I want to create a an array of points (_grid). However, I can't seem to use this CCPointArray anywhere except the function it's created in. I've tried making it public in my class and declaring it in my header, but all fail. Any tips?
after
CCPointArray* p = CCPointArray::create(8);
did you call
p->retain();
?
and remember to release it in your destructor or onExit();
in your YOUR_CLASS.h file
class YOUR_CLASS : public cocos2d::CCLayer {
CCPointArray* p;
public:
CREATE_FUNC(YOUR_CLASS);
bool init();
void onExit();
}
in your YOUR_CLASS.cpp file
bool YOUR_CLASS::init(){
if(CCLayer::init()){
p = CCPointArray::create(8);
p->retain();
return true;
}
return false;
}
void YOUR_CLASS::onExit(){
CCLayer::onExit();
p->release();
p = NULL;
}
Related
I am having a very little problem in my Unity project but can't find a proper help or way to do. I am stuck at point where I have an array of prefab GameObjects and I am trying to instantiate index 1 GameObject and when it destroyed instantiate the next index. Here is how I am doing it. I have two scripts: One to instantiate and other one to destroy it.
Scripts 1:
public class GameObjectsArray : MonoBehaviour {
public static GameObjectsArray Instance { get; set; }
public GameObject[] Objects;
public int i=0;
// Use this for initialization
void Start()
{
InstiatingMethod();
//Instantiate(Objects[i]);
}
public void InstiatingMethod()
{
Instantiate(Objects[i]);
}
}
Scripts 2:
public class CheckDestroy : MonoBehaviour {
//public GameObject[] Objects;
//int i;
// Use this for initialization
void Start () {
Debug.Log("executed");
//Objects = GameObject.FindGameObjectsWithTag("Player");
//OnMouseDown();
//Instantiate(Objects[i], transform.position, transform.rotation);
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
BoxCollider boxCollider = hit.collider as BoxCollider;
if (boxCollider != null)
{
GameObjectsArray.Instance.i++;
GameObjectsArray.Instance.InstiatingMethod();
Destroy(boxCollider.gameObject);
}
}
}
}
}
So I created a very quick project to make a good response:
Scene Image
In the scene, we will have an empty game object that will contain our script that I called "GameManager", basically this script will do everything, it's more logic to put your logic in one script.
public GameObject[] GameObjects;
private int _targetIndex = -1;
private RaycastHit _hit;
private void Start()
{
InstantiateNextGameObject();
}
public void InstantiateNextGameObject()
{
//if the index is pointing at the last game object in the array, init the index to -1
if (_targetIndex == GameObjects.Length - 1)
_targetIndex = -1;
Instantiate(GameObjects[++_targetIndex]);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out _hit))
{
BoxCollider boxCollider = _hit.collider as BoxCollider;
if (boxCollider != null)
{
InstantiateNextGameObject();
Destroy(boxCollider.gameObject);
}
}
}
}
we will have an array of gameobjects following with the targetIndex which will start from -1.
The function InstantiateNextGameObject() will simply increment targetIndex and then instantiate a gameobject from the array (++targetIndex the first time will be 0, second time 1 etc). We have to check also if the targetIndex reaches the end of the array, put it back to -1.
Then basically what you did in the update, when you click on a gameobject, instantiate the next one and destroy the current.
At the end, you will get something like that:
https://ayoub-gharbi.org/youba_docs/stackoverflow/stackoverflow01.mp4
Feel free to ask me if you didn't understand anything:)
Happy coding!
I have a char array: my_array={"a","b","c"}
And I need to get 1 specific element and put it as function parameter
For example: function myFunction({"b"}){}
I tried this but got an error:
unexpected character
I learned from TTCN-3 and I try this on it.
This will help you. Use this kind of code will help you to pass one parameter each time.
public class MyClass {
public static void main(String args[]) {
MyClass mc = new MyClass();
char my_array[]={'a','b','c'};
char returnValue;
for(int i=0;i<my_array.length;i++){
returnValue = mc.charReturn(my_array[i]);
System.out.println("Got it from method:"+returnValue);
}
}
public char charReturn(char fromClass){
return fromClass;
}
}
Ive had a deeper look at the storage system now, but I just can't get it to work properly. The data seems to be saved, the saved data is definitely not empty and I am still getting a java.lang.NullPointerException.
