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  • Object reference not set to an instance of an object

    - by Ste
    I have this function that create runtime textbox: int i = 0; private TextBox[] addressBox = new TextBox[100]; private void appendNewTab() { addressBox[i] = new TextBox(); addressBox[i].KeyPress += new KeyPressEventHandler(this.addressBox_KeyPress); i++; } void addressBox_KeyPress(object sender, KeyPressEventArgs e) { if (e.KeyChar == (char)13) { MessageBox.Show(addressBox[i].Text); } } but i have Object reference not set to an instance of an object here MessageBox.Show(addressBox[i].Text); any suggestion?

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  • Threading in java vs C#

    - by ffayyaz
    I need a little confirmation over something i am confused at . I know how threads work in java. new DialList(string a , string b).start(); // where DialList is a class public class DialList extends Thread { public DialList(String a, string b) { FilePath = a; ThreadLogFile = b"; } public void run() { // some code to run in different thread } } Now i want to run same code in C# , Shall i put the code which is in run() into a method and do something like Thread t = new Thread (runcsharp); // Kick off a new thread t.Start(); static void runcsharp() { // code } or is there some other way to do it ?

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  • Media Player Problem

    - by kostas_menu
    button.setOnClickListener(new View.OnClickListener() { public void onClick(View v){ if(mp2.isPlaying()==true) {mp2.stop(); mp.start(); } else mp.start(); } }); button2.setOnClickListener(new View.OnClickListener() { public void onClick(View v){ if(mp.isPlaying()==true) {mp.stop();mp2.start();} else mp2.start(); } }); I press the first btn and the 1st song is playing.i press the second,the first stops and the second begins.But then, as i press the first btn, the second song stops but the first song is not playing...please help!!:)

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  • Strange C++ thread function invocation

    - by Tony
    I have the following: class DThread { virtual void run()=0; _beginthreadex(NULL,0,tfunc,this,0,&m_UIThreadID); // class itself being passed as param to thread function... static unsigned int __stdcall tfunc(void* thisptr) { static_cast<DThread*>(thisptr)->run(); return 0; } //other stuff } The run function is implemented in a derived class. Why is the function that's being called in the thread being called through a cast this pointer? Is this good practise? Can't it just be called directly? The actual function needing to run is in the derived class. My question is

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  • Android Timer update UI between multiple tasks

    - by Rilcon42
    I have tried multiple ways to have a single persistent timer update the ui in multiple activities, and nothing seems to work. I have tried an AsyncTask, a Handler, and a CountDownTimer. The code below does not execute the first Log.i statement.... Is there a better way to start the timer (which must be called from another class) in Main (which is the only persistent class)? public static void MainLawTimer() { MainActivity.lawTimer = new CountDownTimer(MainActivity.timeLeft, 1000) { public void onTick(long millisUntilFinished) { Log.i("aaa","Timer running. Time left: "+MainActivity.timeLeft); MainActivity.timeLeft--; if(MainActivity.timeLeft<=0) { //do stuff } else { //call method in another class } }

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  • Is it possible to supply template parameters when calling operator()?

    - by Paul
    I'd like to use a template operator() but am not sure if it's possible. Here is a simple test case that won't compile. Is there something wrong with my syntax, or is this simply not possible? struct A { template<typename T> void f() { } template<typename T> void operator()() { } }; int main() { A a; a.f<int>(); // This compiles. a.operator()<int>(); // This compiles. a<int>(); // This won't compile. return 0; }

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  • New to threading in C#, can you make thread methods generic and what are the dangers?

    - by ibarczewski
    Hey all, I'm just now starting to get into the idea of threading, and wanted to know if I could make this more abstract. Both foo and bar derive methods from a base class, so I'd like to pass in one or the other and be able to do work using a method that was derived. I'd also like to know how you properly name threads and the methods inside threads. if (ChkFoo.Checked) { Thread fooThread = new Thread(new ThreadStart(this.ThreadedFooMethod)); fooThread.Start(); } if (ChkBar.Checked) { Thread barThread = new Thread(new ThreadStart(this.ThreadedBarMethod)); barThread.Start(); } . . . public void ThreadedFooMethod() { Foo newFoo = new Foo(); //Do work on newFoo } public void ThreadedBarMethod() { Bar newBar = new Bar(); //Do similar work } Thanks all!

