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  • Server 2012 DFS New Member Issue

    - by David
    I am trying to add a new member to our DFS topology. We have 3 DCs (VMs - VMware) running Windows server 2012, two servers are located in or Primary site and the third at our DR site. Currently the two servers at our primary site are currently replicating DFS (full mesh) and are working fine. I have tried several times to add the third DC to our DFS topology, every time i configure the replication path e.g E:\MSI and click ok the MMC snap in crashes. Below is the crash info, any idea what is causing this? What i am doing is fairly straight forward and don't see why this would be happening. Windows Crash Error: gnature: Problem Event Name: CLR20r3 Problem Signature 01: mmc.exe Problem Signature 02: 6.2.9200.16496 Problem Signature 03: 50ece2e8 Problem Signature 04: System.Windows.Forms Problem Signature 05: 4.0.30319.18046 Problem Signature 06: 51552cda Problem Signature 07: 6291 Problem Signature 08: 25 Problem Signature 09: RML5K4UDBMA5NI04CIYRWVDHKEWFDHCV OS Version: 6.2.9200.2.0.0.272.7 Locale ID: 3081 Additional Information 1: b979 Additional Information 2: b97911c958b3d076b53a1d80c1c56088 Additional Information 3: 4fee Additional Information 4: 4fee5b9baabd694859b15dfc5e1863b7      Crash Report Version=1 EventType=CLR20r3 EventTime=130165974300817209 ReportType=2 Consent=1 ReportIdentifier=d15d0d38-dd36-11e2-93fb-005056af764c IntegratorReportIdentifier=d15d0d37-dd36-11e2-93fb-005056af764c NsAppName=mmc.exe Response.type=4 Sig[0].Name=Problem Signature 01 Sig[0].Value=mmc.exe Sig[1].Name=Problem Signature 02 Sig[1].Value=6.2.9200.16496 Sig[2].Name=Problem Signature 03 Sig[2].Value=50ece2e8 Sig[3].Name=Problem Signature 04 Sig[3].Value=System.Windows.Forms Sig[4].Name=Problem Signature 05 Sig[4].Value=4.0.30319.18046 Sig[5].Name=Problem Signature 06 Sig[5].Value=51552cda Sig[6].Name=Problem Signature 07 Sig[6].Value=6291 Sig[7].Name=Problem Signature 08 Sig[7].Value=25 Sig[8].Name=Problem Signature 09 Sig[8].Value=RML5K4UDBMA5NI04CIYRWVDHKEWFDHCV DynamicSig[1].Name=OS Version DynamicSig[1].Value=6.2.9200.2.0.0.272.7 DynamicSig[2].Name=Locale ID DynamicSig[2].Value=3081 DynamicSig[22].Name=Additional Information 1 DynamicSig[22].Value=b979 DynamicSig[23].Name=Additional Information 2 DynamicSig[23].Value=b97911c958b3d076b53a1d80c1c56088 DynamicSig[24].Name=Additional Information 3 DynamicSig[24].Value=4fee DynamicSig[25].Name=Additional Information 4 DynamicSig[25].Value=4fee5b9baabd694859b15dfc5e1863b7 UI[2]=C:\Windows\system32\mmc.exe UI[3]=Microsoft Management Console has stopped working UI[4]=Windows can check online for a solution to the problem. UI[5]=Check online for a solution and close the program UI[6]=Check online for a solution later and close the program UI[7]=Close the program LoadedModule[0]=C:\Windows\system32\mmc.exe LoadedModule[1]=C:\Windows\SYSTEM32\ntdll.dll LoadedModule[2]=C:\Windows\system32\KERNEL32.DLL