The movement object VB4 bug

I am trying to get information in VB by creating a modest game in VB4 program; running in WIN XP - SP3. (No point in getting something more modern, until I feel more confident with the basics). There is a very persistent bug that comes and goes but who defied several attempts to eliminate or work around it. I can't recognize a trend in this appearance/disappearance.

QUESTION 1: -.

There is an area of rich text, which is used to display status messages at various stages of the program. It is placed somewhere on the main form. Often, without apparent reason, he jumps from a firm position in the upper left corner of the form and cannot be dislodged.

The program is otherwise operating normally after this movement.

No other objects don't exhibit this behavior. Previously when some object or other go haywire (usually also for no apparent reason - I guess VB4 is a little unstable?) the cure was to replace the object with a similar one with a new name and change all instances in the code. This does NOT work with this bug. Not playing with timers or exchanging lines of code. Sometimes such an attempt appears briefly to correct bad behaviour, BUT it always returns.

I tried to fix the position with simple code: nothing good. Similarly, an attempt to use a line with the Method Move to return the errant box. After a brief period of apparent good conduct also failed.

I even tried a cleaning (owner) of the registry: no chance.

The problem is also evident in design mode and after making an exe.

Maybe is the problem due to an obscure interaction with a module of Windows?

QUESTION 2: -.

If I can complete the program and this is finally working correctly can it put to update or upgrade by using what is the latest version of Visual Basic? Or should I start over? -I think, obviously, to try to do the thing properly compatible with later versions of Windows.

Useful suggestions gratefully received!

Advertisement

Your question is beyond the scope of this community.

I suggest you post to MSDN and/or Stackoverflow

It may be useful

Tags: Windows

Similar Questions

  • Why can I not move objects to the bottom of the timeline in the video?

    Hello

    Why can't I move the new object I inserted (this is a PNG image) all down the timeline just above the video/audio? That's where I need?

    I edit the video with stripes, zooms and slices. I really hope that I can move it to the bottom of the timeline.

    Thank you

    This a cpvc of the project, right? Several chronologies are open when necessary, and it is indeed not possible (as in cptx projects) to change the stacking order. However, this could be a workaround: move the timeline you want to down horizontally until you have an empty space: you can then move it to the bottom. You'll go up the other deadlines in the location where you want to have this object at the bottom... Then, you will have to move again. Very heavy, I think it's much easier to think before you add objects and add them in the right order. CPVC-feature did not get much attention, after it was introduced, it is probably not that popular?

  • How to regulate the movement of the if linked object with another object?

    Hello

    the man is moving and it has a bug on him. I used the motion tracker to capture the movement of the body, and then I applied the motion to the bug. Now, it stays on the body, BUT I need the bug moves on the body of many. So I need to adjust the position of the keyframes. I can not simply adjust all keyframes, and then track losing its sense of movement... Can you please guide me, how would you do? I thank.

    Michael

    Add a null value. Apply followed by the null value. Do the children of the null value bug, and animate the position of the bug.

  • All my objects in Indesign are locked. I can move objects with the help of the arrow keys on my keyboard, but not with the mouse. I must have done an order by mistake. Any suggestions?

    All my objects in Indesign are locked. I can move objects with the help of the arrow keys on my keyboard, but not with the mouse. I must have done an order by mistake. Any suggestions?

    Thanks for your help. I work again InDesign brokedown and after a reboot, everything works perfectly fine.

  • How can I use applescript to move objects to a specific position on the page?

    I have a PDF file with a bunch of items of text on each page, but the margins are irregular.  I want to automate the following process:

    1. Select all the objects on the page

    2. move objects (such as a group, i.e. preserving their arrangement relative to each other) until the upper left corner of the object of most of the top-left {. 67 ", 1"} from the upper left corner of the page.

    3. go to the next page.

    4. Repeat steps.

    I work on a mac, and I see that Acrobat is scriptable using Applescript.  Is it possible to do it with this?  If there is another way to describe this process without Applescript, I'd be open to that as well.

    Thank you very much.