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  • Keeping object in memory (iPhone SDK)

    - by Chris
    I am trying to create a UIImageView called theImageView in the touchesBegan method that I can then then move to a new location in touchesMoved. Currently I am receiving an "undeclared" error in touchesMoved where I set the new location for theImageView. What can I do to keep theImageView in memory between these two methods? - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { ... UIImageView *theImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; theImageView.frame = CGRectMake(263, 228, 193, 300); [theImageView retain]; ... } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { ... theImageView.frame = CGRectMake(300, 300, 193, 300); ... }

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  • How to code the set method of a Map with another Map as value?

    - by Nazgulled
    I normally do this to set a new Map to a private variable: public static void setListaClausulas(Map<String, Clausula> nvLista) { listaClausulas = new TreeMap<String, Clausula>(nvLista); } I suppose this is ok to set a new copy of the nvLista and all it's members and not a reference, is it? But now I have a Map inside another Map and I'm doing this: public static void setListaClausulas(Map<String, Map<String, Clausula>> nvLista) { listaClausulas = new TreeMap<String, Map<String, Clausula>>(nvLista); } Is this the correct way to do it or do you recommend something else? What I want is to set a new copy of nvLista (and all it's elements) and not copy just the reference.

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  • Different methods using Functors/Delegates in c#

    - by mo alaz
    I have a method that I call multiple times, but each time a different method with a different signature is called from inside. public void MethodOne() { //some stuff *MethodCall(); //some stuff } So MethodOne is called multiple times, each time with a different *MethodCall(). What I'm trying to do is something like this : public void MethodOne(Func<> MethodCall) { //some stuff *MethodCall; //some stuff } but the Methods that are called each have a different return type and different parameters. Is there a way to do this using Functors? If not, how would I go about doing this? Thank you!

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  • AS3: Performance question calling an event function with null param

    - by adehaas
    Lately I needed to call a listener function without an actual listener like so: foo(null); private function foo(event:Event):void { //do something } So I was wondering if there is a significant difference regarding performance between this and using the following, in which I can prevent the null in calling the function without the listener, but am still able to call it with a listener as well: foo(); private function foo(event:Event = null):void { } I am not sure wether it is just a question of style, or actually bad practice and I should write two similar functions, one with and one without the event param (which seems cumbersome to me). Looking forward to your opinions, thx.

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  • Question about r-value in C++0x

    - by Goofy
    Rvalues IMHO are great improvement in C++, but at the beginning the're seems quite. Please look at code below: #include <string> std::string && foo (void) { std::string message ("Hello!"); return std::move (message); } void bar (const std::string &message2) { if (message == "Bye Bye!") return; } int main () { bar (foo ()); } Reference message2 is last owner of original message object returned by foo(), right?

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  • Why does GC.GetTotalMemory() report huge memory allocations?

    - by Seventh Element
    I have been playing around with GC.GetTotalMemory(). When I create a local variable of type Titles in the example below, the consumed amount of memory increases by 6276 bytes. What's going on here? class Program { enum Titles { Mr, Ms, Mrs, Dr }; static void Main(string[] args) { GetTotalMemory(); Titles t = Titles.Dr; GetTotalMemory(); } static void GetTotalMemory() { long bytes = GC.GetTotalMemory(true); Console.WriteLine("{0}", bytes); } }

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  • Thread won't stop when I want it to? (Java)

