Search Results

Search found 57043 results on 2282 pages for 'first chance exception'.

Page 96/2282 | < Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >

  • StringIndexOutOfBoundsException error in main method

    - by Ro Siv
    I am obtaining a StringIndexOutOfBoundsError when running my main method. Here is the output of my program in the command line. "Please enter the shift, 1 for day, 2 for night" 1 "you entered a number for the shift" "Please enter the hourly pay Rate" 2 "you entered a number for the pay Rate" "Please enter the employees name" brenda "cat6b" "your value you entered is correct 0-9 or a - z" "Please enter the employee number" 100e "cat41" "your value you entered is correct 0-9 or a - z" "Please enter current date in XXYYZZZZ format, X is day, Y is month, Z is year" 10203933 "cat81 " "your value you entered is correct 0-9 or a - z" 90 1 valye of array is 1 81 0 value of array is 0 82 2 value of array is 2 83 0 value of array is 0 84 3 value of array is 3 85 9 value of array is 9 86 3 value of array is 3 87 3 value of array is 3 "Exception in thread "main" java.lang.StringIndexOutOfBoundsException: String index out of range: 8 at java.lang.String.charAt(String.java:658) at ProductionWorker<init>(ProductionWorker.java:66) at labBookFiftyFour.main(labBookFiftyFour.java:58)" "Press any key to continue . . ." Ignore the cat parts in the code, i was using a println statement to test the code. Ignore the value of array output as well, as i wanted to use an array in the program later on. Here is my main method. import java.math.*; import java.text.DecimalFormat; import java.io.*; import java.util.*; public class labBookFiftyFour { public static void main(String[] args) { Scanner myInput = new Scanner(System.in); int shift = -1; double pRate = -2; String name = " "; String number = " "; String date = " "; while(shift < 0 || pRate < 0 ) { System.out.println("Please enter the shift, 1 for day, 2 for night"); if(myInput.hasNextInt()){ System.out.println("you entered a number for the shift"); shift = myInput.nextInt(); } System.out.println("Please enter the hourly pay Rate"); if(myInput.hasNextDouble()){ System.out.println("you entered a number for the pay Rate"); pRate = myInput.nextDouble(); } else if (myInput.hasNext()) { System.out.println("Please enter a proper value"); myInput.next(); } else { System.err.println("No more input"); System.exit(1); } } myInput.nextLine(); //consume newLine System.out.println("Please enter the employees name"); name = myInput.nextLine(); //use your isValid method if(isValid(name)) { System.out.println("your value you entered is correct 0-9 or a - z "); } System.out.println("Please enter the employee number"); number = myInput.nextLine(); //use your isValid method if(isValid(number)) { System.out.println("your value you entered is correct 0-9 or a - z "); } System.out.println("Please enter current date in XXYYZZZZ format, X is day, Y is month, Z is year"); date = myInput.nextLine(); //use your isValid method if(isValid(date)) { System.out.println("your value you entered is correct 0-9 or a - z "); } ProductionWorker myWorker = new ProductionWorker(shift, pRate, name, number, date); //int day and night , double payRate System.out.println("THis is the shift " + myWorker.getShift() + " This is the pay Rate " + myWorker.getPRate() + " " + myWorker.getName() + " " + myWorker.getNumber() + " " + myWorker.getDate()); } //Made this method for testing String input for 0-9 or a - z values , put AFTER main method, but before end of class public static boolean isValid(String stringName) //This method has to be static, for some reason? { System.out.println("cat" + stringName.length() + stringName.charAt(0)); boolean flag = true; int index = 0; while(index < stringName.length()) { if(Character.isLetterOrDigit(stringName.charAt(index))) { flag = true; } else { flag = false; } ++index; } return flag; } } Here is my employeeOne. java Superclass public class employeeOne { private String name; private String number; private String date; public employeeOne(String name, String number, String date) { this.name = name; this.number = number; this.date = date; } public String getName() { return name; } public String getNumber() { return number; } public String getDate() { return date; } } Here is my ProductionWorker.java subclass, which extends employeeOne public class ProductionWorker extends employeeOne { private int shift; //shift represents day or night, day = 1, night = 2 private double pRate; //hourly pay rate public ProductionWorker(int shift, double pRate, String name, String number, String date) { super(name, number, date); this.shift = shift; if(this.shift >= 3 || this.shift <= 0) { System.out.println("You entered an out of bounds shift date, enter 1 for day or 2 for night, else shift will be day"); this.shift = 1; } this.pRate = pRate; boolean goodSoFar = true; int indexNum = 0; int indexDate = 0; if(name.length() <= 10 && number.length() <= 4 && date.length() < 9 ) { goodSoFar = true; } else { goodSoFar = false; } while(goodSoFar && indexNum < 3) //XXXL XXX digits 1-9, L is a letter A -M { if(Character.isDigit(number.charAt(indexNum))) { goodSoFar = true; } else { goodSoFar = false; } ++indexNum; } while(goodSoFar && indexNum < 4) { if(Character.isLetter(number.charAt(indexNum))) { goodSoFar = true; } else if(Character.isDigit(number.charAt(indexNum))) { goodSoFar = false; } else if(Character.isDigit(number.charAt(indexNum)) == false && Character.isLetter(number.charAt(indexNum)) == false) { goodSoFar = false; } ++indexNum; } int[] dateValues = new int[date.length()]; while(goodSoFar && indexDate <= date.length()) //XXYYZZZZ { System.out.println("" + date.length() + indexDate + " " + date.charAt(indexDate)); if(Character.isDigit(date.charAt(indexDate))) { dateValues[indexDate] = Character.getNumericValue(date.charAt(indexDate)); System.out.println("value of array is " + dateValues[indexDate]); ++indexDate; } else { goodSoFar = false; } } if(goodSoFar) { System.out.println("your input is good so far"); } else { System.out.println("your input is wrong for name or number or date"); } } public int getShift() { return shift; } public double getPRate() { return pRate; } }