So here is my Class i want to saved and later read to the Storage.
Band is a trivial Class with name and genre String.
public class Band implements Externalizable{
String name;
String genre;
public Band(String bnd, String gen){
this.name = bnd;
this.genre = gen;
}
public Band() {
}
public String getName(){
return this.name;
}
public String getGenre() { return this.genre; }
public void setName(String name) {
this.name = name;
}
public void setGenre(String genre) {
this.genre = genre;
}
#Override
public String toString(){
String s;
s = this.name;
return s;
}
public int getVersion(){
return 1;
}
#Override
public void externalize(DataOutputStream out) throws IOException {
Util.writeUTF(name, out);
Util.writeUTF(genre, out);
}
#Override
public void internalize(int version, DataInputStream in) throws IOException {
name = Util.readUTF(in);
genre = Util.readUTF(in);
}
public String getObjectId(){
return "Band";
}
}
BandList is just a Class with an ArrayList the Bands are added to.
public class BandList implements Externalizable{
List <Band> bandList;
public List getBandList(){
return this.bandList;
}
public BandList(){
bandList = new ArrayList<Band>();
}
public void setBandList(List<Band> bandList) {
this.bandList = bandList;
}
public int getVersion(){
return 1;
}
#Override
public void externalize(DataOutputStream out) throws IOException {
Util.writeObject(bandList, out);
}
#Override
public void internalize(int version, DataInputStream in) throws IOException {
bandList = (ArrayList<Band>) Util.readObject(in);
}
public String getObjectId(){
return "BandList";
}
}
So, in some other class where the user filled in some TextFields, the band gets added to the BandList and therefore I call saveListsToStorage();
public void saveListsToStorage(){
Storage.getInstance().clearStorage();
Storage.getInstance().writeObject("Bands", bandList);
}
So now, when starting the App, the App is looking for Data in the Storage, if found, it will return the BandList Object stored, otherwise it will return a new BandList Object.
Before that, I regist the Classes with
Util.register("Band", Band.class);
Util.register("BandList", BandList.class);
and finally call this method in the main at the beginning:
public BandList loadSavedBandList() {
String[] temp = Storage.getInstance().listEntries();
for (String s : temp) {
if (s.equals("Bands") == true) {
BandList tempBand = (BandList) Storage.getInstance().readObject("Bands");
return tempBand;
}
}
return new BandList();
}
After saving and then loading it throws the NullPointer exception and I have no clue why. I now used ArrayList instead of LinkedList as Shai told me and I implemented the Externalizable Interface as told in the guide.
Maybe some of you can tell me whats wrong here.
Edit:
Here is the Exception:
java.lang.NullPointerException
at com.rosscode.gehma.Menu_Form.updateBandContainer(Menu_Form.java:95)
at com.rosscode.gehma.Menu_Form.<init>(Menu_Form.java:73)
at com.rosscode.gehma.main.start(main.java:61)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at com.codename1.impl.javase.Executor$1$1.run(Executor.java:106)
at com.codename1.ui.Display.processSerialCalls(Display.java:1152)
at com.codename1.ui.Display.mainEDTLoop(Display.java:969)
at com.codename1.ui.RunnableWrapper.run(RunnableWrapper.java:120)
at com.codename1.impl.CodenameOneThread.run(CodenameOneThread.java:176)
Edit 2, Line 95:
if(bandList.getBandList().isEmpty() == false) {
for (int i = 0; i < bandList.getBandList().size(); i++) {
Button temp = new Button(bandList.getBandList().get(i).toString());
temp.addActionListener((e) ->
nextStep()
);
listCont.add(temp);
}
menuForm.revalidate();
}
NullPointerExceptions are pretty amazing things, because not only are they easy to figure out, they even show you the exact line where they happen. All you have to do is look at anything left of a . and check if it's null. As soon as you find it, you find the problem.
So let's look at your code. Sadly I don't know which of those lines is line 95 but I'm guessing it's the one starting with if.