    Acrobat has no interface for scripts change the position of an ordinary object.

  • Filter the table display of the query object (it can a bug in jdev 12)

    Hello:

    I found an error/bug possible in jdeveloper 12 c when I migrate my application of jdev 11g.

    To test this issue, I did the same test request in jdeveloper 11g and jdeveloper 12 c (to avoid to migrate the process).

    Project template

    -Create a display of the query object. Code:

    SELECT 1 CODE, 100 DESCRIPTION
      FROM DUAL
    UNION ALL
    SELECT 2 CODE, 200 DESCRIPTION
      FROM DUAL
    

    -Create a Module of the Application, and then drag this point of view in.

    ViewController project

    -Create a page and drag in the criteria named 'All searchable attributes' of the previous ViewObject as "ADF table filtered.

    -Run the application

    Results:

    On jdeveloper 11g, however it makes the filter above the table box in jdev not 12 c.

    Is this a bug or I need to select something in jdev12c to get the same functionality?

    Yes, known bug 17279781.  It is currently scheduled for a 12.1.4 fix.  If this issue is crucial to you, please file an SR, mentioning the bug number and indicate your reasons for wanting a fix as soon as possible.

    Note there is a solution:

    To work around the problem, you can configure the filter yourself by adding an af:inputText

    facet filter columns and bind the inputText property value to the EL

    #{vs.filterCriteria. }. The page to rerun the filter for

    the column look and work.

    CM.

  • Impossible to move objects with the Selection tool

    So I just installed Illustrator CC, I have now on a trial license.  An hour ago, Illustrator suddenly began to refuse to move objects, while I'm in the selection tool.  I can move objects in the free transform.  I use shortcut keys a lot, so it's really slow me down.  I hit 'V' to click on and then move an object, and then it won't move. I get the error sound, but no dialog box appears to explain the error.

    Because I'm about to bite the bullet and start paying a hefty monthly fee for this program, at my trial runs out, that's enough aggravating circumstances.  Anyone has any ideas what can cause this?

    Looks like there could be a hidden modal dialog open. Hit the ESC key does nothing to release the objects?

  • StartDrag, possible to move the two objects?

    Hi, thanks for the response. Is it possible to connect the x coordinates y of the two objects so that if there are a bunch on one, when it is moved on the other moves with it?

    Thank you very much

    Frank

    Frank,

    > Hi David, thanks a lot! I use a.s. 2. Code would be very
    > very appreciated!

    Here's a way to do it.

    clipA.onPress = function (): Void {}
    this.startDrag ();
    var offsetX:Number = clipB._x - this ._x;
    var offsetY: Number = clipB._y - this ._y;
    clipB.onMouseMove = function (): Void {}
    This ._x = clipA._x + offsetX;
    This ._y = clipA._y + offsetY;
    updateAfterEvent();
    };
    };
    clipA.onRelease = function (): Void {}
    this.stopDrag ();
    clipB.onMouseMove = null;
    };

    clipA delivery Manager is two things: a) starts a normal for brake
    itself and (b) note the distance of its own location from clipB,
    then, it sets an onMouseMove to clipB handler that updates to this clip
    position with respect to offsets included just. The
    updateAfterEvent() function is not necessary, but it makes the smoother movement
    to display the lowest rate.

    Do clipB reciprocate, to manage the same events for clipB, only
    reverse the consequences:

    clipB.onPress = function (): Void {}
    this.startDrag ();
    var offsetX:Number = clipA._x - this ._x;
    var offsetY: Number = clipA._y - this ._y;
    clipA.onMouseMove = function (): Void {}
    This ._x = clipB._x + offsetX;
    This ._y = clipB._y + offsetY;
    updateAfterEvent();
    };
    };
    clipB.onRelease = function (): Void {}
    this.stopDrag ();
    clipA.onMouseMove = null;
    };

    David Stiller
    Adobe Community Expert
    Dev blog, http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Problems with the move, the scaling and unite the objects.

