C++ dll Loop Problem - c++

Im having a problem with a loop inside a C++ dll being called from VB. I want this loop to update a global variable, but when I call the function the variable does not update the first time round, but does so every subsequent time.
This is how I am trying to update the variable.
else
{
::nScore = nHighest;
if (nScore != 0)
{
::nColourOn++;
}
}
As a workaroud I am forcing the variable to be what I want in the VB code, but am not happy with this solution. Does anyone have any idea what might be causing this?
Many Thanks.

If the value of nHighest isn't initialized, nScore will be 0 and nColorOn won't be incremented. Is that the error you're seeing? If so, set nHighest, otherwise, it's working fine. :)

Related

'identifier undefined' in C++11 for-loop with USTRUCT

I am implementing logging functionality in Unreal Engine 4.27 (in C++). A key part of my code is a function that is called once per game-tick. This function is responsible for iterating over an array of actors that I would like to log data for, checking whether a new log entry should be written at this point in time and calling the necessary functions to do that.
I am iterating over elements of a TArray of UStructs: LogObject->LoggingInfo = TArray<FActorLoggingInformation>. This array is defined as a UProperty of LogObject. In the loop I have to change the values of the elements so I want to work with the original items and "label" the current item as "ActorLoggingInfo". I have seen this done generally in cpp and also with TArrays. And yet my code does not work, there is no error message, but ActorLoggingInfo is undefined, thus the if-condition is never met.
This is the for-loop:
for (FActorLoggingInformation& ActorLoggingInfo : LogObject->LoggingInfo) {
if (ActorLoggingInfo.LogNextTick == true) {
ActorLoggingInfo.LogNextTick = false;
...
}
...
}
This is the definition of FActorLoggingInformation:
USTRUCT(BlueprintType)
struct FActorLoggingInformation
{
GENERATED_BODY()
public:
FActorLoggingInformation()
{
}
FActorLoggingInformation(int32 LogTimer, AActor* Actor, FString LogName)
{
this->LogTimer = LogTimer;
this->LogNextTick = false;
...
}
// Specifies Logging Frequency in ms
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
int32 LogTimer;
bool LogNextTick;
...
};
This is the debugger at run-time:
Additional Notes:
1. Something that consistently works for me is omitting the &, using:
for (FActorLoggingInformation ActorLoggingInfo : LogObject->LoggingInfo)
However, this is creating useless duplicates on a per-tick basis and complicates applying changes to the original objects from within in the for-loop, so it is not a viable option.
2. I have also tried auto& instead of FActorLoggingInformation& as used in the examples above, but I encountered the same issue, so I thought it would be best to be as explicit as possible.
I would be very thankful if you had any ideas how I can fix this :)
Thanks in advance!
Thanks to Avi Berger for helping me find my problem!
In fact, ActorLoggingInfo was actually never undefined and the code within the body of the if-clause was also executed (it just didn't do what it was intended to do).
When stepping through the code in the debugger it never showed the steps within the if-body and ActorLoggingInfo was shown as undefined so when no logs were written, I assumed it was something to do with that instead of my output function not working properly. So lesson learnt, do not blindly trust the debugger :)

How to reference a variable in c++ ue5

I am currently working in a multithreaded environment where I need to pass a reference as a global variable. The basic structure would look something like this:
Worker::JoyInit(TSet<Worker>& w)
{
UE_LOG(LogTemp, Warning, TEXT("w.num() = %d"), w.Num());
}
But the editor crashes every time I try to play it! I am not very comfortable with pointers so any quick advice would be greatly appreciated
I am calling JoyInit like so:
Worker::JoyInit(*queue);
and queue is defined as:
TSet<Worker>* queue = nullptr;
Ok so I figured out what I did wrong. My method call and initialization of queue variable were wrong. I changed the code to:
Worker::JoyInit(queue);
and
TSet<Worker> queue;
and it compiles.

