I want to call a method for moving an object on screen at a random time interval.
I tried making this:
on init method
[self scheduleOnce:#selector(addMonster:) delay:1.0];
and inside method 'addMonster' I do again :
randomFrequenza = ((float)arc4random() / 0x100000000) * 1.6 + 0.2;
[self scheduleOnce: #selector(addMonster:) delay: randomFrequenza];
it works exactly but on console I get a lot of errors :
-[CCNode schedule:interval:repeat:delay:] : Selector 'addMonster:' was already scheduled on <GameScene = 0x17ef17f0 | Name = (null)>
Create a flag and modify it on "AddMonster" method (BOOL variable).
Then, instead of
[self scheduleOnce: #selector(addMonster:) delay: randomFrequenza];
Use:
if(!flag){
[self scheduleOnce: #selector(addMonster:) delay: randomFrequenza];
}
Related
first I am moving the sprite from a to b. when it reaches b, I need to call a function to work on the sprite, i.e fade, change image etc. I am currently doing it with a "sequence".
var seq_action = cc.Sequence.create(move_action, this.check_basket_under());
But it gives me this error -
CCActionInterval.js:507 Uncaught TypeError: Cannot read property '_timesForRepeat' of undefined
at Function.cc.sequence [as create] (CCActionInterval.js:507)
at Class.sprite_create (app.js:110)
at Class.trigger (CCScheduler.js:261)
at Class.update (CCScheduler.js:167)
at Class.update (CCScheduler.js:480)
at Class.drawScene (CCDirector.js:226)
at Class.mainLoop (CCDirector.js:884)
at callback (CCBoot.js:2160)
In Sequence, you can't directly call function. Add callFunc or callBlock
Here is c++ version example:
auto scale = EaseElasticOut::create(ScaleTo::create(3.0f, 1.0f));
auto calb = CallFunc::create( [this] () {
this->check_basket_under( );
});
auto seq = Sequence::create(scale, calb, NULL);
GameOverLabel->runAction(seq);
For more info google CallFunc, CallFuncN usage in Sequence.
How do I make an action occur with a delay, but after a timeout?
The setTimeout() function doesn’t work in Decentraland scenes, so is there an alternative?
For example, I want an entity to wait 300 milliseconds after it’s clicked before I remove it from the engine.
To implement this you’ll have to create:
A custom component to keep track of time
A component group to keep track of all the entities with a delay in the scene
A system that updates the timers con all these
components on each frame.
It sounds rather complicated, but once you created one delay, implementing another delay only takes one line.
The component:
#Component("timerDelay")
export class Delay implements ITimerComponent{
elapsedTime: number;
targetTime: number;
onTargetTimeReached: (ownerEntity: IEntity) => void;
private onTimeReachedCallback?: ()=> void
/**
* #param millisecs amount of time in milliseconds
* #param onTimeReachedCallback callback for when time is reached
*/
constructor(millisecs: number, onTimeReachedCallback?: ()=> void){
this.elapsedTime = 0
this.targetTime = millisecs / 1000
this.onTimeReachedCallback = onTimeReachedCallback
this.onTargetTimeReached = (entity)=>{
if (this.onTimeReachedCallback) this.onTimeReachedCallback()
entity.removeComponent(this)
}
}
}
The component group:
export const delayedEntities = engine.getComponentGroup(Delay)
The system:
// define system
class TimerSystem implements ISystem {
update(dt: number){
for (let entity of delayedEntities.entities) {
let timerComponent = entity.getComponent(component)
timerComponent.elapsedTime += dt
if (timerComponent.elapsedTime >= timerComponent.targetTime){
timerComponent.onTargetTimeReached(entity)
}
})
}
}
// instance system
engine.addSystem(new TimerSystem())
Once all these parts are in place, you can simply do the following to delay an execution in your scene:
const myEntity = new Entity()
myEntity.addComponent(new Delay(1000, () => {
log("time ran out")
}))
engine.addEntity(myEntity)
A few years late, but the OP's selected answer is kind of deprecated because you can accomplish a delay doing:
import { Delay } from "node_modules/decentraland-ecs-utils/timer/component/delay"
const ent = new Entity
ent.addComponent(new Delay(3 * 1000, () => {
// this code will run when time is up
}))
Read the docs.
Use the utils.Delay() function in the utils library.
This function just takes the delay time in milliseconds, and the function you want to execute.
Here's the full documentation, explaining how to add the library + how to use this function, including example code:
https://www.npmjs.com/package/decentraland-ecs-utils
I have a 10 scenarios, all of them must have 1 min delay after executing background. I call my delay function in background. The problem is that all scenarios call background, and I have to wait 10 minutes.