LoadedModule[3]=C:\Windows\system32\KERNELBASE.dll LoadedModule[4]=C:\Windows\system32\GDI32.dll LoadedModule[5]=C:\Windows\system32\USER32.dll LoadedModule[6]=C:\Windows\system32\MFC42u.dll LoadedModule[7]=C:\Windows\system32\msvcrt.dll LoadedModule[8]=C:\Windows\system32\mmcbase.DLL LoadedModule[9]=C:\Windows\system32\ole32.dll LoadedModule[10]=C:\Windows\system32\SHLWAPI.dll LoadedModule[11]=C:\Windows\system32\UxTheme.dll LoadedModule[12]=C:\Windows\system32\DUser.dll LoadedModule[13]=C:\Windows\system32\OLEAUT32.dll LoadedModule[14]=C:\Windows\system32\ODBC32.dll LoadedModule[15]=C:\Windows\SYSTEM32\combase.dll LoadedModule[16]=C:\Windows\system32\RPCRT4.dll LoadedModule[17]=C:\Windows\SYSTEM32\sechost.dll LoadedModule[18]=C:\Windows\system32\ADVAPI32.dll LoadedModule[19]=C:\Windows\system32\SHCORE.DLL LoadedModule[20]=C:\Windows\system32\IMM32.DLL LoadedModule[21]=C:\Windows\system32\MSCTF.dll LoadedModule[22]=C:\Windows\system32\DUI70.dll LoadedModule[23]=C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9200.16579_none_418ab7ef718b27ef\Comctl32.dll LoadedModule[24]=C:\Windows\system32\SHELL32.dll LoadedModule[25]=C:\Windows\system32\CRYPTBASE.dll LoadedModule[26]=C:\Windows\system32\bcryptPrimitives.dll LoadedModule[27]=C:\Windows\system32\urlmon.dll LoadedModule[28]=C:\Windows\system32\iertutil.dll LoadedModule[29]=C:\Windows\system32\WININET.dll LoadedModule[30]=C:\Windows\SYSTEM32\clbcatq.dll LoadedModule[31]=C:\Windows\system32\mmcndmgr.dll LoadedModule[32]=C:\Windows\System32\msxml6.dll LoadedModule[33]=C:\Windows\system32\profapi.dll LoadedModule[34]=C:\Windows\system32\apphelp.dll LoadedModule[35]=C:\Windows\system32\dwmapi.dll LoadedModule[36]=C:\Windows\System32\oleacc.dll LoadedModule[37]=C:\Windows\system32\CRYPTSP.dll LoadedModule[38]=C:\Windows\system32\rsaenh.dll LoadedModule[39]=C:\Windows\system32\NetworkExplorer.dll LoadedModule[40]=C:\Windows\system32\PROPSYS.dll LoadedModule[41]=C:\Windows\system32\SETUPAPI.dll LoadedModule[42]=C:\Windows\system32\CFGMGR32.dll LoadedModule[43]=C:\Windows\system32\DEVOBJ.dll LoadedModule[44]=C:\Windows\system32\mlang.dll LoadedModule[45]=C:\Windows\system32\xmllite.dll LoadedModule[46]=C:\Windows\system32\VERSION.dll LoadedModule[47]=C:\Windows\SYSTEM32\mscoree.dll LoadedModule[48]=C:\Windows\Microsoft.NET\Framework64\v4.0.30319\mscoreei.dll LoadedModule[49]=C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll LoadedModule[50]=C:\Windows\SYSTEM32\MSVCR110_CLR0400.dll LoadedModule[51]=C:\Windows\assembly\NativeImages_v4.0.30319_64\mscorlib\fa44d07a6b592198dfeae841489f295b\mscorlib.ni.dll LoadedModule[52]=C:\Windows\system32\sxs.dll LoadedModule[53]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System\577825eedb03a45fd7327050e85d0c44\System.ni.dll LoadedModule[54]=C:\Windows\assembly\NativeImages_v4.0.30319_64\MMCEx\9b714b187bfb304526df6d4e6160e15c\MMCEx.ni.dll LoadedModule[55]=C:\Windows\assembly\NativeImages_v4.0.30319_64\MMCFxCommon\3804721e3998fdf29b06e86bcfe92eb8\MMCFxCommon.ni.dll