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  • Odd "Object reference not set to an instance of an object" involving xWinForms

    - by Kyle
    Hey, I've been trying to get the xWinForms 3.0 library (a library with forms support in xna) working with my C# XNA Game project but I keep getting the same problem. I add the reference to my project, put in the using statement, declare a formCollection variable and then I try to initialize it. whenever I run the project I get stopped on this line: formCollection = new FormCollection(this.Window, Services, ref graphics); it gives me the error: " System.NullReferenceException was unhandled Message="Object reference not set to an instance of an object." Source="Microsoft.Xna.Framework" StackTrace: at Microsoft.Xna.Framework.Graphics.VertexShader..ctor(GraphicsDevice graphicsDevice, Byte[] shaderCode) at Microsoft.Xna.Framework.Graphics.SpriteBatch.ConstructPlatformData() at Microsoft.Xna.Framework.Graphics.SpriteBatch..ctor(GraphicsDevice graphicsDevice) at xWinFormsLib.FormCollection..ctor(GameWindow window, IServiceProvider services, GraphicsDeviceManager& graphics) at GameSolution.Game2.LoadContent() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 45 at Microsoft.Xna.Framework.Game.Initialize() at GameSolution.Game2.Initialize() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 37 at Microsoft.Xna.Framework.Game.Run() at GameSolution.Program.Main(String[] args) in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Program.cs:line 14 InnerException: " In a project I downloaded that used the xWinForms, I put the following code in and it compiled and ran no error. but when I put it in my project I get the error. Am I making some stupid mistake about including dlls or something? I've been at this for hours and I can't seem to find anything that would cause this. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; using xWinFormsLib; namespace GameSolution { public class Game2 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; FormCollection formCollection; public Game2() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); formCollection = new FormCollection(this.Window, Services, ref graphics); } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { base.Draw(gameTime); } } } Any help would be greatly appreciated ._.

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  • How to chroot Django

    - by Brian M. Hunt
    Can one run Django in a chroot? Notably, what's necessary in order to set up (for example) /var/www as a chroot'd directory and then have Django run in that chroot'd directory? Thank you - I'm grateful for any input.

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  • Serializing Class Derived from Generic Collection yet Deserializing the Generic Collection

    - by Stacey
    I have a Repository Class with the following method... public T Single<T>(Predicate<T> expression) { using (var list = (Models.Collectable<T>)System.Xml.Serializer.Deserialize(typeof(Models.Collectable<T>), FileName)) { return list.Find(expression); } } Where Collectable is defined.. [Serializable] public class Collectable<T> : List<T>, IDisposable { public Collectable() { } public void Dispose() { } } And an Item that uses it is defined.. [Serializable] [System.Xml.Serialization.XmlRoot("Titles")] public partial class Titles : Collectable<Title> { } The problem is when I call the method, it expects "Collectable" to be the XmlRoot, but the XmlRoot is "Titles" (all of object Title). I have several classes that are collected in .xml files like this, but it seems pointless to rewrite the basic methods for loading each up when the generic accessors do it - but how can I enforce the proper root name for each file without hard coding methods for each one? The [System.Xml.Serialization.XmlRoot] seems to be ignored. When called like this... var titles = Repository.List<Models.Title>(); I get the exception <Titlesxmlns=''> was not expected. The XML is formatted such as. .. <?xml version="1.0" encoding="utf-16"?> <Titles xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Title> <Id>442daf7d-193c-4da8-be0b-417cec9dc1c5</Id> </Title> </Titles> Here is the deserialization code. public static T Deserialize<T>(String xmlString) { System.Xml.Serialization.XmlSerializer XmlFormatSerializer = new System.Xml.Serialization.XmlSerializer(typeof(T)); StreamReader XmlStringReader = new StreamReader(xmlString); //XmlTextReader XmlFormatReader = new XmlTextReader(XmlStringReader); try { return (T)XmlFormatSerializer.Deserialize(XmlStringReader); } catch (Exception e) { throw e; } finally { XmlStringReader.Close(); } }

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  • Getting the relative path

    - by Brigadier Jigar
    I have to fetch all the files from a folder and i am using the function GetFiles() like string[] dirImages = Directory.GetFiles(strPathYearImages + intYear , "*.png"); where strPathYearImages="Images\Holiday\2010\" but when i write the whole path like string[] dirImages = Directory.GetFiles(@"E:\IWP\Images\Holiday\"+ intYear , "*.png"); i get the required result. How to solve this problem? I dont want to use the whole path. Help me out. Regards, Jigar <3

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  • How can the DataView object reference not be set?

