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  • Wrapping a Flash/AS3 Sprite as a Flex MXML component

    - by John
    For my game, I am making the main game view as a plain Flash/AS3 class, something like: public class GameArena extends Sprite This is simply a big rectangle in which game objects are drawn, so no need for fancy UI and I want to keep the main game engine Flex-free so I can use Sprites rather than heavier Flex components. However for the entire game/app, I do still want to use Flex for GUI/layout. So I thought I could create a Flex class subclassing UIComponent, which has a GameView object as a child... now I can use this in MXML as a standard Flex component. e.g. public class ArenaView extends UIComponent { public var gameArena:GameArena; override protected function createChildren():void { super.createChildren(); if (!gameArena) { gameArena = new GameArena(); gameArena.width = 200; gameArena.height = 200; addChild(gameArena); } } } Then I have a simple line in my main App MXML like: <logic:Arena x="0" y="0" width="50%" height="100%" name="TestArenaPanel" /> But so far while my code compiles, the Flash class isn't getting rendered. Maybe it's something simple, but I wanted to ask if this is a reasonable approach, or there is something better? BTW: I've had the "should Flex be used" conversation many times. If you want to discuss that please do so in comments, but keep answers on topic.

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  • C vs C++ function questions

    - by james
    I am learning C, and after starting out learning C++ as my first compiled language, I decided to "go back to basics" and learn C. There are two questions that I have concerning the ways each language deals with functions. Firstly, why does C "not care" about the scope that functions are defined in, whereas C++ does? For example, int main() { donothing(); return 0; } void donothing() { } the above will not compile in a C++ compiler, whereas it will compile in a C compiler. Why is this? Isn't C++ mostly just an extension on C, and should be mostly "backward compatible"? Secondly, the book that I found (Link to pdf) does not seem to state a return type for the main function. I check around and found other books and websites and these also commonly do not specify return types for the main function. If I try to compile a program that does not specify a return type for main, it compiles fine (although with some warnings) in a C compiler, but it doesn't compile in a C++ compiler. Again, why is that? Is it better style to always specify the return type as an integer rather than leaving it out? Thanks for any help, and just as a side note, if anyone can suggest a better book that I should buy that would be great!

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  • UIBezierPath too many paths = too slow?

    - by HHHH
    I have a loop in which I'm adding many (10000+) lines to a UIBezierPath. This seems to be fine, but once I try and render the bezierpath, my device becomes extremely slow and jerky. Is this because I've added too many lines to my path? Adding lines to UIBezierPath - simplified: (this seems fine) [path moveToPoint:CGPointZero]; for (int i = 0; i < 10000; i++ ) { [path addLineToPoint:CGPointMake(i, i)]; } Rendering BeizerPath (Suggested by Rob) - this seems slow. - (void)drawBezierAnimate:(BOOL)animate { UIBezierPath *bezierPath = path; CAShapeLayer *bezier = [[CAShapeLayer alloc] init]; bezier.path = bezierPath.CGPath; bezier.strokeColor = [UIColor blueColor].CGColor; bezier.fillColor = [UIColor clearColor].CGColor; bezier.lineWidth = 2.0; bezier.strokeStart = 0.0; bezier.strokeEnd = 1.0; [self.layer addSublayer:bezier]; if (animate) { CABasicAnimation *animateStrokeEnd = [CABasicAnimation animationWithKeyPath:@"strokeEnd"]; animateStrokeEnd.duration = 100.0; animateStrokeEnd.fromValue = [NSNumber numberWithFloat:0.0f]; animateStrokeEnd.toValue = [NSNumber numberWithFloat:1.0f]; [bezier addAnimation:animateStrokeEnd forKey:@"strokeEndAnimation"]; } } Qs: 1) Is this because I'm adding too many paths too quickly? 2) I want to eventually draw many different lines of different colors, so I assume I would need to create multiple (10000+) UIBezierPaths - would this help or greatly slow the device as well? 3) How would I get around this? Thanks in advance for your help.

