| bio | website | wilhall.com |
|---|---|---|
| location | Providence, RI | |
| age | 20 | |
| visits | member for | 1 year, 3 months |
| seen | Oct 14 '12 at 23:46 | |
| stats | profile views | 3 |
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
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Sep 7 |
awarded | Commentator |
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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 |
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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 |
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Feb 3 |
awarded | Benefactor |
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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. |
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Jan 30 |
accepted | IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body? |
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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. |
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Jan 30 |
revised |
IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body? Added update |
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Jan 30 |
awarded | Promoter |
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Jan 30 |
revised |
IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body? Changed title |
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Jan 25 |
awarded | Scholar |
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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. |
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Jan 25 |
accepted | Can I swap out Farseer physics fixtures at runtime? |
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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;. |
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Jan 24 |
revised |
Can I swap out Farseer physics fixtures at runtime? Linked to new question |
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Jan 24 |
asked | IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body? |
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Jan 24 |
awarded | Supporter |
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Jan 24 |
awarded | Editor |
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Jan 24 |
revised |
Can I swap out Farseer physics fixtures at runtime? Added solution attempt |
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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? |