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  • How to set visibility for textblocks in QTextEdit?

    - by serge
    Hi everyone, i tried to hide textblock's in QTextEdit, but it doesn't work: block = textedit.document().begin() block.setVisible(False) This code works fine for QPlainTextEdit, but not for QTextEdit. In documentation i haven't found any mention of how it should work for QTextEdit, just following: void QTextBlock::setVisible ( bool visible ) Sets the block's visibility to visible. This function was introduced in Qt 4.4. See also isVisible(). How can i hide block's in QTextEdit? Thank you in advance

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  • Use of const in a method

    - by kouPhax
    In the following method, public void InspectList(IList<int> values) { if(values != null) { const string format = "Element At {0}"; foreach(int i in values) { Log(string.Format(format, i)); } } } Does the use of const provide any benefit over just declaring the string as a string? Woudl it not be interned anyway?

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  • Get derived class type from a base's class static method

    - by Marco Bettiolo
    Hi, i would like to get the type of the derived class from a static method of its base class. How can this be accomplished? Thanks! class BaseClass { static void Ping () { Type t = this.GetType(); // should be DerivedClass, but it is not possible with a static method } } class DerivedClass : BaseClass {} // somewhere in the code DerivedClass.Ping();

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  • Java: Converting UTF 8 to String

    - by kujawk
    When I run the following program: public static void main(String args[]) throws Exception { byte str[] = {(byte)0xEC, (byte)0x96, (byte)0xB4}; String s = new String(str, "UTF-8"); } on Linux and inspect the value of s in jdb, I correctly get: s = "ì–´" on Windows, I incorrectly get: s = "?" My byte sequence is a valid UTF-8 character in Korean, why would it be producing two very different results?

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  • Button redirect error

    - by Bader
    I am trying to a redirect the user when they click on a specific button protected void Button1_Click(object sender, EventArgs e) { Server.Transfer("ControlPanel/Default.aspx"); } The problem is when I click Button1 it redirects me to another page localhost:57988/WebSite5/Default.aspx and the weirdest thing is it open another page with this link above, not the default page I have, but another but with the default.aspx page url that you see! Any suggestions?

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  • Retrieving Data in A NSTableView

    - by Heisennberg
    I have a three column Table View populated by two NSMutableDictionaries which share the same keys (ie key | value1 | value2 ) with dict1(key,value1) and dict2(key,value2). I want to manually enter data in the third column and create the key/value objects in dict2. But when I do that, my code picks the wrong key :S Here's the code for the delegate : - (void)tableView:(NSTableView *)aTableView setObjectValue:(id)anObject forTableColumn:(NSTableColumn *)aTableColumn row:(NSInteger)rowIndex { if ([[aTableColumn identifier] isEqualToString:@"value2"]) { [dict2 setValue:anObject forKey:[[[aTableView tableColumnWithIdentifier:@"key"] dataCellForRow:rowIndex] stringValue ]]; } } Any idea ?

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  • WCF - Error Handling

    - by inutan
    Hello there, I have my WCF Service hosted in Windows Service. The client application is a website project to which I added the Service reference. I was not using any error logging/tracing... but now I feel I should implement as it will help me not to make void guesses. Please guide me for the best practice so that I can quickly handle errors and pin point the exact issue. Thank you!

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • Figuring out QuadCurveTo's parameters

