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  • Force close when starting new activity

    - by Alex
    I'm trying to launch a new activity from my main activity, but I just get error codes all the time. Heres my main activity; public class gunstats extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Button button4 = (Button)findViewById(R.id.button4); button4.setOnClickListener(new Button.OnClickListener() { public void onClick(View v) { Intent intent = new Intent(gunstats.this, more.class); startActivity(intent); } }); } } and the activity that is being called from my main class; public class more extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); final MediaPlayer mp = MediaPlayer.create(this, R.raw.deagle); Button buttonm1 = (Button)this.findViewById(R.id.buttonm1); buttonm1.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { mp.start(); } }); } } And there's nothing wrong in the manifest Heres my logcat: 01-08 16:33:17.647: ERROR/AndroidRuntime(552): Uncaught handler: thread main exiting due to uncaught exception 01-08 16:33:17.676: ERROR/AndroidRuntime(552): android.content.ActivityNotFoundException: Unable to find explicit activity class {com.gunstats/com.gunstats.more}; have you declared this activity in your AndroidManifest.xml? 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:1480) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.app.Instrumentation.execStartActivity(Instrumentation.java:1454) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.app.Activity.startActivityForResult(Activity.java:2660) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.app.Activity.startActivity(Activity.java:2704) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at com.gunstats.gunstats$4.onClick(gunstats.java:64) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.View.performClick(View.java:2344) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.View.onTouchEvent(View.java:4133) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.widget.TextView.onTouchEvent(TextView.java:6504) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.View.dispatchTouchEvent(View.java:3672) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1712) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1202) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.app.Activity.dispatchTouchEvent(Activity.java:1987) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1696) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.view.ViewRoot.handleMessage(ViewRoot.java:1658) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.os.Handler.dispatchMessage(Handler.java:99) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.os.Looper.loop(Looper.java:123) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at android.app.ActivityThread.main(ActivityThread.java:4203) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at java.lang.reflect.Method.invokeNative(Native Method) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at java.lang.reflect.Method.invoke(Method.java:521) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 01-08 16:33:17.676: ERROR/AndroidRuntime(552): at dalvik.system.NativeStart.main(Native Method) What is causing this force close?

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  • Why so much stack space used for each recursion?

    - by Harvey
    I have a simple recursive function RCompare() that calls a more complex function Compare() which returns before the recursive call. Each recursion level uses 248 bytes of stack space which seems like way more than it should. Here is the recursive function: void CMList::RCompare(MP n1) // RECURSIVE and Looping compare function { auto MP ne=n1->mf; while(StkAvl() && Compare(n1=ne->mb)) RCompare(n1); // Recursive call ! } StkAvl() is a simple stack space check function that compares the address of an auto variable to the value of an address near the end of the stack stored in a static variable. It seems to me that the only things added to the stack in each recursion are two pointer variables (MP is a pointer to a structure) and the stuff that one function call stores, a few saved registers, base pointer, return address, etc., all 32-bit (4 byte) values. There's no way that is 248 bytes is it? I don't no how to actually look at the stack in a meaningful way in Visual Studio 2008. Thanks

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  • I'm having trouble with using std::stack to retrieve the values from a recursive function.

    - by Peter Stewart
    Thanks to the help I received in this post: http://stackoverflow.com/questions/2761918/how-do-i-use-this-in-a-member-function I have a nice, concise recursive function to traverse a tree in postfix order: void Node::postfix() { if (left != __nullptr) { left->postfix(); } if (right != __nullptr) { right->postfix(); } cout<<cargo<<"\n"; return; }; Now I need to evaluate the values and operators as they are returned. My problem is how to retrieve them. I tried the std::stack: #include <stack> stack <char*> s; void Node::postfix() { if (left != __nullptr) { left->postfix(); } if (right != __nullptr) { right->postfix(); } s.push(cargo); return; }; but when I tried to access it in main() while (!s.empty()) { cout<<s.top<<"\n"; s.pop; } I got the error: 'std::stack<_Ty::top': function call missing argument list; use '&std::stack<_Ty::top' to create a pointer to member' I'm stuck. Another question to follow shortly.

