Index of our error range
Hello, I'm doing: Script error: Index Out of Range the following
Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")
This is a cast: maps where I have 10 cast members. I have a matrix of 20 cards in a game of memory and the cast members have half the number of matrix. But I can't over this error that won't go away no matter how hard I try.
The script which is placed on the chassis reads as follows:
-Definable properties
property pSpriteOffset, pDisplayDelay, pGameOverFrame
property pClickSound, pMatchSound, pNoMatchSound
property pNumberOfCards - the number of cards in the game
property pBoard - contains a list of what the cards are where the
property pCard1 - the first map of a clicked on pair
property pCard2 - the second card in a pair clicked on
property pCardTimer - the moment where a user clicked on the second map
on getPropertyDescriptionList me
List = [:]
-pSpriteOffset is used to determine how far to
-the first map of the upper part of the partition is
-so, if the first map begins to channel 11.
-the offset would be 10 (10 away from channel 1).
List of addProp, #pSpriteOffset,------.
[#comment: 'Card Sprite Offset', \]
#format: #integer,
[#default: 0]
-pDisplayDelay, how much is it ticks the pair of
-cards will be kept on the screen for the player
-to see before being removed or turned their backs
addProp list, #pDisplayDelay,------.
[#comment: "Display time-out,"------]
#format: #integer,
#default: 60,.
[#range: [#min: 0, #max: 240]]
-When the user clicks a sprite, the sound is played?
List of addProp, #pClickSound,------.
[#comment: 'Click', \]
#format: #sound,
[#default: 'click']
-If a sprite is matched, this sound is played?
List of addProp, #pMatchSound,------.
[#comment: 'The match', \]
#format: #sound,
[#default: 'fit sound']
-When a sprite does not match, the sound is played?
List of addProp, #pNoMatchSound,------.
[#comment: "Not of his Match,"------]
#format: #string,
[#default: ' "]
-When all the sprites are matched, the film, which frame to go to?
List of addProp, #pGameOverFrame,------.
[#comment: 'Game Over Frame', \]
#format: #marker,
[#default: #end]
back list
end
-shuffles the cards to generate a list of the pBoard
-Initializes the properties of game
on beginSprite me
-raises reference to library 'Maps' to see how many cards there are
pNumberOfCards = the number of members of castLib "cards".
-create a list with each card in the list twice
List =]
Repeat with i = 1 to pNumberOfCards
Add to the list, I have
Add to the list, I have
end repeat
-randomly populate the list of pBoard with elements of
-the previously created list
pBoard =]
Repeat while list.count > 0
r = random (list.count)
Add pBoard, list [r]
deleteAt list, r
end repeat
-initialization of set's properties
pCard1 = 0
pCard2 = 0
end
-called by the sprites when the user clicks on
-the spriteNumber parameter indicates the number of sprite clicked
on turnCard me spriteNumber
-play a sound, if there is a
If pClickSound <>' ' then puppetSound 1, pClickSound
-determine the number of card
cardNumber = spriteNumber - pSpriteOffset
If pCard1 = 0 then--first card clicked
-Save this map
pCard1 = cardNumber
-put it back
Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")
otherwise if pCard2 = 0 alors--deuxieme card clicked
-ignore if it's the same card
If cardNumber = pCard1 then exit
-Save this map
pCard2 = cardNumber
-put it back
Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")
-the timer
pCardTimer = ticks
else - two maps are already given {6}
-This occurs if the user clicks very quickly
-the strength of a look at the two maps
returnCards (me)
-Make sure that the card has not clicked twice
If sprite (spriteNumber) .memberNum = 0 then exit
-new card as the first map
pCard1 = cardNumber
-put it back
Sprite (spriteNumber) .member = member (pBoard [cardNumber], "Cards")
end if
end
-leans on two back cards and compares them
on returnCards me
If [pCard1] pBoard = pBoard [pCard2] then - they are a match
-play a sound, if there is a
