pretty straight forward Q, How do I invoke a function when the node is renamed?
I thought maybe _set() function would be invoked but it doesn't work for renaming
Setting the name from the editor bypasses _set(). You can use _set() for intercepting when you set the name from code.
Another option is to connect the "Renamed" signal (all Nodes have it).
You can connect as early as _init if you want it to happen before whatever code is instancing the Node has a chance to change its name.
However, this one only triggers if the Node is inside the scene tree.
And, finally, a way to detect changes of name regardless of how the change happens is to listen for the NOTIFICATION_PATH_CHANGED notification.
You get NOTIFICATION_PATH_CHANGED in _notification by default, no need to enable it or anything like that.
It even works when the Node is not in the scene tree, which I find surprising.
Even more surprising, it does not trigger when adding the Node to the scene tree, or removing it (those would be NOTIFICATION_ENTER_TREE and NOTIFICATION_EXIT_TREE respectively), despite those actions changing the path the node. So I believe NOTIFICATION_PATH_CHANGED is a misnomer, it should be "NOTIFICATION_NAME_CHANGED".
Related
I'd like to add an important functionality that I can use at work without using require() every time. So, I thought modifying built-in objects can make this happen but I could not locate the locations of those objects to do the modification.
Are those objects in NodeJS binary? Would that mean I have to fork the whole NodeJS repo to make this happen?
Please, I don't want to use prototype editing etc which are same as require. I need to have native feeling.
First off, I agree with an earlier comment that this sounds like a bit of an XY problem where we could better help you if you describe what problem you're really trying to solve. Portable node.js programs that work anywhere or work with any future versions of node.js don't rely on some sort of custom configured environment in order to run. They use the built-in capabilities of node.js and they require/import in external things they want to add to the environment.
Are those objects in NodeJS binary?
Yes, they are in the executable.
Would that mean I have to fork the whole NodeJS repo to make this happen?
Yes.
Please, I don't want to use prototype editing etc which are same as require. I need to have native feeling.
"Native feeling"? This sounds like you haven't really bought into the node.js module architecture. It is different than many other environments. It's easy to get used to over time. IMO, it would really be better to go with the flow and architecture of the platform rather than make some custom version of node.js just to save one line of typing in your startup code.
And, the whole concept of adding a number of globals you can use anywhere pretty much shows that you haven't fully understood the design, architectural, code reuse and testability advantages of the module design baked into node.js. If you had, you wouldn't be trying to write a lot of code that can't be reused in other ways that you don't anticipate now.
That said, in searching through the node.js source code on Github, I found this source file node.js which is where lots of things are added to the node.js global object such as setTimeout(), clearTimeout(), setImmediate(), clearImmediate() and so on. So, that source file seems to be where node.js is setting up the global object. If you wanted to add your own things there, that's one place where it would be done.
To provide a sample of that code (you can see the link above for the complete code):
if (!config.noBrowserGlobals) {
// Override global console from the one provided by the VM
// to the one implemented by Node.js
// https://console.spec.whatwg.org/#console-namespace
exposeNamespace(global, 'console', createGlobalConsole(global.console));
const { URL, URLSearchParams } = require('internal/url');
// https://url.spec.whatwg.org/#url
exposeInterface(global, 'URL', URL);
// https://url.spec.whatwg.org/#urlsearchparams
exposeInterface(global, 'URLSearchParams', URLSearchParams);
const {
TextEncoder, TextDecoder
} = require('internal/encoding');
// https://encoding.spec.whatwg.org/#textencoder
exposeInterface(global, 'TextEncoder', TextEncoder);
// https://encoding.spec.whatwg.org/#textdecoder
exposeInterface(global, 'TextDecoder', TextDecoder);
// https://html.spec.whatwg.org/multipage/webappapis.html#windoworworkerglobalscope
const timers = require('timers');
defineOperation(global, 'clearInterval', timers.clearInterval);
defineOperation(global, 'clearTimeout', timers.clearTimeout);
defineOperation(global, 'setInterval', timers.setInterval);
defineOperation(global, 'setTimeout', timers.setTimeout);
defineOperation(global, 'queueMicrotask', queueMicrotask);
// Non-standard extensions:
defineOperation(global, 'clearImmediate', timers.clearImmediate);
defineOperation(global, 'setImmediate', timers.setImmediate);
}
This code is built into the node.js executable so the only way I know of to directly modify it (without hackish patching of the executable itself) would be to modify the file and then rebuild node.js for your platform into a custom build.
On a little more practical note, you can also use the -r module command line argument to tell node.js to run require(module) before starting your main script. So, you could make a different way of starting node.js from a shell file that always passes the -r fullPathToYourModule argument to node.js so it will always run your startup module that adds things to the global object.
Again, you'd be doing this just to save one line of typing in your startup file. It is really worth doing that?
I am trying to create a topdown shooter with a player and a bullet on a separate scene. But whenever I run the game it says
Attempt to call function 'get_position' in base 'null instance' on a null instance.
BTW I am new to Godot.
The problem seems to be in this function:
const SPEED = 300
var bullet = preload("res://Mini-Scenes/Bullet.tscn")
func shoot():
var b = bullet.instance()
add_child(b)
b.set_position(position)
b.move_and_slide(Vector2(1, 0).rotated(rotation) * SPEED)
And I also don't think that I understand how instancing works,
so my questions are:
How does Instancing work?
What makes the above function fail?
Alright, in order:
Instancing is simple in principle. Godot takes the base Node of a scene and all its children, and copy-and-pastes them into memory. Then, when you add this Node as child to another in the scene, _ready is called, the Nodes begin to _process and _physics_process, as well as a few other things like receive events (as a Node must be within a SceneTree in order to interact with other nodes, and the most common way to add one to a tree is making it the child of another).
