Collision problem
Now, I do a game as the player I need dodge the falling stone (I animate it in the timeline) sky... and when to get company, the health bar will decrease. However, when I duplicate the stone in the 3 gems, when hit the player only will decrease life bar with a stone only health. May I know why this is happening? why two other stones does not? That's what my code looks like:
package { import flash.display.MovieClip; import flash.events.KeyboardEvent; import flash.ui.Keyboard; import flash.events.Event; import flash.events.MouseEvent; import flash.ui.Mouse; import flash.utils.Timer; import flash.events.TimerEvent; public class Assignment extends MovieClip { var vx:int; var vy:int; var collisionHasOccurred:Boolean; var score:uint; public function Assignment() { init(); } function init():void { //Initialize variable vx=0; vy=0; collisionHasOccurred=false; stone.stop(); score=0; optionPage.visible=false; //Add event listeners stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown); stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp); addEventListener(Event.ENTER_FRAME, onEnterFrame); } function onKeyDown(event:KeyboardEvent):void { if(event.keyCode==Keyboard.LEFT) { vx=-5; } else if (event.keyCode==Keyboard.RIGHT) { vx=5; } else if (event.keyCode==Keyboard.UP) { vy=-5; } else if (event.keyCode==Keyboard.DOWN) { vy=5; } } function onKeyUp(event:KeyboardEvent):void { if (event.keyCode==Keyboard.LEFT || event.keyCode==Keyboard.RIGHT) { vx=0; } else if (event.keyCode==Keyboard.DOWN || event.keyCode==Keyboard.UP) { vy=0; } } function onEnterFrame(event:Event):void { //Move the player player.x+=vx; player.y+=vy; //collision detection if (stone.hitTestObject(player)) { player.gotoAndStop(3); health.meter.width-=2; if (! collisionHasOccurred) { score++; messageDisplay.text=String(score); collisionHasOccurred=true; } } } else { player.gotoAndStop(1); collisionHasOccurred=false; }
Your code seems to only the target object, identified as "stone". If there are more stones, then you must test each of them. What did you do to make each stone unique targetable? You can place references to these in an array and loop through the array, as in...
var stones: Array = new Array (stone1, stone2, stone3);
for (var i: uint = 0; i
{if (Stones [i] .hitTestObject (Player)}
process hit
}
}
but then, you could also probably just something in the sense of...
collision detection
If (stone1.hitTestObject (player): stone2.hitTestObject (player) |)
STONE3.hitTestObject (Player))
Tags: Adobe Animate
Similar Questions
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How do to object collide perfectly? collision problem see my image
I want any body to test the code is written below and test as I said in the image, I want to spend the grey box and the green box perfectly close border thei but she collide.
draw two rectangle and give instance name w1 and w2, then put my code to test, it will be you under stand my problem
addEventListener (Event.ENTER_FRAME, moveplayer);
var left, right, top, rear: Boolean;
the two rectangles have received instancename w1 and w2 and manually shot scene
stage.addEventListener (KeyboardEvent.KEY_DOWN, keypress);
stage.addEventListener (KeyboardEvent.KEY_UP, keyup);
movement of grey box key
function keypress(event:KeyboardEvent):void
{
If (event.keyCode is 37)
{
left = true;
}
Else if (event.keyCode == 38)
{
up = true;
}
Else if (event.keyCode == 39)
{
right = true;
}
Else if (event.keyCode == 40)
{
return = true;
}
}
function keyup(event:KeyboardEvent):void
{
If (event.keyCode is 37)
{
left = false;
}
Else if (event.keyCode == 38)
{
up = false;
}
Else if (event.keyCode == 39)
{
right = false;
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Else if (event.keyCode == 40)
{
return = false;
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}
movement of the gray box
function moveplayer(event:Event):void
{
hit test
If (w1.hitTestObject (w2))
{
trace ("hit");
function calls to push back
Repulse();
}
on the other
{
function call to move
getCurrentCard;
}
rotation
If (on the left)
{
rotateit ("left");
}
ElseIf (right)
{
rotateit ("Right");
}
function rotateit (direc:String)
{
If (direc == 'left')
{
W1.rotation-= 1;
}
Else if (direction == "right")
{
W1.rotation += 1;
}
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}
move the function
function getCurrentCard
{
If (upward)
{
var x 2: number = w1.x;
var y2:Number = w1.y;
trace (x 2, Y2)
var speed: Number = 5;
W1.x += speed * Math.sin (w1.rotation * 2 * Math.PI/360);
