Related to this question : I'm trying to write an "INSERT" loop : I have got the following query:
CommandText = "INSERT into sample2Prot(timestp,idq,idz,prot,Lhowmany,Rhowmany) VALUES(#timestp,#idq,#idz,#prot,#Lhowmany,#Rhowmany)";
When I execute my code (which can be found just below) I get the following error:
'#timestp' cannot be handle by SqlParameterCollection. ("timestp" = tableNames[0], of string type)
for (int j = 0; j < tableNames.Count; j++)
// tableNames contains the name of the columns, tableTypes the types of the columns
// tableTypes contains
{
if (tableTypes[j] == "INTEGER")
{
myCommand3.Parameters.Add("#" + tableNames[j], System.Data.SqlDbType.Int);
Console.WriteLine("#" + tableNames[j]);
}
else
{
myCommand3.Parameters.Add("#" + tableNames[j], System.Data.SqlDbType.VarChar);
Console.WriteLine("#" + tableNames[j]);
}
}
Console.WriteLine(myCommand3.CommandText);
for (int f = 0; f < total.Count(); f++)
{
for (int k = 0; k < tableNames.Count; k++)
{
myCommand3.Parameters.Clear();
myCommand3.Parameters["#" + tableNames[k]].Value = total[f][k];
}
myCommand3.ExecuteNonQuery();
}
Has someone an idea ? Don't mind asking for more precision.
for (int f = 0; f < total.Count(); f++)
{
for (int k = 0; k < tableNames.Count; k++)
{
myCommand3.Parameters.Clear(); // < ==== PROBLEM is here!
// After clearing the Parameters, there is no Parameter "["#" + tableNames[k]]"
// hence "SqlParameter mit ParameterName '#timestp' ist nicht in SqlParameterCollection enthalten."
// (eng: SqlParameterCollection does not contain SqlParameter with name '#timestp' )
myCommand3.Parameters["#" + tableNames[k]].Value = total[f][k];
}
myCommand3.ExecuteNonQuery();
}
In above code, move the Clear() statement like so:
for (int f = 0; f < total.Count(); f++)
{
for (int k = 0; k < tableNames.Count; k++)
{
myCommand3.Parameters["#" + tableNames[k]].Value = total[f][k];
}
myCommand3.ExecuteNonQuery();
}
myCommand3.Parameters.Clear();
Related
I want to remove a specific object from an array, put it in a smaller array without getting out of range. This is what I've tried but it won't work.
Skateboard[] newSkateboard = new Skateboard[_skateboards.Length - 1];
for (int i = 0; i < _skateboards.Length; i++)
{
if (skateboard.Code != _skateboards[i].Code)
{
newSkateboard[i] = _skateboards[i];
}
}
Sure.
var j = 0;
for (int i = 0; i < _skateboards.Length; i++)
{
if (skateboard.Code != _skateboards[i].Code)
{
newSkateboard[j] = _skateboards[i];
j = j + 1;
}
}
This question already has answers here:
What is a NullReferenceException, and how do I fix it?
(27 answers)
Closed 4 years ago.
Pretty much the title. I first set it in the first method and as soon as I wanna call it up it says it´s empty. Even in the Inspector it says that it´s set to the right thing but it can´t be called for some reason.
The two relevant code snippets:
public class WUZ_Unit : Leader
{
public override void UpdatePosition()
{
vecPos = GameObject.Find("WUZ(Clone)").transform.position;
Debug.Log(this + " the grid: " + grid);
**position = grid.GetNode((int)vecPos.x, (int)vecPos.y);**
}
}
and:
public abstract class Entity : MonoBehaviour {
public void InitiateGrid(Gridmanager g)
{
anim = GetComponent<Animator>();
if (anim.gameObject.activeSelf)
{
anim.SetBool("IsAlive", true);
}
grid = g;
Debug.Log(this + " set " + grid);
}
}
what the console spits out on the first Debug Log:
and what the console spits out on the second Debug Log:
This is the Error Code in Text:
NullReferenceException: Object reference not set to an instance of an object
WUZ_Unit.UpdatePosition () (at Assets/Scripts/Unit/WUZ_Unit.cs:21)
GameHandler.UpdateAllMoves () (at Assets/Scripts/GameHandler.cs:1805)
GameHandler.Start () (at Assets/Scripts/GameHandler.cs:1697)
The asked for code regarding instantiation:
public void GenerateCharacters(int x, int y, GameObject c, int i)
{
GameObject go = Instantiate(c) as GameObject;
//Entity e = go.GetComponent<Entity>();
//StartCoroutine(e.SpawnAnim());