LoadedModule[56]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Configuration\e3873005e8829578178618d41d012849\System.Configuration.ni.dll LoadedModule[57]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Xml\aea95442f7e98cffc3c849fe3b0658d6\System.Xml.ni.dll LoadedModule[58]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Drawing\f28da0d8140095c5c86e9f2443878807\System.Drawing.ni.dll LoadedModule[59]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Windows.Forms\c2f5f2174cecd9faaf74a0cdeebfdd49\System.Windows.Forms.ni.dll LoadedModule[60]=C:\Windows\Microsoft.NET\Framework64\v4.0.30319\diasymreader.dll LoadedModule[61]=C:\Windows\assembly\NativeImages_v4.0.30319_64\Microsoft.Mff1be75b#\3c16df28b2935a005a7fd0da96e0ff6c\Microsoft.ManagementConsole.ni.dll LoadedModule[62]=C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clrjit.dll LoadedModule[63]=C:\Windows\assembly\NativeImages_v4.0.30319_64\DfsMgmt\ed2ebd5dc4469285040f2e21c5e990dc\DfsMgmt.ni.dll LoadedModule[64]=C:\Windows\assembly\NativeImages_v4.0.30319_64\DfsObjectModel\43ed7ca19e7c26cbf27c5c8a2e0fec93\DfsObjectModel.ni.dll LoadedModule[65]=C:\Windows\assembly\NativeImages_v4.0.30319_64\CfsCommonUIFx\aea54a98ed63ebeaa6703e9f0a724ac8\CfsCommonUIFx.ni.dll LoadedModule[66]=C:\Windows\assembly\NativeImages_v4.0.30319_64\Interop.DFSRHelper\3780b83ee96c137664d8807e7042768f\Interop.DFSRHelper.ni.dll LoadedModule[67]=C:\Windows\system32\WindowsCodecs.dll LoadedModule[68]=C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_5.82.9200.16384_none_7762d5fd3178b04e\comctl32.dll LoadedModule[69]=C:\Windows\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.9200.16518_none_726fbfe0cc22f012\gdiplus.dll LoadedModule[70]=C:\Windows\system32\DWrite.dll LoadedModule[71]=C:\Windows\system32\COMDLG32.dll LoadedModule[72]=C:\Windows\system32\Netapi32.dll LoadedModule[73]=C:\Windows\system32\netutils.dll LoadedModule[74]=C:\Windows\system32\srvcli.dll LoadedModule[75]=C:\Windows\system32\wkscli.dll LoadedModule[76]=C:\Windows\system32\clusapi.dll LoadedModule[77]=C:\Windows\system32\cryptdll.dll LoadedModule[78]=C:\Windows\system32\WS2_32.dll LoadedModule[79]=C:\Windows\system32\NSI.dll LoadedModule[80]=C:\Windows\system32\mswsock.dll LoadedModule[81]=C:\Windows\system32\DNSAPI.dll LoadedModule[82]=C:\Windows\System32\rasadhlp.dll LoadedModule[83]=C:\Windows\system32\IPHLPAPI.DLL LoadedModule[84]=C:\Windows\system32\WINNSI.DLL LoadedModule[85]=C:\Windows\System32\fwpuclnt.dll LoadedModule[86]=C:\Windows\system32\DFSCLI.DLL LoadedModule[87]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Dired13b18a9#\0acd265b442254788d2d1429c296558c\System.DirectoryServices.ni.dll LoadedModule[88]=C:\Windows\system32\ntdsapi.dll LoadedModule[89]=C:\Windows\system32\LOGONCLI.DLL LoadedModule[90]=C:\Windows\system32\activeds.dll LoadedModule[91]=C:\Windows\system32\adsldpc.dll LoadedModule[92]=C:\Windows\system32\WLDAP32.dll LoadedModule[93]=C:\Windows\system32\adsldp.dll