100 reputation
8
bio website wilhall.com
location Providence, RI
age 22
visits member for 2 years, 11 months
seen Jun 16 '13 at 7:05

I am currently attending Johnson and Wales University in Rhode Island for a Bachelor's degree in Software Engineering.

I have experience working with several programming languages, most notably Python, PHP, Javascript with JQuery, and Java for Android app development. I am enthusiastic about my field; in addition to my classes, I spend a significant amount of time on self-education and work on personal projects, and I am eager to develop my experience and skills.

Platforms: Windows, Mac OSX, Linux, VMWare Server Software: Apache 2.x, nginx, SQL, FTP, SSH Computer Languages: Python,PHP,Javascript,Java,C Editors: nano, Visual Studio, Eclipse,Sublime Text Fluent with Windows, Mac, and Linux command line


Sep
7
awarded  Commentator
Sep
7
comment IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
I would pass this on to the devs of Farseer so they can create a bug report and/or look into it
May
9
comment Can I swap out Farseer physics fixtures at runtime?
@JonathanHobbs Good point, I'm not sure if the objects actually get removed from the fixture list until the next world step or not, Would have to test
Feb
3
awarded  Benefactor
Feb
3
comment IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
I stated that the error happened on the line World.Step was called, not in my code. I have stepped through my code in the debugger, and everything is fine. I also noted that I tried the same code without disabling the bodies, and the error wasn't present.
Jan
30
accepted IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
Jan
30
comment IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
I tried your suggestion with a newer, updated version of my above code - only disabling the body after accessing any attributes needed - and it worked. The updated code places the bodies in different collision groups. If I try the same thing without them, the error occurs. The IndexOutOfRangeException probably refers to the world's ContactList changing length because the bodies were colliding when disabled - where setting a different collision group on the body first appears to fix the problem.
Jan
30
revised IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
Added update
Jan
30
awarded  Promoter
Jan
30
revised IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
Changed title
Jan
25
awarded  Scholar
Jan
25
comment Can I swap out Farseer physics fixtures at runtime?
Your answer has taken me the farthest for this question, so marking it as accepted.
Jan
25
accepted Can I swap out Farseer physics fixtures at runtime?
Jan
25
comment IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
@Jon Yes, it gets called within the call to base.SetState, and also when the bodies are initially created and set to .Enabled = false;.
Jan
24
revised Can I swap out Farseer physics fixtures at runtime?
Linked to new question
Jan
24
asked IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?
Jan
24
awarded  Supporter
Jan
24
awarded  Editor
Jan
24
revised Can I swap out Farseer physics fixtures at runtime?
Added solution attempt
Jan
24
comment Can I swap out Farseer physics fixtures at runtime?
Hm, well currently I'm just enabling/disabling bodies, and still getting that error. If I don't disable/enable then, they error dissapears. Is there any reason doing so would cause that?