    Read the article

  • Will First() perform the OrderBy()?

    - by Martin
    Is there any difference in (asymptotic) performance between Orders.OrderBy(order => order.Date).First() and Orders.Where(order => order.Date == Orders.Max(x => x.Date)); i.e. will First() perform the OrderBy()? I'm guessing no. MSDN says enumerating the collection via foreach och GetEnumerator does but the phrasing does not exclude other extensions.

    Read the article

  • Selecting first records of a type in a given period

    - by Emanuil Rusev
    I have a database table that stores user comments: comments(id, user_id, created_at) I want to get from it the number of users that have commented for the first time in the past week. Here's what I have so far: SELECT COUNT(DISTINCT `user_id`) FROM `comments` WHERE `created_at` BETWEEN DATE_SUB(NOW(), INTERVAL 7 DAY) AND NOW() This would give the number of users that have commented, but it would not take into consideration whether these comments are first for these users.

    Read the article

  • XNA 4.0 SpriteBatch.Draw Out Of Memory Exception Thrown

    - by RustyGearGames
    Well, first of all, my guess is that I'm calling the spritebatch.draw() method to many times, but I need to (Or, it's the only way I can figure out how to) Draw my in-game windows. I'll just go ahead and dump my code; using System; using System.Text; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace System.Window { class Window { #region Variables public Texture2D importedTexture; public Texture2D WindowSkin; public RenderTarget2D currentWindow; public RenderTarget2D windowTexture; public Vector2 pos; public int prevWindowWidth; public int prevWindowHeight; public int windowWidth; public int windowHeight; public bool visible; public bool active; public bool drawNew; #region Rectangles public Rectangle clickRect; public Rectangle topLeftRect; public Rectangle topRightRect; public Rectangle buttonRect; public Rectangle botLeftRect; public Rectangle botRightRect; #endregion #endregion public Window() { } public void Initialize(GraphicsDevice g, Texture2D ws, Texture2D it, int w, int h, bool v, bool a) { WindowSkin = ws; importedTexture = it; windowWidth = w; prevWindowWidth = w; windowHeight = h; prevWindowHeight = h; windowTexture = new RenderTarget2D(g, windowWidth, windowHeight); currentWindow = windowTexture; visible = v; active = a; drawNew = true; topLeftRect = new Rectangle(0, 0, 32, 32); topRightRect = new Rectangle(32, 0, 32, 32); buttonRect = new Rectangle(64, 0, 32, 32); botLeftRect = new Rectangle(0, 64, 32, 32); botRightRect = new Rectangle(64, 64, 32, 32); } public void Update(GraphicsDevice g, Vector2 p, int width, int height) { prevWindowWidth = windowWidth; prevWindowHeight = windowHeight; pos = p; windowWidth = width; windowHeight = height; windowTexture = new RenderTarget2D(g, windowWidth+2, windowHeight+2); } public void Draw(SpriteBatch s, GraphicsDevice g) { s.Draw(currentWindow, pos, new Rectangle(0, 0, windowWidth, windowHeight), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } public void DrawNewWindow(SpriteBatch s, GraphicsDevice g) { g.SetRenderTarget(windowTexture); g.Clear(Color.Transparent); s.Begin(); #region Draw Background for (int w = 3; w < (windowWidth); w += 32) { for (int h = 32; h < (windowHeight); h += 32) { s.Draw(WindowSkin, new Vector2(w, h), new Rectangle(32, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } } #endregion s.Draw(importedTexture, new Vector2(3, 32), new Rectangle(0, 0, importedTexture.Width, importedTexture.Height), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); #region Draw resizables for (int i = 32; i < (windowWidth - 64); i += 32) { s.Draw(WindowSkin, new Vector2(i, 0), new Rectangle(16, 0, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 32; i < (windowWidth - 32); i += 32) { s.Draw(WindowSkin, new Vector2(i, windowHeight - 32), new Rectangle(32, 64, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 64; i < (windowHeight - 32); i += 32) { s.Draw(WindowSkin, new Vector2(0, i), new Rectangle(0, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 64; i < (windowHeight - 32); i += 32) { s.Draw(WindowSkin, new Vector2(windowWidth - 32, i), new Rectangle(64, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } #endregion #region Draw Corners s.Draw(WindowSkin, new Vector2(0, 0), topLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(0, 32), new Rectangle(0, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 64, 0), topRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, 32), new Rectangle(64, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, 0), buttonRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(0, windowHeight - 32), botLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, windowHeight - 32), botRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); #endregion s.End(); currentWindow = windowTexture; } } } It's all nice and configured for my little windowskin texture, and such. the only problem is that it will get a little laggy, and then completely crash on me about a minute into running it. It throws an Out Of Memory Exception, but I don't know and can't find any other topic or post on this relating to spritebatch. Does anybody have any suggestions on how I can get this working and not take up much memory? I would think this as an easy, cost effective way of drawing a window. I'm just not sure how cut down on my draw calls, or get any of that memory back.

    Read the article

  • jquery document height reported incorrectly by IE (on XP) first time

    - by Zhami
    I'm having a "first time" problem with IE, which reports a different value for $(document).height(); when the page first loads versus subsequent queries. The difference is 17 pixels regardless of the opening size of the window -- on document ready, the height reported is 17 pixels larger than is subsequently reported. I wonder if this is an artifact of some aspect of my page (some margins or paddings somewhere), but so far can't account for 17 pixels.