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  • Action listener for JButton array

    - by user530809
    Let's say I have a program with 2D array of buttons, and when you click one of them it turns red. I didn't want to declare every single button seperately so I just created JButton[][] array for them. The problem is that I don't know how to use action listener on any of the buttons in the array so it would change the color of this particular button, and none of related questions is relevant to this. I tried to use "for" but it doesn't help: package appli; import javax.swing.*; import java.awt.*; import java.awt.event.*; public class MainW extends JFrame implements ActionListener { public MainW(){ setSize(640,480); setTitle("title"); setLayout(null); JButton[][] btnz = new JButton[5][5]; for(Integer i=0;i<5;i++) { for(Integer j=0;j<5;j++) { btnz[i][j]= new JButton(""); btnz[i][j].setBackground(Color.WHITE); btnz[i][j].setBounds(10+20*i,10+20*j,20,20); add(btnz[i][j]); btnz[i][j].addActionListener(this); } } setDefaultCloseOperation(EXIT_ON_CLOSE); setVisible(true); } public void actionPerformed(ActionEvent e){ for(Integer i=0;i<5;i++) { for(Integer j=0;j<5;j++) { if (e.getSource()==btnz[i][j]); { btnz[i][j].setBackground(Color.RED); } } } } }

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  • why cannot use uncaught_exception in dtor?

    - by camino
    Hi , Herb Sutter in his article http://www.gotw.ca/gotw/047.htm pointed out that we cannot use uncaught_exception in desturctor function, // Why the wrong solution is wrong // U::~U() { try { T t; // do work } catch( ... ) { // clean up } } If a U object is destroyed due to stack unwinding during to exception propagation, T::~T will fail to use the "code that could throw" path even though it safely could. but I write a test program, and T::~T in fact didn't use the "code that could throw" #include <exception> #include <iostream> using namespace std; class T { public: ~T() { if( !std::uncaught_exception() ) { cout<<"can throw"<<endl; throw 1; } else { cout<<"cannot throw"<<endl; } } }; struct U { ~U() { try { T t; } catch( ... ) { } } }; void f() { U u; throw 2; } int main() { try { f(); } catch(...) {} } output is : cannot throw did I miss something? Thanks

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  • Write to PDF using PHP from android device

    - by Brent Mitchell
    I am trying to write to a pdf file on php server. I have sent variables to the server, create the pdf document, then have my phone download the document to view on device. The variables seem not to write on the php file. I have my code below public void postData() { try { Calculate calc = new Calculate(); HttpClient mClient = new DefaultHttpClient(); StringBuilder sb=new StringBuilder("myurl.com/pdf.php"); HttpPost mpost = new HttpPost(sb.toString()); String value = "1234"; List nameValuepairs = new ArrayList(1); nameValuepairs.add(new BasicNameValuePair("id",value)); mpost.setEntity(new UrlEncodedFormEntity(nameValuepairs)); } catch (UnsupportedEncodingException e) { Log.w(" error ", e.toString()); } catch (Exception e) { Log.w(" error ", e.toString()); } } And my php code to write the variable "value" onto the pdf document: //code to reverse the string if($_POST[] != null) { $reversed = strrev($_POST["value"]); $this->SetFont('Arial','u',50); $this->Text(52,68,$reversed); } I am just trying to write the variable in a random spot, but the variable the if statement is always null and I do not know why. Thanks. Sorry if it is a little sloppy.

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  • Adding a ActionPerformed Array to a String Array

    - by user267490
    Hey, Before you guys ask, yes I've searched online for the answer, but everything I found just leaves a lil confuse and nothing is recent so asking in those forums won't really help. My problems is this: I have an array that holds my name for a menu. String[] fontColor = new String[] {"Red", "Blue", "Green"}; for (int i = 0; i < fontColors.length; i++) { JMenuItem fontC = new JMenuItem(fontColors[i]); fontC.addActionListener(new fontColorAction()); changeFontColor.add(fontC); } Then I have an array that holds my color change in a class called fontColorAction in that class I have another array that does the same thing as my string array except all thats in the statement is textarea.setForeground(colorArr[i]); that will set the setForeground() in order, but now how do I successfully attact the action listner in my class to my menuItems? my class looks like this private class fontColorAction implements ActionListener { Color[] colorArr - new Color[] {"Color.RED","Color.BLUE","Color.GREEN"}; public void actionPerformed(ActionEvent e){ for(i = 0; i < collorArr.length; i++){ textarea.setForeground(colorArr[i]); } } }

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  • Managed WMI Event class is not an event class???