If pMatchSound <>' ' then puppetSound 2, pMatchSound
-remove the two sprites {8}
Sprite(pCard1+pSpriteOffset).memberNum = 0
Sprite(pCard2+pSpriteOffset).memberNum = 0
-check for game over
If checkAllMatched (me) then
go to the pGameOverFrame framework
end if
on the other - no match
-play a sound, if there is a
If pNoMatchSound <>' ' then puppetSound 2, pNoMatchSound
-Turn the two cards {7}
Sprite (pCard1 + pSpriteOffset). Member = member ("card Back")
Sprite (pCard2 + pSpriteOffset). Member = member ("card Back")
end if
-reset set properties
pCard1 = 0
pCard2 = 0
end
on exitFrame me
If pCard1 <>0 and pCard2 0 then <>- two cards are turned
If ticks > pCardTimer + pDisplayDelay then - deadline expired
-check the maps to see if there is a football match
returnCards (me)
end if
end if
-loop on the frame
_movie. GB (_movie. Frame)
end
-check to see if the game is over
on checkAllMatched me
-loops through all the cards
Repeat with i = 1 to pNumberOfCards
-determine the sprite of the card
spriteNumber = i + pSpriteOffset
-If it's still a card, the game is not over
If sprite (i) .memberNum <>0 then return FALSE;
end repeat
-all the cards missing, then game on
Returns TRUE
end
and this is the script which is placed on the sprite in the matrix:
on mouseUp me
-just specify the script to frame this sprite has been clicked
sendSprite(0,#turnCard,me.spriteNum)
end
Well, I'm just to let anyone reading know that I finally solved my problem after much thought and looking at the code again and again.
That's what I did:
Here, I noticed that there is some code to add a list of twice
-create a list with each card in the list twice
List =]
Repeat with i = 1 to pNumberOfCards
Add to the list, I have
Add to the list, I have
end repeat
so I thought, what I mean is only a part of this list on my matrix and I finally got one brilliant idea that somewhere in this code there is another list to add. Then I looked carefully and finally the assumption that:
-randomly populate the list of pBoard with elements of
-the previously created list
pBoard =]
Repeat while list.count > 0
r = random (list.count)
Add pBoard, list [r]
deleteAt list, r
end repeat
a preceding
Add pBoard, list [r]
in the code once so maybe I have to add another
That's why I ended up with:
-randomly populate the list of pBoard with elements of
-the previously created list
pBoard =]
Repeat while list.count > 0
r = random (list.count)
Add pBoard, list [r]
Add pBoard, list [r]
deleteAt list, r
end repeat
that solved my error and now the game works. What a relief!
Tags: Director
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at flash.display::DisplayObjectContainer/setChildIndex()
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ORA-12853: insufficient memory for buffers PX: run 425904K,.
Max needed 11105280 K ORA-04031: unable to allocate 32792 bytes of memory ('', 'unknow shared pool
UNIQUE INDEX CREATE PS_AX_DISABLE_HIST WE PS_AX_DISABLE_HIST (EMPLID) TABLESPACE PSINDEX STORAGE
(MAXEXTENTS THEN 65536 40000 INITIAL UNLIMITED PCTINCREASE 0) PCTFREE 10 NOLOGGING PARALLEL
am not able to understand, it's this problem is related to the index or sga memory. can any time help me on that.
Thanks in advance
Prabhakar
Published by: 889571 on May 16, 2013 07:41You probably need SGA more because you have a lot of Parallels/slave servers in your instance. I see that you have at least 146. How many processors do you have? Do you need so many parallel servers?
Lordane Iotzov
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Hi all
my need is to drop the index, received the error during the scene it:
How can I fix it? Is it at all possible to remove the index without falling?ORA-00054: resource busy and acquire with NOWAIT specified or timeout expired
Hello
You must perform the operations on the table that creates this problem for you. If you expect that the finishing operations (commit / rollback) and then you can try droping your index.Salman
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