That means either bandList is null or bandList.getBandList() returns null. A quick look into getBandList() shows that it won't be null, as you initialize the list in the constructor of your BandList class. Which only leaves bandList.
Sadly you didn't post where you got that from, but I'm gonna assume you just did something like:
BandList bandList = loadSavedBandList();
So let's look into that method. (btw: I say a bit more about where you have to look if you didn't do this at the end of this answer).
If you couldn't find your key, it would return a new BandList, which couldn't be null. So it has to find something, meaning the key exist but the value is null.
So let's take another step and look at how you save things in the first place.
public void saveListsToStorage(){
Storage.getInstance().clearStorage();
Storage.getInstance().writeObject("Bands", bandList);
}
Now "in some other class" doesn't really explain much. But since you read a null, it means you are writing a null here. Which would mean in this "other class", at least in this method, bandList = null.
With the code you gave, it's impossible for me to look deeper into this issue, but it seems like in "that other class", you got a class attribute named bandList but fail to put anything inside it.
Or maybe you saved everything right, but didn't call
BandList bandList = loadSavedBandList();
in some form or another before your if, which would also pretty much explain the problem. I mean... if you never load the bandList, it will obviously be null...
I seem to be stuck in a catch 22 situation with the OnInspectorGUI method of Unity's UnityEditor class. I want to name array elements in the inspector for easy editing, currently I'm using, as per the documentation:
public override void OnInspectorGUI()
{
J_Character charScript = (J_Character)target;
charScript.aBaseStats[0] = EditorGUILayout.FloatField("Base Health", charScript.aBaseStats[0]);
}
In my J_Character script I initialise the aBaseStats array like so:
public float[] aBaseStats = new float[35];
The problem is that whenever I try to do anything in the editor (and thus OnInspectorGUI is called) I get an index out of range error pointing to the line
charScript.aBaseStats[0] = EditorGUILayout.FloatField("Base Health", charScript.aBaseStats[0]);
I'm guessing this is because my array is initialized on game start while the editor code is running all the time while developing.
How can I get round this situation?
Many thanks.
You have to initialize aBaseStats in an function that runs only once.
The code below is BAD:
public float[] aBaseStats = new float[35];
void Start(){
}
The code below is GOOD:
public float[] aBaseStats;
void Start(){
aBaseStats = new float[35];
}
Initialize it in an Editor callback function that runs once.
EDIT:
I don't know a Start callback function that will run before the OnInspectorGUI function(). The hack below should work.
public float[] aBaseStats;
bool initialized = false;
public override void OnInspectorGUI()
{
if (!initialized)
{
initialized = true;
aBaseStats = new float[35];
}
J_Character charScript = (J_Character)target;
charScript.aBaseStats[0] = EditorGUILayout.FloatField("Base Health",aBaseStats[0]);
}
As an addition to the answer by Programmer I would like to point you to the following:
http://docs.unity3d.com/ScriptReference/ExecuteInEditMode.html
This seems to be exactly what you are looking for in terms of functionality. (it runs the method even when playmode is not active)
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour {
public Transform target;
void Update() {
if (target)
transform.LookAt(target);
}
}
I have the following Global class file:
Global.cs
public static class Global
{
private static string _globalVar = "";
public static string GlobalVar
{
get { return _globalVar; }
set { _globalVar = value; }
}
}
I set the new value of string GlobarVar in Form1.cs as '1234'.
Form1.cs
public Form1()
{
InitializeComponent();
Global.GlobalVar = "1234";
}
I tried to display the value to Form2.cs using the message box
public Form2()
{
InitializeComponent();
MessageBox.Show(Global.GlobalVar); // displays blank values
}
Am I missing something?
Four options:
You're not constructing Form1 before you construct Form2
Something else is setting Global.GlobalVar back to null or an empty string
Your forms are in different app domains, so they'll have entirely separate Global types
You're running the application twice; static variables don't live on across different processes
It's hard to tell which of these is the case, but personally I'd try to avoid using global state to start with. It's a pain for testability and reasoning about how your program works.
Try your property page (file Global.cs) like these:
public class Global
{
private static string _globalVar;
public string GlobalVar
{
get { return _globalVar; }
set { _globalVar = value; }
}
}