    Read the article

  • Get name mangling when I try to use exceptions [CodeBlocks, C++]

    - by Beetroot
    I am trying to use exceptions for the first time but even though it is quite a simple example I just cannot get it to compile, I have looked at several examples and tried coding it in many, many different ways but I am still not even sure exactly where the problem is because I get namemangling when I introduce the catch/try/throw anyway here is my code hopefully it is something really stupid :) #include "Surface.h" #include "SDL_Image.h" using namespace std; SDL_Surface* surface::Load(string fileName){ SDL_Surface* loadedSurface = IMG_Load(fileName.c_str()); if(loadedSurface == 0) throw 0; //Convert surface to same format as display loadedSurface = SDL_DisplayFormatAlpha(loadedSurface); return loadedSurface; } #include "GameState.h" #include "Surface.h" #include<iostream> using namespace std; GameState::GameState(string fileName){ try{ stateWallpaper_ = surface::Load(fileName); } catch(int& e){ cerr << "Could not load " << fileName << endl; } } Thanks in advance for any help! EDIT: Sorry I forgot to post the error message: It is In function `ZN14GameStateIntroC1Ev':| -undefined reference to `__gxx_personality_sj0'| -undefined reference to `_Unwind_SjLj_Register'| -undefined reference to `_Unwind_SjLj_Unregister'| In function `ZN14GameStateIntroC1Ev':| undefined reference to `_Unwind_SjLj_Resume'| In function `ZN14GameStateIntroC2Ev':| -undefined reference to `__gxx_personality_sj0'| -undefined reference to `_Unwind_SjLj_Register'| -undefined reference to `_Unwind_SjLj_Unregister'| obj\Release\GameStateIntro.o||In function `ZN14GameStateIntroC2Ev':| C:\Program Files (x86)\CodeBlocks\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\include\c++\3.4.5\ext\new_allocator.h|69|undefined reference to `_Unwind_SjLj_Resume'| C:\MinGW\lib\libSDLmain.a(SDL_win32_main.o)||In function `redirect_output':| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|219|undefined reference to `SDL_strlcpy'| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|220|undefined reference to `SDL_strlcat'| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|243|undefined reference to `SDL_strlcpy'| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|244|undefined reference to `SDL_strlcat'| C:\MinGW\lib\libSDLmain.a(SDL_win32_main.o)||In function `console_main':| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|296|undefined reference to `SDL_strlcpy'| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|301|undefined reference to `SDL_GetError'| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|312|undefined reference to `SDL_SetModuleHandle'| C:\MinGW\lib\libSDLmain.a(SDL_win32_main.o)||In function `WinMain@16':| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|354|undefined reference to `SDL_getenv'| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|386|undefined reference to `SDL_strlcpy'| C:\MinGW\lib\libSDLmain.a(SDL_win32_main.o)||In function `cleanup':| \Users\slouken\release\SDL\SDL-1.2.15\.\src\main\win32\SDL_win32_main.c|158|undefined reference to `SDL_Quit'| **

    Read the article

  • Replace first Letter in a field Oracle

    - by Stanley
    Hi Guys I have this Table I need to replace the First Letter in ACCT_NAME with the First Name of ACCT_SHORT_NAME. Records like the Higliighted(RAFFMAN) should not be changed. I have tried: select acct_name, ACCT_SHORT_NAME,replace(acct_name, substr(acct_name, 1, 1), ACCT_SHORT_NAME) from tbaadm.gam where schm_type = 'TDA' and rcre_user_id = 'SYSTEM' and substr(acct_name,2,1) = ' ' I am getting: This means that am Picking the whole value in ACCT_SHORT_NAME. WHat is the best way to do what am trying to do?

    Read the article

  • CSS selector for first element with class

    - by Rajat
    I have a bunch of elements with a classname <p class="red"></p> <div class="red"></div> I cant seem to select the first element with the class="red" using the following CSS rule: .red:first-child{ border:5px solid red; } What is wrong in this selector and how to correct it ??