    - by dboarman-FissureStudios
    I have the following sample where the SourceData class would represent a DataView resulting from an Sql query: class MainClass { private static SourceData Source; private static DataView View; private static DataView Destination; public static void Main (string[] args) { Source = new SourceData(); View = new DataView(Source.Table); Destination = new DataView(); Source.AddRowData("Table1", 100); Source.AddRowData("Table2", 1500); Source.AddRowData("Table3", 1300324); Source.AddRowData("Table4", 1122494); Source.AddRowData("Table5", 132545); Console.WriteLine(String.Format("Data View Records: {0}", View.Count)); foreach(DataRowView drvRow in View) { Console.WriteLine(String.Format("Source {0} has {1} records.", drvRow["table"], drvRow["records"])); DataRowView newRow = Destination.AddNew(); newRow["table"] = drvRow["table"]; newRow["records"] = drvRow["records"]; } Console.WriteLine(); Console.WriteLine(String.Format("Destination View Records: {0}", Destination.Count)); foreach(DataRowView drvRow in Destination) { Console.WriteLine(String.Format("Destination {0} has {1} records.", drvRow["table"], drvRow["records"])); } } } class SourceData { public DataTable Table { get{return dataTable;} } private DataTable dataTable; public SourceData() { dataTable = new DataTable("TestTable"); dataTable.Columns.Add("table", typeof(string)); dataTable.Columns.Add("records", typeof(int)); } public void AddRowData(string tableName, int tableRows) { dataTable.Rows.Add(tableName, tableRows); } } My output is: Data View Records: 5 Source Table1 has 100 records. Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object at System.Data.DataView.AddNew () [0x0003e] in /usr/src/packages/BUILD/mono-2.4.2.3 /mcs/class/System.Data/System.Data/DataView.cs:344 at DataViewTest.MainClass.Main (System.String[] args) [0x000e8] in /home/david/Projects/DataViewTest/SourceData.cs:29 I did some reading here: DataView:AddNew Method... ...and it would appear that I am doing this the right way. How come I am getting the Object reference not set?

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  • Python: disabling $HOME/.python-eggs?

    - by Mark Harrison
    Is there an easy way to disable Python egg caching? We have the situation where a system account needs to run a python program which imports a module. Since this is a non-login robot account, it does not have a home directory, and dies trying to create the directory /.python-eggs. What's the best way to fix this? Can I convert my eggs in site-files to something which will not be cached in .python-eggs?

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  • Using NHibernate to map a nChar column to an enumerated type

    - by Morrislgn
    Hello Folks, I am trying to map a table frp, a SQL Server 2005 DB to a class which contains an enum: public class MyClass{ private YesNoOptional addressSetting; public YesNoOptional AddressSetting{ {get; set;} } } public enum YesNoOptional { Yes, No, Optional } This will dictate that one of three values is inserted into the corresponding column - 'Y', 'N', 'O'. This column is of type nchar(1). My mapping file is like so (addressSetting is the property which is causing the problem): <class name="IncidentDefinition" table="IR_INCIDENT_DEF" lazy="false" > <id name="Guid" column="INT_GUID" > <generator class="guid"></generator> </id> <property name="Reference" column="INT_REF" ></property> <property name="Description" column="INT_DESCRIPTION" ></property> <property name="AddressSetting" column="INT_ADDRESS_REQ" ></property> <property name="Active" column="INT_ACTIVE" type="YesNo"></property> <property name="PinDocId" column="INT_PIN_DOC_ID"></property> </class> Using the config above I get the following error: NHibernate.ADOException: could not initialize a collection: System.FormatException: Input string was not in a correct format.. If I try to map the enum using a custom type like so: <property name="AddressSetting" column="INT_ADDRESS_REQ" type="ML.Types.YesNoOptional, ML.Types" ></property> Error: System.FormatException: Input string was not in a correct format. Next, if I try using a specific type like so: <property name="AddressSetting" column="INT_ADDRESS_REQ" type="String" ></property> This error is generated: NHibernate.PropertyAccessException: The type System.String can not be assigned to a property of type System.ArgumentException: Object of type 'System.String' cannot be converted to type 'ML.Types.YesNoOptional'.. As a last resort I tried to specify the type as a char like so: <property name="AddressSetting" column="INT_ADDRESS_REQ" type="Char" ></property> This works a bit better, as it in it doesnt throw an error, however instead of returning the character from the table and mapping it to the enumerated type the ASCII value of the character is returned instead - so Y is represented by 89! I am hoping someone can explain what I am doing wrong and\or how why this is happening please? Thanks Morris

