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Messages - AMateus

#16
Ah, I see. It's not the end of the world :)

If the application will be faster, then go for it ;)

Regards,
António
#18
Everything to make a faster app. :)

Nevertheless, I use b_CreatePoly extensively. Does the change means that the the way we currently feed the pts[] will change?

Regards,
António
#19
Quote from: Smashton on 2011-Oct-15
C:\Users\SMASHTON\AppData\Local\Temp\glbasic\gpc_temp1.cpp: In function `DGInt __GLBASIC__::b_CreatePoly(DGInt, DGInt, DGInt, DGInt, DGInt, __GLBASIC__::DGIntArray&)':
C:\Users\SMASHTON\AppData\Local\Temp\glbasic\gpc_temp1.cpp:727: error: no match for call to `(__GLBASIC__::DGIntArray) (int&, int)'
C:/Program Files (x86)/GLBasic/Compiler/platform/Include/glb.h:402: note: candidates are: DGInt& __GLBASIC__::DGIntArray::operator()(int)
C:/Program Files (x86)/GLBasic/Compiler/platform/Include/glb.h:442: note:                 __GLBASIC__::DGIntArray& __GLBASIC__::DGIntArray::operator()()
C:\Users\SMASHTON\AppData\Local\Temp\glbasic\gpc_temp1.cpp:727: error: no match for call to `(__GLBASIC__::DGIntArray) (int&, int)'
C:/Program Files (x86)/GLBasic/Compiler/platform/Include/glb.h:402: note: candidates are: DGInt& __GLBASIC__::DGIntArray::operator()(int)
C:/Program Files (x86)/GLBasic/Compiler/platform/Include/glb.h:442: note:                 __GLBASIC__::DGIntArray& __GLBASIC__::DGIntArray::operator()()
*** FATAL ERROR - Please post this output in the forum

Thank you for all your help. I am still getting the same error as AMateus. How do you solve this problem?
I follow your instruction by enabling compiler option but this problem comes back everytime.

Put this 2 commands somewhere in your project:

LOCAL pts[]
DIM pts[0][0]

Regards,
António
#20
Can't see it either...
#21
You're the best :)

Thank you so much Kitty.

António
#22
Ok guys, I can now confirm that b_WorldDebug crashes the application if b_DestroyBody is used.

It's possible that b_WorldDebug tries to use a body already deleted, but I leave that to the C experts out there.

Regards,
António
#23
Well, following my previous post, I did more tests and it *seems* the problem is in the b_WorldDebug function of the wrapper. I'll have to do more tests (mainly replacing the lines of b_WorldDebug with sprites, cause when I'm prototyping I have only placeholders) to confirm it.

António

#24
Hello,

I'm having problems with destroying a body in the Box2D environment.

Everytime I try to b_DestroyBody(wall) I have the following reaction:

1- I do b_DestroyBody(wall) on contact. The wall only disappears AFTER the next collision with a different object happens

2 - The next collisions (variable) the App crashes.

Please see the attachment. The ball will go right and collide with the right wall. The expected behavior is that the wall should disappear right away, but it only disappears in the next collision. Then when it collides with the left wall the app crashes.

I appreciate if someone could help me.

Thanks,
AMateus


[attachment deleted by admin]
#25
It seems that we cannot upload application to the Application Player (yet)
#26
Hi,

I don't see any inconsistency in GLB syntax wise.

Every command that return a value has brackets, any command that doesn't return a value, doesn't have brackets. It's the difference between Functions ans Procedures.

It's a basic concept: Procedures execute an action and that's it, Functions executes an action and return something. For example, by Visual Basic 6 uses this approach.

DRAWSPRITE doesn't return a value, so it's not supposed to have brackets. DRAWSPRITE executes an action and that's it. If it returned, for example, a success of failure result, then you had to use brackets.

António
#27
Nice :)

Thank you for sharing.
#28
Oh yes IT IS! =)  :nw: :nw: :nw:

Thank you thank you thank you :)
#29
Thank you so much =)

It was exactly this I was looking for. I think the point of collision could be of some value yes. If there is a intention of for example, deforming the sprite based on the impact point ;)

But at least for me, now, I'm pretty happy.

Thank you again =)
António
#30
Quote from: matchy on 2011-Oct-06Again, please don't refer to it a trickery as the proper and respectable term is technique, especially if you have no code to show for.

English is not my main language and it appears I have mistaken the meaning of the word "trick" (probably used in the wrong context or something). I didn't meant to sound disrespectful. But point taken. My apologies.

Thank you for your help. I will give it a try

Regards,
António