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Author Topic: Cloud Scream > Development on Pause  (Read 86755 times)

Shakz

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Re: Cloud Scream > Terraces Fixed
« Reply #1125 on: April 22, 2010, 12:57:18 pm »

Someone needs to write an in-depth guide or something, I still don't understand everything you can do. Because of the water, the only way I've figured out to build a lasting cave is to build it in the side of a vertical cliff. Other than that I'm a bit lost.

EDIT: Aw, sorry, I ruined the 75 page thing...
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Outcast Orange

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Re: Cloud Scream > Terraces Fixed
« Reply #1126 on: April 22, 2010, 09:40:43 pm »

I have this code:

Code: [Select]
stringstream word;
string syl = "blah";
word << syl;
tag = word.str();

tag is a public string of the class this function is a part of.

Is there any reason that wouldn't work?

EDIT:

Nevermind, this is a gremlin.

For some reason, strings aren't working at all,
 even though I've included <string>.
« Last Edit: April 22, 2010, 10:18:21 pm by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Siquo

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Re: Cloud Scream > Debug Issue
« Reply #1127 on: April 23, 2010, 03:47:39 am »

??

std::string not working at all?
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timmeh

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Re: Cloud Scream > Debug Issue
« Reply #1128 on: April 23, 2010, 06:51:17 am »

You probably do this without thinking, but maybe it's a missing ; at the end of a class?  I only ask cause I managed to forget twice when I was working on cirCA-Sim, and there's only two classes....

Anyways, tend to get really weird errors like that when you miss a semi-colon, particularly at the end of a file, right before the "#include <string>", such as in a previous 'include'.
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Siquo

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Re: Cloud Scream > Debug Issue
« Reply #1129 on: April 23, 2010, 07:08:57 am »

What's the error?
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qwertyuiopas

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Re: Cloud Scream > Debug Issue
« Reply #1130 on: April 23, 2010, 07:11:02 am »

??

std::string not working at all?

Maybe it's a missing std::, and the file it is failing in does not have that C++ thing that I forgot the name of that lets you omit the std:: in it?
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Siquo

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Re: Cloud Scream > Debug Issue
« Reply #1131 on: April 23, 2010, 07:17:07 am »

You mean "using namespace"? :)

Yah, I included the std:: in case he missed it, but didn't want to insult his intelligence by implying that might be it, so I solved it by phrasing it like that ;)
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Outcast Orange

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Re: Cloud Scream > Debug Issue
« Reply #1132 on: April 23, 2010, 08:20:05 am »

I've moved the code around a hundred different ways, and it crashes in a bunch of seemingly unrelated situations.
It crashes whenever I try assigning a public string a new value like name = "john"; and it crashes when it gets the input to exit the program. Inputing a 'q' should return zero, but instead I get a crash. Probably because the input is stored in a string itself.

I am going to take this with me and fiddle the hell out of it, considering the suggested issues above.
I am probably missing something somewhere, and yes, I am using namespace;
I suppose a missing ';' could be the root cause, or some other such issue.
The other thing is that I'm using vectors, and I'm very unexperienced with them,
 so maybe an issue setting those up would be the cause,
 since 'name' is a value stored by each member of the vector.

BTW, I'm feeling much better, but still pretty rough.
I'll be back on Sunday night, but I doubt I will find the time to debug this issue properly.
I'm taking the stuff Alex sent me so I might work on the ogg conversion.
We will see.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Siquo

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Re: Cloud Scream > Debug Issue
« Reply #1133 on: April 23, 2010, 08:29:13 am »

Important distinction: Do you use strings-in-vectors, or pointers-to-strings-in-vectors?

Missing ';' should've been found by the compiler, your errors are run-time, which narrows it down makes them a whole lot more difficult.

What's the error your program exits with? Any thrown exceptions?
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will rena,eme sique to sique sxds-- siquo if sucessufil
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Outcast Orange

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Re: Cloud Scream > Debug Issue
« Reply #1134 on: April 25, 2010, 02:09:29 pm »

I have a vector of a class, which has a string in its public section.
I'm not sure of the error or exception,
 and I'm not about to load that all up right now.