LoadedModule[94]=C:\Windows\system32\SspiCli.dll LoadedModule[95]=C:\Windows\system32\DSPARSE.dll LoadedModule[96]=C:\Windows\system32\msv1_0.DLL LoadedModule[97]=C:\Windows\system32\cscapi.dll LoadedModule[98]=C:\Windows\system32\DSROLE.DLL LoadedModule[99]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Dire5d62f0a2#\819205bfacb57978948171e414993369\System.DirectoryServices.Protocols.ni.dll LoadedModule[100]=C:\Windows\System32\objsel.dll LoadedModule[101]=C:\Windows\System32\Secur32.dll LoadedModule[102]=C:\Windows\System32\credui.dll LoadedModule[103]=C:\Windows\system32\CRYPT32.dll LoadedModule[104]=C:\Windows\system32\MSASN1.dll LoadedModule[105]=C:\Windows\System32\DPAPI.DLL LoadedModule[106]=C:\Windows\system32\riched32.dll LoadedModule[107]=C:\Windows\system32\RICHED20.dll LoadedModule[108]=C:\Windows\system32\USP10.dll LoadedModule[109]=C:\Windows\system32\msls31.dll LoadedModule[110]=C:\Windows\System32\Windows.Globalization.dll LoadedModule[111]=C:\Windows\System32\Bcp47Langs.dll LoadedModule[112]=C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Serv759bfb78#\e44b9230fcc7dc263820eff07cfc6353\System.ServiceProcess.ni.dll LoadedModule[113]=C:\Windows\system32\kerberos.DLL LoadedModule[114]=C:\Windows\system32\bcrypt.dll LoadedModule[115]=C:\Windows\assembly\NativeImages_v4.0.30319_64\Accessibility\e69795104b16b74fe9c1e7dff4f3f510\Accessibility.ni.dll LoadedModule[116]=C:\Windows\system32\MPR.dll LoadedModule[117]=C:\Windows\System32\drprov.dll LoadedModule[118]=C:\Windows\System32\WINSTA.dll LoadedModule[119]=C:\Windows\System32\ntlanman.dll LoadedModule[120]=C:\Windows\system32\explorerframe.dll FriendlyEventName=Stopped working ConsentKey=CLR20r3 AppName=Microsoft Management Console AppPath=C:\Windows\system32\mmc.exe NsPartner=windows NsGroup=windows8 Application Log Event ID: 1000 Faulting application name: mmc.exe, version: 6.2.9200.16496, time stamp: 0x50ece2e8 Faulting module name: KERNELBASE.dll, version: 6.2.9200.16451, time stamp: 0x50988aa6 Exception code: 0xe0434352 Fault offset: 0x000000000003811c Faulting process id: 0xd30 Faulting application start time: 0x01ce71411a7b775b Faulting application path: C:\Windows\system32\mmc.exe Faulting module path: C:\Windows\system32\KERNELBASE.dll Report Id: d15d0d37-dd36-11e2-93fb-005056af764c Faulting package full name: Faulting package-relative application ID: Application Log Event ID: 1026 Application: mmc.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.Runtime.InteropServices.SEHException Stack: at System.Windows.Forms.UnsafeNativeMethods.ThemingScope.DeactivateActCtx(Int32 dwFlags, IntPtr lpCookie) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at Microsoft.ManagementConsole.Internal.SnapInMessagePumpProxy.Microsoft.ManagementConsole.Internal.ISnapInMessagePumpProxy.Run() at Microsoft.ManagementConsole.Executive.SnapInThread.OnThreadStart() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Threading.ThreadHelper.ThreadStart()

