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  • Problems in php coding

    - by anwar
    Hi there everyone im new to PHP and Joomla and I have developed a component in Joomla but my code is giving me errors. I have tried to solve the problem but I’am unable to solve it. So can anyone suggest me what is the problem with my code? Thanks in advance. Here are my two files: 1st view.html.php defined('_JEXEC') or die('=;)'); jimport('joomla.application.component.view'); class namnamViewlistrestaurant extends JView { function display($tpl = null) { $item = 'item'; RestUser::RestrictDirectAccess(); //-- Custom css JHTML::stylesheet( 'style.css', 'components/com_namnam/assets/css/' ); $cuisine=Lookups::getLookup('cuisine'); $lists['cuisine'] = JHTML::_('select.genericlist', $cuisine, 'idcuisine[]', 'class="inputbox" size="7"', 'value', 'text', $item->idcuisine); $category=Lookups::getLookup('restcategory'); $lists['category'] = JHTML::_('select.genericlist', $category, 'idcategory[]', 'class="inputbox" multiple="multiple" size="7"', 'value', 'text', $item->idcategory); $items = & $this->get('Data'); $pagination =& $this->get('Pagination'); $lists = & $this->get('List'); $this->assignRef('items', $items); $this->assignRef('pagination', $pagination); $this->assignRef('lists', $lists); parent::display($tpl); }//function }//class And 2nd is listrestaurant.php defined('_JEXEC') or die('=;)'); jimport('joomla.application.component.model'); class namnamModellistrestaurant extends JModel { var $_data; var $_total = null; var $_pagination = null; function __construct() { parent::__construct(); global $mainframe, $option; $limit = $mainframe->getUserStateFromRequest( 'global.list.limit', 'limit', $mainframe->getCfg('list_limit'), 'int' ); $limitstart = $mainframe->getUserStateFromRequest( $option.'.limitstart', 'limitstart', 0, 'int' ); $limitstart = ($limit != 0 ? (floor($limitstart / $limit) * $limit) : 0); $this->setState('limit', $limit); $this->setState('limitstart', $limitstart); } function _buildQuery() { $where = array(); $where[]=" idowner=".RestUser::getUserID()." "; if ($this->search) { $where[] = 'LOWER(name) LIKE \''. $this->search. '\''; } $where =( count($where) ) ? ' WHERE ' . implode( ' AND ', $where ) : ''; $orderby = ''; #_ECR_MAT_FILTER_MODEL1_ if (($this->filter_order) && ($this->filter_order_Dir)) { $orderby = ' ORDER BY '. $this->filter_order .' '. $this->filter_order_Dir; } $this->_query = ' SELECT *' . ' FROM #__namnam_restaurants ' . $where . $orderby ; return $this->_query; } function getData() { if (empty($this->_data)) { $query = $this->_buildQuery(); $this->_data = $this->_getList($query, $this->getState('limitstart'), $this->getState('limit')); } return $this->_data; } function getList() { // table ordering $lists['order_Dir'] = $this->filter_order_Dir; $lists['order'] = $this->filter_order; // search filter $lists['search']= $this->search; return $lists; } function getTotal() { // Load the content if it doesn't already exist if (empty($this->_total)) { $query = $this->_buildQuery(); $this->_total = $this->_getListCount($query); } return $this->_total; } function getPagination() { // Load the content if it doesn't already exist if (empty($this->_pagination)) { jimport('joomla.html.pagination'); $this->_pagination = new JPagination($this->getTotal(), $this->getState('limitstart'), $this->getState('limit') ); } return $this->_pagination; } }//class And the errors are: Notice: Trying to get property of non-object in C:\wamp\www\namnam.com\components\com_namnam\views\listrestaurant\view.html.php on line 26 Notice: Trying to get property of non-object in C:\wamp\www\namnam.com\components\com_namnam\views\listrestaurant\view.html.php on line 29 Notice: Undefined property: namnamModellistrestaurant::$search in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 38 Notice: Undefined property: namnamModellistrestaurant::$filter_order in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 48 Notice: Undefined property: namnamModellistrestaurant::$search in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 38 Notice: Undefined property: namnamModellistrestaurant::$filter_order in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 48 Notice: Undefined property: namnamModellistrestaurant::$filter_order_Dir in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 76 Notice: Undefined property: namnamModellistrestaurant::$filter_order in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 77 Notice: Undefined property: namnamModellistrestaurant::$search in C:\wamp\www\namnam.com\components\com_namnam\models\listrestaurant.php on line 80

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  • C++ beginner question regarding chars

    - by Samwhoo
    I'm just messing around with some C++ at the moment trying to make a simple tic-tac-toe game and I'm running into a bit of a problem. This is my code: #include <iostream> using namespace std; class Square { public: char getState() const; void setState(char); Square(); ~Square(); private: char * pState; }; class Board { public: Board(); ~Board(); void printBoard() const; Square getSquare(short x, short y) const; private: Square board[3][3]; }; int main() { Board board; board.getSquare(1,2).setState('1'); board.printBoard(); return 0; } Square::Square() { pState = new char; *pState = ' '; } Square::~Square() { delete pState; } char Square::getState() const { return *pState; } void Square::setState(char set) { *pState = set; } Board::~Board() { } Board::Board() { } void Board::printBoard() const { for (int x = 0; x < 3; x++) { cout << "|"; for (int y = 0; y < 3; y++) { cout << board[x][y].getState(); } cout << "|" << endl; } } Square Board::getSquare(short x, short y) const { return board[x][y]; } Forgive me if there are blatantly obvious problems with it or it's stupidly written, this is my first program in C++ :p However, the problem is that when I try and set the square 1,2 to the char '1', it doesn't print out as a 1, it prints out as some strange character I didn't recognise. Can anyone tell me why? :) Thanks in advance.

