Unreal engine reinstancing non-actor handled ensure - components

I've been receiving a strange error after hot-reloading my code:
Logs (I'll provide them in text form if needed)
The error references a Notice Range Sphere component. It's just a UDetectionSphere, a simple wrapper for USphereComponent. It used to work correctly, I think the problems begun when I re-parented BaseEnemy from ACharacter to ABaseEntity (see class graph). The game seems to work fine, but the fact that there is an error can't be a good thing. I also can't edit component's properties in editor (both for notice and forget range spheres and for some reason arrow component inherited from ACharacter). Again, it used to work correctly and I was able to edit it. Here's how those components are declared (BaseEnemy.h):
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Setup")
UDetectionSphere * NoticeRangeSphere;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Setup")
UDetectionSphere * ForgetRangeSphere;
I'm pretty sure the error in logs is a simple fix, but I don't even know where to start looking. I can't find this error in google, so it's probably something trivial I'm overlooking. How do I go about fixing this?

Related

Pharo state corrupt, how to save my code?

After using DynamicComposableModel and editing my method in debugger, my Pharo 6.1 image has reached this state:
Instance of SpecLayout did not understand #visibleSlots
and
Instance of SpecLayout did not understand #instVarNames
. I cannot "File Out" my code because of these errors. I cannot even browse my class, which is actually called "UIVidya" and should be defined by
ComposableModel subclass: #UIVidya
instanceVariableNames: 'vidya listE editE tabmgr'
classVariableNames: ''
poolDictionaries: ''
category: 'vkVidya'!
. In the broken image, UIVidya classLayout returns SpecLayout. In a healthy image, UIVidya classLayout returns FixedLayout. I did not make this change on purpose and do not even know how it happened. Can I heal my broken Pharo image in-place, without abandoning the last changes?
It doesn't look like your image is broken. The second error message suggests that you have an instance of SpecLayout where a class (presumably SpecLayout) is expected. Try defining the methods
instVarNames
^self class instVarNames
visibleSlots
^self class visibleSlots
on the instance side of SpecLayout to see if you can keep going and find the broken object. You can always come back here with more info. Once you have repaired the problem, don't forget to remove the new spurious methods.
I was able to restore normalcy by doing this in Playground:
UIVidya layout: sdfgh
(which is the same as UIVidya layout: nil). Thanks for your attention, what really helped was aggressive use of the System Browser and Playground to compare broken and non-broken Pharo instances. Now I can "File Out" my code!
EDIT:
The problem came from outdated tutorial at https://benjamin.vanryseghem.com/projects/spec/docs/dynamic/ which includes code that sends layout:. Don't do that in modern Pharo!

Ignore certain TypeScript compile errors?