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  • An abundance of LINQ queries and expressions using both the query and method syntax.

    - by nikolaosk
    In this post I will be writing LINQ queries against an array of strings, an array of integers.Moreover I will be using LINQ to query an SQL Server database. I can use LINQ against arrays since the array of strings/integers implement the IENumerable interface. I thought it would be a good idea to use both the method syntax and the query syntax. There are other places on the net where you can find examples of LINQ queries but I decided to create a big post using as many LINQ examples as possible. We...(read more)

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  • Multiple Key Presses in XNA?

    - by Bryan Harrington
    I'm actually trying to do something fairly simple. I cannot get multiple key presses to work in XNA. I've tried the following pieces of code. else if (keyboardState.IsKeyDown(Keys.Down) && (keyboardState.IsKeyDown(Keys.Left))) { //Move Character South-West } and I tried. else if (keyboardState.IsKeyDown(Keys.Down)) { if (keyboardState.IsKeyDown(Keys.Left)) { //Move Character South-West } } Neither worked for me. Single presses work just fine. Any thoughts?

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  • How should I share variables between instances/classes?

    - by tesselode
    I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of the game's code in different classes, and having a table of instances with all of the instances of any class in it. This way, I can go through every instance of every class and update and draw it by calling the same function. There is a problem, though. Let's say I have an instance of a player with variables for health and recharge time of a weapon. I also have a master instance which is responsible for drawing the HUD. How can I tell the master instance what the player's health is? Bad solutions: Assuming that the player instance will always have the same position in the table - that can be easily changed. Using global variables. Global variables are evil. Have the master instance outside of the instances table, and have the player set variables inside the master instance, which it then uses for HUD drawing. This is really bad because now I have to make a duplicate of every variable the master instance needs. What is the proper, standard way of sharing variables between instances? Do I need to change the way I keep track of instances?

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Collision detection code style

    - by Marian Ivanov
    Not only there are two useful broad-phase algorithms and a lot of useful narrowphase algorithms, there are also multiple code styles. Arrays vs. calling Make an array of broadphase checks, then filter them with narrowphase checks, then resolve them. function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ possibleCollisions = getPossibleCollisions(b,a->get(index)); for(i=0; i<possibleCollitionsNumber; i++){ if(narrowphase(possibleCollisions[i],a[index])) { collisions->push(possibleCollisions[i]); }; }; for(i=0; i<collitionsNumber; i++){ //CODE FOR RESOLUTION }; }; Make the broadphase call the narrowphase, and the narrowphase call the resolution function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ broadphase(b,a->get(index)); }; function broadphase(thingy * with, thingy * what){ while(blah){ //blahcode narrowphase(what,collidingThing); }; }; Events vs. in-the-loop Fire an event. This abstracts the check away, but it's trickier to make an equal interaction. a[index] -> collisionEvent(eventdata); //much later int collisionEvent(eventdata){ //resolution gets here } Resolve the collision inside the loop. This glues narrowphase and resolution into one layer. if(narrowphase(possibleCollisions[i],a[index])) { //CODE GOES HERE }; The questions are: Which of the first two is better, and how am I supposed to make a zero-sum Newtonian interaction under B1.

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  • Utility Queries–Database Files, (and Filegroups)

    - by drsql
    It has been a while since I last posted a utility query, and today, to avoid other work I am supposed to be doing, I decided to go ahead and work on another post.  Today, I went ahead and worked on a server configuration type query. One query I find I use pretty often is the following one that lists the files in the database. In this blog I will include 3 queries.  The first will deal with files and databases, and the second runs in a database to see the files and their filegroups (If there...(read more)

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  • Utility Queries–Database Files, (and Filegroups)

    - by drsql
    It has been a while since I last posted a utility query, and today, to avoid other work I am supposed to be doing, I decided to go ahead and work on another post.  Today, I went ahead and worked on a server configuration type query. One query I find I use pretty often is the following one that lists the files in the database. In this blog I will include 3 queries.  The first will deal with files and databases, and the second runs in a database to see the files and their filegroups (If there...(read more)

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • A more reliable and more flexible sp_MSforeachdb

    - by AaronBertrand
    I've complained about sp_MSforeachdb before. In part of my "Bad Habits to Kick" series in 2009-10, I described how I worked around its sporadic inability to actually process all of the databases on an instance: http://sqlblog.com/blogs/aaron_bertrand/archive/2010/02/08/bad-habits-to-kick-relying-on-undocumented-behavior.aspx I lumped this in a "Bad Habit" category of relying on undocumented behavior, since - while the procedure does have rampant usage - it is, in fact, both undocumented and unsupported....(read more)

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  • XNA - How do I change the texture of a 2D object?

    - by Adorjan
    I am on to make a table game, I successfully figured out how to make the arraw and to move the cursor on it (by tiles). Now I wanna find out how to make that if I hit the Enter key the tile's texture change to another. I tryed like this: if (input.KeyPressed(Keys.Enter)) { cell[X,Y].Cell_texture = tile_texture; } but it doesn't really work. Hope you can help. :) Thanks!