W1.y = speed * Math.cos (w1.rotation * 2 * Math.PI/360);
}
}
function of repulsion
function repulse()
{
var x 1: number = w1.x;
var y1:Number = w1.y;
trace (x 1, Y1);
var speed: Number = 5;
W1.x +=-(speed * Math.sin (w1.rotation * 2 * Math.PI/360));
W1.y-= - (speed * Math.cos (w1.rotation * 2 * Math.PI/360));
}
You can use:
package com.kglad {}
/*
use:
import com.kglad.HitF; run once
var hitF:HitF = HitF.getInstance (); Singleton HitF. run once
If (hitF.Hit (MC1, MC2)) {/ / pixel hittest-based}
//
}
*/
import flash.display.BitmapData;
import flash.geom. *;
import flash.display.DisplayObject;
import flash.utils.getQualifiedClassName;
Import 12345678910111213import;
public class HitF {}
public static var instance: HitF;
private var dataObj:Object;
Public Shared function getInstance (): HitF {}
If (instance == null) {}
instance = new HitF (new SingletonEnforcer());
}
return instance;
}
public void HitF (pvt:SingletonEnforcer) {}
dataObj = {};
}
public void hit(dobj1:DisplayObject,dobj2:DisplayObject):Boolean {}
If (! dobj1:! dobj2) {}
Returns false;
}
If (! dobj1.stage:! dobj2.stage) {}
Returns false;
}
{if (! dobj1.hitTestObject (dobj2))}
Returns false;
}
{if(!dataObj[dobj1.) [Name])}
dataObj [dobj1.name] = {};
}
{if(!dataObj[dobj2.) [Name])}
dataObj [dobj2.name] = {};
}
dataObj [dobj1.name] .currentMat = dobj1.transform.concatenatedMatrix;
dataObj [dobj2.name] .currentMat = dobj2.transform.concatenatedMatrix;
checkForChangeF (dobj1);
checkForChangeF (dobj2);
//
If (dataObj [dobj1.name] ['BENCHMARKS'] .hitTest (new Point (0,0), 255, dataObj [dobj2.name] ['BENCHMARKS'], new Point (0,0), 255)) {}
Returns true;
} else {}
Returns false;
}
}
private void checkForChangeF(dobj:DisplayObject):void {}
var createBMPDBool:Boolean = false;
{if (getQualifiedClassName (dobj). {(IndexOf ("MovieClip") >-1)}
{if (dataObj [dobj. [Name] .previousFrame! = dataObj [dobj. (Name].currentFrame)}
dataObj [dobj.name] dataObj [dobj.name] .currentFrame = .previousFrame;
createBMPDBool = true;
}
}
If (! dataObj [dobj.name] ["bmpd"] | dataObj [dobj.name].currentMat.tx! = dataObj [dobj.name].previousMat.tx | dataObj [dobj.name].currentMat.ty! = dataObj [dobj.name].previousMat.ty | dataObj [dobj.name].currentMat.a! = dataObj [dobj.name].previousMat.a | dataObj [dobj.name].currentMat.b! = dataObj [dobj.name].previousMat.b | dataObj [dobj.name].currentMat.c! = dataObj [dobj.name].previousMat.c | dataObj [dobj.name].currentMat.d! = dataObj [dobj.name].previousMat.d) {}
dataObj [dobj.name] dataObj [dobj.name] .currentMat = .previousMat;
createBMPDBool = true;
}
{if (createBMPDBool)}
createBmpdF (dobj);
}
}
private void createBmpdF(dobj:DisplayObject):void {}
{if (dataObj [dobj. [Name] ["bmpd"])}
dataObj [dobj.name] ["bmpd"] .not ();
}
dataObj [dobj.name] ["bmpd"] = new BitmapData(dobj.stage.stageWidth,dobj.stage.stageHeight,true,0x22000000);
dataObj [dobj.name] ["bmpd"] .draw (dobj, dataObj [dobj.name] .currentMat);
}
public void clearF(dobj:DisplayObject):void {}
{if (dataObj [dobj. [Name])}
Remove dataObj [dobj.name];
}
}
}
}
Friend class SingletonEnforcer {}
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LabVIEW oop build warining!
Hello!
I write a labview program with the method of OOP (object oriented programming), and the program is very well. But when I build to exe, the manufacturer of labview display warning message: "LabVIEW has prevented a file name collision during the build. Names of duplicate files can be copied to the same destination. You can rename the files as part of the build process to avoid name conflicts. »
I know it's certant this file duplicate name when to use 'Class', and how I can display the warning message when build.
Pre-LabVIEW 2009 EXE has a flat directory. All controls in the screw and outbuildings were in an EXE file and there is no record in this EXE. For this reason, you cannot have 2 files in your project with the same name (because they can't go in the same directory without overwriting a). From 2009 to fix it NOR allowed EXEs have directories so screws can have the same name on disk, but in memory, they can have a different name, by adding the class, or the name of the library itself. So you can have PowerSupply.lvclass:Init.vi and CAN.lvclass:Init.vi both disk just as Init.vi
In the new versions of LabVIEW, you can use the old file structure by defining the Layout 8.x to true in the specification to build the EXE file (under Advanced), but you really want to do because of the collision problem you see.