    Since Illustrator CC, I had so many strange issues with moving things, scaling of shots... and now unite the objects. things just jumping around or act as snap to grid is turned on when it is not. I don't have any ultimate control.

    Now I'm running into a problem where if I me United say two objects that he as... changes the size of the object on some sides without reason. Obviously I don't want this at all. I did a few video clips to show what I mean.

    I didn't have to snap to grid on and have checked all the settings I know that these things could have an impact.

    https://www.Pinterest.com/PIN/create/extension/

    LC,

    There are two places that you must uncheck the box, one for the selected objects, and you must have all items released from the grid, the other in Options (flying) to avoid new items taken in the grid.

  • Move the schema objects to a different database without data

    Hi all

    I have to migrate schema objects in one database to another without data. Help, please.

    Kind regards

    Cherkaoui

    Hello

    Please read the doc, there is option

    CONTENT = {ALL |} DATA_ONLY | METADATA_ONLY}

    ALL loads all data and metadata contained in the source. It is the default value.

    DATA_ONLY only loads the data in row of table in the existing tables; No database object is created.

    METADATA_ONLY only loads the database object definitions; No data line of the table is loaded.

    so in your case, you can use CONTENT = METADATA_ONLY

    HTH

  • Resize the movie without scaling of objects

    I would like to have a button in a movie that, once activated, resizes the height and width of the .swf movie, but I don't want anything else on the screen to be adjusted to reflect the change in the size of the movie.

    For example, if the dimensions of the movie are doubled in size, I won't double in size, a text box - I want to stay in the same size.

    Someone knows how to fix this?

    Sorry... Here is a direct link with the answer.

  • Sketch of the movement doesn't seem to work under AE CS6 v 11.0.3.6 & MacOs 10.9 (Maverick)

    Hello

    After the update of the Mavericks for CS6 (æ 11.0.3.6) on Mac OS, I have trouble using the tool to sketch of movement. After clicking on "start recording", the cursor of the mouse is supposed to turn into a cross allowing you to record the movement of an object selected on the canvas. Instead, after the update, the crosshair cursor disappears leaving the button. Information window always tells you to click to start recording, but by clicking and dragging on the canvas results in normal behavior that is move one already selected object (or a drawing, a bounding box if not challenged is selected)...

    Has anyone of another fencountered the same problem again and found a solution? Is this a bug? Adobe will fix it?

    We have verified that the operating system Mac OS X v10.9 beat Motion Sketch for After Effects CS6.

    It works very well in after effects CC (12.1).

    If you need to use this function with After Effects CS6, for now don't upgrade to Mac OS X v10.9.

    We seek the possibility to include a fix for this in an update After Effects CS6, but no promises there. The best way to influence this decision must submit a bug report:

    http://Adobe.LY/ReportBug

    ... because it lets us know how many people are affected.

  • values of the Spooky object! Help me im lost and stupid and then some... (not for the faint of heart)


    LS,

    This includes the code and some traces of output.

    I tried this for 2 days and it me stupifies.

    I'll elaborate:

    There is a game object, is an object of dictionary containing a screen/name of the index tile_x_y tile

    So I can look it up using x and y coords.

    Contains the object lost things, but in this particular case: x, y, width, height, xtile, ytile (explicit I guess) & xmove(1), ymove (-1.0.1 according to the)

    direction.)

    So, now that these objects move around the screen (Yes it's just a game) and check if they hit the limits of the screen and if they try to pass on the tiles that are busy/no

    traversable.

    It goes very well for most but sometimes objects, or for some objects (no idea why and it changes when you restart), halfway to check limits, internal object x and y

    values go ballistic and I find myself with a reference to the Dictionary object error because tile 30 280 just does not exist.

    What happens is the following (in pseudocode, the actual code is shown below):

    For each object

    Testbounds (Object)

    end for

    Testbounds

    If diry = - 1 (high)

    If (checkbounds (up) == possible)

    change ob.x and ob.y //move coord

    on the other

    If (not possible at all)

    move to the edge of where it can go on the same tiles

    change ob.x, ob.y coord

    on the other

    move a bit in the other possible meanings

    change ob.x, ob.y

    end if

    end if

    end if

    ...