    - by galets
    I am using directions from here: http://msdn.microsoft.com/en-us/library/ms257351(VS.80).aspx to create a managed event class. Here's the code that I wrote: [ManagementEntity] [InstrumentationClass(InstrumentationType.Event)] public class MyEvent { [ManagementKey] public string ID { get; set; } [ManagementEnumerator] static public IEnumerable<MyEvent> EnumerateInstances() { var e = new MyEvent() { ID = "9A3C1B7E-8F3E-4C54-8030-B0169DE922C6" }; return new MyEvent[] { e }; } } class Program { static void Main(string[] args) { var thisAssembly = typeof(Program).Assembly; var wmi_installer = new AssemblyInstaller(thisAssembly, null); wmi_installer.Install(null); wmi_installer.Commit(null); InstrumentationManager.RegisterAssembly(thisAssembly); Console.Write("Press Enter..."); Console.ReadLine(); var e = new MyEvent() { ID = "A6144A9E-0667-415B-9903-220652AB7334" }; Instrumentation.Fire(e); Console.Write("Press Enter..."); Console.ReadLine(); wmi_installer.Uninstall(null); } } I can run a program, and it properly installs. Using wbemtest.exe I can browse to the event, and "show mof": [dynamic: ToInstance, provider("WmiTest, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null")] class MyEvent { [read, key] string ID; }; Notice, the class does not inherit from __ExtrinsicEvent, which is weird... I can also run select * from MyEvent, and get the result. Instrumentation.Fire() also returns no error. However, when I'm trying to subscribe to event using "Notification Query" option, I'm getting 0x80041059 Number: 0x80041059 Facility: WMI Description: Class is not an event class. What am I doing wrong, and is there a correct way to create managed WMI event?

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • C Static Function Confusion

    - by Lime
    I am trying to make the s_cord_print function visible in the cord_s.c file only. Currently the function is visible/runnable in main.c even when it is declared static. How do I make the s_cord_print function private to cord_s.c? Thanks! s_cord.c typedef struct s_cord{ int x; int y; struct s_cord (*print)(); } s_cord; void* VOID_THIS; #define $(EL) VOID_THIS=&EL;EL static s_cord s_cord_print(){ struct s_cord *THIS; THIS = VOID_THIS; printf("(%d,%d)\n",THIS->x,THIS->y); return *THIS; } const s_cord s_cord_default = {1,2,s_cord_print}; main.c #include <stdio.h> #include <stdlib.h> #include "s_cord.c" int main(){ s_cord mycord = s_cord_default; mycord.x = 2; mycord.y = 3; $(mycord).print().print(); //static didn't seem to hide the function s_cord_print(); return 0; } ~

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  • Java: JGraphT: Iterate through nodes

    - by Rosarch
    I'm trying to iterate through all nodes, so I can print them out for graphviz. What is the best way to do that using the JGraphT library? public static void main(String[] args) { UndirectedGraph<String, DefaultEdge> g = new SimpleWeightedGraph<String, DefaultEdge>(DefaultEdge.class); String odp = "ODP"; String cck = "CCK"; String mfe = "MFE"; g.addVertex(odp); g.addVertex(cck); g.addVertex(mfe); g.addEdge(odp, cck); g.addEdge(odp, mfe); } Also, how do I add edge weights? Edit: This seems to work pretty well. But is there a better way? Set<DefaultEdge> edges = g.edgeSet(); for (DefaultEdge e : edges) { gv.addln(String.format("\"%s\" -> \"%s\"", g.getEdgeSource(e), g.getEdgeTarget(e))); }

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  • Can the size of a structure change after compiled?