EDIT: and it seems that your code has been registered in 8.6 before the existence of this feature.
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How to solve the problem of Collision of Signature of disk in Windows 7?
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Hi Dominique,.
Thanks for posting your query in Microsoft Community. I will help you solve the problem.
I suggest you try the steps suggested by defended on April 23, 2010 and check the issue.
After you install a second WD 1 TB my book drive, Windows Explorer does not see the new drive.
Note: This task contains steps that tells you how to change the registry. However, serious problems can occur if you modify the registry incorrectly. Therefore, make sure that you proceed with caution. For added protection, back up the registry before you edit it. Then you can restore the registry if a problem occurs. For more information about how to back up and restore the registry, click on the number below to view the article in the Microsoft Knowledge Base:
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Hey guys,.
I practice so the creation of a platform game. I have a movement system works, but when you try to add collision with platforms I have a problem.
I did add each platform in a table and then check for the collision between the player and each platform, since I have just a bunch of instances without the platform symbol name on my stage. The problem with this is that my jumping code, I use a Boolean "onGround" value, which determines whether or not the player is "on the ground". And since my loop "foreach" across ALL platforms, even if the player is on a platform of some, there are other, it won't, and if it returns the onGround Boolean false.
It's a problem with my code of jumping in general, I wonder where I get out of here. If I need to change my code from jumping, or change the collision, or what. Any ideas would be great. Here is my code:
package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.display.DisplayObject; public class Main extends MovieClip { var arrowUp:Boolean = false; var arrowDown:Boolean = false; var arrowLeft:Boolean = false; var arrowRight:Boolean = false; var arrowUpReleased:Boolean = true; var arrowDownReleased:Boolean = true; var arrowLeftReleased:Boolean = true; var arrowRightReleased:Boolean = true; var onGround:Boolean = undefined; var isJumping:Boolean = undefined; var vx:Number = 0; var vy:Number = 0; var acceleration:Number = 1; var gravity:Number = 0.3; var jumpForce:Number = 7; var speedLimit:uint = 6; var platformArray:Array = new Array(); var platformNumber:uint = 0; var thePlatform:MovieClip; public function Main() { stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased); stage.addEventListener(Event.ENTER_FRAME, update); for (var i:uint = 0; i < numChildren; i++) { if(getChildAt(i) is Platform) { platformArray.push(getChildAt(i)); } } for each (var platform:DisplayObject in platformArray) { if (platform.hitTestPoint(player.x, player.y + 20, true)) { vy = 0; onGround = true; } } } function keyPressed(event:KeyboardEvent):void { if (event.keyCode == 37) { arrowLeft = true; arrowLeftReleased = false; } if (event.keyCode == 38) { arrowUp = true; arrowUpReleased = false; isJumping = true; } if (event.keyCode == 39) { arrowRight = true; arrowRightReleased = false; } if (event.keyCode == 40) { arrowDown = true; arrowDownReleased = false; } } function keyReleased(event:KeyboardEvent):void { if (event.keyCode == 37) { arrowLeft = false; arrowLeftReleased = true; } if (event.keyCode == 38) { arrowUp = false; arrowUpReleased = true; isJumping = false; } if (event.keyCode == 39) { arrowRight = false; arrowRightReleased = true; } if (event.keyCode == 40) { arrowDown = false; arrowDownReleased = true; } } function update (event:Event):void { //ACCELERATION if (arrowLeft) { if (vx > 0) { vx = 0; } if ((Math.abs(vx)) < speedLimit) { vx -= acceleration/2; player.x += vx; } else { player.x += vx; } } if (arrowRight) { if (vx < 0) { vx = 0; } if (vx < speedLimit) { vx += acceleration/2; player.x += vx; } else { player.x += vx; } } if (arrowUp && onGround) { vy = -jumpForce; } //DECELERATION if (arrowLeftReleased) { if (vx < 0) { vx += acceleration; player.x += vx; } } if (arrowRightReleased) { if (vx > 0) { vx -= acceleration; player.x += vx; } } //GRAVITY player.y += vy; if (!onGround) { vy += gravity; } if (onGround && !isJumping) { vy = 0; } if (vy > 0) { onGround = false; } else { onGround = true; } //COLLISION for each (var platform:MovieClip in platformArray) { if (platform.hitTestPoint(player.x, player.y + 20, true)) { vy = 0; onGround = true; } else { onGround = false; } } trace (onGround); } } }
Thank you
PS what is happening right now with that code is that the player hit the platform and stops, but onGround rest false
Probably, there is too much code for anyone to really go. However, from what you said on your loop for:
for each {(var plate-forme: DisplayObject dans platformArray)}
If (platform.hitTestPoint (player.x, player.y + 20, true)) {}
Vy = 0;
onGround = true;
}
}
I think what you want is to put a break; in there right after onGround = true; -C' is to say stop the treatment when you find a ground plan.