    Read the article

  • ASP.NET lisbox - Selected first item, always

    - by Lijo
    I have a list box which is populated using a dictioanry. When I iterate throught the selected items using the following code, it always show only the first items as selected - even if the first item is not selected. Have you ever encountered this scenario? Could you please help on this? foreach (ListItem item in lstProcessName.Items) { if (item.Selected == true) { selectedNewSales.Add(item.Text); } }

    Read the article

  • Fork two processes and kill the second when the first is done

    - by User1
    The title says it all. I want to create a bash script that will launch two processes and kill the second process when the first is done. Here's an example: #fork first process producer& #fork second process consumer& #wait for producer to finish ... #kill the consumer ... I have a feeling this can get ugly but has a very simple solution. Please help me fill in the blanks.

    Read the article

  • iPhone OpenGL scrolling background jumps when texture is drawn for first time

    - by Magnum39
    I have been fighting a problem for a while now and would appreciate any help anybody could give. I have a sprite that moves within a landscape. The sprite remains in the center of the screen and the background moves to simulate that the sprite is moving within the landscape. I have split the landscape into sections so that I only draw the sections of the landscape that I need (are on screen). The Problem: As a new texture section of the screen appears on the screen (is drawn for the first time) the movement jumps. Almost like a frame is missed. I have done some timing experiments and I do not thinks a frame is missed. My processing is well below the 30fps that I have the animation set to. It only happens the first time the texture section is drawn. Is there something extra that is done the first time a texture is drawn? Here is the code: - (void) render{ // Sets up an array of values to use as the sprite vertices. const GLfloat sVerts[] = { -1.6f, -1.6f, 1.6f, -1.6f, -1.6f, 1.6f, 1.6f, 1.6f, }; static const GLfloat sTexCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Setup opengl to draw the object in correct orientation, size, position, etc glLoadIdentity(); // Enable use of the texture glEnable(GL_TEXTURE_2D); glVertexPointer(2, GL_FLOAT, 0, sVerts); glTexCoordPointer(2, GL_FLOAT, 0, sTexCoords); // draw the texture // set the position of the first tile float xOffset = -4.8; float yOffset = 4.8; int i; int y; int currentTexture = textureA; for(i=0; i<2; i++) { for(y=0; y<2; y++) { // test for the texture tile on the screen if not on screen then do not draw float localX = xOffset+(3.21*y); float localY = yOffset-(3.21*i); float xDiff = monkeyX - localX; float yDiff = monkeyY - localY; if(((xDiff < 3.2) && (xDiff > -3.2)) && ((yDiff <2.7) && (yDiff > -2.7))) { // bind the texture and set the vertex data pointers glBindTexture(GL_TEXTURE_2D, spriteTexture[currentTexture]); // move to draw position for the texture glLoadIdentity(); glTranslatef((localX+self.positionX), (localY+self.positionY), 0.0); //draw the texture glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } currentTexture++; } } }

    Read the article

  • Does approaching SICP in clojure have a high chance of success? [on hold]

    - by ironicaldiction
    I am a third year bachelor student in a software engineering program, and I brought up the idea of reading SICP to an adviser to gain a deeper and more fundamental understanding of the principles behind all this software we engineer. He suggested not to learn scheme to complete the book (because it's not as common as modern dialects of lisp) but to do the exercises in clojure instead. My worry is that completing exercises in clojure instead of scheme will make an already difficult book tortuous. If I do attempt the book's exercises in the more modern clojure, will it be difficult to succeed (for example, because I can't find any real solutions, the syntax they teach for scheme is different, etc.), or do you think approaching the book in clojure could be just as successful as approaching it in scheme? I'm really not knowledgeable enough about either clojure or scheme to make an argument about this, so I wanted to know if I should bring it up or not.

    Read the article

  • Has an open console any chance to give more strength to the indie game world ?