Is there a way to call my wait function one for all scenarios?
This is my background and one of my scenarios:
Background:
* call read('classpath:cleanup.feature')
* def login = call read('classpath:init/init.user.feature')
* def sleep =
"""
function(seconds){
for(i = 0; i <= seconds; i++)
{
java.lang.Thread.sleep(1*1000);
karate.log(i);
}
}
"""
* call sleep 60
Scenario: Correct
# Step one: requesting a verification code
Given url karate.get('urlBase') + "account/resendMobileActivationVerificationCode"
And request {"mobile": #(defaultMobile)}
And header X-Authorization = login.token
And header NESBA-Authorization = login.nesba
When method post
Then status 200
And match response ==
"""
{
"status":0,
"message":"#(status0persianMessage)",
"result": true
}
"""
Use callonce:
* callonce sleep 60
I'm having trouble getting AVAudioEngine (OS X) to play nice with all sample rates.
Here's my code for building the connections:
- (void)makeAudioConnections {
auto hardwareFormat = [self.audioEngine.outputNode outputFormatForBus:0];
auto format = [[AVAudioFormat alloc] initStandardFormatWithSampleRate:hardwareFormat.sampleRate channels:2];
NSLog(#"format: %#", format);
#try {
[self.audioEngine connect:self.avNode to:self.audioEngine.mainMixerNode format:format];
[self.audioEngine connect:self.audioEngine.inputNode to:self.avNode format:format];
} #catch(NSException* e) {
NSLog(#"exception: %#", e);
}
}
On my audio interface, the render callback is called for 44.1, 48, and 176.4kHz. It is not called for 96 and 192 kHz. On the built-in audio, the callback is called for 44.1, 48, 88 but not 96.
My AU's allocateRenderResourcesAndReturnError is being called for 96kHz. No errors are returned.
- (BOOL) allocateRenderResourcesAndReturnError:(NSError * _Nullable *)outError {
if(![super allocateRenderResourcesAndReturnError:outError]) {
return NO;
}
_inputBus.allocateRenderResources(self.maximumFramesToRender);
_sampleRate = _inputBus.bus.format.sampleRate;
return YES;
}
Here's my AU's init method, which is mostly just cut & paste from Apple's AUv3 demo:
- (instancetype)initWithComponentDescription:(AudioComponentDescription)componentDescription options:(AudioComponentInstantiationOptions)options error:(NSError **)outError {
self = [super initWithComponentDescription:componentDescription options:options error:outError];
if (self == nil) {
return nil;
}
// Initialize a default format for the busses.
AVAudioFormat *defaultFormat = [[AVAudioFormat alloc] initStandardFormatWithSampleRate:44100. channels:2];
// Create the input and output busses.
_inputBus.init(defaultFormat, 8);
_outputBus = [[AUAudioUnitBus alloc] initWithFormat:defaultFormat error:nil];
// Create the input and output bus arrays.
_inputBusArray = [[AUAudioUnitBusArray alloc] initWithAudioUnit:self busType:AUAudioUnitBusTypeInput busses: #[_inputBus.bus]];
_outputBusArray = [[AUAudioUnitBusArray alloc] initWithAudioUnit:self busType:AUAudioUnitBusTypeOutput busses: #[_outputBus]];
self.maximumFramesToRender = 256;
return self;
}
To keep things simple, I'm setting the sample rate before starting the app.
I'm not sure where to begin tracking this down.
Update
Here's a small project which reproduces the issue I'm having:
Xcode project to reproduce issue
You'll get errors pulling from the input at certain sample rates.
On my built-in audio running at 96kHz the render block is called with alternating 511 and 513 frame counts and errors -10863 (kAudioUnitErr_CannotDoInCurrentContext) and -10874 (kAudioUnitErr_TooManyFramesToProcess) respectively. Increasing maximumFramesToRender doesn't seem to help.
Update 2
I simplified my test down to just connecting the input to the main mixer:
[self.audioEngine connect:self.audioEngine.inputNode to:self.audioEngine.mainMixerNode format:nil];
I tried explicitly setting the format argument.
This still will not play through at 96kHz. So I'm thinking this may be a bug in AVAudioEngine.
For play-through with AVAudioEngine, the input and output hardware formats and all the connection formats must be at the same sample rate. So the following should work.