Also, there are a couple of collision of good systems out there that might make this a little easier and more robust. Take a look at the Kit of detection of Collision (CDK):
-
Problem of collision with objects in motion.
Well, this is my first post, so I wanted to pay tribute to you all. Hope that one day I will be helping others.
I'm having a small problem with collision detection. I am currently with a very simple game, where the only thing that is off is the collision.
I tried with hittestobject and (that I found), it checks for the outer layer (my objects are a circle and a weird star), so this method has been of no use to me.
Then I tried with hittestpoint, and I found that it checks to the center of the objects, so game on only when an enemy Center tap the center of my character.
I know I must be missing something and I found a lot of guides, but they were all with squares or static objects.
Well hope someone can me with that.
I tried to be as clear as I could.
Thanks in advance
Dan00b.
Use the hittest bitmapdata.
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Number of Collisions in the shooting game problem
Hello, I work a simple game in which a ship fires at the approach of asteroids, and I have problems with the collision between the ship and the
asteroid. In the movieClipI ship made incandescent chassis 6 to mean the 3 first collisions and the loss of life, and then for the fourth collision I have
made an alpha of the 87 frame interpolation inside the boat so that he disappeared to signify the end of the game. I used a meter as shown below but all the ship
fact is never gets so glow frame 87. Thank you for taking the time to see it.
import of important flash libraries.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;
import flash.display.Sprite;var countCollisions:Number = 0;
var astArray:Array = new Array();
var speed: Number = 10;
Initializes the variables.
var key_left:Boolean = false;
var key_right:Boolean = false;
var key_up:Boolean = false;
var key_down:Boolean = false;
var key_space:Boolean = false;
var shootLimiter:Number = 0;
Checks if the player presses a button.var: timer = new Timer(2000, 10);
timer.addEventListener (TimerEvent.TIMER, AddAsteroid);
Timer.Start ();stage.addEventListener (KeyboardEvent.KEY_DOWN, KeyDown);
stage.addEventListener (KeyboardEvent.KEY_UP, KeyUp);var ship: MovieClip = new Ship()
var backgr:MovieClip = new Background();backgr.x = 0;
backgr.y = 45;
addChild (backgr);
addChild (ship);function AddAsteroid(e:TimerEvent):void
{
var asteroid: MovieClip = new Asteroid();
Asteroid.x = 800;
Asteroid.y = Math.round (Math.random () * 700);
astArray.push (asteroid);
addChild (asteroid);
asteroid.addEventListener (Event.ENTER_FRAME, asteroidmove);function asteroidmove(e:Event):void
{
Asteroid.x-
//////
for (var i = 0; i < astArray.length; i ++)
{If (astArray [i] .hitTestObject (Ship))
{
countCollisions ++;
ship.gotoAndPlay (6).
if(countCollisions ==4)
{
ship.gotoAndPlay (87);
}
If (astArray [i] .stage)
{
removeChild (astArray [i]);
removeEventListener (Event.ENTER_FRAME, asteroidmove);
}
}
}
}}
addEventListener (Event.ENTER_FRAME, backgroundmove);
function backgroundmove(e:Event):void
{
backgr.x-= 1;
If (backgr.x <-2110)
{
backgr.x = 0;
}
}Allows the main function play each image.
addEventListener (Event.ENTER_FRAME, Main);
Create the main function.
main function (event: Event) {}
CheckKeys();
}
Create the function KeyDown.
function KeyDown(event:KeyboardEvent) {}
if(Event.keycode == 37) {//checks if left arrowkey is pressed.
key_left = true;
}
if(Event.keycode == 39) {//checks if right arrowkey is pressed.
key_right = true;
}
if(Event.keycode == 38) {//checks if some arrowkey is pressed.}
key_up = true;
}
if(Event.keycode == 40) {//checks if the arrowkey is pressed.
Key_Down = true;
}
if(Event.keycode == 32) {//checks if the arrowkey is pressed.
key_space = true;
}
}
function KeyUp(event:KeyboardEvent) {}
if(Event.keycode == 37) {//checks if left arrowkey is released.
key_left = false;
}
if(Event.keycode == 39) {//checks if right arrowkey is released.
key_right = false;
}
if(Event.keycode == 38) {//checks if some arrowkey is released.}
key_up = false;
}
if(Event.keycode == 40) {//checks if the arrowkey is released.