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  • Android "single top" launch mode and onNewIntent method

    - by Rich
    I read in the Android documentation that by setting my Activity's launchMode property to singleTop OR by adding the FLAG_ACTIVITY_SINGLE_TOP flag to my Intent, that calling startActivity(intent) would reuse a single Activity instance and give me the Intent in the onNewIntent callback. I did both of these things, and onNewIntent never fires and onCreate fires every time. The docs also say that this.getIntent() returns the intent that was first passed to the Activity when it was first created. In onCreate I'm calling getIntent and I'm getting a new one every time (I'm creating the intent object in another activity and adding an extra to it...this extra should be the same every time if it was returning me the same intent object). All this leads me to believe that my activity is not acting like a "single top", and I don't understand why. To add some background in case I'm simply missing a required step, here's my Activity declaration in the manifest and the code I'm using to launch the activity. The Activity itself doesn't do anything worth mentioning in regards to this: in AndroidManifest.xml: <activity android:name=".ArtistActivity" android:label="Artist" android:launchMode="singleTop"> </activity> in my calling Activity: Intent i = new Intent(); i.putExtra(EXTRA_KEY_ARTIST, id); i.setClass(this, ArtistActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_SINGLE_TOP); startActivity(i);

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  • Is it possible to start an activity from a regular java class?

    - by Yotam
    In my ActionBarSherlock I have the same menu items for all activities, so it seems unwise to define onClick handlers in each activity - they all do the same. Instead I created a class called MyClickListener that implements com.actionbarsherlock.view.MenuItem.OnMenuItemClickListener, and in there I have a simple switch block that starts the appropriate activity. Problem is that Intent constructor's first argument is of type Context, and even when I pass this to MyClickListener's constructor, I can't start any activity. The same goes for every method that has a Context object as a parameter. Is there a way to work around it? What is a context object? Thanks

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  • Starting a Java activity in Unity3d Android

    - by Matthew Pavlinsky
    I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense: package com.company.product; import com.unity3d.player.UnityPlayerActivity; import com.unity3d.player.UnityPlayer; import android.os.Bundle; import android.util.Log; import android.content.Intent; public class SongPickerActivity extends UnityPlayerActivity { private Intent myIntent; final static int PICK_SONG = 1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Log.i("SongPickerActivity", "OnCreate"); myIntent = new Intent(Intent.ACTION_GET_CONTENT); myIntent.setType("audio/*"); } public void Pick() { Log.i("SongPickerActivity", "Pick"); startActivityForResult(myIntent, PICK_SONG); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); } } This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?

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  • Blog/CMS software with editing style like Stack Exchange

    - by Merlyn Morgan-Graham
    I have been updating a Wordpress blog lately and found the turnaround time for content creation and editing is much worse than for Stack Overflow posts. Part of this has to do with being original compositions rather than riffing off a question. But part of it is the software. I am looking for CMS/blog software that has an overall editing experience similar to Stack Overflow. The most important features I'm looking for: Inline editing (mostly) Real-time preview on the same page are all important features for speeding up data entry. Markdown support (with inline and block-level code support) Syntax hilighting The features I must maintain from my self-hosted Wordpress: Somewhat popular/supported software, with extensibility support Self hostable Will work with MySql Wordpress has plugins for all these, but they don't necessarily work together. For example I've found a few markdown-on-save plugins, but I doubt those have a chance of ever supporting inline editing or real time previews. Also the most popular syntax hilighting plugins don't support inline code blocks, and I doubt previews would work with other syntax hilighting methods. If I get a wiki/web page content creation system along with it, or somehow integrate this into GitHub (with all the features I requested) I'll accept those as side benefits :) Formed as a question: Are there any pieces of content creation software for making a blog that support an editing style like Stack Exchange and Stack Overflow? Or magic combinations of Wordpress plugins that offer the same?

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  • How to advocate Stack Overflow at work

    - by Gordon
    I am thinking of doing a short presentation at work about using Stack Overflow as a resource for your day job. What is the experience doing this? Would you deem it a valid resource to tell you colleagues about or is it similar to telling them about Google as a resource? Is there a better way of doing it? I was leaning toward asking questions side of Stack Overflow rather than answering them to avoid you-shouldn't-be-doing-this-on-work-time argument. Just as a follow up. Originally I didn't want to make the question to specific to my own case. My presentation will only be a quick four minute talk, which I will repeat over an hour to different groups. I may ask a question before the talk on Stack Overflow and refer to it during the presentation. Hopefully I will get some activity during the hour. I am also going to talk briefly about some of the other Stack Exchange sites that would fit the audience as they are not all developers. I think Super User, Server Fault and Programmers should work well. I will not be doing the presentation for another couple of months as it has be rescheduled, but I will update on how I got on.