    - by Sarah Altiva
    Hi, suppose you have the following structure: #include <windows.h> // BOOL is here. #include <stdio.h> typedef struct { BOOL someBool; char someCharArray[100]; int someIntValue; BOOL moreBools, anotherOne, yetAgain; char someOthercharArray[23]; int otherInt; } Test; int main(void) { printf("Structure size: %d, BOOL size: %d.\n", sizeof(Test), sizeof(BOOL)); } When I compile this piece of code in my machine (32-bit OS) the output is the following: Structure size: 148, BOOL size: 4. I would like to know if, once compiled, these values may change depending on the machine which runs the program. E.g.: if I ran this program in a 64-bit machine, would the output be the same? Or once it's compiled it'll always be the same? Thank you very much, and forgive me if the answer to this question is obvious...

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  • Reflection and Generics get value of property

    - by GigaPr
    Hi i am trying to implement a generic method which allows to output csv file public static void WriteToCsv<T>(List<T> list) where T : new() { const string attachment = "attachment; filename=PersonList.csv"; HttpContext.Current.Response.Clear(); HttpContext.Current.Response.ClearHeaders(); HttpContext.Current.Response.ClearContent(); HttpContext.Current.Response.AddHeader("content-disposition", attachment); HttpContext.Current.Response.ContentType = "text/csv"; HttpContext.Current.Response.AddHeader("Pragma", "public"); bool isFirstRow = true; foreach (T item in list) { //Get public properties PropertyInfo[] propertyInfo = item.GetType().GetProperties(); while (isFirstRow) { WriteColumnName(propertyInfo); isFirstRow = false; } Type type = typeof (T); StringBuilder stringBuilder = new StringBuilder(); foreach (PropertyInfo info in propertyInfo) { //string value ???? I am trying to get the value of the property info for the item object } HttpContext.Current.Response.Write(stringBuilder.ToString()); HttpContext.Current.Response.Write(Environment.NewLine); } HttpContext.Current.Response.End(); } but I am not able to get the value of the object's property Any suggestion? Thanks

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  • Is it possible to tie nested generics?

    - by Michael Deardeuff
    Is it possible to tie nested generics/captures together? I often have the problem of having a Map lookup of class to genericized item of said class. In concrete terms I want something like this (no, T is not declared anywhere). private Map<Class<T>, ServiceLoader<T>> loaders = Maps.newHashMap(); In short, I want loaders.put/get to have semantics something like these: <T> ServiceLoader<T> get(Class<T> klass) {...} <T> void put(Class<T> klass, ServiceLoader<T> loader) {...} Is the following the best I can do? Do I have to live with the inevitable @SuppressWarnings("unchecked") somewhere down the line? private Map<Class<?>, ServiceLoader<?>> loaders = Maps.newHashMap();

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  • Single Loader to multiple Sprite Possible?

    - by Jeffrey Chee
    I've looked in various resources regarding this topic, and it seems to me that I need a Loader for every Sprite which contains an image file (png). I'm trying to make a Tile Rendering System, and have created a grid of X by Y sprites, but all of them actually reference the same image file. Is there any other way to do this? (Make the sprite share the same png data file) Some sample code of what I have done. // Create an array of X * Y Loaders var cTileLoaders:Array = new Array( 100 ); // for example 10 by 10 grid var cTiles:Array = new Array( 100 ); var nIndex:int = 0; var nImgLoadCount:int = 0; for ( ; 100 > nIndex; ++nIndex ) { cTileLoaders[ nIndex ] = new Loader(); cTiles[ nIndex ] = new Sprite(); // perform more sprite initialization .... cTileLoaders[ nIndex ].contentLoaderInfo.addEventListener( Event.COMPLETE, ImageLoaded cTileLoaders[ nIndex ].Load( new URLRequest( "some image path" ) ); } // handler for image loaded function ImageLoaded( eEvent:Event ):void { ++nImgLoadCount; // when all 100 sprite data are loaded // assuming there is no i/o error if ( 100 == nImgLoadCount ) { cTiles[ nIndex ].addChild( cTileLoaders[ nIndex ].content ); } }

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  • Can you explain this generics behavior and if I have a workaround?