I am wondering if there is a way to ignore certain TypeScript errors upon compilation?
I basically have the same issues most people with large projects have around using the this keyword, and I don't want to put all my classes methods into the constructor.
So I have got an example like so:
TypeScript Example
Which seems to create perfectly valid JS and allows me to get around the this keyword issue, however as you can see in the example the typescript compiler tells me that I cannot compile that code as the keyword this is not valid within that scope. However I don't see why it is an error as it produces okay code.
So is there a way to tell it to ignore certain errors? I am sure given time there will be a nice way to manage the this keyword, but currently I find it pretty dire.
== Edit ==
(Do not read unless you care about context of this question and partial rant)
Just to add some context to all this to show that I'm not just some nut-job (I am sure a lot of you will still think I am) and that I have some good reasons why I want to be able to allow these errors to go through.
Here are some previous questions I have made which highlight some major problems (imo) with TypeScript current this implementation.
Using lawnchair with Typescript
Issue with child scoping of this in Typescript
https://typescript.codeplex.com/discussions/429350 (And some comments I make down the bottom)
The underlying problem I have is that I need to guarantee that all logic is within a consistent scope, I need to be able to access things within knockout, jQuery etc and the local instance of a class. I used to do this with the var self = this; within the class declaration in JavaScript and worked great. As mentioned in some of these previous questions I cannot do that now, so the only way I can guarantee the scope is to use lambda methods, and the only way I can define one of these as a method within a class is within the constructor, and this part is HEAVILY down to personal preference, but I find it horrific that people seem to think that using that syntax is classed as a recommended pattern and not just a work around.
I know TypeScript is in alpha phase and a lot will change, and I HOPE so much that we get some nicer way to deal with this but currently I either make everything a huge mess just to get typescript working (and this is within Hundreds of files which I'm migrating over to TypeScript ) or I just make the call that I know better than the compiler in this case (VERY DANGEROUS I KNOW) so I can keep my code nice and hopefully when a better pattern comes out for handling this I can migrate it then.
Also just on a side note I know a lot of people are loving the fact that TypeScript is embracing and trying to stay as close to the new JavaScript features and known syntax as possible which is great, but typescript is NOT the next version of JavaScript so I don't see a problem with adding some syntactic sugar to the language as people who want to use the latest and greatest official JavaScript implementation can still do so.
The author's specific issue with this seems to be solved but the question is posed about ignoring errors, and for those who end up here looking how to ignore errors:
If properly fixing the error or using more decent workarounds like already suggested here are not an option, as of TypeScript 2.6 (released on Oct 31, 2017), now there is a way to ignore all errors from a specific line using // #ts-ignore comments before the target line.
The mendtioned documentation is succinct enough, but to recap:
// #ts-ignore
const s : string = false
disables error reporting for this line.
However, this should only be used as a last resort when fixing the error or using hacks like (x as any) is much more trouble than losing all type checking for a line.
As for specifying certain errors, the current (mid-2018) state is discussed here, in Design Meeting Notes (2/16/2018) and further comments, which is basically
"no conclusion yet"
and strong opposition to introducing this fine tuning.
I think your question as posed is an XY problem. What you're going for is how can I ensure that some of my class methods are guaranteed to have a correct this context?
For that problem, I would propose this solution:
class LambdaMethods {
constructor(private message: string) {
this.DoSomething = this.DoSomething.bind(this);
}
public DoSomething() {
alert(this.message);
}
}
This has several benefits.
First, you're being explicit about what's going on. Most programmers are probably not going to understand the subtle semantics about what the difference between the member and method syntax are in terms of codegen.
Second, it makes it very clear, from looking at the constructor, which methods are going to have a guaranteed this context. Critically, from a performance, perspective, you don't want to write all your methods this way, just the ones that absolutely need it.
Finally, it preserves the OOP semantics of the class. You'll actually be able to use super.DoSomething from a derived class implementation of DoSomething.
I'm sure you're aware of the standard form of defining a function without the arrow notation. There's another TypeScript expression that generates the exact same code but without the compile error:
class LambdaMethods {
private message: string;
public DoSomething: () => void;
constructor(message: string) {
this.message = message;
this.DoSomething = () => { alert(this.message); };
}
}
So why is this legal and the other one isn't? Well according to the spec: an arrow function expression preserves the this of its enclosing context. So it preserves the meaning of this from the scope it was declared. But declaring a function at the class level this doesn't actually have a meaning.
Here's an example that's wrong for the exact same reason that might be more clear:
class LambdaMethods {
private message: string;
constructor(message: string) {
this.message = message;
}
var a = this.message; // can't do this
}
The way that initializer works by being combined with the constructor is an implementation detail that can't be relied upon. It could change.
I am sure given time there will be a nice way to manage the this keyword, but currently I find it pretty dire.
One of the high-level goals (that I love) in TypeScript is to extend the JavaScript language and work with it, not fight it. How this operates is tricky but worth learning.

How do you load data into an attributed database class generated by the MFC application wizard?

Using the MFCApplication wizard in Visual C++ 2012, if "Generate attributed database class" is checked, a header with some special syntax (attributed C++ classes) are generated, which look like this:
// MFCApplication2Set.h: interface of the CMFCApplication2Set class
//
#pragma once
// code generated on March-05-13, 9:26 AM
[
db_source(L"Provider=SQLNCLI11.1;..."),
db_table(L"dbo.tblEmployee")
]
class CMFCApplication2Set
{
public:
... big list of stuff that corresponds to the fields in your db table omitted ...
}
The above header corresponds to a mostly empty implementation file:
// MFCApplication2Set.cpp : implementation of the CMFCApplication2Set class
//
#include "stdafx.h"
#include "MFCApplication2.h"
#include "MFCApplication2Set.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
// CMFCApplication2Set implementation
That was the WHOLE implementation class. Notice that:
A. No parent class name is specified anywhere.
B. There's some "Visual C++ magic" going on here, that is, as a novice to modern C++, I'm lost.
db_source is documented here but the documentation is pretty thin or at least opaque to me.
Questions:
I was mystified by this syntax when I first saw it, but I figured out it's probably a variant of this Attributes feature in Visual C++. It is that, right?
How am I meant to I use these generated "attributed database class" objects? I found this documentation but if you look carefully at that documentation, that code sample is showing people the Old Way and the New Way, and is not telling me what I want to know which is how to use this new object that the IDE can not give me any documentation or code completion features for. Also since the generated code for the CMFCApplication2Set class generated by the wizard does not reference any types or class names, I'm lost. If I could even use some IDE feature to know what methods and stuff have been Magically Injected into this Magical mystery Object, I'd be better off. The only think I can think to do is to learn the old way and learn all the things you can call from the old two-separate-ATL-types world, and then somehow learn to combine them.
In a nutshell, I'm looking for the minimum syntax I need to know to actually use one of these Attributed Database Class instances, variables, as they are generated in a new MFC app by the wizard. The instance shown below is a member of an MFC document class and CMFCApplication2Set m_MFCApplication2Set is declared as a field inside the MFC document class.
What I have tried is to use this "untyped object". This object appears to have lots of data fields (m_X) and has only one method that shows up in IDE code completion, called GetRowSetProperties. Thanks to whatever magic or injection is going on, this generated Attributed Database Class (which does not visibly inherit anything) is a complete mystery to me at edit time and compile time.
Here's me just trying to inspect this thing to see if it even initialized itself when its constructor ran:
BOOL CMFCApplication2Doc::OnNewDocument() { if (!CDocument::OnNewDocument()) return FALSE;
TRACE( m_MFCApplication2Set.m_AStringFieldName); // outputs NOISE.
return TRUE; }
At compile time and edit time, the IDE gives me NO help about the types involved in this "anonymous" class that inherits from nothing, but which gets lots of secret powers due to some kind of Injection via those attributes I'm guessing. At debug time, I can see that there is more than just a bunch of data fields in this C++ class, but this still doesn't help me know how to use it. A minimal code sample of using one of these to go get a recordset from the database, would be great.
Update: Calling OpenDataSource is fun, because it compiles but the IDE doesn't think it should be valid. Nevertheless, it runs, and returns 0 as the result, but that doesn't actually initialize this CThingyThatVisualStudioGaveYouThatYouDontKnowWhatItIs:
This is a deprecated feature of attributed C++ code. Pre-processor expands code and replaces attributes with actual base classes. If you enable generation of these intermediate files, things are going to be more clear to you:
You will have XXX.mrg.cpp and XXX.mrg.h files generated, which you can review and see the real C++ code forwarded to compiler.
The attributes will be replaced with substituted bases classes, maps like BEGIN_COLUMN_MAP etc. The attributed source code is compact, but the feature is deprecated and looking into expanded code it should be easy (if necessary) to strip the attributes and copy expanded code right into source. It's easy with DB attributes, and more difficult with COM attributes since the internal dependencies are most sophisticated.

