instead of using onReady in a map app before move what can i use - fluttermap

I have not tried anything, I am expecting the solution to the code

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[JETPACK COMPOSE]: is there a way to restart whole app programmatically?

I need a way to make my app close and opens again. Or just restart everything inside of it.
Since the issue with my app can be fixed by closing app and opening again (When creating user the loading function to firebase the collection inside user document does not load for some reason)
Below code can do it:
val context = LocalContext.current
val packageManager: PackageManager = context.packageManager
val intent: Intent = packageManager.getLaunchIntentForPackage(context.packageName)!!
val componentName: ComponentName = intent.component!!
val restartIntent: Intent = Intent.makeRestartActivityTask(componentName)
context.startActivity(restartIntent)
Runtime.getRuntime().exit(0)
So... you could write ways to "restart everything", but I am going to strongly suggest not doing that. When building an app, you will run into edge cases. You will hit some failure states that you can't recover from. That happens. But, solving these cases by just "restarting" doesn't actually address the issue and will probably result in wonky and undesirable UX.
I would instead suggest you post here some steps to reproduce and debugging results.
Under what circumstance/flow does this document stop loading?
When it does happen, can you capture the call to Firebase where it is trying to load the document?
If so, what does that call look like?
Is it looking for the document in the correct place?
Can you show an example of the call when it fails and also what the database hierarchy looks like?
Can you show us a snippet of code where this is failing?
Without more information, this sounds more like a race condition - you might be trying to find the document before it is actually created and not handling the error path for when the document is not found. However, we would need to do some debugging to verify.

AS2 AttachMovie from loaded swf movie

i'm facing one problem about attaching movieclip from loaded movie, so basically we have a Map
Map.loadMovie("SimpleMap.swf");
in this map there's a npc dialogue with its name "Dialogue1" I want to attach it to the client. It should be basically something like
_root.attachMovie("Map.Dialogue1", "dialogue", _root.getNextHighestDepth());
but it seems I can't get it to work. Anyone can help?
Note: Also I want to attach the movieclip to the client instead of the map, else I would use Map.attachMovie
it's been a while since I wrote any Actionscript 2 stuff, but have you tried removing the quotes around Map.Dialogue1 ? - If I remember correctly passing a string would make Flash look for the symbol in the library, not from the global or current scope...
_root.attachMovie(Map.Dialogue1, "dialogue", _root.getNextHighestDepth());
If you want you can import mx.core.UIObject and then use the method _root.createObject() (or if it is O-O use createClassObject()).
It is going to attach the "npc dialog" as an object... you need to specify the linkage name and give the instance a name. So for example if you called the dialog "npc_dialog" in the library then use:
_root.createObject("npc_dialog", "my_npc", _root.getNextHighestDepth());
Here is something else you can try... go to the library and drag a instance of the movie onto the stage somewhere where it will not be seen, like for instance on the next key frame or off the stage then try to run attachMovie().
What happens is flash will compile the clip in the most efficient way possible so if it sees you imported a package but did not use it then it will ignore this class in the compiled clip... so when you go to run and it tries to attach the movie it can't find it.

wxBufferedDC can get to work

hi im using wxWidgets in c++, I have been drawing outside of paint events using wcClientDC which caused flicker. I would like help using wxBufferedDC. I literally just replaced wxClientDC with wxBufferedDC, I taut this would work but the code does not compile due to ghe construtor arguments.
my working code is :
wxClientDC dc (panel2);
replaced with:
wxBufferedDC dc (panel2);
What do I need to do inorder to use wxBufferedDC?
To fix flicker, you must avoid drawing from outside your wxEVT_PAINT handler, buffering drawing doesn't help much if you are going to redraw the window soon anyhow. So instead of replacing wxClientDC with wxBufferedDC, get rid of wxClientDC entirely and use wxAutoBufferedPaintDC instead of wxPaintDC.

Renderer stops working when inserting specific code into function! three.js

I would like to start off by mentioning that I am very new to coding, so some things that might seem very simple to someone with intermediate experience will probably not click quite as fast with me.
Okay so with the code I am writing, I am trying to get a three.js cube object to move to the places I click, using tweening. I managed to get this to work, but when I try to create a frame using three.js lines, the code stops working. In detail: when I add
line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial() );
scene.addObject( line );
to the Init() function. What is cause of this? My guess is it has something to do with global/local variables but even if that were correct I have no idea how to fix it !
This is the jsfiddle for reference

"Mutated while being enumerated" error shows up semi-randomly in Titanium project

I'm sure you've all seen this error before in your Titanium mobile projects. I've been getting it in an app I'm working on. It is usually thrown by the same type of operation, but not all the time and not in the same place. I'm wondering if anyone has found a solution to this issue yet.
The error is usually generated when I am iterating through an array of objects, and using that data to create views. Each new view is below its previous sibling, so the new view's top property looks something like this:
top = (from_top + old_view.height + 10);
As you can see I'm using the view.height property to figure out my top property, and I assume this is part of the problem. Anyone had any luck with this, or are you using a work around to avoid using a view's height property in addition?
(This is also posted on the Appcelerator Q&A site)
Why don't you use layout: 'vertical' instead of manually specifying the heights? It isn't in the docs at the moment, but as of 1.5 you can specify layout: 'vertical' on windows and scrollviews, possibly on views as well. Works on both iOS and Android.