    - by Stuart
    I have a thread in my screen recording application that won't cooperate: package recorder; import java.awt.AWTException; import java.awt.Insets; import java.io.IOException; import javax.swing.JFrame; public class RepeatThread extends Thread { boolean stop; public volatile Thread recordingThread; JFrame frame; int count = 0; RepeatThread( JFrame myFrame ) { stop = false; frame = myFrame; } public void run() { while( stop == false ) { int loopDelay = 33; // 33 is approx. 1000/30, or 30 fps long loopStartTime = System.currentTimeMillis(); Insets insets = frame.getInsets(); // Get the shape we're recording try { ScreenRecorder.capture( frame.getX() + insets.left, frame.getY() + insets.top, frame.getWidth() - ( insets.left + insets.right ), frame.getHeight() - ( insets.top + insets.bottom ) ); } catch( AWTException e1 ) { // TODO Auto-generated catch block e1.printStackTrace(); } catch( IOException e1 ) { // TODO Auto-generated catch block e1.printStackTrace(); } // Add another picture long loopEndTime = System.currentTimeMillis(); int loopTime = (int )( loopEndTime - loopStartTime ); if( loopTime < loopDelay ) { try { sleep( loopDelay - loopTime ); // If we have extra time, // sleep } catch( Exception e ) { } // If something interrupts it, I don't give a crap; just // ignore it } } } public void endThread() { stop = true; count = 0; ScreenRecorder.reset(); // Once I get this annoying thread to work, I have to make the pictures // into a video here! } } It's been bugging me for ages. It periodically takes screenshots to the specified area. When you start recording, it hides (decativates) the window. On a Mac, when you give an application focus, any hidden windows will activate. In my class WListener (which I have confirmed to work), I have: public void windowActivated(WindowEvent e) { if(ScreenRecorder.recordingThread != null) { ScreenRecorder.recordingThread.endThread(); } } So what SHOULD happen is, the screenshot-taking thread stops when he clicks on the application. However, I must be brutally screwing something up, because when the thread is running, it won't even let the window reappear. This is my first thread, so I expected a weird problem like this. Do you know what's wrong?

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  • How to set a value from another class

    - by Ram
    Its said that property should not be "Set" only and it should be "Get" as well. What should i do if I need to set value to a variable from some other class? The will keep changing so I cannot pass it through constructor. Shall I create a function for this as shown below? class A { public void SetValue() { b = new B(); b.SetTest(10); } } class B { int test; public void SetTest(int value) { test = value; } } What are the other alternatives?

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  • Xcode method navigation

    - by Bill
    In Xcode 4, I can press Ctrl-6 to get a list of all the methods in the current file. The problem is, if I have private methods declared at the top of my implementation file, say: @interface Foo () -(void)tap:(id)sender; @end @implementation Foo ... -(void)tap:(id)sender { ... } then starting to type "tap" while the method list is visible will just take me to the declaration, since it comes first in the file, when what I really want is the implementation. Is there any way to exclude these declarations from the method list or do I need to resort to separate Foo.h and Foo+Private.h headers? Thanks!

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  • counting characters program in c

    - by mena
    Hello, the output of characters number is the actual no. plus 3 i don't know why? This is the code: void main(void) { int ch,w=0,c=0; do { ch=getche(); ++c; if(ch==32) { ++w; ++c; } }while(ch!=13); printf("\nnum of characters is %d",c); printf("\nnum of words is %d",w); getch(); }

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  • Call function by pointer and set parametrs in memory block

    - by Ellesmess Glain
    Hi, I've little problem : I'm solving problem with calling function by pointer and passing to it parameters in continuous memory block. My goal is to have function named e.g CallFunc(void * func,void *params, unsigned int param_length); that I'll send function pointer, pointer to function's parameters and eventually parameters length and this calling function will call passed function with it's parameters. I will like write this in C/C++, but if somebody has idea, how this resolve in other language, that supports DLL generation and exportet functions, it will be fine too. Thanks for answers, Ellesmess P.S. I'm sorry about my English, but I'm Czech, thanks :o)

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  • Java generics: actual class as a generic parameter.