    - by Fev
    Could you guys help me figuring out QuadCurveTo's 4 parameters , I tried to find information on http://docs.oracle.com/javafx/2/api/javafx/scene/shape/QuadCurveTo.html, but it's hard for me to understand without picture , I search on google about 'Quadratic Bezier' but it shows me more than 2 coordinates, I'm confused and blind now. I know those 4 parameters draw 2 lines to control the path , but how we know/count exactly which coordinates the object will throught by only knowing those 2 path-controller. Are there some formulas? import javafx.animation.PathTransition; import javafx.animation.PathTransition.OrientationType; import javafx.application.Application; import static javafx.application.Application.launch; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.paint.Color; import javafx.scene.shape.MoveTo; import javafx.scene.shape.Path; import javafx.scene.shape.QuadCurveTo; import javafx.scene.shape.Rectangle; import javafx.stage.Stage; import javafx.util.Duration; public class _6 extends Application { public Rectangle r; @Override public void start(final Stage stage) { r = new Rectangle(50, 80, 80, 90); r.setFill(javafx.scene.paint.Color.ORANGE); r.setStrokeWidth(5); r.setStroke(Color.ANTIQUEWHITE); Path path = new Path(); path.getElements().add(new MoveTo(100.0f, 400.0f)); path.getElements().add(new QuadCurveTo(150.0f, 60.0f, 100.0f, 20.0f)); PathTransition pt = new PathTransition(Duration.millis(1000), path); pt.setDuration(Duration.millis(10000)); pt.setNode(r); pt.setPath(path); pt.setOrientation(OrientationType.ORTHOGONAL_TO_TANGENT); pt.setCycleCount(4000); pt.setAutoReverse(true); pt.play(); stage.setScene(new Scene(new Group(r), 500, 700)); stage.show(); } public static void main(String[] args) { launch(args); } } You can find those coordinates on this new QuadCurveTo(150.0f, 60.0f, 100.0f, 20.0f) line, and below is the picture of Quadratic Bezier

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  • onActivityResult on tabwidget

    - by Ashish Rana
    I am new in android development. I am not getting call onActivityResult method. @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { System.out.println("================================"); if(resultCode==RESULT_OK) { Toast.makeText(TaskListActivity.this, "Pass", Toast.LENGTH_LONG).show(); } else{ Toast.makeText(TaskListActivity.this, "Fail", Toast.LENGTH_LONG).show(); } }

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  • Binary Search Tree Contains Function

    - by Suede
    I am trying to write a "contains" function for a binary search tree. I receive the following error at compile "Unhandled exception at 0x77291CB3 (ntdll.dll) in BST.exe: 0xC00000FD: Stack overflow (parameters: 0x00000001, 0x001E2FFC)." The following is my code. struct Node { int data; Node* leftChild; Node* rightChild; Node() : leftChild(NULL), rightChild(NULL) {} }; struct BST { Node* root; BST() : root(NULL) {} void insert(int value); bool contains(int value); }; void BST::insert(int value) { Node* temp = new Node(); temp->data = value; if(root == NULL) { root = temp; return; } Node* current; current = root; Node* parent; parent = root; current = (temp->data < current->data ? (current->leftChild) : (current->rightChild) while(current != NULL) { parent = current; current = (temp->data < current->data) ? (current->leftChild) : (current->rightChild) } if(temp->data < parent->data) { parent->leftChild = temp; } if(temp->data > parent->data) { parent->rightChild = temp; } } bool BST::contains(int value) { Node* temp = new Node(); temp->data = value; Node* current; current = root; if(temp->data == current->data) { // base case for when node with value is found std::cout << "true" << std::endl; return true; } if(current == NULL) { // base case if BST is empty or if a leaf is reached before value is found std::cout << "false" << std::endl; return false; } else { // recursive step current = (temp->data < current->data) ? (current->leftChild) : (current->rightChild); return contains(temp->data); } } int main() { BST bst; bst.insert(5); bst.contains(4); system("pause"); } As it stands, I would insert a single node with value '5' and I would search the binary search tree for a node with value '4' - thus, I would expect the result to be false.

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  • Spring MVC referencing params variable from RequestMapping

    - by NomNomNom
    Hi guys, I have the method below: @RequestMapping(value = "/path/to/{iconId}", params="size={iconSize}", method = RequestMethod.GET) public void webletIconData(@PathVariable String iconId, @PathVariable String iconSize, HttpServletResponse response) throws IOException { // Implementation here } I know how to pass the variable "webletId" from the RequestMapping using the @PathVariable, but how do I reference the variable "iconSize" from params? The same way? Thanks a lot.

