener, AsBroadcaster

    - by Brett
    I'm currently working trying to have multiple MCs inside a container MC which when they mini MCs are clicked will broadcast a message so that I can act upon them. This would be simple in AS 3 as it would be mc.addEventListener(MouseEvent.CLICK, obj); however, this is AS 2 and so I am semi-forced to use the broadcastMessage('myMessage'); and mc.addListener(obj); event handler. The main problem is that the broadcaster isn't broadcasting any messages. The second problem is that there are 5 MCs and when I click one of them, I get 5 trace messages about the click. I can't seem to keep the MC clicks unique even though they are all given separate instance names vie the properties panel. Any help would be appreciated. A link to my code is here (pastie.org #481511). Can you see anything wrong?

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  • Event Listener in Google Charts API

    - by DeanGrobler
    I'm busy using Google Charts in one of my projects to display data in a table. Everything is working great. Except that I need to see what line a user selected once they click a button. This would obviously be done with Javascript, but I've been struggling for days now to no avail. Below I've pasted code for a simple example of the table, and the Javascript function that I want to use (that doesn't work). <html> <head> <script type='text/javascript' src='https://www.google.com/jsapi'></script> <script type='text/javascript'> google.load('visualization', '1', {packages:['table']}); google.setOnLoadCallback(drawTable); var table = ""; function drawTable() { var data = new google.visualization.DataTable(); data.addColumn('string', 'Name'); data.addColumn('number', 'Salary'); data.addColumn('boolean', 'Full Time Employee'); data.addRows(4); data.setCell(0, 0, 'Mike'); data.setCell(0, 1, 10000, '$10,000'); data.setCell(0, 2, true); data.setCell(1, 0, 'Jim'); data.setCell(1, 1, 8000, '$8,000'); data.setCell(1, 2, false); data.setCell(2, 0, 'Alice'); data.setCell(2, 1, 12500, '$12,500'); data.setCell(2, 2, true); data.setCell(3, 0, 'Bob'); data.setCell(3, 1, 7000, '$7,000'); data.setCell(3, 2, true); table = new google.visualization.Table(document.getElementById('table_div')); table.draw(data, {showRowNumber: true}); } function selectionHandler() { selectedData = table.getSelection(); row = selectedData[0].row; item = table.getValue(row,0); alert("You selected :" + item); } </script> </head> <body> <div id='table_div'></div> <input type="button" value="Select" onClick="selectionHandler()"> </body> </html> Thanks in advance for anyone taking the time to look at this. I've honestly tried my best with this, hope someone out there can help me out a bit.

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  • Programming an Event listener for files in a directory on Linux

    - by Epitaph
    On Ubuntu linux, when you watch a flash video, it gets saved temporarily in the /tmp as flv files while the video buffers. I use vlc to directly play these files. Currently, I have scripted a shortcut that directly scans and opens the latest file in /tmp with vlc, when clicked. But, I want to program a Java application that will continually monitor this /tmp directory for any new flv files, and open it in vlc automatically. I know I can use Runtime.exec() to open the VLC application with the flv files. But, I DO NOT want to run a while(true) loop (with sleep) to scan for files. How can I make use of Event Handling (Java or any other language) on Linux to complete this task?

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  • Tree item edit event listener in flex

    - by Biroka
    I want to catch itemEditEnd in a tree control, but i'm having a little trouble. I call the item editing a bit different: <mx:Tree id="tree" width="100%" height="100%" itemDoubleClick="treeProjects_itemDoubleClickHandler(event)" doubleClickEnabled="true" editable="true" itemEditBeginning="treeProjects_itemEditBeginingHandler(event)" itemEditEnd="treeProjects_itemEditEndHandler(event)" > but: protected function treeProjects_itemEditBeginingHandler(event:ListEvent):void { event.preventDefault(); } i do this, because I want to edit the field just when clicking rename in the context menu. And when I click rename in the context menu, this is what i'm doing (contextParentItem is the event catched on itemRollOver in the tree) : Tree( contextParentItem.target ).editedItemPosition = { columnIndex: 0, rowIndex: contextParentItem.rowIndex }; Thisway I can't catch the itemEditEnd event, but I want to handle some stuff, like: if the new entered value is an empty string, then I don't want to accept the new value if I hit ESC then, the old value should remain.