    - by insta
    Sample program below: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace GenericsTest { class Program { static void Main(string[] args) { IRetrievable<int, User> repo = new FakeRepository(); Console.WriteLine(repo.Retrieve(35)); } } class User { public int Id { get; set; } public string Name { get; set; } } class FakeRepository : BaseRepository<User>, ICreatable<User>, IDeletable<User>, IRetrievable<int, User> { // why do I have to implement this here, instead of letting the // TKey generics implementation in the baseclass handle it? //public User Retrieve(int input) //{ // throw new NotImplementedException(); //} } class BaseRepository<TPoco> where TPoco : class,new() { public virtual TPoco Create() { return new TPoco(); } public virtual bool Delete(TPoco item) { return true; } public virtual TPoco Retrieve<TKey>(TKey input) { return null; } } interface ICreatable<TPoco> { TPoco Create(); } interface IDeletable<TPoco> { bool Delete(TPoco item); } interface IRetrievable<TKey, TPoco> { TPoco Retrieve(TKey input); } } This sample program represents the interfaces my actual program uses, and demonstrates the problem I'm having (commented out in FakeRepository). I would like for this method call to be generically handled by the base class (which in my real example is able to handle 95% of the cases given to it), allowing for overrides in the child classes by specifying the type of TKey explicitly. It doesn't seem to matter what parameter constraints I use for the IRetrievable, I can never get the method call to fall through to the base class. Also, if anyone can see an alternate way to implement this kind of behavior and get the result I'm ultimately looking for, I would be very interested to see it. Thoughts?

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  • Button not moving on my interface

    - by user1500134
    First before I say anything I want to announce that i'm fairly new to this kind of stuff so don't get all super techie on me :D ! Ok so i'm making an app and i'm trying to get a button to move to certain coordinates depending on the screen size of the phone (4, 4S, 5, etc...). I have correct syntax but the button will not move at all. Here is the part of my .m ViewController file... - (void)viewDidLoad { if([[UIScreen mainScreen] respondsToSelector:NSSelectorFromString(@"scale")]) { if ([[UIScreen mainScreen] scale] < 1.1) { CGRect frame = done.frame; frame.origin.x = 129; //New x coordinate frame.origin.y = 401; //New y coordinate done.frame = frame; NSLog(@"Standard Resolution"); } if ([[UIScreen mainScreen] scale] > 1.9) { NSLog(@"High Defenition Resolution"); } } [super viewDidLoad]; // Do any additional setup after loading the view from its nib. } The NSLog is triggering int he console saying 'Standard Resolution'but the button doesn't move from where I placed it in the XIB file. This may be a small stupid mistake but hopefully you can help me anyways... Thanks guys! :) P.S. Yes I did link my IBOutlet to the button

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  • Debug.Assert-s use the same error message. Should I promote it to a static variable?

    - by Hamish Grubijan
    I love Asserts and code readability but not code duplication, and in several places I use a Debug.Assert which checks for the same condition like so: Debug.Assert(kosherBaconList.SelectedIndex != -1, "An error message along the lines - you should not ever be able to click on edit button without selecting a kosher bacon first."); This is in response to an actual bug, although the actual list does not contain kosher bacon. Anyhow, I can think of two approaches: private static readonly mustSelectKosherBaconBeforeEditAssertMessage = "An error message along the lines - you should not ever be able to " + "click on edit button without selecting a something first."; ... Debug.Assert( kosherBaconList.SelectedIndex != -1, mustSelectKosherBaconBeforeEditAssertMessage) or: if (kosherBaconList.SelectedIndex == -1) { AssertMustSelectKosherBaconBeforeEdit(); } ... [Conditional("DEBUG")] private void AssertMustSelectKosherBaconBeforeEdit() { // Compiler will optimize away this variable. string errorMessage = "An error message along the lines - you should not ever be able to " + "click on edit button without selecting a something first."; Debug.Assert(false, errorMessage); } or is there a third way which sucks less than either one above? Please share. General helpful relevant tips are also welcome.