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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • Problem with dropdown and codeigniter

    - by JEagle
    Hi, i'm using 2 dropdowns where the second gets populated from the first choice. My problem is that i'm not getting the value from the first dropdown. What i get is [object Object]. Here's the javascript and php code: Thanks. Javascript: function getState(){ $("#selectestate").bind("change",function(){ $("#selectcity").load("results/ajaxcity", {stat: $(this).val()} ); //This is where the problem is alert({stat: $(this).val()});//Shows [object Object] }); return false; } PHP: $curstat=$this -> input -> post('state'); //current selected state in first dropdown <tr> <?php $js = 'id="selectstate" onChange="getState();"';?> <td><h3> State: </h3></td> <td id="selectestate"><?php echo form_dropdown('state', $stat, $curstat, $js);?></td> </tr> <tr> <td><h3> City: </h3></td> <td id="selectcity"><?php echo form_dropdown('city', $cit);?></td> </tr>

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  • Delphi - Is there a better way to get state abbreviations from state names

    - by Bill
    const states : array [0..49,0..1] of string = ( ('Alabama','AL'), ('Montana','MT'), ('Alaska','AK'), ('Nebraska','NE'), ('Arizona','AZ'), ('Nevada','NV'), ('Arkansas','AR'), ('New Hampshire','NH'), ('California','CA'), ('New Jersey','NJ'), ('Colorado','CO'), ('New Mexico','NM'), ('Connecticut','CT'), ('New York','NY'), ('Delaware','DE'), ('North Carolina','NC'), ('Florida','FL'), ('North Dakota','ND'), ('Georgia','GA'), ('Ohio','OH'), ('Hawaii','HI'), ('Oklahoma','OK'), ('Idaho','ID'), ('Oregon','OR'), ('Illinois','IL'), ('Pennsylvania','PA'), ('Indiana','IN'), ('Rhode Island','RI'), ('Iowa','IA'), ('South Carolin','SC'), ('Kansas','KS'), ('South Dakota','SD'), ('Kentucky','KY'), ('Tennessee','TN'), ('Louisiana','LA'), ('Texas','TX'), ('Maine','ME'), ('Utah','UT'), ('Maryland','MD'), ('Vermont','VT'), ('Massachusetts','MA'), ('Virginia','VA'), ('Michigan','MI'), ('Washington','WA'), ('Minnesota','MN'), ('West Virginia','WV'), ('Mississippi','MS'), ('Wisconsin','WI'), ('Missouri','MO'), ('Wyoming','WY') ); function getabb(state:string):string; var I:integer; begin for I := 0 to length(states) -1 do if lowercase(state) = lowercase(states[I,0]) then begin result:= states[I,1]; end; end; function getstate(state:string):string; var I:integer; begin for I := 0 to length(states) -1 do if lowercase(state) = lowercase(states[I,1]) then begin result:= states[I,0]; end; end; procedure TForm2.Button1Click(Sender: TObject); begin edit1.Text:=getabb(edit1.Text); end; procedure TForm2.Button2Click(Sender: TObject); begin edit1.Text:=getstate(edit1.Text); end; end. Is there a bette way to do this?

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  • How to use AJAX to populate state list depending on Country list?

    - by jasondavis
    I have the code below that will change a state dropdown list when you change the country list. How can I make it change the state list ONLY when country ID number 2234 and 224 are selected? If another country is selected is should change into this text input box <input type="text" name="othstate" value="" class="textBox"> The form <form method="post" name="form1"> <select style="background-color: #ffffa0" name="country" onchange="getState(this.value)"> <option>Select Country</option> <option value="223">USA</option> <option value="224">Canada</option> <option value="225">England</option> <option value="226">Ireland</option> </select> <select style="background-color: #ffffa0" name="state"> <option>Select Country First</option> </select> The javascript <script> function getState(countryId) { var strURL="findState.php?country="+countryId; var req = getXMLHTTP(); if (req) { req.onreadystatechange = function() { if (req.readyState == 4) { // only if "OK" if (req.status == 200) { document.getElementById('statediv').innerHTML=req.responseText; } else { alert("There was a problem while using XMLHTTP:\n" + req.statusText); } } } req.open("GET", strURL, true); req.send(null); } } </script>

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  • XNA Vector2 Rotation Question

    - by Tom Allen
    I'm messing about with some stuff in XNA and am trying to move an object around asteroids-style in that you press left and right to rotate and up/down to go forwards and backwards in the direction you are pointing. I've got the rotation of the sprite done, but i can't get the object to move in the direction you've pointed it, it always moves up and down on the x = 0 axis. I'm guessing this is straight forward but I just can't figure it out. My "ship" class has the following properties which are note worthy here: Vector2 Position float Rotation The "ship" class has an update method is where the input is handled and so far I've got the following: public void Update(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); GamePadState gamePad = GamePad.GetState(PlayerIndex.One); float x = Position.X; float y = Position.Y; if (keyboard.IsKeyDown(Keys.Left)) Rotation -= 0.1f; if (keyboard.IsKeyDown(Keys.Right)) Rotation += 0.1f; if (keyboard.IsKeyDown(Keys.Up)) y -= ??; if (keyboard.IsKeyDown(Keys.Down)) y += ??; this.Position = new Vector2(x, y); } Any help would be most appreciated!

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  • jQuery form zip code to state function

    - by Dakota R.
    I'm trying to convert a preexisting javascript function into a jQuery function. The function comes from http://javascript.internet.com/forms/zip-to-state.html and aims to convert a user-entered zip code into a state. I'm using jQuery 1.3.2, with all the necessary plugins, but I'm not very familiar with jQuery syntax and how to convert this from plain ol' Javascript syntax. The setState function takes two parameters, the zip code element and the state element, so I'm trying to do something like this: $('$zip_code').change( function () { setState($(this), $('#state')); }); Any thoughts on this syntax? Thanks, Dakota function getState(zip) { if ((parseInt(zipString.substr(zip / 4, 1), 16) & Math.pow(2, zip % 4)) && (zip.length == 5)) for (var i = 0; i < stateRange.length; i += 7) if (zip <= 1 * stateRange.substr(i, 5)) return stateRange.substr(i + 5, 2); return null; } function setState(txtZip, optionBox) { if (txtZip.value.length != 5 || isNaN(txtZip.value / 4)) { optionBox.options[0].selected = true; alert("Please enter a 5 digit, numeric zip code."); return; } var state = getState(txtZip.value); for (var i = 0; i < optionBox.options.length; i++) if (optionBox.options[i].value == state) return optionBox.options[i].selected = true; for (var i = 0; i < optionBox.options.length; i++) if (optionBox.options[i].value == "XX") return optionBox.options[i].selected = true; }

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  • How to populate a dropdownlist with json data in jquery?