    - by jokoon
    I have heard about the GPX, but i don't really think the embedded market is mature enough in terms of performance, but what about the home console market ? I'm not talking about last-generation graphics, because that would be economically impossible, but what about an hardware as fast as a playstation 2/Xbox 1/Gamecube ? For games, the trick would be to ask some editors to recompile their best sellers for the new machine: those games being from the PSX age or even older console generations, I think this would have a very low cost job and they could still make some good profit, but I need to know if this is doable technically, considering the architecture which can be quite exotic. Do you think it would be a viable project to talk about to investors ?

    Read the article

  • Any chance for fully working X1600 PCI-E ID 71c3/Unity under Ubuntu 12.04?

    - by user74975
    How can I get Unity working under an ATI Radeon X1600 PCI-E on Ubuntu 12.04? I'm rather Windows guy, but I can do some things with CLI. ATI seems to have ended support for this card for both Windows and Linux. Theres no proper driver in jockey; binary driver from Software Center doesn't give Unity, just Unity 2D. Yes, I've tried the commands from this post - without any positive results; should I try installing drivers manually?

    Read the article

  • Random Access Violation Exception in WPF Application

    - by PT1984
    Hi, I am facing weird problem while running regression tests on my WPF Application. I am getting AccessViolationException with different stacktraces each time. First : Message :Attempted to read or write protected memory. This is often an indication that other memory is corrupt. StackTrace : at MS.Win32.PresentationCore.UnsafeNativeMethods.MILUnknown.Release(IntPtr pIUnkown) at MS.Win32.PresentationCore.UnsafeNativeMethods.MILUnknown.ReleaseInterface(IntPtr& ptr) at System.Windows.Media.SafeMILHandle.ReleaseHandle() at System.Runtime.InteropServices.SafeHandle.InternalFinalize() at System.Runtime.InteropServices.SafeHandle.Dispose(Boolean disposing) at System.Runtime.InteropServices.SafeHandle.Finalize() Source :PresentationCore Type : System.AccessViolationException. Second : Message :Attempted to read or write protected memory. This is often an indication that other memory is corrupt. StackTrace : at MS.Win32.PresentationCore.UnsafeNativeMethods.IMILBitmapEffect.GetOutput(SafeHandle THIS_PTR, UInt32 uiIndex, SafeMILHandle pContext, BitmapSourceSafeMILHandle& ppBitmapSource) at System.Windows.Media.Effects.BitmapEffect.GetOutput(SafeHandle unmanagedEffect, Int32 index, BitmapEffectRenderContext context) at System.Windows.Media.Effects.BitmapEffect.GetOutput(BitmapEffectInput input) at System.Windows.Media.Effects.BitmapEffectState.GetEffectOutput(Visual visual, RenderTargetBitmap& renderBitmap, Matrix worldTransform, Rect windowClip, Matrix& finalTransform) at System.Windows.Media.Effects.BitmapEffectVisualState.RenderBitmapEffect(Visual visual, Channel channel) at System.Windows.Media.Effects.BitmapEffectContent.ExecuteRealizationsUpdate() at System.Windows.Media.RealizationContext.RealizationUpdateSchedule.Execute() at System.Windows.Media.MediaContext.Render(ICompositionTarget resizedCompositionTarget) at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget) at System.Windows.Media.MediaContext.AnimatedRenderMessageHandler(Object resizedCompositionTarget) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Boolean isSingleParameter) at System.Windows.Threading.Dispatcher.Invoke(DispatcherPriority priority, Delegate method, Object arg) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg) at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.Run() at System.Windows.Application.RunDispatcher(Object ignore) at System.Windows.Application.RunInternal(Window window) at System.Windows.Application.Run(Window window) at System.Windows.Application.Run() at Main() Source :PresentationCore Type :System.AccessViolationException In Application Event Log I found following entries : Dispatcher processing has been suspended, but messages are still being processed. Faulting application **.exe, version 1.0.0.*, stamp 4c08d288, faulting module wpfgfx_v0300.dll, version 3.0.6920.1427, stamp 488f3056, debug? 0, fault address 0x0012ec36. My Application uses Dispatcher from another thread, to change the values of the controls , enable - disable those, change visibility etc., the thred is run multiple times in a second. Please let me know if anybody has faced this problem? Thanks in advance, -Prasad