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  • Android Activity access Unity Classes

    - by Anomaly
    I have made my own C# classes in Unity, is there any way I can access these classes from the Android Activity that starts the UnityPlayer? Example: I have a C# class called testClass in Unity: class testClass{ public static string myString="test string"; } From the Android activity in Java I want to access that class: string str=testClass.myString; Is this possible? If so, how? Or is there some other way to do this? In the end I basically want to communicate between my Android activity and the UnityPlayer object. Thanks in advance. EDIT: Ok so I looked at building Android plugins for Unity but this wasn't satisfactory to me. I ended up building a socket client-server interface in Unity with C# and another one in Java for the Android app: So Unity listens on port X and broadcasts on port Y The Android activity listens on port Y and broadcasts on port X This is necessary as both interfaces are running on the same host. So that's how I solved my problem, but I'm open for any suggestions if anyone knows a better way of communicating between the Unityplayer and your app.

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  • Custom activity designers in Workflow Foundation 3.5: How do they work?

    - by stakx
    Intent of this post: I realise that Workflow Foundation is not extremely popular on StackOverflow and that there will probably be not many answers, or none at all. This post is intended as a resource to people trying to customise workflow activities' appearance through custom designer classes. Goals: I am attempting to create a custom designer class for Workflow activities to achieve the following: Make activities look less technical. For example, I don't necessarily want to see the internal object name as the activity's "title" -- instead, I'd like to see something more descriptive. Display the values of certain properties beneath the title text. I would like to see some properties' values directly underneath the title so that I don't need to look somewhere else (namely, at the Properties window). Provide custom drop areas and draw custom internal arrows. As an example, I would like to be able to have custom drop areas in very specific places. What I found out so far: I created a custom designer class deriving from SequentialActivityDesigner as follows: [Designer(typeof(SomeDesigner))] public partial class SomeActivity: CompositeActivity { ... } class PlainDesigner : SequentialActivityDesigner { ... } Through overriding some properties and the OnPaint method, I found out about the following correspondences between the properties and how the activity will be displayed: Figure 1. Relationship between some properties of an SequentialActivityDesigner and the displayed activity. Possible solutions for goal #1 (make activities look less technical) and goal #2 (display values of properties beneath title text): The displayed title can be changed through the Title property. If more room is required to display additional information beneath the title, the TitleHeight property can be increased (ie., override the property and make it return base.TitleHeight + n, where n is some positive integer). Override the OnPaint method and draw additional text in the area reserved through TitleHeight. Open questions: What are the connectors, connections, and connection points used for? They seem to be necessary, but for what purpose? While the drop targets can be got through the GetDropTargets method, it seems that this is not necessarily where the designer will actually place dropped activities. When an activity is dragged across a workflow, the designer displays little green plus signs where activities can be dropped; how does it figure out the locations of these plus signs? How does the designer figure out where to draw connector lines and arrows?

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  • Determining if an Activity exists on the current device?

    - by stormin986
    Is there a way to check and see if an Activity exists on your device? If I have a youtube video link I want to specify it open in the YouTube PlayerActivity. However, I don't want to crash if for some reason they don't have it. Is there a way to check and see if the activity exists? I don't think I can catch the runtime exception since startActivity() doesn't throw it.

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  • C# Taking a element off each time (stack)

    - by Sef
    Greetings, Have a question considering a program that stimulates a stack.(not using any build in stack features or any such) stack2= 1 2 3 4 5 //single dimension array of 5 elements By calling up a method "pop" the stack should look like the following: Basically taking a element off each time the stack is being "called" up again. stack2= 1 2 3 4 0 stack2= 1 2 3 0 0 stack2= 1 2 0 0 0 stack2= 1 0 0 0 0 stack2= 0 0 0 0 0 - for (int i = 1; i <= 6; i++) { number= TryPop(s2); //use number ShowStack(s2, "s2"); } Basically I already have code that fills my array with values (trough a push method). The pop method should basically take the last value and place it on 0. Then calls up the next stack and place the following on 0 (like shown above in stack2). The current pop method that keeps track of the top index (0 elements = 0 top, 1 element = 1 top etc..). Already includes a underflow warning if this goes on 0 or below (which is correct). public int Pop() { if(top <= 0) { throw new Exception("Stack underflow..."); } else { for (int j = tabel.Length - 1; j >= 0; j--) { //...Really not sure what to do here. } } return number; }/*Pop*/ Since in the other class I already have a loop (for loop shown above) that simulates 6 times the s2 stack. (first stack: 1 2 3 4 0, second stack 1 2 3 0 0 and so on.) How exactly do I take a element off each time? Either I have the entire display on 0 or the 0 in the wrong places / out of index errors. Thanks in advance!