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  • Detect Client Computer name when an RDP session is open

    - by Ubiquitous Che
    Hey all, My manager has pointed out to me a few nifty things that one of our accounting applications can do because it can load different settings based on the machine name of the host and the machine name of the client when the package is opened in an RDP session. We want to provide similar functionality in one of my company's applications. I've found out on this site how to detect if I'm in an RDP session, but I'm having trouble finding information anywhere on how to detect the name of the client computer. Any pointers in the right direction would be great. I'm coding in C# for .NET 3.5 EDIT The sample code I cobbled together from the advice below - it should be enough for anyone who has a use for the WTSQuerySessionInformation to get a feel for what's going on. Note that this isn't necessarily the best way of doing it - just a starting point that I've found useful. When I run this locally, I get boring, expected answers. When I run it on our local office server in an RDP session, I see my own computer name in the WTSClientName property. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.InteropServices; namespace TerminalServicesTest { class Program { const int WTS_CURRENT_SESSION = -1; static readonly IntPtr WTS_CURRENT_SERVER_HANDLE = IntPtr.Zero; static void Main(string[] args) { StringBuilder sb = new StringBuilder(); uint byteCount; foreach (WTS_INFO_CLASS item in Enum.GetValues(typeof(WTS_INFO_CLASS))) { Program.WTSQuerySessionInformation( WTS_CURRENT_SERVER_HANDLE, WTS_CURRENT_SESSION, item, out sb, out byteCount); Console.WriteLine("{0}({1}): {2}", item.ToString(), byteCount, sb); } Console.WriteLine(); Console.WriteLine("Press any key to exit..."); Console.ReadKey(); } [DllImport("Wtsapi32.dll")] public static extern bool WTSQuerySessionInformation( IntPtr hServer, int sessionId, WTS_INFO_CLASS wtsInfoClass, out StringBuilder ppBuffer, out uint pBytesReturned); } enum WTS_INFO_CLASS { WTSInitialProgram = 0, WTSApplicationName = 1, WTSWorkingDirectory = 2, WTSOEMId = 3, WTSSessionId = 4, WTSUserName = 5, WTSWinStationName = 6, WTSDomainName = 7, WTSConnectState = 8, WTSClientBuildNumber = 9, WTSClientName = 10, WTSClientDirectory = 11, WTSClientProductId = 12, WTSClientHardwareId = 13, WTSClientAddress = 14, WTSClientDisplay = 15, WTSClientProtocolType = 16, WTSIdleTime = 17, WTSLogonTime = 18, WTSIncomingBytes = 19, WTSOutgoingBytes = 20, WTSIncomingFrames = 21, WTSOutgoingFrames = 22, WTSClientInfo = 23, WTSSessionInfo = 24, WTSSessionInfoEx = 25, WTSConfigInfo = 26, WTSValidationInfo = 27, WTSSessionAddressV4 = 28, WTSIsRemoteSession = 29 } }

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  • Problems using FluentNHibernate + SQLite with .NET4?