For more information, see the documentation on Instancing
The above function actually works flawlessly, I just created a new project in Godot 3.1.1 and duplicated your setup, no errors occur. The problem must be somewhere else in your code or your scene setup, and we'd need to see your full script and scene layout to determine the cause of the problem. If you update your question with that information, or shoot me a message on Discord (Mantissa#2558), I'll be able to fully answer your question.
Using node-inspector, I'm unable to set breakpoint in the following node.js code. (Content of main.js)
(function() {
require('underscore');
var doSomething = function(callback) {
callback('doSomething Finished');
}
doSomething(function(x) {
console.log(x);
});
}).call(this);
I can easily set a breakpoint on line 2, line 4 or line 8, however no matter how hard I try the debugger won't let me set a break point on line 5 or line 9. To be clear, I'm using the following commands to run node-inspector
node --debug-brk main.js
node-inspector
I also tried to debug in web storm, however the issue persists. If I remove the line require('underscore');, then the problem immediately goes away and I'm able to set break point inside function body again. The problem also goes away if I remove the outermost closure function. It seems that the interaction between require and file level closure is screwing up the node debugging functionality. Has anyone experienced this problem themselves and / or knows any workarounds to be able to break inside function body?
EDIT: My node js version
Tony:~ $ node --version
v0.10.12
Tony:~ $
I ran exactly into the same issue with the same setup.
I've added a breakpoint after the definition of the target-function (that was the only place i could actually add a breakpoint). When the debugger reached that breakpoint and the function was actually defined, i was able to add breakpoints to the actual target-function...
This may not be the answer that you want to hear as it doesn't explain why you can't set any breakpoints, but I would simply remove your require statement from the closure and place it top-level. I would go even further and recommend that you don't use a closure like the one above at all.
The reason is that node uses its own module system, and unlike Javascript in the browser, declaring variables top-level does not pollute the global namespace. This is where require(...) comes in. So, you gain nothing by wrapping your code in an immediately invoked function (unless of course you want your module to be able to run both client side and server side).
I would guess that the reason that you are not able to set any breakpoints is that the V8 runtime is recognizing an unnecessary closure and then optimizing your code for you. The rewritten code may not have the correct source mapping and so breakpoints cannot be set.
So, two suggestions:
require calls are not like regular statements. They are more similar to import statements in Java and are handled specially by the compiler. They should always be top-level in a node file.
No need to wrap your code in an anonymous function when in Node.
I need a way to share information between modules - not only between components in the same module -.
I have common data to share between the different moduleContext.
-I tried using the application context (moduleContext.getParentContext().setSettings() or getSettings(), but each module context has a different moduleContext.getParentContext().
-I also tried creating a singleton object for the application, but even in this case the singleton data of the first module (landing page) are not available for the other modules.
-The third thing I tried is to pass data via notifications (notify / listen), with the same results.
Does anyone knows how to solve this problem?
Marcos
If you want to keep relationship between the module tree, it is necessary that you create your module hierarchy by calling:
parentContext.loadChildContexts(moduleContexts);
When this is done, that method ensures the 'event mediator' of child contexts is set to the exact same 'mediator' instance of the parent context. Then an event occurring at any of the modules will be notified to all the contexts in the same module tress.
It is the same for settings as well. When 'loadChildContexts' method is used, the settings of the parent context are 'copied' to child context settings.
If it still doesn't work for you, can you share your code to me? I may help you to find where the issue is.
In Mojito on top of Node.js, I followed the example on http://developer.yahoo.com/cocktails/mojito/docs/quickstart/
What I did was renaming controller.server.js to controller.server-foo.js, and created a new file controller.server.js to show "Hello World".
But when mojito is started, the old file controller.server-foo.js is being used and so the "Hello World" is not printed. How come Mojito will use the old file?
(I also tried renaming controller.server-foo.js to foo-controller.server.js and now the "Hello World" is printed, but why is controller.server-foo.js used?)
I found out that historically, the "affinity" of the controller can be two parts. The first part is common, server, or client, and the second part is optional, and it might be tests, or other words, so use other names such as controller-not-used-server.js to disable it.
#Charles, there are 3 registration processes in mojito (yes, it is confusing at first):
Affinity (server, client or common).
YUI.add when creating yui modules (controllers, models, binders, etc)
and the less common which is the registration by name (which includes soemthing that we call selectors)
In your case, by having two controllers, one of them with a custom selector named "foo", you are effectible putting in use the 3 registration at once. Here is what happen internally:
A controller is always detonated as "controller" filename from the mojit folder, which is part of the registration by name, and since you have "foo" selector for one of the controller, your mojit will have to modes, "default" and "foo". Which one of them will be use? depends on the application.json, where you can have some conditions to set the value of "selector", which by default is empty. If you set the value of selector to "foo" when, for example, device is an iphone, then that controller will be used when that condition matches.
Then the YUI.add plays an important role, it is the way we can identify which controller should be used, and its only requirement is that NO OTHER MODULE in the app can have the same YUI Module name, which means that your controllers can't be named the same when registering them thru YUI.add. And I'm sure this is what is happening in your case. If they both have the same name under YUI.add() one will always override the other, and you should probably see that in the logs as a warning, if not, feel free to open an issue thru github.
To summarize:
The names used when registering YUI modules have to be unique, in your case, you can use: YUI.add('MyMojit', function(){}) and YUI.add('MyMojitFoo', function(){}), for each controller.
Use the selector (e.g.: controller.server-mobile.js) to select which YUI module should be used for a particular request by setting selector to the proper value in application.json.