    - by Pandiya Chendur
    I am developing a country state cascading dropdown list... I returned json result based on countryId but i dont know how to populate/fill it in a new dropdown listbox... Here is what i am using, function getstate(countryId) { $.ajax({ type: "POST", url: "Reg_Form.aspx/Getstates", data: "{'countryId':" + (countryId) + "}", contentType: "application/json; charset=utf-8", global: false, async: false, dataType: "json", success: function(jsonObj) { alert(jsonObj.d); } }); return false; } And alert gave this, {"Table" : [{"stateid" : "2","statename" : "Tamilnadu"}, {"stateid" : "3","statename" : "Karnataka"}, {"stateid" : "4","statename" : "Andaman and Nicobar"}, {"stateid" : "5","statename" : "Andhra Pradesh"}, {"stateid" : "6","statename" : "Arunachal Pradesh"}]} And my aspx page has this is, <td> <asp:DropDownList ID="DLCountry" runat="server" CssClass="dropDownListSkin" onchange="return getstate(this.value);"> </asp:DropDownList> </td> <td> <asp:DropDownList ID="DLState" runat="server" CssClass="dropDownListSkin"> </asp:DropDownList> </td> Any suggestion how to fill it DLState dropdown...

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  • Passing variable from main to Async class

    - by Bigflow
    Somehow, I can't get this done. This is all what I tried till now: Main: private String myState; public String getState() { return myState; } public void setState(String s) { myState = s; } Async: Main appState = ((Main)getApplicationContext()); String state = appState.getState(); Error: No enclosing instance of the type Main is accessible in scope Tried with Helper(Globals) class. public class Globals extends Application{ private String test= "1"; } Main: private Globals mGlobals; mGlobals = new Globals(); mGlobals.test = "2"; //Do Async thing Async: private Globals mGlobals; mGlobals = new Globals(); print mGlobals.test; // (result is 1, should be 2) Also something else, but don't remember good. Tried alot of things (backspace and del buttons are over-used :p ) But I can't get everything working. Async class doesn't have an activity. Code pasted: http://pastebin.com/ikcsdL1p

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  • Symfony 1.3: Any opinion about this code? Coud be shorter or better?

    - by user248959
    Hi, I need your opinion about this code below. I have a list of messages: each message has a link that change the state of the message (read - non read). In the partial "_message" i have this: <div class="switching_link" id="switching_link_<?php echo $message ?>"> echo include_partial('link_switch_state', array('message' => $message)) </div> In the partial "_link_switch_state" i have this: if((int)$message->getState() == 1) { $string_state_message="non read"; } else { $string_state_message="read"; } echo link_to_remote('Mark as '.$string_state_message, array( 'url' => 'message/switchState?id='.$message->getId(), 'update' => 'switching_link_'.$message, "complete" => "switchClassMessage('$message');", )); And in message/actions/actions.class.php i have this: public function executeSwitchState(sfWebRequest $request) { // searching the message we want to change its state. $this->messages = Doctrine::getTable('Message')->findById($request->getParameter('id')); // changing the state of the message. if($this->messages[0]->getState() == 1) { $this->messages[0]->setState(0); } else { $this->messages[0]->setState(1); } $this->messages[0]->save(); // rendering the partial that shows the link ("Mark as read/non read"). return $this->renderPartial('mensaje/link_switch_state', array( 'message' => $this->messages[0])); } Regards Javi

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  • Windows XP update not working