    - by stiank81
    I have a WPF application running with VS2010 .Net3.5 using Nhibernate with FluentNHibernate + SQLite, and all works fine. Now I want to change to use .Net4, but this has turned into a more painful experience then I expected.. When setting up the connection a FluentConfigurationException is thrown from FluentConfiguration.BuildConfiguration saying: An invalid or incomplete configuration was used while creating a SessionFactory. Check PotentialReasons collection, and InnerException for more details. The inner exception gives us more information: Could not create the driver from NHibernate.Driver.SQLite20Driver, NHibernate, Version=2.1.2.4000, Culture=neutral, PublicKeyToken=aa95f207798dfdb4. It has an InnerException again: Exception has been thrown by the target of an invocation. Which again has an InnerException: The IDbCommand and IDbConnection implementation in the assembly System.Data.SQLite could not be found. Ensure that the assembly System.Data.SQLite is located in the application directory or in the Global Assembly Cache. If the assembly is in the GAC, use element in the application configuration file to specify the full name of the assembly. Now - to me it sounds like it doesn't find System.Data.SQLite.dll, but I can't understand this. Everywhere this is referenced I have "Copy Local", and I have verified that it is in every build folder for projects using SQLite. I have also copied it manually to every Debug folder of the solution - without luck. Notes: This is exactly the same code that worked just fine before I upgraded to .Net4. I did see some x64 x86 mismatch problems earlier, but I have switched to use x86 as the target platform and for all referenced dlls. I have verified that all files in the Debug-folder are x86. I have tried the precompiled Fluent dlls, I have tried compiling myself, and I have compiled my own version of Fluent using .Net4. I see that there are also others that have seen this problem, but I haven't really seen any solution yet. After @devio's answer I tried adding a reference to the SQLite dll. This didn't change anything, but I hope I made it right though.. This is what I added to the root node of the app.config file: <runtime> <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1"> <qualifyAssembly partialName="System.Data.SQLite" fullName="System.Data.SQLite, Version=1.0.60.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139" /> </assemblyBinding> </runtime> Anyone out there using Fluent with .Net4 and SQLite successfully? Help! I'm lost...

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  • lucene index missing files

    - by Akhil
    I have _0.cfs file of a lucene index directory but segments.gen and segments_2 are missing. Can I generate the segments.gen and segments_2 files without having to regenerate the _0.cfs file. Does these "segments" files contain any index specific data, which will thus force me to regnerate the entire index again. Or can I just generate the two "segments" file by copying these from another lucen index directory gnerated with the same lucene version.

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  • Enable PostBack for a ASP.NET User Control

    - by Steven
    When I click my "Query" the values for my user controls are reset. How do I enable PostBack for my user control? myDatePicker.ascx <%@ Control Language="vb" CodeBehind="myDatePicker.ascx.vb" Inherits="Website.myDate" AutoEventWireup="false" %> <%@ Register assembly="AjaxControlToolkit" namespace="AjaxControlToolkit" tagprefix="asp" %> <asp:TextBox ID="DateTxt" runat="server" ReadOnly="True" /> <asp:Image ID="DateImg" runat="server" ImageUrl="~/Calendar_scheduleHS.png" EnableViewState="True" EnableTheming="True" /> <asp:CalendarExtender ID="DateTxt_CalendarExtender" runat="server" Enabled="True" TargetControlID="DateTxt" PopupButtonID="DateImg" DefaultView="Days" Format="ddd MMM dd, yyyy" EnableViewState="True"/> myDatePicker.ascx Partial Public Class myDate Inherits System.Web.UI.UserControl Public Property SelectedDate() As Date? Get Dim o As Object = ViewState("SelectedDate") If o = Nothing Then Return Nothing End If Return Date.Parse(o) End Get Set(ByVal value As Date?) ViewState("SelectedDate") = value End Set End Property End Class Default.aspx <%@ Page Language="vb" AutoEventWireup="false" CodeBehind="Default.aspx.vb" Inherits="Website._Default" EnableEventValidation="false" EnableViewState="true" %> <%@ Register TagPrefix="my" TagName="DatePicker" Src="~/myDatePicker.ascx" %> <%@ Register Assembly="AjaxControlToolkit" Namespace="AjaxControlToolkit" TagPrefix="ajax" %> <%@ Register Assembly="..." Namespace="System.Web.UI.WebControls" TagPrefix="asp" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> ... <body> <form id="form1" runat="server"> <div class="mainbox"> <div class="query"> Start Date<br /> <my:DatePicker ID="StartDate" runat="server" EnableViewState="True" /> End Date <br /> <my:DatePicker ID="EndDate" runat="server" EnableViewState="True" /> ... <div class="query_buttons"> <asp:Button ID="Button1" runat="server" Text="Query" /> </div> </div> <asp:GridView ID="GridView1" ... > </form> </body> </html> Default.aspx.vb Imports System.Web.Services Imports System.Web.Script.Services Imports AjaxControlToolkit Protected Sub Page_Load(ByVal sender As Object, _ ByVal e As EventArgs) Handles Me.Load End Sub Partial Public Class _Default Inherits System.Web.UI.Page Protected Sub Button1_Click(ByVal sender As Object, _ ByVal e As EventArgs) Handles Button1.Click GridView1.DataBind() End Sub End Class