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  • Pass Variables In Inheritance (Obj - C)

    - by Marmik Shah
    I working on a project in Obj-C where i have a base class (ViewController) and a Derived Class (MultiPlayer). Now i have declared certain variables and properties in the base class. My properties are getting accessed from the derived class but im not able to access the variables (int,char and bool type). I'm completely new to Obj-C so i have no clue whats wrong. I have used the data types which are used in C and C++. Is there some specific way to declare variables in Obj-C?? If so, How? Here are my files ViewController.h #import <UIKit/UIKit.h> @interface ViewController : UIViewController @property (weak,nonatomic) IBOutlet UIImageView* backGroungImage; @property (strong,nonatomic) IBOutlet UIImageView *blockView1; @property (strong,nonatomic) IBOutlet UIImageView *blockView2; @property (strong,nonatomic) IBOutlet UIImageView *blockView3; @property (strong,nonatomic) IBOutlet UIImageView *blockView4; @property (strong,nonatomic) IBOutlet UIImageView *blockView5; @property (strong,nonatomic) IBOutlet UIImageView *blockView6; @property (strong,nonatomic) IBOutlet UIImageView *blockView7; @property (strong,nonatomic) IBOutlet UIImageView *blockView8; @property (strong,nonatomic) IBOutlet UIImageView *blockView9; @property (strong,nonatomic) UIImage *x; @property (strong,nonatomic) UIImage *O; @property (strong,nonatomic) IBOutlet UIImageView* back1; @property (strong,nonatomic) IBOutlet UIImageView* back2; @end ViewController.m #import "ViewController.h" @interface ViewController () @end @implementation ViewController int chooseTheBackground = 0; int movesToDecideXorO = 0; int winningArrayX[3]; int winningArrayO[3]; int blocksTotal[9] = {8,3,4,1,5,9,6,7,2}; int checkIfContentInBlocks[9] = {0,0,0,0,0,0,0,0,0}; char determineContentInBlocks[9] = {' ',' ',' ',' ',' ',' ',' ',' ',' '}; bool player1Win = false; bool player2Win = false; bool playerWin = false; bool computerWin = false; - (void)viewDidLoad { [super viewDidLoad]; if(chooseTheBackground==0) { UIImage* backImage = [UIImage imageNamed:@"MainBack1.png"]; _backGroungImage.image=backImage; } if(chooseTheBackground==1) { UIImage* backImage = [UIImage imageNamed:@"MainBack2.png"]; _backGroungImage.image=backImage; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } @end I am not able to use the above declared variables in my derived classes!

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  • How do I mock/fake/replace/stub a base class at unit-test time in C#?

    - by MatthewMartin
    UPDATE: I've changed the wording of the question. Previously it was a yes/no question about if a base class could be changed at runtime. I may be working on mission impossible here, but I seem to be getting close. I want to extend a ASP.NET control, and I want my code to be unit testable. Also, I'd like to be able to fake behaviors of a real Label (namely things like ID generation, etc), which a real Label can't do in an nUnit host. Here a working example that makes assertions on something that depends on a real base class and something that doesn't-- in a more realistic unit test, the test would depend on both --i.e. an ID existing and some custom behavior. Anyhow the code says it better than I can: public class LabelWrapper : Label //Runtime //public class LabelWrapper : FakeLabel //Unit Test time { private readonly LabelLogic logic= new LabelLogic(); public override string Text { get { return logic.ProcessGetText(base.Text); } set { base.Text=logic.ProcessSetText(value); } } } //Ugh, now I have to test FakeLabelWrapper public class FakeLabelWrapper : FakeLabel //Unit Test time { private readonly LabelLogic logic= new LabelLogic(); public override string Text { get { return logic.ProcessGetText(base.Text); } set { base.Text=logic.ProcessSetText(value); } } } [TestFixture] public class UnitTest { [Test] public void Test() { //Wish this was LabelWrapper label = new LabelWrapper(new FakeBase()) LabelWrapper label = new LabelWrapper(); //FakeLabelWrapper label = new FakeLabelWrapper(); label.Text = "ToUpper"; Assert.AreEqual("TOUPPER",label.Text); StringWriter stringWriter = new StringWriter(); HtmlTextWriter writer = new HtmlTextWriter(stringWriter); label.RenderControl(writer); Assert.AreEqual(1,label.ID); Assert.AreEqual("<span>TOUPPER</span>", stringWriter.ToString()); } } public class FakeLabel { virtual public string Text { get; set; } public void RenderControl(TextWriter writer) { writer.Write("<span>" + Text + "</span>"); } } //System Under Test internal class LabelLogic { internal string ProcessGetText(string value) { return value.ToUpper(); } internal string ProcessSetText(string value) { return value.ToUpper(); } }