    - by Josh
    I have a problem with XP updating. It hangs when I try to search for updates on the website. But the automatic updates still work. And it's running IE6, so I'm trying to update to IE8, hoping that will fix the problems with the website. But when installing IE8 it just hangs at Installing Internet Explorer 8 for Windows XP And if I try to install it manually, it hangs when installing the updates for IE8. So looking at these logs, is there anything going wrong with the update process? Here is the end of ie8_main.log: 00:00.547: Started: 2012/09/15 (Y/M/D) 08:14:31.046 (local) 00:00.719: Time Format in this log: MM:ss.mmm (minutes:seconds.milliseconds) 00:00.781: Command line: c:\cac6f883a91a15abdac3e9\update\iesetup.exe /wu-silent 00:00.828: INFO: Checking version for c:\cac6f883a91a15abdac3e9\update\iesetup.exe: 8.0.6001.18702 00:01.047: INFO: Acquired Package Installer Mutex 00:01.078: INFO: Operating System: Windows Workstation: 5.1.2600 (Service Pack 3) 00:01.328: ERROR: Couldn't read value: 'LIPPackage' from [Version] section in update.inf 00:01.359: INFO: Checking Prerequisites 00:01.391: INFO: Prerequisites Satisfied: Yes 00:01.484: INFO: Checking version for C:\Program Files\Internet Explorer\iexplore.exe: 6.0.2900.5512 00:01.516: INFO: C:\Program Files\Internet Explorer\iexplore.exe version: 6.0.2900.5512 00:01.562: INFO: Checking if iexplore.exe's current version is between 8.0.6001.0... 00:01.594: INFO: ...and 8.1.0.0... 00:01.625: INFO: Maximum version on which to run IEAK branding is: 8.1.0.0... 00:01.656: INFO: iexplore.exe version check success. Install can proceed. 00:01.703: INFO: Checking version for C:\Program Files\Internet Explorer\iexplore.exe: 6.0.2900.5512 00:01.719: INFO: Checking version for C:\WINDOWS\system32\mshtml.dll: 6.0.2900.6266 00:01.750: INFO: Checking version for C:\WINDOWS\system32\wininet.dll: 6.0.2900.6254 00:01.906: INFO: EULA not shown in passive or quiet mode. 00:01.984: INFO: Skip directly to Options page. 00:02.078: INFO: |PreInstall >>> CPageProgress::DlgProc: Exiting Phase PH_NONE 00:02.109: INFO: |PreInstall >>> CPageProgress::_ChangeState: Original Phase: 0 00:02.141: INFO: |Initialize >>> CPageProgress::_UpdateDisplay: Actual Phase: 1 00:02.187: INFO: |Initialize >>> >[BEGIN]------------------------------ 00:02.219: INFO: |Initialize >>> CPageProgress::_UpdateDisplay: Actual Phase: 1 00:02.250: INFO: |Initialize >>> SKIP[FALSE]>>Looking for skip clauses 00:02.281: INFO: |Initialize >>> SKIP[FALSE]>>Result: RUNNING This Phase 00:02.312: INFO: |Initialize >>> Calculating bytes needed to install. 00:02.375: INFO: |Initialize >>> Diskspace Required: 151918308 00:02.422: INFO: |Initialize >>> Diskspace Available to user: 223816298496 00:02.453: INFO: WindowsUpdate>>CWindowsUpdateMgr::Initialize: CoCreateInstance.CLSID_UpdateSession: HResult 0x00000000 00:02.484: INFO: WindowsUpdate>>CWindowsUpdateMgr::Initialize: PutClientApplicationID: HResult 0x00000000 00:02.516: INFO: WindowsUpdate>>CWindowsUpdateMgr::Initialize: CreateUpdateSearcher: HResult 0x00000000 00:02.547: INFO: WindowsUpdate>>CWindowsUpdateMgr::Initialize: CreateUpdateDownloader: HResult 0x00000000 00:02.594: INFO: WindowsUpdate>>CWindowsUpdateMgr::Initialize: CreateUpdateInstaller: HResult 0x00000000 00:02.625: INFO: WindowsUpdate>>WindowsUpdateMgr::Initialize: State Change: SS_INITIALIZED. 00:02.656: INFO: |Initialize >>> CStateInitialize::OnInitialize: Windows Update Manager Initialization Result: 0x00000000 00:02.687: INFO: |Initialize >>> CInstallationState::_ExitState: Preparing to Leave State. 00:02.719: INFO: |Initialize >>> CInstallationState::_ExitState: Setting Progress 100. 00:02.766: INFO: |Initialize >>> CInstallationState::_SetProgress: Post Set Progress Message Succeeded. 00:02.797: INFO: |Initialize >>> CInstallationState::_ExitState: Posting Exit Phase Message. 00:02.828: INFO: |Initialize >>> CInstallationState::_ExitState: Post Exit Phase Message Succeeded. 00:02.859: INFO: |Initialize >>> CPageProgress::DlgProc: Received WM_PR_SETPROGRESS, 64, 0 00:02.891: INFO: |Initialize >>> CPageProgress::_UpdateDisplay: Actual Phase: 1 00:02.953: INFO: |Initialize >>> CPageProgress::DlgProc: Received WM_PR_EXITPHASE, 0, 0 00:02.984: INFO: |Initialize >>> CPageProgress::_UpdateDisplay: Actual Phase: 1 00:03.016: INFO: |Initialize >>> <[END]-------------------------------- 00:03.047: INFO: |Initialize >>> CPageProgress::_ChangeState: Original Phase: 1 00:03.078: INFO: |Uninstall Prev. >>> >[BEGIN]------------------------------ 00:03.109: INFO: |Uninstall Prev. >>> CPageProgress::_UpdateDisplay: Actual Phase: 2 00:03.156: INFO: |Uninstall Prev. >>> SKIP[FALSE]>>Looking for skip clauses 00:03.187: INFO: |Uninstall Prev. >>> SKIP[FALSE]>> Adding [FALSE] Condition: !_psdStateData->GetIsInitSuccessful() 00:03.219: INFO: |Uninstall Prev. >>> SKIP[FALSE]>> Adding [TRUE ] Condition: !g_pApp->GetState()->AreWeDoingUninstall() 00:03.250: INFO: |Uninstall Prev. >>> SKIP[TRUE ]>>Result: SKIPPING This Phase 00:03.281: INFO: |Uninstall Prev. >>> CInstallationState::_ExitState: Preparing to Leave State. 00:03.312: INFO: |Uninstall Prev. >>> CInstallationState::_ExitState: Setting Progress 100. 00:03.344: INFO: |Uninstall Prev. >>> CInstallationState::_SetProgress: Post Set Progress Message Succeeded. 00:03.375: INFO: |Uninstall Prev. >>> CInstallationState::_ExitState: Posting Exit Phase Message. 00:03.391: INFO: |Uninstall Prev. >>> CInstallationState::_ExitState: Post Exit Phase Message Succeeded. 00:03.437: INFO: |Uninstall Prev. >>> CPageProgress::DlgProc: Received WM_PR_SETPROGRESS, 64, 0 00:03.469: INFO: |Uninstall Prev. >>> CPageProgress::_UpdateDisplay: Actual Phase: 2 00:03.500: INFO: |Uninstall Prev. >>> CPageProgress::DlgProc: Received WM_PR_EXITPHASE, 0, 0 00:03.531: INFO: |Uninstall Prev. >>> CPageProgress::_UpdateDisplay: Actual Phase: 2 00:03.562: INFO: |Uninstall Prev. >>> <[END]-------------------------------- 00:03.594: INFO: |Uninstall Prev. >>> CPageProgress::_ChangeState: Original Phase: 2 00:03.625: INFO: |WU Download >>> >[BEGIN]------------------------------ 00:03.656: INFO: |WU Download >>> CPageProgress::_UpdateDisplay: Actual Phase: 3 00:03.703: INFO: |WU Download >>> SKIP[FALSE]>>Looking for skip clauses 00:03.734: INFO: |WU Download >>> SKIP[FALSE]>> Adding [FALSE] Condition: !_psdStateData->GetIsInitSuccessful() 00:03.766: INFO: |WU Download >>> SKIP[FALSE]>> Adding [FALSE] Condition: !g_pApp->GetState()->GetOptShouldUpdate() 00:03.781: INFO: |WU Download >>> SKIP[FALSE]>> Adding [FALSE] Condition: g_pApp->GetState()->GetOptIEAKMode()==IEAK_BRANDING 00:03.812: INFO: |WU Download >>> SKIP[FALSE]>> Adding [FALSE] Condition: g_pApp->GetState()->AreWeDoingUninstall() 00:03.859: INFO: |WU Download >>> SKIP[FALSE]>>Result: RUNNING This Phase 00:03.891: INFO: Setting Windows Update Registry Keys: LookingForUpdates=0x00 - ForcePostUpdateDownload=0x00 - ForcePostUpdateInstall=0x00 00:03.953: INFO: Setting Windows Update Registry Keys: LookingForUpdates=0x01 - ForcePostUpdateDownload=0x01 - ForcePostUpdateInstall=0x00 00:03.984: INFO: WindowsUpdate>>Search: Search criteria: 'IsInstalled=0 and Type='Software' and CategoryIDs contains '5312e4f1-6372-442d-aeb2-15f2132c9bd7'' 00:04.031: INFO: |WU Download >>> Looking for Internet Explorer updates... And here is the end of the WindowsUpdate.log: 2012-09-15 08:14:16:109 1168 fc AU ############# 2012-09-15 08:14:16:109 1168 fc AU ## START ## AU: Search for updates 2012-09-15 08:14:16:109 1168 fc AU ######### 2012-09-15 08:14:16:109 1168 fc