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • "paste" listener on a SWT widget

    - by Fredrik
    I have an application with a SWT widget, say a org.eclipse.swt.widgets.Text, and want to add some control to the paste function. The idea is that if the user can paste a string of IDs, I detect that, run some code and paste the object that corresponds to the IDs. So I'm looking for some "ClipBoardListener" of some sort to add to my widget, but that doesnt seem to exist. A keylistener would only trap the pastes done by key and then you would have to deal with different key combos for pasting in different OS's. Based on this java 1.2 question I tried subclassing the text class and override the inser method, but that didnt work Exception in thread "main" org.eclipse.swt.SWTException: Subclassing not allowed Seemed like an ugly solution anyway.

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  • Implementing java FixedTreadPool status listener

    - by InsertNickHere
    Hi there, it's about an application which is supposed to process (VAD, Loudness, Clipping) a lot of soundfiles (e.g. 100k). At this time, I create as many worker threads (callables) as I can put into memory, and then run all with a threadPool.invokeAll(), write results to file system, unload processed files and continue at step 1. Due to the fact it's an app with a GUI, i don't want to user to feel like the app "is not responding" while processing all soundfiles. (which it does at this time cause invokeAll is blocking). Im not sure what is a "good" way to fix this. It shall not be possible for the user to do other things while processing, but I'd like to show a progress bar like "10 of 100000 soundfiles are done". So how do I get there? Do I have to create a "watcher thread", so that every worker hold a callback on it? I'm quite new to multi threading, and don't get the idea of such a mechanisem.. If you need to know: I'm using SWT/JFace. Regards, InsertNickHere

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  • Broadcastreceiver to obtain ServiceState information

    - by Andrew
    Hi, Does anyone know of a way to obtain the phone service state (IN_SERVICE, OUT_OF_SERVICE, EMERGENCY_ONLY, POWER_OFF) in android. I was hoping there would be a broadcastreciever to identify the changes, but I can't find anything. I know there's a listener but I'm not sure how I would use that from my app as it runs as a service using a WakefulIntentService (by thecommonsguy). With something like battery level (ie BATTERY_LOW, BATTERY_OKAY) it's quite easy, but I just can't work out a similar things for phone service changes.

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  • create a listener that will listen to an external push server

    - by rayman
    Hi, is there any build-in mechanism in Android, which could create a service or app that actully listens to some server from the out side.. something that will "Wake up" the phone and makes him receaving a message from an outside server (i am asking this coz most of the appz are working the way aroound, when the phone sending requests to an outside server to recieve data) is it possible any how ? thanks.

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  • Java/Swing: Problem with key listener

    - by Mike
    I have a search dialog with a JTextField that's being used as a search box. When the user types something, it searches the DB, shows the result in a JTable and selects the first item in it. If the first result is what they were looking for, I want to let them quickly accept the dialog, by pressing Enter (while the JTextField is focused). So I added a KeyListener to the JTextField and it's working OK. Now the problem: The user opens can open the dialog by pressing Enter when a "Search" button on the dialog's parent frame is focused. The dialog is displayed and the JTextField gets the keyReleased event (from the Enter key that displayed it), so it shows up and closes. If the user holds Enter down, then the JTextField receives the keyPressed, keyTyped and keyReleased events. How can I fix without resorting to ugly workarounds? Platform is Windows 7 x64, btw. Test NetBeans project here: http://dl.dropbox.com/u/6354360/KeyListenerTest.zip Thanks.

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  • Capture debug output in c#

    - by Axarydax
    Hello, do you know if it's possible to capture debug output (create debug listener) in C#? I'd like to have functionality like DebugView has, but I'd like to log debug output to SQL server. Or maybe a better way would be to make DebugView log to a file, and then feed the file to SQL server?