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  • Game Object Design

    - by oisin
    I'm having a problem with the way I designed my first simple game in C++. I have GameObject (abstract class) and ObjectA which inherits the update() and draw() methods from GameObject. My main loop contains a linked list of GameObject*, and while that list is not empty it cycles through it, calling update on each one. Up until this point, I thought the design was standard(?) and would work. However, when I call update on ObjectA() I run into two problems: ObjectA can die which messes up the list, which in turn throws off the loop in main. ObjectA can spawn more ObjectA's but these are local scope and the update() goes out of scope, creating problems in main's list of GameObjects. I think my design if alright, but I'm having such problems with segmentation faults that there must be something seriously wrong with at least one part of my implementation. If anyone could point out any serious mistakes or simple examples of this being done (or even alternative designs) then I would greatly appreciate it!

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  • git pull crashes after other member push something

    - by naiad
    Here it's the story... we have a Github account. I clone the repository ... then I can work with it, commit things, push things, etc ... I use Linux with command line and git version 1.7.7.3 Then other user, using Eclipse and git plugin for eclipse eGit 1.1.0 pushes something, and it appears in the github web pages as the last commit, but when I try to pull: $ git pull remote: Counting objects: 13, done. remote: Compressing objects: 100% (6/6), done. remote: Total 9 (delta 2), reused 7 (delta 0) Unpacking objects: 100% (9/9), done. error: unable to find 3e6c5386cab0c605877f296642d5183f582964b6 fatal: object 3e6c5386cab0c605877f296642d5183f582964b6 not found "3e6c5386cab0c605877f296642d5183f582964b6" is the commit hash of the last commit, done by the other user ... there's no problem at all to browse it through web page ... but for me it's impossible to pull it. It's strange, because my command line output tells about that commit hash, so it knows that one is the last one commit in the github system, but my git can not pull it ! Maybe the git protocol used in eGit is incompatible with the console git 1.7.7.3...

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  • c++0x, std::thread error (thread not member of std)

    - by luis
    Hello I compiled & installed gcc4.4 using macports. When I try to compile using - g++ -g -Wall -ansi -pthread -std=c++0x main.cpp...: #include ... std::thread t(handle); t.join(); .... The compiler returns: cserver.cpp: In member function 'int CServer::run()': cserver.cpp:48: error: 'thread' is not a member of 'std' cserver.cpp:48: error: expected ';' before 't' cserver.cpp:49: error: 't' was not declared in this scope But std::cout <<... compiles fine.. Can anyone help me? Thanks! Luis

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  • From a language design perspective, if Javascript objects are simply associative arrays, then why ha

    - by Christopher Altman
    I was reading about objects in O'Reilly Javascript Pocket Reference and the book made the following statement. An object is a compound data type that contains any number of properties. Javascript objects are associative arrays: they associate arbitrary data values with arbitrary names. From a language design perspective, if objects are simply associative arrays, then why have objects? I appreciate the convenience of having objects in the language, but if convenience is the main purpose for adding a data type, then how do you decide what to add and what to not add in a language? A language can quickly become bloated and less valuable if it is weighed down by several overlapping methods and data types (Is this a true statement or am I missing something).

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  • F# Static Member Type Constraints

    - by Stephen Swensen
    I'm trying to define a function, factorize, which uses structural type constraints (requires static members Zero, One, +, and /) similar to Seq.sum so that it can be used with int, long, bigint, etc. I can't seem to get the syntax right, and can't find a lot of resources on the subject. This is what I have, please help. let inline factorize (n:^NUM) = ^NUM : (static member get_Zero: unit->(^NUM)) ^NUM : (static member get_One: unit->(^NUM)) let rec factorize (n:^NUM) (j:^NUM) (flist: ^NUM list) = if n = ^NUM.One then flist elif n % j = ^NUM.Zero then factorize (n/j) (^NUM.One + ^NUM.One) (j::flist) else factorize n (j + ^NUM.One) (flist) factorize n (^NUM.One + ^NUM.One) []

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  • C# Object Creation from Datatable