    ... make for y dir = 1, x = 1, x =-1

    ..

    convert new ob.x and ob.y to put the coords / / = divide x and y values by tilesize

    .. Search tile_x_y and see what it is

    BOOOM!     This is where the error occurs because half the x checkbounds and there, or value gets to large, by a factor of 10 if I read the traced output

    But why?

    theres no manipulation on the object in the testbounds function which could cause what I can say.

    But it's far enough because it happens

    Note: if I change the height value object and the width to a value less as divide by 4, that doesn't happen? then only the graphics overlap the not traversable

    graphic on-screen mc because effective width and height are 4 times bigger. Sorta, it spoils everything.

    So here is the plotted output (that's a lot, but I was sick of not finding the bug)

    I first cut out the part where he's going, enter the code that his execution at this time

    Below I have will all stick out of traces and more still of the surrounding code.

    In addition, given that you've read this far, thank you very much, you have my respect and grattitude.

    I'm ashamed to ask this, but ive been watching you for 2 days now and it illudes me. Also im getting blindness code so I don't see now if he was sitting in

    in front of me without a bra.

    Here it is:

    1stmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 408 21 8 48 6 48 48 1 - 1

    1032 = x, y = 408-> tile will be x 21 y8


    2ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 408 21 8 48 6 48 48 1 - 1
    cbparsx, 1032 414 y:

    checkbounds1, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height,: root1 1032 408 21 8 48 48 instance323
    checkbounds2, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height,: root1 1032 408 21 8 48 48 instance323
    checkbounds3, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height,: root1 1032 408 21 8 48 48 instance323
    checkbounds4, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height,: root1 1032 408 21 8 48 48 instance323
    checkbounds5, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height,: root1 1032 408 21 8 48 48 instance323
    endcheckbounds, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height,: root1 1032 408 21 8 48 48 instance323

    2bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: 408 1032 instance323 21 8 48 6 48 48 1 - 1


    (^ - last correct values)

    all of a sudden! : x = 1032 and y = 3840 (the tilex internal and there are recalculated at the end to keep them the same so far)

    2cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: 1032 3840 instance323 21 8 48 6 48 48 1 - 1


    (^ - what I'm telling you)

    n.b.:!) 3840 = (408-24) * 10 (which is x coord-half the tilesize) just does not know where the * 10 comes?

    Executed CODE between these lines of trace:

    trace ("2bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);

    } else
    {
    If ((! ob.downleft & &! ob.downright))
    {
    OB.y = (ob.ytile + 1) * tilesize - ob.height;
    }

    trace ("2cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);

    END OF THE CODE

    so: it is located here-> ob.y = (ob.ytile + 1) * tilesize - ob.height;

    It can occur if: tilesize - height was somehow * large 10
    but looking at the trace values is not.

    again become a headache

    That's about it. Below follows the trace output that was produced and all executed code between where he was right and wrong.

    Bless you for reading this far.

    Which is higher

    Mac

    1stmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 408 21 8 48 6 48 48 1 - 1
    2ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 408 21 8 48 6 48 48 1 - 1
    cbparsx, 1032 414 y:
    checkbounds1, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 408 21 8 48 48 instance323
    checkbounds2, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 408 21 8 48 48 instance323
    checkbounds3, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 408 21 8 48 48 instance323
    checkbounds4, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 408 21 8 48 48 instance323
    checkbounds5, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 408 21 8 48 48 instance323
    endcheckbounds, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 408 21 8 48 48 instance323
    2bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 408 21 8 48 6 48 48 1 - 1
    2cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 3840 21 8 48 6 48 48 1 - 1
    3ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 3840 21 8 48 6 48 48 1 - 1
    cbparsx, 1026 3840 y:
    checkbounds1, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 3840 21 8 48 48 instance323
    checkbounds2, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 3840 21 8 48 48 instance323
    checkbounds3, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 3840 21 8 48 48 instance323
    checkbounds4, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 3840 21 8 48 48 instance323
    checkbounds5, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 3840 21 8 48 48 instance323
    endcheckbounds, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry: root1 1032 3840 21 8 48 48 instance323
    3bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1032 3840 21 8 48 6 48 48 1 - 1
    3cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1056 3840 21 8 48 6 48 48 1 - 1
    4ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry: instance323 1056 3840 21 8 48 6 48 48 1 - 1
    beforeobx, oby: 21 8 1056 3840
    afterobx, oby: 22 80 1056 3840
    followed takable: 3t_80_22
    TypeError: Error #1010: a term is undefined and has no properties.
    at FruitGamev5_fla::MainTimeline/moveNPC()
    at FruitGamev5_fla::MainTimeline/cleverAI()
    at FruitGamev5_fla::MainTimeline/enemyAI()
    at FruitGamev5_fla::MainTimeline/updatestuff()