How can I know the class type of an abstract entity in a NSPredicate?

Using core data I'd like to fetch some data. My model uses some abstract entities, see attached picture, where QuantifiedIngredient is an abstract class.
I'd like to fetch Ingredient entities that have at least one RecipeQuantifiedIngredients, but in the middle is QuantifiedIngredient, which is an abstract class.
How can I do that, how can I test the actual type of an abstract class inside a NSPredicate? Any idea or suggestion?
The only clue I found was:
How can you reference child entity name in a predicate for a fetch request of the parent entity?
Would work a custom property in my QuantifiedIngredient to know if it is a RecipeQuantifiedIngredient? For instance isRecipeQuantifiedIngredient?
Thanks a lot for your help.
If recipe is required in RecipeQuantifiedIngredient, you could try to make a fetch, that checks, if there is any ingredient.recipe. I think, that will work.
The custom property, in kind of flag, will work for you too. You'll just need to set and unset it whenever you add or delete all the recipeQuantifiedIngredient.
I don't want to take the time to translate this into CoreData-speak so here is my thought in SQL:
SELECT * FROM quantifiedIngredients WHERE recipe <> NULL
or something like that. This is essentially Nikita's suggestion of using a flag, except that the 'flag' is the existence of a property. I don't know how CoreData will react when faced with GroceryQuantifiedIngredients that don't have the recipe, I think KVO will throw an exception. You might be so bold as to add a category:
#interface GroceryQuantifiedIngredients (KVOHack)
-(id)recipe;
#end
#implementation GroceryQuantifiedIngredients (KVOHack)
-(id) recipe { return nil; }
#end
This would of course require CoreData to enumerate all quantifiedIngredients, but I presume it will have to do so anyway, and a the return nil should optimize into tiny code. The other consideration is whether this will have a bad effect on the rest of your code; you will have to make that call.
Another idea which pops to mind as I finish this up is to do something like this (I'm getting really loose with my pseudo-code now):
SELECT * FROM quantifiedIngredients WHERE [i respondsToSelector:#selector(recipe)];
See what I mean? I forget whether CoreData lets you play with some kind of cursor when working with predicates or fetchedThingamabobbers, if it does than I think this is your best bet. Anyway it's Sunday afternoon so that stuff is left as a exercise for the reader.
+1 for a good question.

-shouldAutorotateToInterfaceOrientation related message

Here is something strange concerning AutorotateToInterfaceOrientation.
In the Debugger console I get this message for one of my view controllers :
The view controller returned NO from
-shouldAutorotateToInterfaceOrientation: for all interface orientations. It should support at least one orientation.
But in reality the rotations works perfectly well. And the message is wrong. Here is the code for -shouldAutorotateToInterfaceOrientation:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return ([centerPoint autoRotateFlag]||(interfaceOrientation==centerPoint.userOrientation));
}
And either autoRotateFlag is simply true (YES), or if it is not centerPoint.userOrientation has been fixed to one of the four acceptable value.
This has been working for me for a long time and the app still works. I just don't know where this message is coming from.
Any idea?
By putting some tracing in my software, using NSLog; I realized that
shouldAutorotateToInterfaceOrientation was called seven times before
viewDidLoad was called.
Since my variable 'autoRotateFlag' is only initialized when passing through viewDidLoad. That explains my problem.
I have to admit though, that I was far from thinking shouldAutorotateToInterfaceOrientation could be called before viewDidLoad.
Obviously I was wrong. And I still do not fully understand the order in which all those methods are called.

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