AVAudioFormat *outputHWFormat = [self.audioEngine.outputNode outputFormatForBus:0];
AVAudioFormat *inputHWFormat = [self.audioEngine.inputNode inputFormatForBus:0];
if (inputHWFormat.sampleRate == outputHWFormat.sampleRate) {
[self.audioEngine connect:self.audioEngine.inputNode to:self.audioEngine.mainMixerNode format:inputHWFormat];
[self.audioEngine connect:self.audioEngine.mainMixerNode to:self.audioEngine.outputNode format:inputHWFormat];
}
This thread was useful in finding out the next run-time for a scheduled task.
How do I find out the next run time for a Scheduled Task?
But, is there also a way to simply get the next scheduled task due to run?
If I can get the date and name of the next task due to run, I can plug that date into a jQuery countdown timer, which will display a countdown to the next scheduled task, something like:
TaskABC due to run in:
12 03 20
hrs min sec
. This is for an admin interface in case you're wondering how geeky can people get:-)
EDIT
I had the same thought as Bill. But was curious if there was another way.
I poked around and apparently the internal Scheduler class maintains a list of upcoming tasks. The list is private, but you can use the same reflection technique to access it. Interestingly the list also includes system tasks like the mail spooler, session/application trackers, watchers, etecetera. So you must iterate through it until you find a "scheduled task" ie CronTabEntry
Below is a very lightly tested function that seems to do the trick in CF9. (Note, includes the CreateTimeStruct function from http://www.cflib.org).
Rules:
Returns a structure containing the name and time remaining until the next task. If no tasks were found, result.task is an empty string.
Excludes paused tasks
Usage:
result = new TaskUtil().getNextTask();
WriteDump(result);
CFC
component {
public struct function getNextTask() {
// get list of upcoming tasks from factory (UNDOCUMENTED)
local.scheduler = createObject("java", "coldfusion.server.ServiceFactory").getSchedulerService();
local.taskField = local.scheduler.getClass().getDeclaredField("_tasks");
local.taskField.setAccessible( true );
local.taskList = local.taskField.get(local.scheduler);
// taskList contains system jobs too, so we must iterate
// through the tasks to find the next "scheduled task"
local.nextTask = "";
local.tasks = local.taskList.iterator();
while ( local.tasks.hasNext() ) {
local.currTask = local.tasks.next();
local.className = local.currTask.getRunnable().getClass().name;
// exit as soon as we find a scheduled task that is NOT paused
if (local.className eq "coldfusion.scheduling.CronTabEntry"
&& !local.currTask.getRunnable().paused) {
local.nextTask = local.currTask;
break;
}
}
// if we found a task, calculate how many days, hours, etcetera
// until its next run time
local.details = { task="", remaining={} };
if ( isObject(local.nextTask) ) {
local.secondsToGo = (local.nextTask.getWhen() - now().getTime()) / 1000;
local.details.task = local.nextTask.getRunnable().task;
local.details.remaining = createTimeStruct(local.secondsToGo);
local.details.nextDate = dateAdd("s", local.nextTask.getWhen() / 1000
, "January 1 1970 00:00:00" );
}
return local.details;
}
/**
* Abbreviated version of CreateTimeStruct by Dave Pomerance
* See http://www.cflib.org/index.cfm?event=page.udfbyid&udfid=421
*
* #param timespan The timespan to convert.
* #return Returns a structure.
* #author Dave Pomerance
* #version 1, January 7, 2002
*/
public struct function CreateTimeStruct(required numeric timespan) {
var timestruct = StructNew();
var mask = "s";
// only 4 allowed values for mask - if not one of those, return blank struct
if (ListFind("d,h,m,s", mask)) {
// compute seconds
if (mask eq "s") {
timestruct.s = (timespan mod 60) + (timespan - Int(timespan));
timespan = int(timespan/60);
mask = "m";
} else timestruct.s = 0;
// compute minutes
if (mask eq "m") {
timestruct.m = timespan mod 60;
timespan = int(timespan/60);
mask = "h";
} else timestruct.m = 0;
// compute hours, days
if (mask eq "h") {
timestruct.h = timespan mod 24;
timestruct.d = int(timespan/24);
} else {
timestruct.h = 0;
timestruct.d = timespan;
}
}
return timestruct;
}
}
My first thought is to iterate Leigh's getNextRunTime(string taskName) function over the collection of tasks. You can get an array of structs containing the details of all scheduled tasks using taskArray = createobject("java","coldfusion.server.ServiceFactory").getCronService().listAll();
The key in the struct containing the task name is "task". So you can extract all the task names as an array for example, run Leigh's function on each element and determine which one will run next.