    function {moveNPC (ob dirx, diry, obspeed, type)}

    var movespeed:int = obspeed;
    var movedit:Boolean = false;

    var axm:int = 0; real x and there moves
    var aym:int = 0;

    control of collision movem
    //
    If (ob.x > 2000 | ob.y > 2000)
    OB.clip.filters = [mColorMatrixerror];

    trace ("1stmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (diry == - 1).
    {
    checkbounds (ob.x, ob.y + movespeed * diry, ob);
    trace ("1bstmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (ob.upleft & & ob.upright)
    {
    OB.y += movespeed * diry;
    movedit = true;
    aym = diry;
    } else
    {
    If ((! ob.upleft & &! ob.upright))
    {
    OB.y = ob.ytile * tilesize + ob.height;
    trace ("1cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    }
    on the other
    {
    movedit = false;
    aym = diry;
    If {(ob.upleft)

    OB.y += movespeed * diry;
    OB.x = movespeed;
    }
    If {(ob.upright)

    OB.y += movespeed * diry;
    OB.x += movespeed.
    }
    }
    }

    }
    trace ("2ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (diry == 1 & & (! movedit | ob.freemove)) {}
    checkbounds (ob.x, ob.y + movespeed * diry, ob);
    trace ("2bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (ob.downleft & & ob.downright) {}
    OB.y += movespeed * diry;
    movedit = true;
    aym = diry;
    } else
    {
    If ((! ob.downleft & &! ob.downright))
    {
    OB.y = (ob.ytile + 1) * tilesize - ob.height;
    trace ("2cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    }
    on the other
    {
    movedit = true;
    aym = diry;
    If {(ob.downleft)

    OB.y += movespeed * diry;
    OB.x = movespeed;
    }
    If {(ob.downright)

    OB.y += movespeed * diry;
    OB.x += movespeed.
    }
    }
    }
    }
    trace ("3ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (dirx ==-1 & & (! movedit | ob.freemove)) {}
    checkbounds (ob.x + movespeed * dirx, ob.y, ob);
    trace ("3bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (ob.downleft & & ob.upleft) {}
    OB.x += movespeed * dirx.
    movedit = true;
    AXM = dirx;
    } else
    {
    If ((! ob.downleft & &! ob.upleft))
    {
    OB.x = ob.xtile * tilesize + ob.width;
    trace ("3cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    }
    on the other
    {
    movedit = true;
    AXM = dirx;
    If (ob.downleft)
    {

    OB.x += movespeed * dirx.
    OB.y += movespeed.
    }
    If (ob.upleft)
    {

    OB.x += movespeed * dirx.
    OB.y = movespeed;
    }
    }
    }
    }
    trace ("4ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (dirx == 1 & & (! movedit | ob.freemove)) {}
    checkbounds (ob.x + movespeed * dirx, ob.y, ob);
    trace ("4bndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (ob.upright & & ob.downright) {}
    OB.x += movespeed * dirx.
    movedit = true;
    AXM = dirx;
    } else
    {
    If ((! ob.downright & &! ob.upright))
    {
    OB.x = (ob.xtile + 1) * tilesize - ob.width;
    trace ("4cndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    }
    on the other
    {
    movedit = true;
    AXM = dirx;
    If {(ob.upright)