    - by Jonesy
    Hi Folks, Im just getting my head round C#. I've been creating classes and objects so say i created a class called Member: public class Member { public int MemberID; public string FirstName; public string LastName; public string UserName; } and i create a new object of that class by doing this: Member Billy = new Member(); Billy.UserName = "Jonesy"; Billy.FirstName = "Billy"; Billy.LastName = "Jones"; Thats all fine but what if I've queried a database and gotten back 5 members, can I create objects on the fly? Or what is the best way to store these members in memory? I've used VB.Net where I would just add them into a datatable. But I've never really done any object-oriented programming before and thought since I'm learning C sharp nows the best time to learn OOP.. Any help most appreciated! Jonesy

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  • grouping draggable objects with jquery-ui draggable

    - by Jim Robert
    Hello, I want to use jquery draggable/droppable to let the user select a group of objects (each one has a checkbox in the corner) and then drag all the selected objects as a group... I can't figure out for the life of me how to do it haha. Here is what I'm thinking will lead to a usable solution, on each draggable object, use the start() event and somehow grab all the other selected objects and add them to the selection I was also considering just making the dragged object look like a group of objects (they're images, so a pile of photos maybe) for performance reasons. I think using the draggable functionality might fall over if you drag several dozen objects at once, does that sound like a better idea?

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  • Objective-C member variable assignment?

    - by Alex
    I have an objective-c class with member variables. I am creating getters and setters for each one. Mostly for learning purposes. My setter looks like the following: - (void) setSomething:(NSString *)input { something = input; } However, in C++ and other languages I have worked with in the past, you can reference the member variable by using the this pointer like this->something = input. In objective-c this is known as self. So I was wondering if something like that is possible in objective-c? Something like this: - (void) setSomething:(NSString *)input { [self something] = input; } But that would call the getter for something. So I'm not sure. So my question is: Is there a way I can do assignment utilizing the self pointer? If so, how? Is this good practice or is it evil? Thanks!

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  • How to gain Access to member variables of a class using void pointer but Not Object

    - by mahesh
    Hi, I am trying to access member variables of a class without using object. please let me know how to go about. class TestMem { int a; int b; public: TestMem(){} void TestMem1() { a = 10; b = 20; } }; void (TestMem::*pMem)(); int main(int argc, char* argv[]) { TestMem o1; pMem = &(TestMem::TestMem1); void *p = (void*)&pMem; // How to access a & b member variables using variable p getch(); return 0; }

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  • Iterating Oracle collections of objects with out exploding them

    - by Scott Bailey
    I'm using Oracle object data types to represent a timespan or period. And I've got to do a bunch of operations that involve working with collections of periods. Iterating over collections in SQL is significantly faster than in PL/SQL. CREATE TYPE PERIOD AS OBJECT ( beginning DATE, ending DATE, ... some member functions...); CREATE TYPE PERIOD_TABLE AS TABLE OF PERIOD; -- sample usage SELECT <<period object>>.contains(period2) FROM TABLE(period_table1) t The problem is that the TABLE() function explodes the objects into scalar values, and I really need the objects instead. I could use the scalar values to recreate the objects but this would incur the overhead of re-instantiating the objects. And the period is designed to be subclassed so there would be additional difficulty trying to figure out what to initialize it as. Is there another way to do this that doesn't destroy my objects?

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  • pointer to member function question

    - by Steve
    Hello, I'm trying to replicate a template I've used before with a member function, and it isn't going very well. The basic form of the function is template<class T> T Convert( HRESULT (*Foo)(T*)) { T temp; Foo(&temp); //Throw if HRESULT is a failure return temp; } HRESULT Converter(UINT* val) { *val = 1; return S_OK; } int _tmain(int argc, _TCHAR* argv[]) { std::cout << Convert<UINT>(Converter) << std::endl; return 0; } For the life of me, I can't get this to work with a member variable. I've read up on their syntax, and I can't seem to figure out how to make it work with templates. The class would be something similar to class TestClass { HRESULT Converter(UINT* val) { *val = 1; return S_OK; } }

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