How to collide with tile in scolling game?

Hi all!
I have the following problem - I want my airplane to be able to collide with a tile.
this are the methods I'm now using but they doesn't seem to work as I want them to...
In the GameCanvas class:
/*method to check for collission*/
boolean containsImpassableArea(int x, int y, int widths, int heights) {
          int rowMin = y / tHeight;
          int rowMax = (y + heights - 1) / tHeight;
          int columnMin = x / tWidth;
          int columnMax = (x + widths - 1) / tWidth;
          for (int row = rowMin; row <= rowMax; ++row) {
               for (int column = columnMin; column <= columnMax; ++column) {
                    int cell = tBakgrund.getCell(column, row);
                    if (cell == STOP_TILE) {
                         return true;
          return false;
/*method to check for keystates and invokes containsImpassableArea */
private void checkKeys() throws Exception {
int keyStates = getKeyStates();
if ((keyStates & LEFT_PRESSED) != 0) {
               if (sprit.getX() > 0
                         && !containsImpassableArea(sprit.getX() - 4, sprit.getY(),
                                   sprit.getWidth(), sprit.getHeight())) {
                    sprit.move(-4, 0);
                    sprit.setFrame(8);
               } else {
                    sprit.setFrame(9);
/*the same on RIGHT_PRESSED, UP and DOWN*/
/* if no key is pressed */
if ((keyStates == 0)) {
               sprit.setFrame(9);
               if(containsImpassableArea(sprit.getX(), sprit.getY() - 4,
               sprit.getWidth(), sprit.getHeight())) { scrolling = false; }
               else{
                    scrolling = true;
/* the method that handles the scolling */
if (terrainScroll < 0 && scrolling == true ) {
               terrainScroll += 2;
               tBackground.setPosition(0,terrainScroll);
}//end of method checkkeys...
ok.... why doesn't it work ...is it some kind of layerproblem (sprite and tiles not in the same layers)?
Perhaps someone has any code samples?
Thanks in advance!
/arnold

please use the [ code ] formatting tags when posting code.
I'm not sure exactly, but it looks like you are only testing the end location of the player. For accurate collision detection, you need to test for collisions between all points between the start and end location. For example, if you are flying at a wall at full speed, the next calculated frame may be behind the wall, not on it. The way you implemented itI guess this is only a worry if your max speed is faster then the width or height of the sprite, but it may be something to consider once you allow variable speeds.

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    Regards,
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    My constraint class for infotype 2002 subtype 1000 (attandance) is 1 and infotype 2002 subtype 1010 (overtime) is 2.
    I already specify infotype 2002 crash with 2002 (any class) to N at V_554Y_B. But it is still giving me the same error message.
    Any idea?
    Thanks
    Regards,
    Bryan

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