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  • O’Reilly offer to 05:00 PT 12/Aug/2014 - Ivor Horton's Beginning Visual C++ 2013

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/08/05/orsquoreilly-offer-to-0500-pt-12aug2014---ivor-hortons-beginning.aspxUntil 05:00 PT 12/Aug/2014, O’Reilly at http://shop.oreilly.com/product/9781118845714.do?code=WKCPPS are offering 50% off Ivor Horton's Beginning Visual C++ 2013. “This latest edition of the bestselling book on the C++ language follows the proven approach that has made all of Ivor Horton’s C++ books so popular. Horton provides a comprehensive introduction to both the Standard C++ language, and to Visual C++. The book—thoroughly updated for the 2013 release—shows readers how to build real-world applications using Visual C++. No previous programming experience is required. The author uses numerous step-by-step programming examples to guide readers through the ins and outs of C++ development.”

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  • static void classes

    - by ivor
    Hello, I'm tidying up some of my code with the correct scope on some methods and attributes (I have two classes and at the moment I have a number which I just declared as public to get working, but I feel I should look into this and make private where possible, for better practice) When working in eclipse it's suggested on one method, when i change it private from public, that I can fix it by dropping off the scope so the method just says "static void" instead of public/private static void. Is this a better scenario to have nothing, rather than private or public - or is the default scope equivelant to public anyway ? Thanks

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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. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // 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. //g.gameLoop(); //} }

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  • Stuck on Object scope in Java

    - by ivor
    Hello, I'm working my way through an exercise to understand Java, and basically I need to merge the functionality of two classes into one app. I'm stuck on one area though - the referencing of objects across classes. What I have done is set up a gui in one class (test1), and this has a textfield in ie. chatLine = new JTextField(); in another class(test2), I was planning on leaving all the functionality in there and referencing the various gui elements set up in test1 - like this test1.chatLine I understand this level of referencing, I tested this by setting up a test method in the test2 class public static void testpass() { test1.testfield.setText("hello"); } I'm trying to understand how to implement the more complex functionality in test2 class though, specifically this existing code; test1.chatLine.addActionListener(new ActionAdapter() { public void actionPerformed(ActionEvent e) { String s = Game.chatLine.getText(); if (!s.equals("")) { appendToChatBox("OUTGOING: " + s + "\n"); Game.chatLine.selectAll(); // Send the string sendString(s); } } }); This is the bit I'm stuck on, if I should be able to do this - as it's failing on the compile, can I add the actionadapter stuff to the gui element thats sat in test1, but do this from test2 - I'm wondering if I'm trying to do something that's not possible. Hope this makes sense, I'm pretty confused over this - I'm trying to understand how the scope and referencing works. Ideally what i'm trying to achieve is one class that has all the main stuff in, the gui etc, then all the related functionality in the other class, and target the first class's gui elements with the results etc. Any thoughts greatly appreciated.

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  • Java debug error

    - by ivor
    Hello, I wonder if anyone can help - I have this error showing recently when debugging in eclipse - what doe it mean by resource, an imported package or the location of some java files ? Can't find resource for bundle sun.awt.resources.awt, key AWT.EventQueueClass MissingResourceException (id =45) Thanks

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  • Updating the Jpanel of a class

    - by ivor
    Hi, After some advice on using jpanel - I'm new to java and playing around with the GUI elements. Bascially what I'm curious about is if I can set up a Jpanel in one class, then somehow add labels etc to the that container, but from another class. Is this possible ? or do i have to set the entire GUI up in one class, but then I guess I would have the same issue, if I wanted to update those fields I had set up in the main class from another class? Apologies I don't really have any code that's usefull to demostrate here - I'm just trying to get the idea going, working out if its possible before I go ahead. And I'm not even sure if this is possible. Any advice would be greatly appreciated. Thanks

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  • Young C++ student lacking direction

    - by ephaitch
    I was hoping for some direction or guidance regarding my C++ learning experience. I have now read two books, from cover to cover, twice. The first was Ivor Horton's Beginning Visual C++ 2010 and Starting out with C++ Early Objects (7th Edition). At this point and after several months I feel like all I know how to do in C++ is create a basic class, define some methods, use the STL, and read and write info to and from the console buffer (cin/cout). But simple things like saving data to a file, reading from a file, printing, connecting to an FTP site, doing some basic graphic manipulation on the screen (not even DirectX/OpenGL), and so-on I can't do or don't even know where to start. I feel I still haven't learned C++ thoroughly. I think you guys get where I'm going with this. I tried downloading SFML and compiling it in Visual C++ 2010 Professional. After quite a bit of time, I got it, but then I was lost. I followed the tutorials and one didn't work. I kept getting an error regarding a missing symbol and after an hour or so on Google, I couldn't figure it out. Can anyone point me in a direction of where one goes from here? I would imagine others have been at this point sometime during their early days.

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  • Why use constants in programming?

    - by Adam N
    I've just been going back over a bit of C studying using Ivor Horton's Beginning C book. I got to the bit about declaring constants which seems to get mixed up with variables in the same sentence. Just to clarify, what is the difference in specifying constants and variables in C, and really, when do you need to use a constant instead of a variable? I know folks say to use a constant when the information doesn't change during program execution but I can't really think of a time when a variable couldn't be used instead. Thanks

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  • object / class methods serialized as well?

    - by Mat90
    I know that data members are saved to disk but I was wondering whether object's/class' methods are saved in binary format as well? Because I found some contradictionary info, for example: Ivor Horton: "Class objects contain function members as well as data members, and all the members, both data and functions, have access specifiers; therefore, to record objects in an external file, the information written to the file must contain complete specifications of all the class structures involved." and: Are methods also serialized along with the data members in .NET? Thus: are method's assembly instructions (opcodes and operands) stored to disk as well? Just like a precompiled LIB or DLL? During the DOS ages I used assembly so now and then. As far as I remember from Delphi and the following site (answer by dan04): Are methods also serialized along with the data members in .NET? sizeof(<OBJECT or CLASS>) will give the size of all data members together (no methods/procedures). Also a nice C example is given there with data and members declared in one class/struct but at runtime these methods are separate procedures acting on a struct of data. However, I think that later class/object implementations like Pascal's VMT may be different in memory.

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  • Difficulty accessing Google Search API with Flex

    - by CM
    Hi - I am trying to get the number of incoming links to a page through the Google Search API. It is not working (just returning Null) Here is the code <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" creationComplete="init();" width="320" height="480" backgroundGradientColors="115115" backgroundGradientAlphas=".2" backgroundAlpha=".2" dropShadowEnabled="false"> <mx:Script> <![CDATA[ // // Author: Wayne IV Mike // Project: JSwoof - The Flex JSON library. // Description: Formated JSON loaded from txt file. // Date: 31st March 2009. // Contact: [email protected] , [email protected] // import json.*; import mx.controls.Alert; public function loadFile4(urlLink:String):void { var request:URLRequest = new URLRequest(urlLink); var urlLoad:URLLoader = new URLLoader(); urlLoad.addEventListener(Event.COMPLETE, fileLoaded4); urlLoad.load(request); } private function fileLoaded4(event:Event):void { var jObj:Object = JParser.decode(event.target.data); //Decode JSON from text file here. var jStr:String = JParser.encode(jObj); if(jStr != null && jStr != "") { var LinkTemp:String = jObj.estimatedResultCount; txtLinks.text = "Google Links " + LinkTemp; trace(event.target.data); } } /********************************************************************/ private function LinkLookup():void { loadFile4("http://ajax.googleapis.com/ajax/services/search/web?v=1.0&q=link:twitter.com/" + NameSearch.text); } ]]> </mx:Script> <mx:TextInput x="17" y="86" id="NameSearch" text="cnnbrk" width="229" height="30" fontSize="16" fontWeight="bold" cornerRadius="10" shadowDirection="center" shadowDistance="5"/> <mx:Button x="253" y="85" label="Find" id="GoSearch" click="LinkLookup()" height="31"/> <mx:Label text="Links" id="txtLinks" width="233" textAlign="left" color="#FFFFFF" fontSize="14" height="21"/> </mx:Application> Sorry for the ugly format. I added a trace(event.target.data); and updated the code above. This is the result - [SWF] C:/Documents and Settings/Robert/My Documents/Flex Builder 3/.metadata/.plugins/com.adobe.flash.profiler/ProfilerAgent.swf - 17,508 bytes after decompression [SWF] C:\Documents and Settings\Robert\My Documents\Flex Builder 3\Formated\bin-debug\Formated.swf - 781,950 bytes after decompression [Unload SWF] C:/Documents and Settings/Robert/My Documents/Flex Builder 3/.metadata/.plugins/com.adobe.flash.profiler/ProfilerAgent.swf {"responseData": {"results":[{"GsearchResultClass":"GwebSearch","unescapedUrl":"http://twitter.com/britishredneck","url":"http://twitter.com/britishredneck","visibleUrl":"twitter.com","cacheUrl":"http://www.google.com/search?q\u003dcache:4pQXnMQCZA4J:twitter.com","title":"Martyn Jones (BritishRedneck) on Twitter","titleNoFormatting":"Martyn Jones (BritishRedneck) on Twitter","content":"Finally found a free and simple way to expand my reach on Twitter. A nice 20 second process. http://tpq.me/5gbrg #twpq 3:13 PM Jul 18th, 2009 from API \u003cb\u003e...\u003c/b\u003e"},{"GsearchResultClass":"GwebSearch","unescapedUrl":"http://twitter.com/dshlian/favorites","url":"http://twitter.com/dshlian/favorites","visibleUrl":"twitter.com","cacheUrl":"http://www.google.com/search?q\u003dcache:79qm5Pz7O5QJ:twitter.com","title":"Twitter","titleNoFormatting":"Twitter","content":"Twitter is without a doubt the best way to share and discover what is happening right now."},{"GsearchResultClass":"GwebSearch","unescapedUrl":"http://twitter.com/rosannepeterson","url":"http://twitter.com/rosannepeterson","visibleUrl":"twitter.com","cacheUrl":"http://www.google.com/search?q\u003dcache:q11IcnW9l30J:twitter.com","title":"Rosanne Peterson (rosannepeterson) on Twitter","titleNoFormatting":"Rosanne Peterson (rosannepeterson) on Twitter","content":"Tx.All is well. Looking forward to the holday. Perhaps after will be time for certification! 8:14 AM Dec 23rd, 2009 from txt; I am also reading \u0026quot;How I \u003cb\u003e...\u003c/b\u003e"},{"GsearchResultClass":"GwebSearch","unescapedUrl":"http://twitter.com/MRSalesTraining","url":"http://twitter.com/MRSalesTraining","visibleUrl":"twitter.com","cacheUrl":"http://www.google.com/search?q\u003dcache:uBNGhud0vfEJ:twitter.com","title":"Medrep (MRSalesTraining) on Twitter","titleNoFormatting":"Medrep (MRSalesTraining) on Twitter","content":"Working away on Cardiovascular Medicine Module - heavy stuff for a Sunday evening!! 11:09 AM Nov 8th, 2009 from web; Today\u0026#39;s Student is tomorrow\u0026#39;s Medical \u003cb\u003e...\u003c/b\u003e"}],"cursor":{"pages":[{"start":"0","label":1},{"start":"4","label":2},{"start":"8","label":3},{"start":"12","label":4},{"start":"16","label":5},{"start":"20","label":6},{"start":"24","label":7},{"start":"28","label":8}],"estimatedResultCount":"64","currentPageIndex":0,"moreResultsUrl":"http://www.google.com/search?oe\u003dutf8\u0026ie\u003dutf8\u0026source\u003duds\u0026start\u003d0\u0026hl\u003den\u0026q\u003dlink%3Atwitter.com%2Fgenericmedlist"}}, "responseDetails": null, "responseStatus": 200} So the data return from the query is correct, and the difficulty lies in accessing the "estimatedResultCount" near the end of the JSON data. Any help would be greatly appreciated!

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