if (i == 0)
{
Unit u = go.GetComponent<Unit>();
go.GetComponent<Enemy>().enabled = false;
u.enabled = true;
u.InitializeUnits();
u.healthBarEnemy = healthBarEnemy;
u.healthBarAlly = healthBarAlly;
u.healthMeter = healthbarMeter;
u.highlightAttack = highlightAttack;
u.highlightIndicator = highlightIndicator;
u.highlightMove = highlightMove;
u.InitiateGrid(grid);
u.SetPos(x, y);
GeneratePosition(u, x, y);
u.PlayerChange(gamePhase);
go.GetComponent<Enemy>().enabled = false;
}
This is the asked for code regarding updateposition:
public void UpdateAllMoves()
{
Debug.Log("updating all moves");
//Updating the grid status
grid.UpdatePosition();
Unit[] ul = unitList.ToArray();
for (int i = 0; i < ul.Length; i++)
{
ul[i].UpdatePosition();
}
Enemy[] el = enemyList.ToArray();
for (int i = 0; i < el.Length; i++)
{
el[i].UpdatePosition();
}
CheckforCheckUnit(grid);
CheckforCheckEnemy(grid);
ConvertAllMoves();
grid.ClearNodeMoves();
grid.UpdatePosition();
UpdateNodes();
grid.UpdatePosition();
for (int i = 0; i < ul.Length; i++)
{
**ul[i].UpdatePosition();**
}
for (int i = 0; i < el.Length; i++)
{
el[i].UpdatePosition();
}
CheckforCheckUnit(grid);
CheckforCheckEnemy(grid);
ConvertAllMoves();
grid.ClearNodeMoves();
grid.UpdatePosition();
UpdateNodes();
}
so I made sure that vecPos is not the problem:
Debug.Log(this + " the grid: " + grid + " the vecPos " + vecPos.x + " " + vecPos.y);
What the console spits out:
WUZ (WUZ_Unit) the grid: the vecPos 2 28
UnityEngine.Debug:Log(Object)
WUZ_Unit:UpdatePosition() (at Assets/Scripts/Unit/WUZ_Unit.cs:20)
GameHandler:UpdateAllMoves() (at Assets/Scripts/GameHandler.cs:1805)
GameHandler:Start() (at Assets/Scripts/GameHandler.cs:1697)
more clarification code:
public void GettingCharacters()
{
Debug.Log(StaticPara.player1Units.Length);
for(int i = 0; StaticPara.player1Units.Length > i; i++)
{
unitList.Add(StaticPara.player1Units[i].GetComponent<Unit>());
int x = startingTilesBlue[i].xPos;
int y = startingTilesBlue[i].yPos;
GenerateCharacters(x, y, StaticPara.player1Units[i], 0);
}
for (int i = 0; StaticPara.player2Units.Length > i; i++)
{
enemyList.Add(StaticPara.player2Units[i].GetComponent<Enemy>());
int x = startingTilesRed[i].xPos;
int y = startingTilesRed[i].yPos;
GenerateCharacters(x, y, StaticPara.player2Units[i], 1);
}
}
void Start()
{
grid = gridGO.GetComponent<Gridmanager>();
grid.CreateGrid();
//setting up ui and the game
gamePhase = 0;
phaseStatusString = "Move Phase";
endPhaseButton.GetComponent<Button>().interactable = false;
ability_ALX = true;
//spawning character Models
GenerateStartingPositions();
GettingCharacters();
//Updating their stats
Unit[] ul = unitList.ToArray();
for (int i = 0; i < ul.Length; i++)
{
ul[i].healthMax = ul[i].healthBase;
ul[i].healthCurrent = ul[i].healthMax;
ul[i].damageCurrent = ul[i].damageBase;
}
Enemy[] el = enemyList.ToArray();
for (int i = 0; i < el.Length; i++)
{
el[i].healthMax = el[i].healthBase;
el[i].healthCurrent = el[i].healthMax;
el[i].damageCurrent = el[i].damageBase;
}
SelectKing();
**UpdateAllMoves();**
}
Here is the Update Nodes Function:
public void UpdateNodes()
{
for(int i = 0; i < unitList.Count; i++)
{
for(int j = 0; j < unitList[i].possibleMoves.Length; j++)
{
for(int k = 0; k < unitList[i].possibleMoves[j].Count; k++)
{
unitList[i].possibleMoves[j][k].moveableByUnit.Add(new CheckAssist(unitList[i], j));
}
}
for (int j = 0; j < unitList[i].possibleAttacks.Length; j++)
{
for (int k = 0; k < unitList[i].possibleAttacks[j].Count; k++)
{
unitList[i].possibleAttacks[j][k].attackableByUnit.Add(new CheckAssist(unitList[i], j));
}
}
for (int j = 0; j < unitList[i].possibleAttackIndicators.Length; j++)
{
for (int k = 0; k < unitList[i].possibleAttackIndicators[j].Count; k++)
{
unitList[i].possibleAttackIndicators[j][k].attackableByUnit.Add(new CheckAssist(unitList[i], j));
}
}
for (int j = 0; j < unitList[i].possibleAttacksInactive.Length; j++)
{
for (int k = 0; k < unitList[i].possibleAttacksInactive[j].Count; k++)
{