Standard ML multiple condition statement

I am about finished with a script I am writing but I have one last condition statement to add to my function.
fun whileloop (x:real,a:int,b:real) =
if (a<1)
then (x,a,b)
else whileloop(x+1.0,a-1,b-1.0)
This is my current loop I have created. It is basically accomplishing everything I need under one exception. I want it to exit its loop once the b variable hits zero[if this happens before a reaches zero). I believe Standard ML will not let me do a condition statement for a real variable...such as b<1.0. just to give you an idea of what I am trying to accomplish...I want the following code to work below:
fun whileloop (x:real,a:int,b:real) =
if (a<1 or b<1.0)
then (x,a,b)
else whileloop(x+1.0,a-1,b-1.0)
of course this code does not work due to the syntax and a condition statement being checked against a real number...but how could I accomplish this task while keeping my skeleton somewhat intact. I simply want to add another if condition statement to the existing skeleton. In C++ this was a fairly simple task.
Here is the answer. Thanks to John Coleman.
fun whileloop (x:real,a:int,b:real) =
if (a<1 orelse b<1.0)
then (x,a,b)
else whileloop(x+1.0,a-1,b-1.0)

Assert failed in OnInitDialog()

So I have an "assertion failed" error message when I want to run my program. I understand that it means that somewhere a condition that should be true isn't but I don't know how to correct that.
The error concerns the following line :
_AFXWIN_INLINE BOOL CEdit::SetReadOnly(BOOL bReadOnly)
{ ASSERT(::IsWindow(m_hind)); return (BOOL)::SendMessage(m_hWnd, EM_SETREADONLY, bReadOnly, 0L); }
So I get that it's about the "Read Only" condition, but I don't know where to correct that.
I am new in C++, so sorry if I forgot to put important information in my question.
Thanks in advance!
The OnInitDialog function contains a call to the base class function
CDialog::OnInitDialog();
Move your calls to SetReadOnly to after that line. The edit control variables are only initialized after that line.
Thank you for your help! Finally, after going through the whole code line by line, I realized in DoDataExchange I mixed up and put twice the same variable at some point instead of two different ones ... So I don't really know how that got me that error but I thought I'd keep you updated in case someone makes the same absent-minded mistake and gets that error :)

What has to be Glib::init()'ed in order to use Glib::wrap?

So I'm trying to make use of a GtkSourceView in C++ using GtkSourceViewmm, whose documentation and level of support give me the impression that it hasn't been very carefully looked at in a long time. But I'm always an optimist :)
I'm trying to add a SourceView using some code similar to the following:
Glib::RefPtr<gtksourceview::SourceLanguageManager> source_language_manager = gtksourceview::SourceLanguageManager::create();
Glib::RefPtr<gtksourceview::SourceLanguage> source_language = Glib::wrap(gtk_source_language_manager_guess_language(source_language_manager->gobj(), file, NULL));
Glib::RefPtr<gtksourceview::SourceBuffer> source_buffer = gtksourceview::SourceBuffer::create(source_language);
gtksourceview::SourceView* = m_source_view = new gtksourceview::SourceView(source_buffer);
m_vbox.pack_start(*m_source_view);
Unfortunately, it spits out the warning
(algoviz:4992): glibmm-WARNING **:
Failed to wrap object of type
'GtkSourceLanguage'. Hint: this error
is commonly caused by failing to call
a library init() function.
and when I look at it in a debugger, indeed the second line above (the one with the Glib::wrap()) is returning NULL. I have no idea why this is, but I tried to heed the warning by adding Glib::init() to the begining of the program, but that didn't seem to help at all either.
I've tried Google'ing around, but have been unsuccessful. Does anyone know what Glib wants me to init in order to be able to make that wrap call? Or, even better, does anyone know of any working sample code that uses GtkSourceViewmm (not just regular GtkSourceView)? I haven't been able to find any actual sample code, not even on Google Code Search.
Thanks!
It turns out, perhaps not surprisingly, that what I needed to init was:
gtksourceview::init();
After this, I ran into another problem with one of the parameter to gtksourceview::SourceLanguageManager, but this was caused by a genuine bug which I subsequently reported and was promptly fixed. So everything's working great now!
I use gtkmm. Typically you have to initialize things with something like :
_GTKMain = new Gtk::Main(0, 0, false);
Of course do not forget :
delete _GTKMain;
Check here for details :
http://library.gnome.org/devel/gtkmm/2.19/classGtk_1_1Main.html
(Sorry but the link option does not work ...)