AU <<## SUBMITTED ## AU: Search for updates [CallId = {92AA8321-2BDA-46EA-828E-52D43F3BD58C}] 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {B4B9471C-1A5E-4D9C-94EF-84B00592946A}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {7F28CDA0-8249-47CA-BD3C-677813249FE9}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {F1B1A591-BB75-4B1C-9FBD-03EEDB00CC9D}.103 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {6384F8AC-4973-4ED9-BC7F-4644507FB001}.102 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {1C81AA3A-6F53-499D-B519-2A81CFBAA1DB}.102 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {7A25C7EC-3798-4413-A493-57A259D18959}.103 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {D6E99F31-FBF4-4DBF-B408-7D75B282D85B}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {1D45A361-56E7-4A3E-8E9F-AE022D050D13}.101 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {AA38D853-2A3E-4F72-86E9-32663D73DC55}.102 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {3ABE760C-4578-4C84-A1CB-BF1DF019EFE4}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {596ADB47-108D-482D-85BA-A513621434B7}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {0F90F2F5-18A2-412C-AEB9-7F027D6C986D}.104 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {7079BEEB-6120-4AFD-AD07-FB4DFA284FBE}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent Update {A566B4B1-D44F-46F8-A862-64EFA6684948}.100 is pruned out due to potential supersedence 2012-09-15 08:14:16:140 1168 2c4 Agent Update {A2E271BC-57AE-44C3-8BFF-919D81299B5D}.100 is pruned out due to potential supersedence 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {DE76AB56-5835-46D4-A6B7-1ABED2572F00}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {C683FDC6-3997-4D12-AABB-49AE57031FE6}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Added update {4C5429B5-22FE-4656-9E82-D80C1B99D73E}.100 to search result 2012-09-15 08:14:16:140 1168 2c4 Agent * Found 16 updates and 69 categories in search; evaluated appl. rules of 1868 out of 3469 deployed entities 2012-09-15 08:14:16:171 1168 2c4 Agent ********* 2012-09-15 08:14:16:171 1168 2c4 Agent ** END ** Agent: Finding updates [CallerId = MicrosoftUpdate] 2012-09-15 08:14:16:171 1168 2c4 Agent ************* 2012-09-15 08:14:16:187 1168 2c4 Agent ************* 2012-09-15 08:14:16:187 1168 2c4 Agent ** START ** Agent: Finding updates [CallerId = AutomaticUpdates] 2012-09-15 08:14:16:187 1168 2c4 Agent ********* 2012-09-15 08:14:16:187 1168 2c4 Agent * Online = No; Ignore download priority = No 2012-09-15 08:14:16:187 1168 2c4 Agent * Criteria = "IsHidden=0 and IsInstalled=0 and DeploymentAction='Installation' and IsAssigned=1 or IsHidden=0 and IsPresent=1 and DeploymentAction='Uninstallation' and IsAssigned=1 or IsHidden=0 and IsInstalled=1 and DeploymentAction='Installation' and IsAssigned=1 and RebootRequired=1 or IsHidden=0 and IsInstalled=0 and DeploymentAction='Uninstallation' and IsAssigned=1 and RebootRequired=1" 2012-09-15 08:14:16:187 1168 2c4 Agent * ServiceID = {7971F918-A847-4430-9279-4A52D1EFE18D} Third party service 2012-09-15 08:14:16:187 1168 2c4 Agent * Search Scope = {Machine} 2012-09-15 08:14:16:203 4000 59c COMAPI >>-- RESUMED -- COMAPI: Search [ClientId = MicrosoftUpdate] 2012-09-15 08:14:16:203 4000 59c COMAPI - Updates found = 16 2012-09-15 08:14:16:203 4000 59c COMAPI --------- 2012-09-15 08:14:16:218 4000 59c COMAPI -- END -- COMAPI: Search [ClientId = MicrosoftUpdate] 2012-09-15 08:14:16:218 4000 59c COMAPI ------------- 2012-09-15 08:14:20:843 1168 69c AU AU received install approval from client for 1 updates 2012-09-15 08:14:20:843 1168 69c AU ############# 2012-09-15 08:14:20:843 1168 69c AU ## START ## AU: Install updates 2012-09-15 08:14:20:859 1168 69c AU ######### 2012-09-15 08:14:20:859 1168 69c AU # Initiating manual install 2012-09-15 08:14:20:859 1168 69c AU # Approved updates = 1 2012-09-15 08:14:20:875 1168 2c4 Agent * Added update {0F90F2F5-18A2-412C-AEB9-7F027D6C986D}.104 to search result 2012-09-15 08:14:20:875 1168 2c4 Agent * Found 1 updates and 69 categories in search; evaluated appl. rules of 1326 out of 3469 deployed entities 2012-09-15 08:14:20:875 1168 2c4 Agent ********* 2012-09-15 08:14:20:875 1168 2c4 Agent ** END ** Agent: Finding updates [CallerId = AutomaticUpdates] 2012-09-15 08:14:20:875 1168 2c4 Agent ************* 2012-09-15 08:14:20:875 1168 69c AU <<## SUBMITTED ## AU: Install updates / installing updates [CallId = {BB25B2FA-1DA6-46EF-BBAD-93AEC822BD21}] 2012-09-15 08:14:20:890 1168 eac AU >>## RESUMED ## AU: Search for updates [CallId = {92AA8321-2BDA-46EA-828E-52D43F3BD58C}] 2012-09-15 08:14:20:890 1168 eac AU # 1 updates detected 2012-09-15 08:14:20:890 1168 280 Agent ************* 2012-09-15 08:14:20:890 1168 280 Agent ** START ** Agent: Installing updates [CallerId = AutomaticUpdates] 2012-09-15 08:14:20:890 1168 280 Agent ********* 2012-09-15 08:14:20:890 1168 280 Agent * Updates to install = 1 2012-09-15 08:14:20:890 1168 eac AU ######### 2012-09-15 08:14:20:890 1168 eac AU ## END ## AU: Search for updates [CallId = {92AA8321-2BDA-46EA-828E-52D43F3BD58C}] 2012-09-15 08:14:20:890 1168 eac AU ############# 2012-09-15 08:14:20:890 1168 eac AU Featured notifications is disabled. 2012-09-15 08:14:20:906 1168 2c4 Report REPORT EVENT: {F352ECAD-2C8C-4F9A-A225-333B5018F1F0} 2012-09-15 08:13:23:234-0500 1 188 102 {00000000-0000-0000-0000-000000000000} 0 0 AutomaticUpdates Success Content Install Installation Ready: The following updates are downloaded and ready for installation. This computer is currently scheduled to install these updates on Sunday, September 16, 2012 at 3:00 AM: - Internet Explorer 8 for Windows XP 2012-09-15 08:14:20:906 1168 2c4 Report REPORT EVENT: {707D1D6E-BA62-438F-B704-0CC083B1FB6C} 2012-09-15 08:13:23:234-0500 1 202 102 {00000000-0000-0000-0000-000000000000} 0 0 AutomaticUpdates Success Content Install Reboot completed. 2012-09-15 08:14:20:906 1168 2c4 Report REPORT EVENT: {65C04CE5-D046-4B6F-92F1-E2DF36730338} 2012-09-15 08:14:16:156-0500 1 147 101 {00000000-0000-0000-0000-000000000000} 0 0 MicrosoftUpdate Success Software Synchronization Windows Update Client successfully detected 16 updates. 2012-09-15 08:14:20:921 1168 280 Agent * Title = Internet Explorer 8 for Windows XP 2012-09-15 08:14:20:921 1168 280 Agent * UpdateId = {0F90F2F5-18A2-412C-AEB9-7F027D6C986D}.104 2012-09-15 08:14:20:921 1168 280 Agent * Bundles 2 updates: 2012-09-15 08:14:20:921 1168 280 Agent * {114743B0-0F07-4000-8C51-BE808D819516}.104 2012-09-15 08:14:20:921 1168 280 Agent * {81B41B2D-E98D-4DFE-9CB7-E88AE50E9B42}.104 2012-09-15 08:14:25:078 1168 280 Handler Attempting to create remote handler process as RAY\Ray in session 0 2012-09-15 08:14:25:250 1168 280 DnldMgr Preparing update for install, updateId = {114743B0-0F07-4000-8C51-BE808D819516}.104. 