Key_Down = false;
}
if(Event.keycode == 32) {//checks if the arrowkey is released.
key_space = false;
}
}
function CheckKeys()
{
shootLimiter += 1;
If (key_left)
{
setDirection (1);
Ship.x-= 5;
}
If (key_right)
{
setDirection (0);
Ship.x += 5;
}
{if (key_up)}
Ship.y-= 5;
}
{if (Key_Down)}
Ship.y += 5;
}
If ((key_space) & & (shootLimiter > 8))
{
shootLimiter = 0;
var b = new Bullet();
addChild (b);
b.x = ship.x + 50;
b.y = ship.y + 3;
addEventListener (Event.ENTER_FRAME, moveBullet);
}function moveBullet(e:Event):void
{
b.x += 10;
If (b.x > 600)
{
If (Contains (b))
{
removeChild (b);
}
removeEventListener (Event.ENTER_FRAME, moveBullet);}
for (var i = 0; i < astArray.length; i ++)
{
If (astArray [i] .hitTestObject (b))
{
removeChild (b);
removeChild (astArray [i]);
removeEventListener (Event.ENTER_FRAME, moveBullet);
}
}
}
}
function setDirection (param) {}
If (param == 0) {}
ship.scaleX = 1;
} else {}
ship.scaleX = - 1;
}}
You're a little around with it and you have not yet removed the asteroid of the table... see if what follows helps to resolve the issues...
for (var i = 0; i)
{if (astArray [i] .hitTestObject (Ship))}
get rid of the asteroid
MovieClip(astArray[i]).removeEventListener (Event.ENTER_FRAME, asteroidmove);
removeChild (astArray [i]);
astArray.splice (i, 1);
countCollisions ++;
If (countCollisions > = 4) {}
ship.gotoAndPlay (87);
} else {}
ship.gotoAndPlay (6).
}
}}
-
Problem with collision.
I programmed this function, however, when the MovieClips collide this particular error. The intention is to do when the ball collides with the wall, is advanced to the frame (3), but an error with the options "Throw it all away" and "continue".
The following code below:
if(ball.hitTestObject(wall)) { gotoAndStop(3); }
Displayed error:
Error #1009: Cannot access a property or method of a null object reference. at app_fla::MainTimeline/changeBallX()[app_fla.MainTimeline::frame2:18]
changeBallX:
function changeBolaX(evt:Event):void { ball.x += 0; // line 18 scenario.x -= 20; wall.x -= 20; if(ball.hitTestObject(wall)) { gotoAndStop(3); } }
Errors appear in lines almost at random, useless. Before the service was functioning normally, when you place begins errors.
I want to emphasize that the two objects are defined as MovieClip and frame 3 is normally created. I am using Actionscript 3.0, Air for Android.
Help me, please.
If you copied what I provided there is an error. The colon after the event should be a point
removeEventListener (Event.ENTER_FRAME, changeBolaX);
Another thing you can do to try to track down the problem is to use the trace() function to see which object is missing...
if(!ball) {trace ("ball is gone") ;}
If (!) Wall) {trace ("the wall is gone") ;}}
{if (ball.hitTestObject (Wall))}
removeEventListener (Event.ENTER_FRAME, changeBolaX);
gotoAndStop (3);
}
-
Leaving the problem of collision
I have what is probably a silly question.
I have a mc on stage (character), that when he touches another object (invisible) on the scene, an icon of the button to appear, prompting the player to press a button to interact with the scene somehow. So, for example when the player moves next to a door, an 'E' icon appears beside the door, prompting the reader to open by pressing 'E '. I want the 'E' icon have a simple fade entry and exit of animation to make it a bit nicer, so when the character moves in the invisible box it fades, and when the character is moving away again he faints. I have it working, while in a first time, the icon is invisible, then when the character moves into position it fades in the place. However what I am struggling with is it so that when the character stops of touch the box test of the invisible, the icon disappears again. I tried to play with different flags without result.
My current work code is below. Note that the if statement below is an ENTER_FRAME function on the mc player. buttonzone is the invisible test area, "buttoniconappear" is the label on the button mc chronology with the fade in animation. There is also a section "buttoniconfade" on the currently unused button mc.
var buttonzonecolliding:Boolean = false;
If (buttonzone.hitTestPoint (player.x, player.y, true) & &! buttoncolliding)
{
buttoncolliding = true;
mybuttonicon.gotoAndPlay ("buttoniconappear");
}
What should I do to get mybuttonicon to play the "buttoniconfade" label after the mc of player ended contact with buttonzone? Or should I use another method entirely?
Thanks for any help in advance.
You can try this too, its fine work
Inside the mybuttonicon movieclip create two keyframes, in the first keyframe, you can make fadein anumation, then in the 2nd keyframe fade out animation.
this.addEventListener (Event.ENTER_FRAME, move)
function move(e:Event)
{
buttonzone.x += 0.5
If (buttonzone.hitTestObject (Player))
{
bland mybuttonicon.gotoAndStop (2) off animation
}
on the other
{
mybuttonicon.gotoAndStop (1) / / fade in animation
}
} -
CS3 re - install problem after repair collision iMac
Hello
my iMac crashed a few weeks ago while I was upgrading from CS3 to CS5.5. Bleed the disc and all software on mac. I have the newly repaired iMac back now, but can not find the original install CS3 disks, so I can not re - install. I have however original serial number and the upgrade of $1,000, but not records. Does anyone know if adobe will re-issue of my original software so I can re - install and then use the upgrade? I registered the software when I bought everything first. Tried to contact adobe, but was constantly leaving the Forum
Thank you
Vital signs
Hi, Vital,
Yes, proceed with the installation of CS 5.5. Application to the configuration for the series 5.5 numbner screen and when clicked on next would ask eligible version. This is your serial number for CS3.