    - by user554916
    What do I write instead of "TheClass" to make this work? Or is there an alternative way to do it (possibly without making WithName and WithAge generic)? class Item { NeigborList<TheClass> neighbors; } class WithName extends Item { // here I want neighbors to be a NeighborList<WithName> String name; void someMethod() { System.out.println(neighbors.nearestTo(this).name); } } class WithAge extends Item { // here I want neighbors to be a NeighborList<WithAge> int age; void someOtherMethod() { System.out.println(neighbors.nearestTo(this).age); } }

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  • Help moving multiple images at once with touches

    - by daveMac
    Here is my problem: I am trying to move a puzzle piece around the screen and then connect to the other piece if they are in close proximity. I have achieved this, though it is perhaps a little odd the way I did. My problem though is that once they have connected, I can't figure out how to move them as one image, instead of two separate entities. I would really appreciate any help or suggestions. Here is a sample of what I have been doing: (void)touchesMovedNSSet *)touches withEventUIEvent *)event{ UITouch *touch = [touches anyObject]; [self dispatchTouchEvent:[touch view] toPosition:[touch locationInView:self.view]]; } -(void)dispatchTouchEventUIView *)theView toPositionCGPoint)position{ if ((CGRectContainsPoint([picture frame], position))) { picture.center = position; } if (CGRectContainsPoint([picture2 frame], position)) { picture2.center = position; } }

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  • float addition 2.5 + 2.5 = 4.0? RPN

    - by AJ Clou
    The code below is my subprogram to do reverse polish notation calculations... basically +, -, *, and /. Everything works in the program except when I try to add 2.5 and 2.5 the program gives me 4.0... I think I have an idea why, but I'm not sure how to fix it... Right now I am reading all the numbers and operators in from command line as required by this assignment, then taking that string and using sscanf to get the numbers out of it... I am thinking that somehow the array that contains the three characters '2', '.', and '5', is not being totally converted to a float... instead i think just the '2' is. Could someone please take a look at my code and either confirm or deny this, and possibly tell me how to fix it so that i get the proper answer? Thank you in advance for any help! float fsm (char mystring[]) { int i = -1, j, k = 0, state = 0; float num1, num2, ans; char temp[10]; c_stack top; c_init_stack (&top); while (1) { switch (state) { case 0: i++; if ((mystring[i]) == ' ') { state = 0; } else if ((isdigit (mystring[i])) || (mystring[i] == '.')) { state = 1; } else if ((mystring[i]) == '\0') { state = 3; } else { state = 4; } break; case 1: temp[k] = mystring[i]; k++; i++; if ((isdigit (mystring[i])) || (mystring[i] == '.')) { state = 1; } else { state = 2; } break; case 2: temp[k] = '\0'; sscanf (temp, "%f", &num1); c_push (&top, num1); i--; k = 0; state = 0; break; case 3: ans = c_pop (&top); if (c_is_empty (top)) return ans; else { printf ("There are still items on the stack\n"); exit (0); case 4: num2 = c_pop (&top); num1 = c_pop (&top); if (mystring[i] == '+'){ ans = num1 + num2; return ans; } else if (mystring[i] == '-'){ ans = num1 - num2; return ans; } else if (mystring[i] == '*'){ ans = num1 * num2; return ans; } else if (mystring[i] == '/'){ if (num2){ ans = num1 / num2; return ans; } else{ printf ("Error: cannot divide by 0\n"); exit (0); } } c_push (&top, ans); state = 0; break; } } } } Here is my main program: #include <stdio.h> #include <stdlib.h> #include "boolean.h" #include "c_stack.h" #include <string.h> int main(int argc, char *argv[]) { char mystring[100]; int i; sscanf("", "%s", mystring); for (i=1; i<argc; i++){ strcat(mystring, argv[i]); strcat(mystring, " "); } printf("%.2f\n", fsm(mystring)); } and here is the header file with prototypes and the definition for c_stack: #include "boolean.h" #ifndef CSTACK_H #define CSTACK_H typedef struct c_stacknode{ char data; struct c_stacknode *next; } *c_stack; #endif void c_init_stack(c_stack *); boolean c_is_full(void); boolean c_is_empty(c_stack); void c_push(c_stack *,char); char c_pop(c_stack *); void print_c_stack(c_stack); boolean is_open(char); boolean is_brother(char, char); float fsm(char[]);