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  • Animation not start immediately when the target view is out of window

    - by funnything
    Hi. When I apply some animation to the view, which is out of window, the animation not start immediately. And then, I scroll the screen to show the animation target view, the animation will start. I hope to the animation will start immediately when it apply. Any ideas? Bellow is sample code. Thank you. public class AnimationValidationActivity extends Activity { private ViewSwitcher _viewSwitcher; private Button _button; /** * utility method for animation */ private Animation buildTranslateAnimation( float fromXDelta , float toXDelta , float fromYDelta , float toYDelta ) { Animation ret = new TranslateAnimation( fromXDelta , toXDelta , fromYDelta , toYDelta ); ret.setDuration( 1000 ); return ret; } /** * build view in place of layout.xml */ private View buildView() { ScrollView ret = new ScrollView( this ); ret.setLayoutParams( new LinearLayout.LayoutParams( LinearLayout.LayoutParams.FILL_PARENT , LinearLayout.LayoutParams.WRAP_CONTENT ) ); LinearLayout parent = new LinearLayout( this ); parent.setLayoutParams( new LinearLayout.LayoutParams( LinearLayout.LayoutParams.FILL_PARENT , LinearLayout.LayoutParams.WRAP_CONTENT ) ); parent.setOrientation( LinearLayout.VERTICAL ); ret.addView( parent ); _viewSwitcher = new ViewSwitcher( this ); _viewSwitcher.setLayoutParams( new LinearLayout.LayoutParams( LinearLayout.LayoutParams.FILL_PARENT , 100 ) ); parent.addView( _viewSwitcher ); View spacer = new View( this ); spacer.setLayoutParams( new LinearLayout.LayoutParams( LinearLayout.LayoutParams.FILL_PARENT , getWindow() .getWindowManager().getDefaultDisplay().getHeight() ) ); parent.addView( spacer ); _button = new Button( this ); _button.setText( "button" ); parent.addView( _button ); return ret; } @Override public void onCreate( Bundle savedInstanceState ) { super.onCreate( savedInstanceState ); setContentView( buildView() ); _viewSwitcher.setFactory( new ViewSwitcher.ViewFactory() { @Override public View makeView() { TextView view = new TextView( AnimationValidationActivity.this ); view.setLayoutParams( new ViewSwitcher.LayoutParams( ViewSwitcher.LayoutParams.FILL_PARENT , ViewSwitcher.LayoutParams.FILL_PARENT ) ); view.setBackgroundColor( 0xffffffff ); view.setText( "foobar" ); return view; } } ); _button.setOnClickListener( new View.OnClickListener() { @Override public void onClick( View v ) { _viewSwitcher.setInAnimation( buildTranslateAnimation( _viewSwitcher.getWidth() , 0 , 0 , 0 ) ); _viewSwitcher.setOutAnimation( buildTranslateAnimation( 0 , - _viewSwitcher.getWidth() , 0 , 0 ) ); int color = new Random().nextInt(); _viewSwitcher.getNextView().setBackgroundColor( 0xff000000 | color & 0xffffff ); _viewSwitcher.showNext(); } } ); } }

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  • Under what conditions will you get unresolved external symbol for __declspec(dllimport)?