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I have a problem in my laptop,
This is the detail of the problem.Signature of the problem:Problem event name: BlueScreenOS version: 6.1.7601.2.1.0.768.2Locale ID: 1033More information about the problem:BCCode: c000021aBCP1: FFFFF8A000099840BCP2: 0000000000000000BCP3: FFFFFFFFC0000001BCP4: 0000000000100620OS version: 6_1_7601Service Pack: 1_0Product: 768_1Hello
STOP: 0XC000021A
Can be a difficult problem to solve, and you indeed need a technical help in a real store of the computer
(not the leeks and the glances at a BestBuy or other BigBox stores) or system manufacturer support.Cause
This error occurs when a subsystem of mode user, such as WinLogon or the Client Server Run-Time Subsystem (CSRSS), irremediably compromised and security can not be guaranteed. In response, the operating system goes into kernel mode. Microsoft Windows cannot run without WinLogon or CSRSS. Therefore, it is one of the rare cases where the failure of a user mode service can stop the system.
Incompatible system files can also cause this error. This can happen if you restored your hard disk from a backup. Some backup programs may skip restoring system files which they determine are in use.
Solve the problemRun the kernel debugger is not useful in this situation because the error occurred in a user mode process.
Resolve an error in the user-mode device driver or system, third-party application service: Because the bug 0xC000021A control occurs in a user mode process, the most common culprits are third-party applications. If the error occurred after the installation of the new or updated device driver or service system, third-party applications, the new software should be removed or disabled. Contact the manufacturer of the software on a possible update.
If the error occurs during the system startup, restart your computer, and then press F8 to character-based menu that displays the choice of operating system. In the Windows Advanced Options menu that results, select the last known good Configuration option. This option is most effective when a pilot or a service is added at a time. If the error is not resolved, try to manually remove the offending software. If the system partition is formatted with the (FAT) file allocation table, use a MS-DOS boot disk to access the hard disk of the computer. If the system partition is formatted with the NTFS file system, you may be able to use Safe Mode to rename or remove the defective software. If the defective software is used as part of the start-up procedure of the system Safe Mode, you must start the computer by using the Recovery Console to access the file. If a room newly installed if material is suspected, remove it to see if that fixes the problem.
Try running the emergency recovery disk (ERD) and allow the system to repair any errors that it detects.
Solve a problem of file system do not match: If you have recently restored your hard disk from a backup, check if there is an updated version of the backup/restore program available from the manufacturer. Make sure that the latest Windows Service Pack is installed.
STOP: 0XC000021A<-- read="" this="">-->
* 1314.html http://www.faultwire.com/solutions-fatal_error/Status-System-Process-terminated-0xC000021A------------------------------------------------------------------------
Look in the Event Viewer to see if something is reported on those.
http://www.computerperformance.co.UK/Vista/vista_event_viewer.htmMyEventViewer - free - a simple alternative in the standard Windows Event Viewer.
TIP - Options - Advanced filter allows you to see a period of time instead of the entire file.
http://www.NirSoft.NET/utils/my_event_viewer.html-------------------------------------------------------------------------
It's my generic bluescreen convenience store - you can try Mode safe mode as suggested in article
above - repeatedly press F8 that you start. Disks of Vista are probably necessary - if you do not have to try
repair, you can borrow a friends because they are not protected against copying. You can also buy the physical
discs of the machine system good cheap that you already own windows (you will need to reinstall
If necessary). You can also repair disks on another computer.Here are a few ways to possibly fix the blue screen issue. If you could give the blue screen
info that would help. Such as ITC and 4 others entered at the bottom left. And all others
error information such as codes of STOP and info like IRQL_NOT_LESS_OR_EQUAL or PAGE_FAULT_IN_NONPAGED_AREA and similar messages.As examples:
BCCode: 116
BCP1: 87BC9510
BCP2: 8C013D80
BCP3: 00000000
BCP4: 00000002or in this format:
Stop: 0 x 00000000 (oxoooooooo oxoooooooo oxoooooooo oxooooooooo)
Tcpip.sys - address blocking 0 x 0 00000000 000000000 DateStamp 0 x 000000000It is an excellent tool for displaying the blue screen error information
BlueScreenView scans all your minidump files created during "blue screen of death," collisions
Displays information on all the "crash" of a table - free
http://www.NirSoft.NET/utils/blue_screen_view.htmlBlueScreens many are caused by old or damaged, in particular the video drivers drivers however
There are other causes.You can do mode if necessary safe or the Vista DVD command prompt or
Options recovery if your system is installed by the manufacturer.How to start on the System Recovery Options in Windows 7
http://www.SevenForums.com/tutorials/668-system-recovery-options.htmlYou can try a system restore to a point before the problem started when one exists.