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  • getting nullpointer exception when click on button

    - by user1315187
    I am use a button and when u click this button a text field is automatic created and button status is automatic disable but if u click on disable button text field is automatic delete and button status is changed to enable.i going through this process. public class ConfigurationScreen extends MainScreen implements FieldChangeListener{ TextField tf_text; tf_text = new TextField(TextField.TYPE_PLAIN,img_text[1],img_text[0],TextField.FIELD_HCENTER); tf_text.setWidth(Display.getWidth()/2+20); ImageButton btn_en; btn_en = new ImageButton(imgs_tmintrvl1,"enable",ImageButton.FIELD_HCENTER); ImageButton btn_dis; btn_dis=new ImageButton(imgs_tmintrvl1,"Disable",ImageButton.FIELD_HCENTER); add(btn_en); btn_en.setChangeListener(this); public void fieldChanged(Field field, int context) { if( field==btn_en) { delete(btn_en); insert(btn_dis, 4); insert(tf_text, 5); System.out.println(ex); }else if (field == btn_dis){ delete(btn_dis); delete(tf_text); insert(btn_en, 4); System.out.println("Disable Button="+ex); } } But when i run this code i am getting null pointerr exception please help me where i am making mistake. Thanks in Advance

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  • Create and define Vector

    - by zdmytriv
    I'm looking for method to create Vector and push some values without defining variable Vector. For example: I have function: public function bla(data:Vector.<Object>):void { ... } this function expects Vector as parameter. I can pass parameters this way var newVector:Vector.<Object> = new Vector.<Object>(); newVector.push("bla1"); newVector.push("bla2"); bla(newVector); Can I do it in one line in Flex? I'm looking for something like: bla(new Vector.<Object>().push("bla1").push("bla2")); I've also tried this: bla(function():Vector.<Object> { var result:Vector.<Object> = new Vector.<Object>(2, true); result.push("bla1"); result.push("bla2"); return result; }); But it complains: 1067: Implicit coercion of a value of type Function to an unrelated type __AS3__.vec:Vector.<Object>... Thanks

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  • How can I modify the value of a string defined in a struct?

    - by Eric
    Hi, I have the following code in c++: #define TAM 4000 #define NUMPAGS 512 struct pagina { bitset<12> direccion; char operacion; char permiso; string *dato; int numero; }; void crearPagina(pagina* pag[], int pos, int dir) { pagina * paginas = (pagina*)malloc(sizeof(char) * TAM); paginas -> direccion = bitset<12> (dir); paginas -> operacion = 'n'; paginas -> permiso = 'n'; string **tempDato = &paginas -> dato; char *temp = " "; **tempDato = temp; paginas -> numero = 0; pag[pos] = paginas; } I want to modify the value of the variable called "string *dato" in the struct pagina but, everytime I want to assing a new value, the compiler throws a segmentation fault. In this case I'm using a pointer to string, but I have also tried with a string. In a few words I want to do the following: pagina - dato = "test"; Any idea? Thanks in advance!!!

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  • Binding the selected value from a combobox to a member of a class.

    - by CM
    I have a combobox that is bound to a an instance of a class. I need to get the user's selection ID of the combobox and set a class property equal to it. For example, here is the class: public class robot { private string _ID; private string _name; private string _configFile; [XmlElement("hardware")] public hardware[] hardware; public string ID { get { return _ID; } set { _ID = value; } } public string name { get { return _name; } set { _name = value; } } public string configFile { get { return _configFile; } set { _configFile = value; } } } Now here is the code to bind the combobox to an instance of that class. This display's the name of each robot in the array in the combobox. private void SetupDevicesComboBox() { robot[] robot = CommConfig.robot; cmbDevices.DataSource = robot; cmbDevices.DisplayMember = "name"; cmbDevices.ValueMember = "ID"; } But now I can't seem to take what the user selects and use it. How do I use the "ID" of what the user select's from the combobox? Settings.selectedRobotID = cmbDevices.ValueMember; //This just generates "ID" regardless of what is selected. I also tried Settings.selectedRobotID = cmbDevices.SelectedItem.ToString(); //This just generates "CommConfig.robot" Thanks

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  • Setting up a view to draw to in Objective-C (iPhone) ?

