C# :: Rain Application - Object Reference Not Set To Instance Of Obj
Mar 2, 2014
I'm trying to make a "Rain" application, by drawing some lines on the form, and then they must fall. So here is my start code:
public partial class Form1 : Form {
public Form1() {
InitializeComponent();
}
Random r = new Random();
Graphics paper;
Line line;
[Code] ....
So when I start debugging I get the "Object reference not set to an instance of an object." error. If I remove the comments lines at "timer1_Tick" this error doesn't appear of course. What can I do to escape from this because it follows me everywhere I go />. I tried to make with arrays, but same problem.
I am using the above code to retrive an item selected by user,But this line is giving an exception "Null Reference Exception, Object reference not set to an instance of an object"
I have a method to take a Tile object and make an instances of it based on some data from the original object. Than it is suppose to manipulate the a specific instance and save the results. The first loop through it works but it changes all instance as well as the base.
public static int recurse(int count, Tile[,] b,Huristic h,int check) { if (check==1) { boardState.Add(B)/>; return check; } if (check == 0)
The idea of the code is to make a console to parse some commands. And have some commands with arguments and others no. Without the static the program return other error that is...
public class ColorGenetics { public static hk1Class jw; public static linkedClass link; }
[code]...
Code builds fine but compiler says I tried to use bject link w/o providing an instance. Class linkedClass has an instance of Class hk1Class set to var jw1.I had linkedClass useing the same var jw for the object instance. I changed it to jw1 thinking that would clear it up and it didn't.
I need to send same instance of object of a class in two function (Main function and thread function). The class is something like this:
//The class need to have constructor. Class ABC { public: DWORD *IdG; ABC(int number) { IdG = new DWORD[number]; } }obj(32);
The obj(32) is called in following two function. Function F1 is called using thread in main function.
void F1() { obj.test; } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { obj.test1; _beginthread(F1,0,(void*)number); }
The code works well when the object of class ABC is created as shown above. My problem is the value that is passed in the object ('32') is to be read from the file.
If I read the file and create object separately in Main function and function 'F1' then , function 'F1' is not executed.
How to create same instance of object for Main function and function 'F1' with value passed in the object taken from the file.
Are the objects in both vectors the same instance of the object? Like if I called vectorOne[0].setValue(somethingDifferent); would the value be changed for the object in both vectorOne and vectorTwo? If not, how do I make sure that I only have one instance of the object I'm trying to store in multiple vectors?
class Excuse {... public string Description { get; set; } public string Results { get; set; } public DateTime LastUsed { get; set; } public string ExcusePath { get; set; } ....}
[Code] ...
When I run it, I do get the messagebox popping up with the correct description, but then nothing happens. When I debug, I see the fields under the UpdateForm() method are set to null.
I'm guessing this happening because it is looking at the 'currentExcuse' that was declared in the form body. I thought however that redeclaring 'currentExcuse' in the method would overwrite this instance or am I wrong?
In Visual Studio 2010 C++ I have a series of existing text objects The text properties names are item1_lbl, item2_lbl, item3_lbl, ….
Based on a selection I want to change an object. I generate the name of the object I want to change in a string so from this string is there a way to get a pointer to the correct text object that is same name?
All entities need to be stored in the dynamic memory. I managed to force this by making the constructor private and by adding a static method which dynamically creates an object and returns a pointer. But it is most likely that the user will want to make them dynamically and we still have the following problem.
entity* player = entity::create(); (*player).setPosition(something); (*player).act(); (*player).draw();
You get the point, having to dereference the pointer before each call becomes painful. So I thought about this... Instead of returning a pointer, I can return a reference. Then the code is much cleaner.
{ entity& test = entity::create();
// do stuff... test.act(); // more stuff...
test.destroy(); // deletes the dynamic object }
I put this code between brackets. That's because we must make sure the reference test doesn't exist after destroy is called, because destroy() makes it invalid. This is fully functional and won't cause any problem as long as the user doesn't forget to never call any method on a destroyed entity. But it's evil code. Would you risk it, or is there another way around?
When returning an object by reference, only the address of the returned-object is returned, and that way we spare pushing a large object into the stack, and also spare time of pushing and popping large object to/from stack.
But what happens when the object that receiving the returned-object, is not a reference, but a 'regular' object?
How is the content of the returned object copied into the receiving object?
See for example in main, wid vs rwid. (I know in the case the returned-object is just one variable, there's no need to return it by reference, but its for simplifying the code).
class Rectangle { public: Rectangle(int w=0, int h=0);
I have this method that takes a pointer to a class object and right now when printing it, it's returning the location in memory 0x100300000. I've tried tweaking the function in a few different ways but I cant get it to return the object instead of the location.
Here's the vector that addSale accesses and the deceleration of the addSale ethod in the employee class.
I'm trying to get my head around threading and gui applications for fun, and I've ran into a problem I'm not too sure how to google it correctly or I don't understand the answers given. Basically I'm trying to access GUI item properties (add to a listview). I've been on stackoverflow alot, and I've noticed that accessing these properties is quite difficult. At least, I'm not really understanding how it is supposed to be done.
The following line gives me a null value.
frm.lstChat.Items.Add(newList);
From what I understand I need to access my form object instead of creating a new object window... but I'm not sure how to reference the initial form application.
using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Net.Sockets; using System.IO; using System.Threading; namespace ModBot {
I am having trouble working with third party dll's, libs and header files. I am trying to call a function.here is the function that is suppose to be called.
Name IN/OUT Description m_environment IN Optional. Possible values are SANDBOX (default) and LIVE. m_strConsumerKey IN OAuth consumer key provided by E*TRADE m_strConsumerSecret IN OAuth consumer secret provided by E*TRADE m_strToken OUT Returned by the function if successful m_strTokenSecret OUT Returned by the function if successful m_strCallback IN Optional; default value is "oob"
I need to create a function in my program to open an input file and another function to open an output file and I need to use the files in other functions so Im trying to pass the stream object by reference but then i need a condition that tells the compiler not to reopen the file because then it will delete everything and make me input the file names again. Heres the two functions.
In a project I'm building I have 4 datagrids which I'm using and where I'm updating information manually, so not from a database or a list.
Now to make it a bit easier I would like to use one generic sort of variable to prevent having to write the same code 4 times.
So if I have 4 datagridviews DataGrid1 through DataGrid4 I would like to be able to assign one of those Datagridview to a general object that has all of the properties and methods in it.
This actually should work, because it is passing address of polymorphisms object.I have tried changing prototype of test in Data.h, but failed.passing object address/pointers in C++.
My understanding is that the rhs of line 1 construct only a temporary object. getMe() then return the reference of this temp object and bind it to thg (as a lvalue reference). After line one, the temp object is really destroyed (hence the first output line). At this point thg is really binding to a destroyed, invalid object. But somehow the 2nd line still prints the correct value of 10 is because the memory storage is not yet corrupted (still holding the previous value). Is this correct?