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  • Help with a logic problem

    - by Stradigos
    I'm having a great deal of difficulty trying to figure out the logic behind this problem. I have developed everything else, but I really could use some help, any sort of help, on the part I'm stuck on. Back story: *A group of actors waits in a circle. They "count off" by various amounts. The last few to audition are thought to have the best chance of getting the parts and becoming stars. Instead of actors having names, they are identified by numbers. The "Audition Order" in the table tells, reading left-to-right, the "names" of the actors who will be auditioned in the order they will perform.* Sample output: etc, all the way up to 10. What I have so far: using System; using System.Collections; using System.Text; namespace The_Last_Survivor { class Program { static void Main(string[] args) { //Declare Variables int NumOfActors = 0; System.DateTime dt = System.DateTime.Now; int interval = 3; ArrayList Ring = new ArrayList(10); //Header Console.Out.WriteLine("Actors\tNumber\tOrder"); //Add Actors for (int x = 1; x < 11; x++) { NumOfActors++; Ring.Insert((x - 1), new Actor(x)); foreach (Actor i in Ring) { Console.Out.WriteLine("{0}\t{1}\t{2}", NumOfActors, i, i.Order(interval, x)); } Console.Out.WriteLine("\n"); } Console.In.Read(); } public class Actor { //Variables protected int Number; //Constructor public Actor(int num) { Number = num; } //Order in circle public string Order(int inter, int num) { //Variable string result = ""; ArrayList myArray = new ArrayList(num); //Filling Array for (int i = 0; i < num; i++) myArray.Add(i + 1); //Formula foreach (int element in myArray) { if (element == inter) { result += String.Format(" {0}", element); myArray.RemoveAt(element); } } return result; } //String override public override string ToString() { return String.Format("{0}", Number); } } } } The part I'm stuck on is getting some math going that does this: Can anyone offer some guidance and/or sample code?

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  • Is my understanding of "select distinct" correct?

    - by paxdiablo
    We recently discovered a performance problem with one of our systems and I think I have the fix but I'm not certain my understanding is correct. In simplest form, we have a table blah into which we accumulate various values based on a key field. The basic form is: recdate date rectime time system varchar(20) count integer accum1 integer accum2 integer There are a lot more accumulators than that but they're all of the same form. The primary key is made up of recdate, rectime and system. As values are collected to the table, the count for a given recdate/rectime/system is incremented and the values for that key are added to the accumulators. That means the averages can be obtained by using accumN / count. Now we also have a view over that table specified as follows: create view blah_v ( recdate, rectime, system, count, accum1, accum2 ) as select distinct recdate, rectime, system, count, value (case when count > 0 then accum1 / count end, 0), value (case when count > 0 then accum2 / count end, 0) from blah; In other words, the view gives us the average value of the accumulators rather than the sums. It also makes sure we don't get a divide-by-zero in those cases where the count is zero (these records do exist and we are not allowed to remove them so don't bother telling me they're rubbish - you're preaching to the choir). We've noticed that the time difference between doing: select distinct recdate from XX varies greatly depending on whether we use the table or the view. I'm talking about the difference being 1 second for the table and 27 seconds for the view (with 100K rows). We actually tracked it back to the select distinct. What seems to be happening is that the DBMS is actually loading all the rows in and sorting them so as to remove duplicates. That's fair enough, it's what we stupidly told it to do. But I'm pretty sure the fact that the view includes every component of the primary key means that it's impossible to have duplicates anyway. We've validated the problem since, if we create another view without the distinct, it performs at the same speed as the underlying table. I just wanted to confirm my understanding that a select distinct can not have duplicates if it includes all the primary key components. If that's so, then we can simply change the view appropriately.

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  • sharepoint full text query with attributes missing isn't returning the results I expected

    - by Jason Hocker
    If I am doing a search in sharepoint, some of the results I'm expecting are not being returned. I believe its because in active directory these entries may not have all the fields. So a name that doesn't have the givenName attribute set in active directory is not being returned from this query. Is there a way I can get this to work like I expected? "select LastName, FirstName, PreferredName, AccountName from scope() where \"scope\"='People' AND (LastName like '%" + search + "%' OR FirstName like '%" + search + "%' OR PreferredName like '%" + search + "%')";

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. 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