--------------------------------

In recent developments:

I am very happy.

I have a very strong will to program currently.

I have a ton of responsibilities to sort out this week,
 so it sort of messes up everything.

Also, I've nearly recovered from the sicknesses,
 so I am full of energy.

When I've decided what's going to happen, I will tell you all.


EDIT:

Okay, so I have all of these ideas, and my game is really going to open up now.

First and foremost, I will be starting a few smaller projects Timmeh-style,
 so I may learn some new stuff without having the entire code of Cloud Scream to deal with.

I'm going to disable the sky thing for the foreseeable future,
 and probably recycle it as a feature later on.
This game is going to focus a ton more on AI now,
 and exploration is going to take front seat.

I am filled with inspirations, and plans are in the works for some very ambitious stuff.
Basically, if I think it is possible, I will try to work towards a developing vision of mine.

It all starts here.
« Last Edit: April 25, 2010, 10:44:53 pm by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

SolarShado

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Re: Cloud Scream > Debug Issue
« Reply #1135 on: April 26, 2010, 01:15:39 pm »

Sounds cool, good luck!

On the topic of smaller projects: I keep a "test" program off in a temp directory, just for testing random bits of code.

Also, if you're using objects (i'm sure it's been mentioned somewhere, but I forget), you might want to try "unit testing": after you build a class, make a small program to test that class, and perhaps one or two others that it works closely with. It can make debugging alot easier IME.

Granted, Java is much more strictly OO than C++ to my (limited) knowledge...
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timmeh

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Re: Cloud Scream > Debug Issue
« Reply #1136 on: April 26, 2010, 02:30:36 pm »

I can attest to the "test" program thing.  I usually have "sandbox" projects for just about every library I work with, so I can test various things.  I haven't done a whole lot in the vein of unit testing, but the idea is brilliant.  Since I didn't start doing it, going back and adding it for everything would be a pain, but one thing I did do, is add a global function that writes a single line to an error file (usually a .txt file that's cleared at the startup of the program each time).  This makes testing functions really easy, since I can add error-output for each branch, and see how things progress....

Anyways, looking forward to it!
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qwertyuiopas

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Re: Cloud Scream > Debug Issue
« Reply #1137 on: April 27, 2010, 08:26:22 pm »

One thing to consider: Act like any pointer can be unintentionally NULL. Handle a NULL pointer where one shouldn't be with a non-crash error of some sort.

This can catch bugs in later developments gracefully. Extra: Add debugging output when a null pointer occurs where it shouldn't ever, so that if it *does*, you know that it is happening.
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Siquo

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Re: Cloud Scream > Debug Issue
« Reply #1138 on: April 28, 2010, 03:18:49 am »

What Q said, and to make that work, always init all pointers to 0, which is something I occasionally still forget  ::)

That test-program is a good idea though, I'll have to set up one instead of making a new test-project every time...
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will rena,eme sique to sique sxds-- siquo if sucessufil
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Outcast Orange

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Re: Cloud Scream > Debug Issue
« Reply #1139 on: April 28, 2010, 06:52:43 am »

I don't think I use pointers...
 that sounds like a good practice though.

I've nearly earned my freedom,
 and then I will have tons and tons
 of programming funs.

I'm about to ascend.


EDIT:

Okay, so I don't know what to do now.

Can somebody check out a project of mine?
Things are making no sense.
If I add "string name;" to the public section of my class,
 the program runs differently in seemingly unrelated ways.
If the line is not there, the game starts off creating "soul 0".
If the line is present, the game creates "soul 1" first.
How can adding an unused variable to a class effect a vector?

Please offer me some guidance.


EDIT:

Okay, I abandoned the vectors,
 and everything is working perfectly.

In this project rooms are created, randomly filled with "souls",
 and then the souls can meet and record each other in their friends database.

I even threw in the random name generator for flavor.

This project is going to help me find ways to handle AI in Cloud Scream.

I'll keep you all posted.
« Last Edit: April 28, 2010, 11:58:41 am by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream
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