unitList[i].possibleAttacksInactive[j][k].passiveAAByUnit.Add(new CheckAssist(unitList[i], j));
}
}
}
for (int i = 0; i < enemyList.Count; i++)
{
for (int j = 0; j < enemyList[i].possibleMoves.Length; j++)
{
for (int k = 0; k < enemyList[i].possibleMoves[j].Count; k++)
{
enemyList[i].possibleMoves[j][k].moveableByEnemy.Add(new CheckAssist(enemyList[i], j));
}
}
for (int j = 0; j < enemyList[i].possibleAttacks.Length; j++)
{
for (int k = 0; k < enemyList[i].possibleAttacks[j].Count; k++)
{
enemyList[i].possibleAttacks[j][k].attackableByEnemy.Add(new CheckAssist(enemyList[i], j));
//Debug.Log("added attack to" + enemyList[i].possibleAttackIndicators[j][k].xPos + " " + enemyList[i].possibleAttackIndicators[j][k].yPos);
}
}
for (int j = 0; j < enemyList[i].possibleAttackIndicators.Length; j++)
{
for (int k = 0; k < enemyList[i].possibleAttackIndicators[j].Count; k++)
{
enemyList[i].possibleAttackIndicators[j][k].attackableByEnemy.Add(new CheckAssist(enemyList[i], j));
//Debug.Log("added attack to" + enemyList[i].possibleAttackIndicators[j][k].xPos + " " + enemyList[i].possibleAttackIndicators[j][k].yPos);
}
}
for (int j = 0; j < enemyList[i].possibleAttacksInactive.Length; j++)
{
for (int k = 0; k < enemyList[i].possibleAttacksInactive[j].Count; k++)
{
enemyList[i].possibleAttacksInactive[j][k].passiveAAByEnemy.Add(new CheckAssist(unitList[i], j));
}
}
}
}
The problem seems to be that some line among these:
CheckforCheckUnit(grid);
CheckforCheckEnemy(grid);
ConvertAllMoves();
grid.ClearNodeMoves();
grid.UpdatePosition();
UpdateNodes();
grid.UpdatePosition();
is modifying the Units in unitList in some way that sets the Unit.grid value to null.
Something else you might consider is adding GridManager as a parameter to UpdatePosition():
public override void UpdatePosition(GridManager gameGrid) {
vecPos = GameObject.Find("WUZ(Clone)").transform.position;
Debug.Log(this + " the grid: " + gameGrid);
position = gameGrid.GetNode((int)vecPos.x, (int)vecPos.y);
}
and then in UpdateAllMoves, include it in the calls. e.g.:
...
el[i].UpdatePosition(grid);
...
ul[i].UpdatePosition(grid);
...
I fixed my own Code and here is how:
unitList.Add(StaticPara.player1Units[i].GetComponent<Unit>());
int x = startingTilesBlue[i].xPos;
int y = startingTilesBlue[i].yPos;
GenerateCharacters(x, y, StaticPara.player1Units[i], 0);
I added the Unit script from the passed the GameObject rather than the Unit script from the instantiated Gameobject meaning I changed variables that were not even in the List
Thanks for all the help #ruzihm
EDIT: Yes I did I moved unitList.Add from GettingCharacters() to GenerateCharacters()
I'm coding like below but it works incorrect.It perform(plus and delete) only 2->3 rows if data has 5->6 duplicate data.
Update and It works
for (int i = 0; i < dataGridView1.RowCount - 1; i++) //compare data
{
var Row = dataGridView1.Rows[i];
string abc = Row.Cells[1].Value.ToString() + Row.Cells[2].Value.ToString().ToUpper();
// MessageBox.Show(abc);
for (int j = i + 1; j < dataGridView1.RowCount; j++)
{
var Row2 = dataGridView1.Rows[j];
string def = Row2.Cells[1].Value.ToString() + Row2.Cells[2].Value.ToString().ToUpper();
if (abc == def)
{
Row.Cells[5].Value = Convert.ToDouble(Row.Cells[5].Value.ToString()) + Convert.ToDouble(Row2.Cells[5].Value.ToString());
dataGridView1.Rows.Remove(Row2);
j--;
}
}
}
This should do the trick for you:
for (int i = 0; i < dataGridView1.RowCount - 1; i++) //compare data
{
var Row = dataGridView1.Rows[i];
string abc = Row.Cells[0].Value.ToString() + Row.Cells[1].Value.ToString().ToUpper();
for (int j = i+1; j < dataGridView1.RowCount; j++)
{
var Row2 = dataGridView1.Rows[j];
string def = Row2.Cells[0].Value.ToString() + Row2.Cells[1].Value.ToString().ToUpper();
if (abc == def)
{
Row.Cells[2].Value = (int)Row.Cells[2].Value + (int)Row2.Cells[2].Value;
dataGridView1.Rows.Remove(Row2);
j--;
}
}
}
You basically need to keep track of j variable as you remove rows from the collection.