    - by Johannes Jensen
    Okay, so, I'm all new to iPhone and stuff, but I'm not even at programming, I have many years of experience with ActionScript 2.0 and 3.0, I want to set up a view, that I can also pass variables to. The view is gonna draw everything with Quartz. I tried to make another game where I tried to add a pointer to a NSMutableArray to the view class, but it didn't work cause I didn't know how to store an actual class. I wanted to do like: [myView setNeedsDisplay]; but I had to do [(View*)self.view setNeedsDisplay]; didn't really work out in the end... Okay, so now I got: - (void) viewDidLoad { [super viewDidLoad]; viewClass = [[View class] retain]; gameView = [[[viewClass alloc] initWithFrame: CGRectZero] retain]; [gameView setNeedsDisplay]; } This is in my drawInContext:context, which is fired by drawRect: Also, my drawRect does [self drawInContext: UIGraphicsGetCurrentContext()]; CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextSetLineWidth(context, 3.0); CGContextSetLineCap(context, kCGLineCapRound); CGContextSetLineJoin(context, kCGLineJoinRound); CGMutablePathRef aPath = CGPathCreateMutable(); CGPathMoveToPoint(aPath, nil, 5, 5); CGPathAddLineToPoint(aPath, nil, 45, 43); CGContextAddPath(context, aPath); CGContextStrokePath(context); Nothing happens. Help? Oh yeah, I get this error: : invalid context for each time I use those functions. :[ Thanks!

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  • Does tableViewController behave incorrectly when hosted by a popoverController?

    - by dugla
    I have made countless test examples of a tableViewController hosted by a popoverController and I have come to the following conclusion: It does not appear possible to pre-select a tableView cell. It is possible to do pre-selection when a tableViewController is hosted by a splitviewController. I am using the exact same tableViewController code. Here is the relevant tableViewController view lifecycle method that is misbehaving: static BOOL firstTime = YES; - (void)viewDidAppear:(BOOL)animated { NSLog(@"Root ViewController - view Did Appear"); [super viewDidAppear:animated]; if (firstTime == YES) { firstTime = NO; NSIndexPath *preselectedCell = [NSIndexPath indexPathForRow:5 inSection:0]; [self.tableView selectRowAtIndexPath:preselectedCell animated:NO scrollPosition:UITableViewScrollPositionTop]; detailViewController.detailItem = [NSString stringWithFormat:@"Row %d", preselectedCell.row]; } // if (firstTime == YES) } The above code correctly preselects a tableView cell the first time the tableView is unfurled in the splitViewController case (device in portrait mode). Can someone please, please, explain what I am doing wrong. I am completely stumped. Thanks, Doug

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  • Does this copy the reference or the object?

    - by Water Cooler v2
    Sorry, I am being both thick and lazy, but mostly lazy. Actually, not even that. I am trying to save time so I can do more in less time as there's a lot to be done. Does this copy the reference or the actual object data? public class Foo { private NameValueCollection _nvc = null; public Foo( NameValueCollection nvc) { _nvc = nvc; } } public class Bar { public static void Main() { NameValueCollection toPass = new NameValueCollection(); new Foo( toPass ); // I believe this only copies the reference // so if I ever wanted to compare toPass and // Foo._nvc (assuming I got hold of the private // field using reflection), I would only have to // compare the references and wouldn't have to compare // each string (deep copy compare), right? } I think I know the answer for sure: it only copies the reference. But I am not even sure why I am asking this. I guess my only concern is, if, after instantiating Foo by calling its parameterized ctor with toPass, if I needed to make sure that the NVC I passed as toPass and the NVC private field _nvc had the exact same content, I would just need to compare their references, right?

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