    OB.x += movespeed * dirx.
    OB.y = movespeed;
    }
    If {(ob.downright)

    OB.x += movespeed * dirx.
    OB.y += movespeed.
    }
    }
    }
    }

    //
    control of collision movem
    //
    actual rotation
    trace ("5ndtmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    OB.clip.rotation = NttR [npcFindTurn (axm, aym)];

    If (! axm == 0 & & aym == 0 & & ob.turn! = 0)
    {
    ob.xMove = axm;
    ob.yMove = aym;
    }
    trace ("beforeobx, oby:", ob.xtile, ob.ytile, ob.x, ob.y);
    OB.xtile = GgetXtile (ob.x);
    OB.ytile = GgetYtile (ob.y);
    trace ("afterobx, oby:", ob.xtile, ob.ytile, ob.x, ob.y);

    OB.clip.x = ob.x;
    OB.clip.y = ob.y;

    hit a tile takable

    var name = game.currentMap + "t_"+ ob.ytile + "_" + ob.xtile; ".
    trace ("tracing takable:", name);
    trace ("takable:", .takeable [name] of game);
    trace ("taken:", sloppy game [name]);
    trace ("lastndmovenpc, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, tilesize, movespeed, ob.width, ob.height, dirx, diry:", name, ob.clip.name,)

    OB.x, ob.y, ob.xtile, ob.ytile, TileSize, movespeed, ob.width, ob.height, dirx, diry);
    If (game .takeable [name] & &! neglected game [name] & &!) () ob.ammocount > ob.ammomax) & & ob.throwing)
    {
    OB.takeing = true;
    OB. CFRAME = ob.takeframec;
    ob.clip.gotoAndStop (ob.cframe);
    NPCtaketileitem (ob);
    }


    return (movedit);
    }

    function checkbounds (x, y, ob) {}
    trace("cbparsx,y:",x,y);
    trace ("checkbounds1, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry:", name, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width,)

    OB. Height);
    ob.downY GgetYtile ((y+ob.height-1) =);
    trace ("checkbounds2, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry:", name, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width,)

    OB. Height);
    ob.upY GgetYtile ((y-ob.height) =);
    trace ("checkbounds3, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry:", name, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width,)

    OB. Height);
    ob.leftX GgetXtile ((x-ob.width) =);
    trace ("checkbounds4, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry:", name, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width,)

    OB. Height);
    ob.rightX GgetXtile ((x+ob.width-1) =);
    trace ("checkbounds5, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry:", name, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width,)

    OB. Height);
    check if they are walls
    If (ob.upY >-1 & & ob.upY < ytilemax & & ob.leftX >-1 & & ob.leftX < xtilemax) {}
    OB. UpLeft = getttf (ob.upY, ob.leftX);
    }
    on the other
    OB. UpLeft = false;

    If (ob.downY < ytilemax & & ob.downY >-1 & & ob.leftX >-1 & & ob.leftX < xtilemax) {}
    OB. DownLeft = getttf (ob.downY, ob.leftX);
    }
    on the other
    OB. DownLeft = false;

    If (ob.upY >-1 & & ob.upY < ytilemax & & ob.rightX < xtilemax & & ob.rightX >-1) {}
    OB. Upright = getttf (ob.upY, ob.rightX);
    }
    on the other
    OB. Upright = false;
    If (ob.downY < ytilemax & & ob.downY >-1 & & ob.rightX < xtilemax & & ob.rightX >-1) {}
    OB. DownRight = getttf (ob.downY, ob.rightX);
    }
    on the other
    OB. DownRight = false;
    trace ("endcheckbounds, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile, ob.width, ob.height, dirx, diry:", name, ob.clip.name, ob.x, ob.y, ob.xtile, ob.ytile,)

    OB. Width, ob.height);
    }


    function GgetXtile(inx:int):int {/ / / calculate xtile coord}
    Return (Math.Floor (INX/TileSize));
    }

    function GgetYtile(iny:int):int {/ / / calculate coord ytile}
    Return (Math.Floor (iny/TileSize));
    }


    function getttf(y,x):Boolean / / get traverstable traverstable [] table flag is a dim table 1, containing Booloean true or false indicating the tile is traversable
    {
    Return(traverstable[y*mapWidth+x]);
    }


    I solved it...