    - by Mark
    I am converting an application to use .dlls and I'm riddled with linker errors stating unersolved external symbol"__declspec(dllimport) public: void __thiscall Rail::SetNextrail(class Rail *)" There is more gibberish at the end of this error message. Why should this happen and how do you fix it? __declspec(dllimport) is being placed with a macro defined as: #ifdef LUDOAI_EXPORT #define DECLSPECAI __declspec(dllexport) #else #define DECLSPECAI __declspec(dllimport) #endif

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  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

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  • Resharper intellisense confusion

    - by Mystere Man
    Today I had something weird happen in my copy of Resharper 5. I have a class that looks like this: public class Foo { public string Username { get; private set; } public Foo (string userName) { Username = userName; } public void Bar() { DoWork(Username); } public DoWork(string userName) { } } When I start to type DoWork(us I get the following from intellisense: Notice that it's pulling up the constructor argument, and it ends with a colon: userName: What's going on here?

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  • Delay in the implementation of text change in Statusbar control

    - by ehsan zeynali
    I have a function a time consuming operation that is done I want to start and end operations appear to be user (By statusbar control) But when performed function, both text executed at the end of function. (user can not sees "Start Operation ...") What solution do you recommend to me? private void btnUpdateDataBase_Click(object sender, RoutedEventArgs e) { TextBlockStatus.Text = "Start Operation ..."; //Time consuming operation TextBlockStatus.Text = "End Operation ..."; }

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  • What does this error mean: `somefile.c:200: error: the frame size of 1032 bytes is larger than 1024

    - by Pierre LaFayette
    During a make, I'm seeing an error along the lines of: cc1: warnings being treated as errors somefile.c:200: error: the frame size of 1032 bytes is larger than 1024 bytes The line number points to the closing brace of a c function that has a signature like this: void trace(SomeEnum1 p1, SomeEnum2 p2, char* format, ...) { Anyone know what this type of error means in general?

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  • Resolving C++ Name Collision

    - by jnm2
    InitializeQTML is a function in QTML.h. I'm writing a wrapper and I would like to use the name InitializeQTML for the wrapper function: #include <QTML.h> public class QuickTime { public: static void InitializeQTML(InitializationFlags flag) { InitializeQTML((long)flag)); }; }; How can I reference the original InitializeQTML function from inside the wrapper function and avoid the name collision without renaming the wrapper?

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  • Automatically unsubscribe an event

    - by Cat
    Is it possible to do something like this in C#? Probably with Expressions. private void RegisterEvent(EventHandler handler, Action<EventArgs> action) { handler += action; m_toUnsubscribe.Add(handler, action); } ... in Dispose() { foreach(var pair in m_toUnsubscribe) { pair.handler -= pair.action; } }

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  • hash table with chaining method program freezing

    - by Justin Carrey
    I am implementing hash table in C using linked list chaining method. The program compiles but when inserting a string in hash table, the program freezes and gets stuck. The program is below: struct llist{ char *s; struct llist *next; }; struct llist *a[100]; void hinsert(char *str){ int strint, hashinp; strint = 0; hashinp = 0; while(*str){ strint = strint+(*str); } hashinp = (strint%100); if(a[hashinp] == NULL){ struct llist *node; node = (struct llist *)malloc(sizeof(struct llist)); node->s = str; node->next = NULL; a[hashinp] = node; } else{ struct llist *node, *ptr; node = (struct llist *)malloc(sizeof(struct llist)); node->s = str; node->next = NULL; ptr = a[hashinp]; while(ptr->next != NULL){ ptr = ptr->next; } ptr->next = node; } } void hsearch(char *strsrch){ int strint1, hashinp1; strint1 = 0; hashinp1 = 0; while(*strsrch){ strint1 = strint1+(*strsrch); } hashinp1 = (strint1%100); struct llist *ptr1; ptr1 = a[hashinp1]; while(ptr1 != NULL){ if(ptr1->s == strsrch){ cout << "Element Found\n"; break; } else{ ptr1 = ptr1->next; } } if(ptr1 == NULL){ cout << "Element Not Found\n"; } } hinsert() is to insert elements into hash and hsearch is to search an element in the hash. Hash function is written inside hinsert() itself. In the main(), what i am initializing all the elements in a[] to be NULL like this: for(int i = 0;i < 100; i++){ a[i] = NULL; } Help is very much appreciated. Thanks !

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