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  • ms-access: a folder listener?

    - by every_answer_gets_a_point
    i don't know if this is the standard way to do things, but i will need to take a text file and have it imported into access. i need access to be always looking (or every minute or so) in a folder, importing the text file, and then automatically printing a report is this possible? how do i have access look in a folder every couple of minutes and open a text file if it finds one?

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  • What is the order of Android call state change when out going or incoming happened?

    - by CKR666
    The following are the changes in phone state in android CALL_STATE_OFFHOOK CALL_STATE_IDLE CALL_STATE_RINGING When i am making an outgoing call ,one received my call and after some time I or He ends the call. When i have a incoming call ,I received the call and after some time I or He ends the call. Where i want to use the broadcast receiver and Listener and why service is using for doing this.

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  • INotifyPropertyChanged event listener within respective class not firing on client side (silverlight)

    - by Rob
    I'm trying to work out if there's a simple way to internalize the handling of a property change event on a Custom Entity as I need to perform some bubbling of the changes to a child collection within the class when the Background Property is changed via a XAML binding: public class MyClass : INotifyPropertyChanged { [Key] public int MyClassId { get; set; } [DataMember] public ObservableCollection<ChildMyClass> MyChildren { get; set; } public string _backgroundColor; [DataMember] public string BackgroundColor { get { return this._backgroundColor; } set { this._backgroundColor = value; if (this.PropertyChanged != null) { this.PropertyChanged(this, new PropertyChangedEventArgs("BackgroundColor")); } } } public MyClass() { this.BackgroundColor = "#FFFFFFFF"; this.PropertyChanged += MyClass_PropertyChanged; } public event PropertyChangedEventHandler PropertyChanged; void MyClass_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e) { //Do something here - fires client side but not server side } } I can listen to the event by externalizing it without any problems but it's an ugly way to handle something that want to set and forget inside my class e.g.: public class SomeOtherClass { public SomeOtherClass() { MyClass mc = new MyClass(); mc.PropertyChanged += MyClass_PropertyChanged; } void MyClass_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e) { MyClass mc = (MyClass)sender; mc.UpdateChildren(); } }

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  • How can i pass an object to a new thread generated anonymously in a button listener

    - by WaterBoy
    I would like to pass an object (docket for printing) to a new thread which will print the docket. My code is: private final Button.OnClickListener cmdPrintOnClickListener = new Button.OnClickListener() { public void onClick(View v) { new Thread(new Runnable() { public void run() { enableTestButton(false); Looper.prepare(); doConnectionTest(); Looper.loop(); Looper.myLooper().quit(); } }).start(); } }; How do I pass the object to it? Also - I need to generate the object in the UI thread, just before starting the new thread so where could I put this method (e.g. getDocketObject()) in relation to my code below thanks, anton

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  • Calling function from an object with event listener

    - by Mirat Can Bayrak
    i have a view model something like this: CANVAS = getElementById... RemixView = function(attrs) { this.model = attrs.model; this.dragging = false; this.init(); }; RemixView.prototype = { init: function() { CANVAS.addEventListener("click", this.handleClick); }, handleClick: function(ev) { var obj = this.getHoveredObject(ev); }, getHoveredObject: function(ev) {} ... ... } rv = new RemixView() the problem is my when clickHandler event fired, this object is being equal to CANVAS object, not RemixView. So i get error that says: this.getHoveredObject is not a function What is correct approach at that stuation?

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  • How should onClick Listener by defined and instantiated for an Activity

    - by Code Droid
    My Activity has multiple lists so I have defined MyClickListener as below: My question is how I should instantiate this class: MyClickListener mMyClickListener = new MyClickListener(); Or maybe it is better to instantiate inside the onCreate(Bundle) and just define above. Whats considered the better way? I don't want too much in onCreate() its already full of stuff. Any thoughts on the declaration and instatiation? Whats the best way? private class MyClickListener implements OnClickListener { @Override public void onClick(View view) { } }

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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