    Read the article

  • javamail error :must issue starttls command first

    - by bobby
    im trying to send a mail using javamail api using the below code:when i compiled the class file im getting the below error which says 'must issue starttls command first' i have mentioned the error below. and also getProvider() function error i think so...i dont know what the errors mean. import javax.servlet.*; import javax.servlet.http.*; import java.io.*; import javax.mail.*; import javax.mail.internet.*; import javax.mail.event.*; import javax.mail.Authenticator; import java.net.*; import java.util.Properties; public class mailexample { public static void main (String args[]) throws Exception { String from = args[0]; String to = args[1]; try { Properties props=new Properties(); props.put("mail.transport.protocol", "smtp"); props.put("mail.smtp.host","smtp.gmail.com"); props.put("mail.smtp.port", "25"); props.put("mail.smtp.auth", "true"); javax.mail.Authenticator authenticator = new javax.mail.Authenticator() { protected javax.mail.PasswordAuthentication getPasswordAuthentication() { return new javax.mail.PasswordAuthentication("[email protected]", "pass"); } }; Session sess=Session.getDefaultInstance(props,authenticator); sess.setDebug (true); Transport transport =sess.getTransport ("smtp"); Message msg=new MimeMessage(sess); msg.setFrom(new InternetAddress(from)); msg.addRecipient(Message.RecipientType.TO, new InternetAddress(to)); msg.setSubject("Hello JavaMail"); msg.setText("Welcome to JavaMail"); transport.connect(); transport.send(msg); } catch(Exception e) { System.out.println("err"+e); } } } error: C:\Users\bobby\Desktopjava mailexample [email protected] abc@gmail. com DEBUG: getProvider() returning javax.mail.Provider[TRANSPORT,smtp,com.sun.mail.s mtp.SMTPTransport,Sun Microsystems, Inc] DEBUG SMTP: useEhlo true, useAuth true DEBUG SMTP: useEhlo true, useAuth true DEBUG: SMTPTransport trying to connect to host "smtp.gmail.com", port 25 DEBUG SMTP RCVD: 220 mx.google.com ESMTP q10sm12956046rvp.20 DEBUG: SMTPTransport connected to host "smtp.gmail.com", port: 25 DEBUG SMTP SENT: EHLO bobby-PC DEBUG SMTP RCVD: 250-mx.google.com at your service, [60.243.184.29] 250-SIZE 35651584 250-8BITMIME 250-STARTTLS 250 ENHANCEDSTATUSCODES DEBUG: getProvider() returning javax.mail.Provider[TRANSPORT,smtp,com.sun.mail.s mtp.SMTPTransport,Sun Microsystems, Inc] DEBUG SMTP: useEhlo true, useAuth true DEBUG SMTP: useEhlo true, useAuth true DEBUG: SMTPTransport trying to connect to host "smtp.gmail.com", port 25 DEBUG SMTP RCVD: 220 mx.google.com ESMTP l29sm12930755rvb.16 DEBUG: SMTPTransport connected to host "smtp.gmail.com", port: 25 DEBUG SMTP SENT: EHLO bobby-PC DEBUG SMTP RCVD: 250-mx.google.com at your service, [60.243.184.29] 250-SIZE 35651584 250-8BITMIME 250-STARTTLS 250 ENHANCEDSTATUSCODES DEBUG SMTP SENT: MAIL FROM: DEBUG SMTP RCVD: 530 5.7.0 Must issue a STARTTLS command first. l29sm12930755rvb .16 DEBUG SMTP SENT: QUIT errjavax.mail.SendFailedException: Sending failed; nested exception is: javax.mail.MessagingException: 530 5.7.0 Must issue a STARTTLS command f irst. l29sm12930755rvb.16

    Read the article

< Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >