Try/catch, don't know how to loop this - exception

Here is my main method
public static void main (String[] args) {
Scanner console = new Scanner(System.in);
Intro();
try {
userInput(console);
} catch (InputMismatchException e) {
System.out.println("Not a number; try again.");
}
}
I would like the userInput(console); to run again even if the Exception was found. The method userInput(console); runs a program that asks for the radius of a circle and calculates its diameter, circumference, and area. I tried using a while loop outside of the try/catch statement but I don't know what I should use as conditions. Comment if you would like to see the userInput(console) method and I will post that as well.

Using a while loop with a condition is ok. Just remember that the condition serves as a flag to define if the iteration should carry on or stop, in particular because a certain condition was met. In this case, your condition is defined by the user's input validation result. Assuming you used a while like this:
while(someCondition) {
try {
userInput(console);
} catch (InputMismatchException e) {
System.out.println("Not a number; try again.");
}
}
Your someCondition variable should be a boolean initialized in true that is set to false when the input is valid or, in your case, when no exception is thrown. You can also set it to false after a certain amount if iterations. If you set someCondition to false, the next time the while evaluates someCondition it is false, and the iteration ends.
Another approach is to use a while(true) loop and end the iteration by using a break statement. It achieves the same in this case, but they're essentially different:
The someCondition approach doesn't cut the current iteration, it lets it finish the processing (considering you have something in the loop that must be done with the valid input, for example).
By using a break statement, that iteration is interrupted and the while loop ends without executing the rest of the code encased inside of it.

Related

How to make a Script Component Failure in Data Flow Task?

I have a requirement that is columns validation in the Script component. If the column value found null it should be stopped task with red cross mark and then the task should be the exit.
I have used below code to fail the script component task. But it's not stopping the task, it passing the next code line.
DTSExecResult result;
result = DTSExecResult.DTSER_FAILURE;
If you just force an error and prevent further execution from the Script Component you can throw an error as done below. However you'll want to make sure this is defined well enough to distinguish it from any other errors that may occur.
public override void Input0_ProcessInputRow(Input0Buffer Row)
{
if (Row.Column1_IsNull)
{
throw new Exception("Error Message");
}
}
Dts.TaskResult = (int)ScriptResults.Failure;
return this from the script task

What's code sequence in the below cocos2dx code?

I'm new to cocos2dx. In the below code, _nextProjectile is added to the children of "this" in the callback function which is executed after _nextProjectile->runaction (since "finish shoot" is always printed after "run action"). However, I print the position of _nextProjectile in finishShoot(), which is exact the same with that I set when I created the _nextProjectile.
So my question when does the _nextProjectile->runAction is executed actually?
Thank you.
{
_player->runAction(Sequence::create(RotateTo::create(rotateDuration, cocosAngle), CallFuncN::create(CC_CALLBACK_0(HelloWorld::finishShoot, this)), NULL));
// Move projectile to actual endpoint
printf("run action\n");
_nextProjectile->runAction(Sequence::create(MoveTo::create(realMoveDuration, realDest), CallFuncN::create(CC_CALLBACK_1(HelloWorld::spriteMoveFinished, this)), NULL));
}
void HelloWorld::finishShoot()
{
// Ok to add now - we've finished rotation!
printf("finish shoot\n");
this->addChild(_nextProjectile);
// Add to projectiles vector
_projectiles.pushBack(_nextProjectile);
_nextProjectile = NULL;
}
Both actions run simultaneously. The player rotates for rotateDuration before calling the callback, at the same time nextprojectile (if not null) already starts moving.
It seems like you may want to move the nextprojectile runaction in the finishShoot method instead.

AS3: Returning value from another function after event happened

Basically I want to check if a user exists in a database using AMF (and that works great!). But then I want to return the boolean value to another function (in another class) that originally called the "checkUserExistance" function. But, since the database connection isn't immidiate, this function will always return a false value (even if "result" is true). So I would like to have the return-line inside the "onUserChecked"-function but that of course gives me an error. I thought I could create an eventListener, but then, the "return userExists"-line would also have to be inside another function, which doesnät work(?)... What can I do?
public function checkUserExistance(username:String) {
var responderBOOLEAN:Responder = new Responder(onUserChecked, onFault)
var userExists:Boolean = false;
connection.connect(gateway);
connection.call("User.checkUser", responderBOOLEAN, username);
connection.close();
function onUserChecked(result:Boolean):void {
userExists = result;
}
return userExists;
}
I'm sorry but you are trying to force an Asynchronous call to a Synchronous one and this is WRONG.
See here
You should learn how to handle events in the correct way.
What can i suggest you that helped me a lot is this
The only true answer here is to save userExists as a member variable, and dispatch event when the server returns you a response. The client side of the things should be similar to:
// add listener, ServerEvent is a custom event (see below)
server.addEventListener(ServerEvent.CHECK_RESPONSE, onCheckResponse);
server.checkUserExistance('username'); // start the query
function onCheckResponse(e:ServerEvent):void {
if (e.userExists) {
}
}
// inside server class
function onUserChecked(result:Boolean):void {
userExists = true;
dispatchEvent(new ServerEvent(ServerEvent.CHECK_RESPONSE, userExists));
}
/* ServerEvent is a custom class that extens Event
Such classes are used so you can pass special properties in them
via constructor (pass data, store it into member variable)
and through getter for that variable.
If you don't like it, simply add/dispatch Event.COMPLETE
and use public property to get userExists from server
*/

AS3 Profiling - Why do Object and Function counts increase when setting text

Firstly can some one please explain what is meant by Object and Function in a profiling environment.
Secondly, why does the Object and Function count increase when I repeatedly set the text property of a textfield:
override public function setLanguage(id:String):void
{
if (id == "en")
{
ui.title.text = _data.text.title.en;
ui.title.direction = Direction.LTR;
}
else if (id == "ae")
{
ui.title.text = _data.text.title.en;
ui.title.direction = Direction.RTL;
}
}
From Laurent:
Internally, TextField::text is most likely a getter/setter (since it needs to set a flag to update the text field display, also possibly update the HTML content, etc.) so when you set it you are effectively calling a function.
This means that TextField.text is implemented as a property getter and setter, so if you had to code it, you would see something like
private var _text:String="";
public function get text():String {
return _text;
}
public function set text(value:String):void {
_text=value;
}
Your Object count increases every time you reference (looking for a better word, don't kill me about this :P) an object (I trust you know what objects are), and your Function count increases every time you invoke a function.
So when you do something like
myTextField.text="Hello World";
you are referencing object myTextField and invoking its function set text(String);, causing your counts to increase by 1 each.
Internally, TextField::text is most likely a getter/setter (since it needs to set a flag to update the text field display, also possibly update the HTML content, etc.) so when you set it you are effectively calling a function.
What is it you don't understand about the difference between a Function and an Object? Could you be more specific?

AS3 how to return EventListener value

If I have code that looks like this:
public function getNetStreamPublishClientList():Array
{
var ncStreamListResults = new Object()
ncStreamListResults.onResult = function(list:Array)
{
//this needs to be returned from getNetStreamPublishClientList
return list;
}
this.nc.call("getStreamClientIds",
new Responder(ncStreamListResults.onResult),
this.streamName);
}
how can I return the value of list from getNetStreamPublishClientList?
use global item for list
It looks like you won't be able to know the value of list at the point that getNetStreamPublishClientList() finishes executing.
This is because the nc object will probably not have finished its work by that time, and in that case the completion handler (currently assigned to be onResult) won't have been called.
Whatever is waiting on the result of this function, I'd change it to wait for an event. Possibly use a member function to act as the onResult handler.