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  • Subtype polymorphism and arrays

    - by user133466
    Computer[] labComputers = new Computer[10]; with public class Computer { ... void toString(){ // print computer specs } } public class Notebook extends Computer{ ... void toString(){ // print computer specs + laptop color } } each subscripted variable labComputers[i] can reference either a Computer object or a Notebook object because Notebook is a subclass of Computer. For the method call labComputers[i].toString(), polymorphism ensures that the correct toString method is called. I wonder what if we do Notebook[] labComputers = new Notebook[10]; what kind or error would I get if I reference with Computer object and a Notebook object

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  • How to address thread-safety of service data used for maintaining static local variables in C++?

    - by sharptooth
    Consider the following scenario. We have a C++ function with a static local variable: void function() { static int variable = obtain(); //blahblablah } the function needs to be called from multiple threads concurrently, so we add a critical section to avoid concurrent access to the static local: void functionThreadSafe() { CriticalSectionLockClass lock( criticalSection ); static int variable = obtain(); //blahblablah } but will this be enough? I mean there's some magic that makes the variable being initialized no more than once. So there's some service data maintained by the runtime that indicates whether each static local has already been initialized. Will the critical section in the above code protect that service data as well? Is any extra protection required for this scenario?

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  • excplicitly casting constness in

    - by jimifiki
    With the following code void TestF(const double ** testv){;} void callTest(){ double** test; TestF(test); } I get this: error C2664: 'TestF' : cannot convert parameter 1 from 'double **' to 'const double **' I cannot understand why. Why test cannot be silently casted to const double**? Why should I do it explicitly? I know that TestF(const_cast<const double**>(test)) makes my code correct, but I feel this should be unnecessary. Are there some key concepts about const that I'm missing?

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  • How to make area outside of custom dialog view unclickable?

    - by portfoliobuilder
    I created a custom dialog (no, this is not dialog object) from an image and some other views. The conflict I am having with this custom dialog (again, this is a layout) is that the area around it closes the custom dialog. Is there a way I can make the outside area unclickable? I have tried wrapping the dialog view with a fullscreen frameLayout w/ transparent background, and then programmatically I set the frame attribute to setClickable(false). framelayout.setClickable(false); This does nothing. It still closes the dialog. Any other suggestions? Thank you in advance. This is my code: //used to disable background from closing the custom dialog private FrameLayout fl; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.layout_dialog); btnContinue = (Button) findViewById(R.id.btnContinue); btnContinue.setOnClickListener(this); fl.setClickable(false); //background suppose to lock } @Override public void onClick(View v) { // TODO Auto-generated method stub switch (v.getId()) { case R.id.Continue: finish(); } break; } } I also have another class for broadcastReceiver public class DialogManagerBroadcastReceiver extends BroadcastReceiver { @Override public void onReceive(Context context, Intent intent) { if(IdeaPlayInterfaceApplication.isActivityVisible()){ Intent i=new Intent(context,CustomDialogActivity.class); i.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); context.startActivity(i); } } } The idea is that this custom dialog is not called at a specific instance, it is called every set amount of time no matter what I am doing in the application. I use an Intent and PendingIntent to repeatedly call this custom dialog over time. With something like this: cancelAlarmNotificationMonitoring(context); Calendar calendar = Calendar.getInstance(); Intent intent = new Intent(context, AlarmManagerBroadcastReceiver.class); PendingIntent pintent = PendingIntent.getBroadcast(context, 0, intent, 0); AlarmManager alarm = (AlarmManager) context.getSystemService(Context.ALARM_SERVICE); alarm.setRepeating(AlarmManager.RTC_WAKEUP,calendar.getTimeInMillis()+ALARM_INTERVAL,ALARM_INTERVAL, pintent); Hopefully this is more clear now.

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