    A little

    It seems that something is wrong in the calculation... sometimes.

    Calculation, I discovered that the real end result is exactly the same as the previous x & values y

    If the whole line can be deleted. Solve the problem and save time cpu.

    Question remains how this error is possible.

    I'll repost ultra format short.

    Kind regards

    Mac

  • Problem with the published parameters between the movement of FCPX

    Hello

    I have a little problem with the settings published between the movement at FCPX.

    For some reason, the published parameters have different values within FCPX in movement.

    For example, in motion, a parameter is - 187.04 and in FCPX is-0,19. What are the parameters of position for CSOS.

    If I try to change this setting in FCPX, the application crashes after 10 seconds or less.

    No idea what is causing the problem? I re-edited the effect several times, same result. The software that I use is FCPX 10.2.2 and 10.2 of the Motion.

    MOTION

    FINAL CUT X

    Thank you.

    The values that you have published on the move have been compared to this project that you created. The values shown in FCPX are "consistent" with any project that you create. Often, you will see the center screen is 0.5, 0.5. Left and below are 0, right and up are 1.0. Or you could see Center of 0.0 and a range between - 0.5 and 0.5. Sometimes, you will see the numbers on the scale of some sort of percentage (vertical values will be 0-100 [%] and the horizontal will be based on the aspect of the project, for example, horizontal will be between 0 and 177.7778 for a project of 1920 x 1080, etc..) It will depend on the type of object and the parameters associated with what you posted.

    If you want to "correct" values in FCPX, you will probably need to rig settings, otherwise, just live with it.

    For what is * why * your model crashes FCPX, that will be another reason and not the difference in the numbers. So, can we get more information on the model?

    To use specific fonts?

    You publish alterations settings?

    Anything out of the ordinary?

  • How to catch the movement of return on investment when the user drags a handful of return on investment?

    Hello, I use VDM2009 with c#. I need to make some manipulations of KING and need to intercept mouse movements, but do not know what to use. For example, suppose I created a KING OvalContour and that it is a circle (width = height). I have to do 2 things: 1) when the user drags one of the 4 handles, I need to check what handle is moved so that I can drag a few adjacent programmatically so that the circle is a circle and does not become an oval.

    (2) when the user clicks/behind the center of the circle, I need prevent the update so that the circle does not move the return on investment. (It would be even better if there was a way to disable the movement of the circle and allow the scale.) I don't know what to use to accomplish this behavior and do not know how to retrieve the KING handles about which is slipped. Any help would be very appreciated. Thank you, Neville

    Hello Ben,

    Thanks again for your help.  I looked up the definitions for the ROILeft, etc., in the reference VB help as you suggest.  While many objects is similar in setting/name, it seems that these objects (ROILeft, etc.) are those who are not easy to find how to use in the c# version.  But thanks for pointing me to the help file in VB Ref.  I wish, in there wasn't one for c#... I can't understand how to search effectively in the Visual c# help file that is integrated into Visual Studio.

    Thanks for your suggestion about the return on investment.  It makes sense, and I'll keep it in mind.

    In the meantime, I found a solution to my problem.  I use c# function public bool PreFilterMessage (ref Message objMessage) for prefilter mousedown and mousemove event messages.  Once I found one, I check if the cursor is on a part of the KING that I care.  If I want to do something special, I'm doing it right here.  If I want to keep the normal behavior of the KING OR on mousedown and mousemove, I trash the message.

    It's a total pain, but it seems that functions NOR are not put in place to do this kind of things in an elegant way.  Thanks again for your help!

    Neville

Maybe you are looking for