If you're a fan of LINQ and don't mind a bit of a convoluted code, here is another approach:
for (int i = 0; i < dataGridView1.RowCount; i++) //compare data
{
var R = dataGridView1.Rows[i];
var V = R.Cells[0].Value.ToString() + R.Cells[1].Value.ToString().ToUpper();
var DupRows = dataGridView1.Rows.Cast<DataGridViewRow>().Skip(i + 1).
Where(r => r.Cells[0].Value.ToString() + r.Cells[1].Value.ToString().ToUpper() == V);
R.Cells[2].Value = (int)R.Cells[2].Value + DupRows.Sum(r => (int)r.Cells[2].Value);
foreach (var DupRow in DupRows)
DupRow.Tag = "Del";
}
for (int i = 0; i < dataGridView1.RowCount; i++)
{
var R = dataGridView1.Rows[i];
if (R.Tag?.ToString() == "Del")
{
dataGridView1.Rows.Remove(R);
i--;
}
}
As a word of advice, this kind of stuff is handled far more easily in the back-end. Whatever your DataGridView is bound to, be it a DataTable or a generic collection, you should implement duplicate removal there instead of directly playing with DataGridView cells.
If somebody could please help solve the following issue:
System.ArgumentOutOfRangeException : Index was out of range. Must be
non-negative and less than the size of the collection. Paarameter name
: index
The code:
for (int i = 0; i <= dataGridView2.Rows.Count ; i++)
{
for (int j = 0; j <= dataGridView3.Rows.Count; j++)
{
if (!string.IsNullOrEmpty(dataGridView2.Rows[i].Cells["supplier_name"].Value as string) && !string.IsNullOrEmpty(dataGridView3.Rows[j].Cells["brands_supplier"].Value as string))
{
if (dataGridView2.Rows[i].Cells["supplier_name"].Value.ToString() == dataGridView3.Rows[j].Cells["brands_supplier"].Value.ToString())
{
dataGridView2.Rows[i].Cells["brands_name"].Value += dataGridView3.Rows[j].Cells["brands_nume"].Value + " ";
}
}
else
{
break;
}
}
}
You try to access an element of your datagrid which doesn't exist.
You have to set your for condition to
for (int i = 0; i < dataGridView2.Rows.Count ; i++)
and
for (int j = 0; j < dataGridView3.Rows.Count; j++)
don't use <= because the index of dataGridView.Rows[] is 0 based.
For example, if your datagrid contains 3 elements you can reach them with:
var row1 = dataGrid.Rows[0]
var row2 = dataGrid.Rows[1]
var row3 = dataGrid.Rows[2]
And you try to access
var row4 = dataGrid.Rows[3] // Error because this item doesn't exist (System.ArgumentOutOfRangeException)
also, but this item doesn't exist
I think problem in cycle
for (int i = 0; i <= dataGridView2.Rows.Count ; i++)
You run one more time
use
for (int i = 0; i < dataGridView2.Rows.Count ; i++)
Ok, so lets say i have two arrays like these;
int[] wow = new int[50];
for (int j = 0; j < wow.Length; j++)
{
wow[j] = j + 1;
}
int[] wew = new int[50];
for (int i = 0; i < wew.Length; i++)
{
wew[i] = i + 10;
}
and i want to print them like;
1 , 11
2 , 12
3 , 13
for (int j = 0; j < wow.Length; j++)
{
wow1[j] = j + 1;
wow2[j] = j + 10;
//print wow1 & wow2 here.
Console.WriteLine("{0},{1}", wow1[j], wow2[j]);
}
Note that in your two loops, i is no different with j, they are essentially the same!
How about using two for-loops?
for(int i = 0; i < wow.Length;i++)
{
for(int j = 0; j < wew.Length;i++)
{
//Print
Console.WriteLine("{0} , {1}", wow[i].ToString(), wew[j].ToString());
}
}
Try this code in case both arrays are the same length
for (int i=0; i<wew.Length; i++)
{
Console.WriteLine(wow[i] + ", " + wew[i]);
}
If the length is different more logic is needed