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  • Why GPRS modem provides embedded TCP/IP stack

    - by Christian Madsen
    My colleague and I are mining the GPRS MODEM market for a module suitable for use with embedded Linux. During the market scan, we see that several vendors highlight that their MODEMs include an embedded TCP/IP stack. This makes me wonder: when we are using embedded Linux which already contains a TCP/IP stack and connects using PPP, will it make use of the stack included in the GPRS MODEM at all? My current assumption is that the stack is included for use with tiny microcontroller OS that do not supply their own stack. Also some of the MODEMs allow for running small applications IN the MODEM baseband processor which could explain the embedded stack... So: is the TCP/IP stack supplied by the GPRS MODEM superfluous when using it with an HL OS or did I overlook something?

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  • Forwarding activity result to parent, with singleTop launch mode

    - by Joe
    I have two activities: a MainListActivity, and a DetailViewActivity. DetailViewActivity is set with android:launchMode="singleTop". When clicking an item in the "main list" activity, it launches the "detail view" activity via: startActivityForResult(detailIntent, REQUEST_CODE_DETAIL); If I then call setResult(RESULT_OK, resultData); and finish(); from within the Detail activity, that resultData is received by the "main list" activity's onActivityResult(..) method correctly. However, if I implement a "see previous"/"see next" type of navigation within the Detail activity, and implement it using singleTop, that result no longer gets sent back to the initial activity: Intent nextItemIntent = this.createIntent(nextId); nextItemIntent.setFlags(Intent.FLAG_ACTIVITY_FORWARD_RESULT); startActivity(nextItemIntent); // at this point, my DetailActivity's onNewIntent() method is called, and the new data is loaded properly But from here, when I call setResult(..) and finish(), my MainList activity never receives the new/updated result. Anyone know what I'm doing wrong?

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  • Progress Dialog on open activity

    - by GeeXor
    hey guys, i've a problem with progress dialog on opening an activity (called activity 2 in example). The activity 2 has a lot of code to execute in this OnCreate event. final ProgressDialog myProgressDialog = ProgressDialog.show(MyApp.this,getString(R.string.lstAppWait), getString(R.string.lstAppLoading), true); new Thread() { public void run() { runOnUiThread(new Runnable() { @Override public void run() { showApps(); } }); myProgressDialog.dismiss(); } }.start(); The showApps function launch activity 2. if i execute this code on my button click event on activity 1, i see the progress, but she doesn't move and afeter i have a black screen during 2 or 3 seconds the time for android to show the activity. If i execute this code in the OnCreate of Activity2 and if i replace the showApps by the code on OnCreate, Activity1 freeze 2 seconds, i don't see the progress dialog, and freeze again 2 seconds on activity 2 before seeing the result. An idea ?

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  • How to exit current activity to homescreen (without using "Home" button)?

    - by steff
    Hi everyone, I am sure this will have been answered but I proved unable to find it. So please excuse my redundancy. What I am trying to do is emulating the "Home" button which takes one back to Android's homescreen. So here is what causes me problems: I have 3 launcher activities. The first one (which is connected to the homescreen icon) is just a (password protected) configuration activity. It will not be used by the user (just admin) One of the other 2 (both accessed via an app widget) is a questionnaire app. I'm allowing to jump back between questions via the Back button or a GUI back button as well. When the questionnaire is finished I sum up the answers given and provide a "Finish" button which should take the user back to the home screen. For the questionnaire app I use a single activity (called ItemActivity) which calls itself (is that recursion as well when using intents?) to jump from one question to another: Questionnaire.serializeToXML(); Intent i = new Intent().setClass(c, ItemActivity.class); if(Questionnaire.instance.getCurrentItemNo() == Questionnaire.instance.getAmountOfItems()) { Questionnaire.instance.setCompleted(true); } else Questionnaire.instance.nextItem(); startActivity(i); The final screen shows something like "Thank you for participating" as well as the formerly described button which should take one back to the homescreen. But I don't really get how to exit the Activity properly. I've e.g. used this.finish(); but this strangely brings up the "Thank you" screen again. So how can I just exit by jumping back to the homescreen?? Sorry for the inconvinience. Regards, Steff

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  • Android: How to restore List data when pressing the "back" button?