2012-09-15 08:14:27:453 1256 528 Misc =========== Logging initialized (build: 7.6.7600.256, tz: -0500) =========== 2012-09-15 08:14:27:453 1256 528 Misc = Process: C:\WINDOWS\system32\wuauclt.exe 2012-09-15 08:14:27:453 1256 528 Misc = Module: C:\WINDOWS\system32\wuaueng.dll 2012-09-15 08:14:27:453 1256 528 Handler ::::::::::::: 2012-09-15 08:14:27:453 1256 528 Handler :: START :: Handler: Command Line Install 2012-09-15 08:14:27:453 1256 528 Handler ::::::::: 2012-09-15 08:14:27:453 1256 528 Handler : Updates to install = 1 2012-09-15 08:14:35:062 676 684 Misc =========== Logging initialized (build: 7.6.7600.256, tz: -0500) =========== 2012-09-15 08:14:35:062 676 684 Misc = Process: c:\cac6f883a91a15abdac3e9\update\iesetup.exe 2012-09-15 08:14:35:062 676 684 Misc = Module: C:\WINDOWS\system32\wuapi.dll 2012-09-15 08:14:35:062 676 684 COMAPI ------------- 2012-09-15 08:14:35:062 676 684 COMAPI -- START -- COMAPI: Search [ClientId = Windows Internet Explorer 8 Setup Utility] 2012-09-15 08:14:35:062 676 684 COMAPI --------- 2012-09-15 08:14:35:078 1168 2c4 Agent ************* 2012-09-15 08:14:35:078 1168 2c4 Agent ** START ** Agent: Finding updates [CallerId = Windows Internet Explorer 8 Setup Utility] 2012-09-15 08:14:35:078 1168 2c4 Agent ********* 2012-09-15 08:14:35:078 1168 2c4 Agent * Online = Yes; Ignore download priority = No 2012-09-15 08:14:35:078 1168 2c4 Agent * Criteria = "IsInstalled=0 and Type='Software' and CategoryIDs contains '5312e4f1-6372-442d-aeb2-15f2132c9bd7'" 2012-09-15 08:14:35:078 1168 2c4 Agent * ServiceID = {00000000-0000-0000-0000-000000000000} Third party service 2012-09-15 08:14:35:078 1168 2c4 Agent * Search Scope = {Machine} 2012-09-15 08:14:35:078 676 684 COMAPI <<-- SUBMITTED -- COMAPI: Search [ClientId = Windows Internet Explorer 8 Setup Utility] 2012-09-15 08:14:35:078 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\9482F4B4-E343-43B6-B170-9A65BC822C77\muv4wuredir.cab: 2012-09-15 08:14:35:093 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:156 1168 2c4 Misc WARNING: WinHttp: SendRequestToServerForFileInformation failed with 0x80190194 2012-09-15 08:14:35:156 1168 2c4 Misc WARNING: WinHttp: ShouldFileBeDownloaded failed with 0x80190194 2012-09-15 08:14:35:156 1168 2c4 Misc WARNING: DownloadFileInternal failed for http://download.windowsupdate.com/v9/1/windowsupdate/redir/muv4wuredir.cab: error 0x80190194 2012-09-15 08:14:35:156 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\9482F4B4-E343-43B6-B170-9A65BC822C77\muv4wuredir.cab: 2012-09-15 08:14:35:171 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:312 1168 2c4 Misc WARNING: WinHttp: SendRequestToServerForFileInformation failed with 0x80190194 2012-09-15 08:14:35:312 1168 2c4 Misc WARNING: WinHttp: ShouldFileBeDownloaded failed with 0x80190194 2012-09-15 08:14:35:312 1168 2c4 Misc WARNING: DownloadFileInternal failed for http://download.microsoft.com/v9/1/windowsupdate/redir/muv4wuredir.cab: error 0x80190194 2012-09-15 08:14:35:312 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\9482F4B4-E343-43B6-B170-9A65BC822C77\muv4wuredir.cab: 2012-09-15 08:14:35:312 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:406 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\9482F4B4-E343-43B6-B170-9A65BC822C77\muv4wuredir.cab: 2012-09-15 08:14:35:421 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:437 1168 2c4 Agent Checking for updated auth cab for service 7971f918-a847-4430-9279-4a52d1efe18d at http://download.windowsupdate.com/v9/1/microsoftupdate/redir/muauth.cab 2012-09-15 08:14:35:437 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\AuthCabs\authcab.cab: 2012-09-15 08:14:35:437 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:578 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\AuthCabs\authcab.cab: 2012-09-15 08:14:35:593 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:687 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\7971F918-A847-4430-9279-4A52D1EFE18D\muv4muredir.cab: 2012-09-15 08:14:35:718 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:765 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\7971F918-A847-4430-9279-4A52D1EFE18D\muv4muredir.cab: 2012-09-15 08:14:35:781 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:781 1168 2c4 PT +++++++++++ PT: Starting category scan +++++++++++ 2012-09-15 08:14:35:781 1168 2c4 PT + ServiceId = {7971F918-A847-4430-9279-4A52D1EFE18D}, Server URL = https://www.update.microsoft.com/v6/ClientWebService/client.asmx 2012-09-15 08:14:35:906 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\7971F918-A847-4430-9279-4A52D1EFE18D\muv4muredir.cab: 2012-09-15 08:14:35:921 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:968 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\7971F918-A847-4430-9279-4A52D1EFE18D\muv4muredir.cab: 2012-09-15 08:14:35:984 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:35:984 1168 2c4 PT +++++++++++ PT: Synchronizing server updates +++++++++++ 2012-09-15 08:14:35:984 1168 2c4 PT + ServiceId = {7971F918-A847-4430-9279-4A52D1EFE18D}, Server URL = https://www.update.microsoft.com/v6/ClientWebService/client.asmx 2012-09-15 08:14:37:250 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\7971F918-A847-4430-9279-4A52D1EFE18D\muv4muredir.cab: 2012-09-15 08:14:37:265 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:37:312 1168 2c4 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\WuRedir\7971F918-A847-4430-9279-4A52D1EFE18D\muv4muredir.cab: 2012-09-15 08:14:37:328 1168 2c4 Misc Microsoft signed: Yes 2012-09-15 08:14:37:328 1168 2c4 PT +++++++++++ PT: Synchronizing extended update info +++++++++++ 2012-09-15 08:14:37:328 1168 2c4 PT + ServiceId = {7971F918-A847-4430-9279-4A52D1EFE18D}, Server URL = https://www.update.microsoft.com/v6/ClientWebService/client.asmx 2012-09-15 08:14:37:453 784 314 DtaStor WARNING: Attempted to add URL http://download.windowsupdate.com/msdownload/update/software/dflt/2010/06/3888874_6c6699387d7465bc17c02cc31a660b216427fc78.cab for file bGaZOH10ZbwXwCzDGmYLIWQn/Hg= when file has not been previously added to the datastore 2012-09-15 08:14:37:468 784 314 DtaStor WARNING: Attempted to add URL http://download.windowsupdate.com/msdownload/update/software/dflt/2011/12/4876484_606d98885a70abb9e5e7f3821682cf5541b17c27.cab for file YG2YiFpwq7nl5/OCFoLPVUGxfCc= when file has not been previously added to the datastore 2012-09-15 08:14:37:468 784 314 DtaStor WARNING: Attempted to add URL http://download.windowsupdate.com/msdownload/update/software/dflt/2012/08/5179550_0e825c9da8f36ff2addcbbf4089e12bff764e0a0.cab for file DoJcnajzb/Kt3Lv0CJ4Sv/dk4KA= when file has not been previously added to the datastore 2012-09-15 08:14:37:937 1168 2c4 Agent * Added update {551EF226-28CF-44D9-B318-4959C2B73B26}.100 to search result 2012-09-15 08:14:37:937 1168 2c4 Agent * Added update {955266A7-6210-4C18-BAEF-0E8244D975A9}.100 to search result 2012-09-15 08:14:37:937 1168 2c4 Agent * Added update {797D3C3F-CFD2-4D26-BB52-BE038205C7C4}.105 to search result 2012-09-15 08:14:37:937 1168 2c4 Agent * Added update {EDB28194-3635-480E-A069-1D1984CCB2AB}.102 to search result 2012-09-15 08:14:37:937 1168 2c4 Agent * Found 4 updates and 5 categories in search; evaluated appl. rules of 52 out of 65 deployed entities 2012-09-15 08:14:37:937 1168 2c4 Agent ********* 2012-09-15 08:14:37:937 1168 2c4 Agent ** END ** Agent: Finding updates [CallerId = Windows Internet Explorer 8 Setup Utility] 2012-09-15 08:14:37:937 1168 2c4 Agent ************* 2012-09-15 08:14:37:953 676 8cc COMAPI >>-- RESUMED -- COMAPI: Search [ClientId = Windows Internet Explorer 8 Setup Utility] 2012-09-15 08:14:37:953 676 8cc COMAPI - Updates found = 4 2012-09-15 08:14:37:953 676 8cc COMAPI --------- 2012-09-15 08:14:37:953 676 8cc COMAPI -- END -- COMAPI: Search [ClientId = Windows Internet Explorer 8 Setup Utility] 2012-09-15 08:14:37:953 676 8cc COMAPI ------------- 2012-09-15 08:14:42:937 1168 2c4 Report REPORT EVENT: {88008109-CF47-404E-940D-6C21A85DFF64} 2012-09-15 08:14:37:937-0500 1 147 101 {00000000-0000-0000-0000-000000000000} 0 0 Windows Internet Explorer 8 Set Success Software Synchronization Windows Update Client successfully detected 4 updates. I could upload the entire WindowsUpdate.log file to dropbox if required.