How to do a system restore in Windows 7
http://www.SevenForums.com/tutorials/700-system-restore.html-------------------------------------------------------------------------
Start - type this in the search box-> find COMMAND at the top and RIGHT CLICK – RUN AS ADMIN
Enter this at the command prompt - sfc/scannow
How to fix the system files of Windows 7 with the System File Checker
http://www.SevenForums.com/tutorials/1538-SFC-SCANNOW-Command-System-File-Checker.htmlHow to analyze the log file entries that the Microsoft Windows Resource Checker (SFC.exe) program
generates cbs.log Windows Vista (and Windows 7)
http://support.Microsoft.com/kb/928228The log can give you the answer if there is a corrupted driver. (Says not all possible
driver problems).Also run CheckDisk, so we cannot exclude as much as possible of the corruption.
How to run the check disk at startup in Windows 7
http://www.SevenForums.com/tutorials/433-disk-check.html-------------------------------------------------------------------------
Often drivers up-to-date will help, usually video, sound, network card (NIC), WiFi, part 3
keyboard and mouse, as well as of other major device drivers.Look at the sites of the manufacturer for drivers - and the manufacturer of the device manually.
http://pcsupport.about.com/od/driverssupport/HT/driverdlmfgr.htmInstallation and update of drivers under Windows 7 (updated drivers manually using the methods above
It is preferable to ensure that the latest drivers from the manufacturer of system and device manufacturers are located)
http://www.SevenForums.com/tutorials/43216-installing-updating-drivers-7-a.htmlHow to disable automatic driver Installation in Windows Vista - drivers
http://www.AddictiveTips.com/Windows-Tips/how-to-disable-automatic-driver-installation-in-Windows-Vista/
http://TechNet.Microsoft.com/en-us/library/cc730606 (WS.10) .aspx-------------------------------------------------------------------------
How to fix BlueScreen (STOP) errors that cause Windows Vista to shut down or restart
quit unexpectedly
http://support.Microsoft.com/kb/958233Troubleshooting Vista Blue Screen, error of JUDGMENT (and Windows 7)
http://www.chicagotech.NET/Vista/vistabluescreen.htmUnderstanding and decoding BSOD (blue screen of death) Messages
http://www.Taranfx.com/blog/?p=692Windows - troubleshooting blue screen errors
http://KB.wisc.edu/page.php?id=7033-------------------------------------------------------------------------
In some cases, it may be necessary.
Startup Options recovery or Windows 7 disk repair
How to run a startup repair in Windows 7
http://www.SevenForums.com/tutorials/681-startup-repair.htmlHow to start on the System Recovery Options in Windows 7
http://www.SevenForums.com/tutorials/668-system-recovery-options.htmlHow to create a Windows 7 system repair disc
http://www.SevenForums.com/tutorials/2083-system-repair-disc-create.htmlI hope this helps.
Rob Brown - Microsoft MVP<- profile="" -="" windows="" expert="" -="" consumer="" :="" bicycle="" -="" mark="" twain="" said="" it="">->
-
I have an application where I use a listener to establish a connection with a Board on another machine. After completing the connection I use the reference to send msgs on the other machine without any problem at all. Now, I have added another thread and ran the reference also to this thread. The idea was to send some msgs tcpip to a thread and receive tcpip GSM in the other thread. I'm not worried about collisions since sent messages are integrated software commands that are mainly installation information and occasional commands such as market / stop. Received messages are also only occasional and are intended to reflect the State of the process embedded during execution.
Messages being sent are OK, but when I did the inline code a "echo server", I immediately fell on the problem that the receiving thread does not at all. Is there something wrong with the help of the tcpip reference in two separate loops? (I would have put one send and receive any VI in the original thread is always a shipment, then a msg received there, but this isn't the case). I know that the msg is sent with the correct data I can follow the packet sent as well as the ack tcpip msg return with a tool called wire Shark.
This may be related to my post about the TCPIP error checking.
HoundDog wrote:
This may be related to my post about the TCPIP error checking.
And it's here
-
GPIB-ENET/100 problem with NEITHER 488.2 v2.5 under Suse 10
Hello
I installed "NOR-488. ' 2 (Linux) Version 2.5 for Linux - 32-bit ' under Suse 10. Now, I try to add the GPIB-ENET/100 with gpibexplorer but failed:
1. I have connected the GPIB_ENET/100 directly to the computer (eth1) with a crossover cable.
2. as a result of gpibexplorer guests, I observed the PWR/RDY LED is orange flick so configured IP address/hostname as 192.168.1.2.
3. then I clicked on the button 'search for GPIB-ENET/100', I had 'no device to display.