    - by Rob
    Hi there, My question is about restoring complex activity related data when coming back to the activity using the "back" button". Activity A has a ListView which is connected to ArrayAdapter serving as its data source - this happens in onCreate(). By default, if I move to activity B and press "back" to get back to activity A, does my list stay intact with all the data or do I just get visual "copy" of the screen but the data is lost? What can I do when more than activities are involved? Let's say activity A starts activity B which starts activity C and then I press "back" twice to get to A. How do I ensure the integrity of the A's data when it gets back to the foreground? PrefsManager does not seem to handle complex object very intuitively. Thanks, Rob

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  • Run Calculator in my App

    - by user
    I want to start the android calculator activity IN my activity. So, I can run an activity of my app in an activity of my app. But if I want to start an activity of the calculator for example in my app, logcat throws me this: FATAL EXCEPTION: main java.lang.RuntimeException: Unable to start activity ComponentInfo{}: java.lang.SecurityException: Requesting code from com.android.calculator2 (with uid 10016) to be run in process (with uid 10044) Caused by: java.lang.SecurityException: Requesting code from com.android.calculator2 (with uid 10016) to be run in process (with uid 10044) How can I reach my goal to start the calculator activity in my activity? Thank you very much

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  • How to change stack size for a .NET program?

    - by carter-boater
    I have a program that does recursive calls for 2 billion times and the stack overflow. I make changes, and then it still need 40K resursive calls. So I need probably serveral MB stack memory. I heard the stack size is default to 1MB. I tried search online. Some one said to go properties -linker .........in visual studio, but I cannot find it. Does anybody knows how to increase it? Also I am wondering if I can set it somewhere in my C# program? P.S. I am using 32-bit winXP and 64bit win7.

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  • how to change stack size for a C# program?

    - by carter-boater
    Dear friends, I have a program that does recursive calls for 2 billion times and the stack overflow. I make changes, and then it still need 40K resursive calls. So I need probably serveral MB stack memory. I heard the stack size is default to 1MB. I tried search online. Some one said to go properties -linker .........in visual studio, but I cannot find it. Does anybody knows how to increase it? Also I am wondering if I can set it some where in my C# program? P.S. I am using 32-bit winXP and 64bit win7. Thanks a lot

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  • What does a modern, standard Microsoft-based technology stack look like?

    - by Sean Owen
    Let's say I asked Microsoft to describe the perfect, modern, Microsoft-based technology stack to power a standard e-commerce web site, which perhaps has a simple 2-tier web/database architecture. What would it be like? Yes, I'm just looking for a list of product / technology names. For example, in the J2EE world, I might describe a stack that includes: J2EE 6 standard JavaServer Faces Glassfish 3 MySQL 5.1.x I'm guessing this stack includes some combination of .NET, SQL Server, ASP.NET, IIS, etc. but I am not familiar with this world. Looking for ideas on the equivalent in Microsoft-land.

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  • Implement Negascout Algorithm with stack

    - by Dan
    I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on using the Negascout algorithm. It works great, but when I set a higher maximum depth it can take a few seconds to complete. The problem is it blocks the main thread, and the framework I am using does not have a way to deal with multi-threading properly across platforms. So I am trying to change this routine from recursively calling itself, to just managing a stack (vector) so that I can progress through the routine at a controlled pace and not lock up the application while the AI is thinking. I am getting hung up on the second recursive call in the loop. It relies on a returned value from the first call, so I don't know how to add these to a stack. My Working c++ Recursive Code: MoveScore abNegascout(vector<vector<char> > &board, int ply, int alpha, int beta, char piece) { if (ply==mMaxPly) { return MoveScore(evaluation.evaluateBoard(board, piece, oppPiece)); } int currentScore; int bestScore = -INFINITY; MoveCoord bestMove; int adaptiveBeta = beta; vector<MoveCoord> moveList = evaluation.genPriorityMoves(board, piece, findValidMove(board, piece, false)); if (moveList.empty()) { return MoveScore(bestScore); } bestMove = moveList[0]; for(int i=0;i<moveList.size();i++) { MoveCoord move = moveList[i]; vector<vector<char> > newBoard; newBoard.insert( newBoard.end(), board.begin(), board.end() ); effectMove(newBoard, piece, move.getRow(), move.getCol()); // First Call ****** MoveScore current = abNegascout(newBoard, ply+1, -adaptiveBeta, -max(alpha,bestScore), oppPiece); currentScore = - current.getScore(); if (currentScore>bestScore){ if (adaptiveBeta == beta || ply>=(mMaxPly-2)){ bestScore = currentScore; bestMove = move; }else { // Second Call ****** current = abNegascout(newBoard, ply+1, -beta, -currentScore, oppPiece); bestScore = - current.getScore(); bestMove = move; } if(bestScore>=beta){ return MoveScore(bestMove,bestScore); } adaptiveBeta = max(alpha, bestScore) + 1; } } return MoveScore(bestMove,bestScore); } If someone can please help by explaining how to get this to work with a simple stack. Example code would be much appreciated. While c++ would be perfect, any language that demonstrates how would be great. Thank You.

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