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  • NoClassDefFoundError with new eclipse bundle

    - by djmedic
    I am informed by a customer that they are receiving an error. On the report they filed it is continuosly coming up with NoClassDefFoundError. It appears none of my other customers are having this issue. I'm not having this issue running the app on my Motorola Droid Maxx. The customer is running the app on a rooted Droid Bionic. Everything was working fine on my version at 2.3 but when I updated it to 2.4, this issue arose. I also replaced my computer with a new and now I am running windows 8 and installed the adt bundle. The only change I made to the file in question in changing a -90 to -85. Below is the code...I have also included below the code the error report. This is only happening on phone. import android.app.Activity; import android.content.Context; import android.content.Intent; import android.net.ConnectivityManager; import android.net.NetworkInfo; import android.os.Bundle; import android.telephony.PhoneStateListener; import android.telephony.SignalStrength; import android.telephony.TelephonyManager; public class ConnectivityCheck extends Activity { TelephonyManager Tel; MyPhoneStateListener MyListener; boolean isGsm; boolean cellAvailable; int strengthAmplitudeGSM; int strengthAmplitudeCDMA; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); ConnectivityManager connec = (ConnectivityManager)getSystemService(Context.CONNECTIVITY_SERVICE); if (connec.getNetworkInfo(0) != null) { cellAvailable = true; } if (cellAvailable) { /* Update the listener, and start it */ MyListener = new MyPhoneStateListener(); Tel = ( TelephonyManager )getSystemService(Context.TELEPHONY_SERVICE); Tel.listen(MyListener ,PhoneStateListener.LISTEN_SIGNAL_STRENGTHS); } if (connec.getNetworkInfo(1).getState() == NetworkInfo.State.CONNECTED) { startActivity(new Intent(ConnectivityCheck.this, LicenseCheck.class)); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); } finish(); } else if (cellAvailable) { if (connec.getNetworkInfo(0).getState() == NetworkInfo.State.CONNECTED && strengthAmplitudeCDMA >= -90) { startActivity(new Intent(ConnectivityCheck.this, LicenseCheck.class)); Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); finish(); } else if (connec.getNetworkInfo(0).getState() == NetworkInfo.State.CONNECTED && isGsm && strengthAmplitudeGSM >= 10 && strengthAmplitudeGSM <= 31) { startActivity(new Intent(ConnectivityCheck.this, LicenseCheck.class)); Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); finish(); } else { startActivity(new Intent(ConnectivityCheck.this, ProtocolsMMenuActivity.class)); Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); finish(); } } else { startActivity(new Intent(ConnectivityCheck.this, ProtocolsMMenuActivity.class)); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); } finish(); } } /* Called when the application is minimized */ @Override protected void onPause() { super.onPause(); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); } } /* Called when the application resumes */ @Override protected void onResume() { super.onResume(); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_SIGNAL_STRENGTHS); } } /* Start the PhoneState listener */ private class MyPhoneStateListener extends PhoneStateListener { /* Get the Signal strength from the provider, each tiome there is an update */ @Override public void onSignalStrengthsChanged(SignalStrength signalStrength) { isGsm = signalStrength.isGsm(); strengthAmplitudeGSM = signalStrength.getGsmSignalStrength(); strengthAmplitudeCDMA = signalStrength.getCdmaDbm(); super.onSignalStrengthsChanged(signalStrength); } };/* End of private Class */ } Here is the error report java.lang.NoClassDefFoundError: com.emsprotocols.njalsprotocolspaidac.ConnectivityCheck at com.emsprotocols.njalsprotocolspaidac.ProtocolsSplashActivity$1.onAnimationEnd (ProtocolsSplashActivity.java:144) at android.view.animation.AnimationSet.getTransformation(AnimationSet.java:411) at android.view.animation.Animation.getTransformation(Animation.java:920) at android.view.ViewGroup.drawChild(ViewGroup.java:2657) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:2489) at android.view.ViewGroup.drawChild(ViewGroup.java:2885) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:2489) at android.view.ViewGroup.drawChild(ViewGroup.java:2885) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:2489) at android.view.View.draw(View.java:11009) at android.widget.FrameLayout.draw(FrameLayout.java:450) at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:2154) at android.view.ViewRootImpl.draw(ViewRootImpl.java:2096) at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1679) at android.view.ViewRootImpl.handleMessage(ViewRootImpl.java:2558) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:137) at android.app.ActivityThread.main(ActivityThread.java:4722) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:511) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:787) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:554) at dalvik.system.NativeStart.main(Native Method)

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  • How to fix Monogame WP8 Touch Position bug?

    - by Moses Aprico
    Normally below code will result in X:Infinity, Y:Infinity TouchCollection touchState = TouchPanel.GetState(); foreach (TouchLocation t in touchState) { if (t.State == TouchLocationState.Pressed) { vb.ButtonTouched((int)t.Position.X, (int)t.Position.Y); } } Then, I followed this https://github.com/mono/MonoGame/issues/1046 and added below code at the first line in update method. (I still don't know how it's worked, but it fixed the problem) if (_firstUpdate) { typeof(Microsoft.Xna.Framework.Input.Touch.TouchPanel).GetField("_touchScale",System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).SetValue(null, Vector2.One); _firstUpdate = false; } And then, when I randomly testing something, there are several area that won't read the user touch. The tile with the purple dude is the area which won't receive user input (It don't even detect "Pressed", the TouchCollection.Count = 0) Any idea how to fix this? UPDATE 1 : The second attempt in recompiling The difference is weird. Dunno why the consistent clickable area is just 2/3 area to the left UPDATE 2 : After trying to rotate to landscape and back to portrait to randomly testing, then the outcome become :

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • Global keyboard states

    - by Petr Abdulin
    I have following idea about processing keyboard input. We capture input in "main" Game class like this: protected override void Update(GameTime gameTime) { this.CurrentKeyboardState = Keyboard.GetState(); // main :Game class logic here base.Update(gameTime); this.PreviousKeyboardState = this.CurrentKeyboardState; } then, reuse keyboard states (which have internal scope) in all other game components. The reasons behind this are 1) minimize keyboard processing load, and 2) reduce "pollution" of all other classes with similar keyboard state variables. Since I'm quite a noob in both game and XNA development, I would like to know if all of this sounds reasonable.

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  • Accept keyboard input when game is not in focus?

    - by Corey Ogburn
    I want to be able to control the game via keyboard while the game does not have focus... How can I do this in XNA? EDIT: I bought a tablet. I want to write a separate app to overly the screen with controls that will send keyboard input to the game. Although, it's not sending the input DIRECT to the game, it's using the method discussed in this SO question: http://stackoverflow.com/questions/6446085/emulate-held-down-key-on-keyboard To my understanding, my test app is working the way it should be but the game is not responding to this input. I originally thought that Keyboard.GetState() would get the state regardless that the game is not in focus, but that doesn't appear to be the case.

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Multiple Graphics2D Objects

    - by Trizicus
    I have a Graphics object of JPanel and that is working fine: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import javax.swing.JPanel; public class GraphicsTest extends JPanel { private Graphics2D g2d; private String state; private int x, y; @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2d = (Graphics2D) g; g2d.setClip(0, 0, getWidth(), getHeight()); g2d.setColor(Color.BLACK); g2d.drawString("STATE: " + state, 5, 15); g2d.drawString("Mouse Position: " + x + ", " + y, 5, 30); g2d.setColor(Color.red); Rectangle2D r2d = new Rectangle2D.Double(x,y,10,10); g2d.draw(r2d); Test t = new Test(); super.add(t); repaint(); } public void setState(String state) { this.state = state; } public String getState() { return state; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } } I was experimenting with a new Graphics component and when I instantiate a new Test and add it in GraphicsTest nothing happens. What is it that I am doing wrong? import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import javax.swing.JComponent; public class Test extends JComponent { private Graphics2D g2d; private String state; private int x, y; @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2d = (Graphics2D) g.create(); g2d.setColor(Color.GREEN); g2d.fill(new Rectangle2D.Double(60, 60, 10, 10)); repaint(); } public void setState(String state) { this.state = state; } public String getState() { return state; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } } Thanks!

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