4. I configured the IP address/host name as 'NIENET', which is the default hostname printed on the rear side of the unit and got the same result at step 3.
5. one thing I need to mention is that I installed nienet-linux - 1.2 before and the ENET box didn't work with it either. I put
192.168.1.2 NIENET gpib0
in the file/etc/hosts and I have deleted all the files of this facility.
The State of the network types arenetstat - rn)
Kernel IP routing table Destination Gateway Genmask Flags MSS Window irtt Iface 192.168.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 134.105.192.0 0.0.0.0 255.255.248.0 U 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth0 127.0.0.0 0.0.0.0 255.0.0.0 U 0 0 0 lo 0.0.0.0 134.105.192.1 0.0.0.0 UG 0 0 0 eth0
and the Ethernet card type isifconfig)
eth0 Link encap:Ethernet HWaddr 00:0A:5E:52:48:51 inet addr:134.105.193.25 Bcast:134.105.199.255 Mask:255.255.248.0 inet6 addr: fe80::20a:5eff:fe52:4851/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:54226 errors:0 dropped:0 overruns:1 frame:0 TX packets:15248 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:17829035 (17.0 Mb) TX bytes:3468412 (3.3 Mb) Interrupt:177 Base address:0x6000 eth1 Link encap:Ethernet HWaddr 00:11:2F:AE:5D:55 inet addr:192.168.1.1 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::211:2fff:feae:5d55/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5 errors:0 dropped:0 overruns:0 frame:0 TX packets:285 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2950 (2.8 Kb) TX bytes:12186 (11.9 Kb) Interrupt:185 Base address:0xb000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:489 errors:0 dropped:0 overruns:0 frame:0 TX packets:489 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:44592 (43.5 Kb) TX bytes:44592 (43.5 Kb)
My questions are:
1. in GPIB, will I set of Configuration IP address AND host name or IP OR hostname? If it is "OR", they must be linked in what file?
2. "NIENET" is the default host name. How to change?
3. What is the problem with my setup?
Thanks in advance and best regards,
Weining
Hi Weining,
to be able to set up a NEW ethernet device, it must be connected to eth0 - otherwise the GPIB Explorer won't be able to find it. Which is clearly described in the referenced article, and there is no work around for this need.
You can only configure devices on eth1 if they already have an assigned static IP address.
Then please follow the steps below (summary of the article that you and I already linked):
(1) connect the new ENET/100 to eth0
(2) open the GPIB Explorer, select "New Devce" and click on the "Search" button to find the box.
(3) select the found device and change its IP settings to keep the network connection on eth1 and leave the Explorer GPIB
(4) now unplug the eth0 device and connect it to eth1
(5) restart the GPIB Explorer, choose 'New' and enter the static IP address you gave the ENET box.
Best regards
Sebastian
-
Collision of filenames with App-Builder NI_Report
Hello
Pluggable LabView 8.6 with the App Builder.
I made a button for the promotion of the United Nations with application pour print front. I am inspired by the example provided "PrintControlReport.vi". Pluggable so six of the NI_Report class.
I wish to make a .exe from this application.
During construction, the Builder application tells me multiple collisions of names and I stored 93 files in 3 folders titled:
-NI_HTML
-NI_report
-NI_Standard report
My application will not run without these files. However, it is unthinkable that I deliver to my clients such an application which requires 93 additional files!
I had no such problem with the v8.5. Is this a bug of the v8.6?
Pour sure that ECA was not my program, I tried to make a .exe with the example "PrintControlReport.vi". It's the same.
Thanks for your reply.
Eric Hervieu
CEA Grenoble
Hello
Indeed, the behavior of LabVIEW creating 'executable with the Report Generation Toolkit has been modified between 8.5 and 8.6 LabVIEW LabVIEW. This is not a bug.
However, there are two options if you do not want to have as many additional files. The first is to rename the files with similar names. The second is to include these additional files in DLLs.
For more details on these two points, you can consult the following links:
Product when building my LabVIEW executable name collision
http://digital.NI.com/public.nsf/allkb/FB9A11C924883B0C8625742D0059D55B?OpenDocumentConstruction of an EXE in LabVIEW 8.6 using the report generation tool
http://digital.NI.com/public.nsf/allkb/2AE85CF95217E60786257540000D818C?OpenDocumentKind regards
-
I have been using an EF4124 switch for several weeks with no problems. Today, one of the users cannot access the network. By inspecting the lights on the switch, I found the lights corresponding to the user who is having problems flashing regularly, lights-off. After consulting the online user guide, I learned that this was a "collision". All other users and lights work properly.
Then, I tried several things...
1. I restarted the switch. No change.
2 restart the computer. No change.
3 restart all computers connected to the switch AND the switch. No change.
I am currently looking for a cat5 100' cable connect the computer directly to the switch with another cable.Any suggestions?
Thank you in advance!
Steve
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