Sign in to follow this  
FDsagizi

"asCCompiler" with out "asASSERT's" in debug

Recommended Posts

Hi![img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

I would like to suggest to clean, or to make possible shutdown asASSERT in the asCCompiler

I will explain why:

The matter is that the angel perfectly informs a script on mistakes - and it is very useful during a code set, it is possible to compile and receive hurriedly the list of mistakes - then to highlight them in the editor!

But here the problem, in DEBUG - to write a code not possibly from for asASSERT which conduct to a program departure.

DEBUG during development it is more preferable than release.

It would be desirable to have possibility to disable asASSERT in the asCCompiler

Forgive for my English![img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img]

Share this post


Link to post
Share on other sites
You should not be getting any asASSERT() failures even if there are errors in the script. If this happens, then there is a bug in AngelScript that I need to investigate.

Please report any such failures and let me know what the script looked like when it happened.

Share this post


Link to post
Share on other sites
Well I will know now! I thought it my mistake[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]


Here the code in which occurs asASSERT


[CODE]


class AAA
{
Car @car;

void Update()
{
if( car !is null )
car.Update();
}
}

[/CODE]

in release, show this compilation log:


Test_Crash.as 3: Identifier 'Car' is not a data type
Test_Crash.as 5: Compiling void AAA::Update()
Test_Crash.as 7: No conversion from 'int&' to 'int' available.
Test_Crash.as 7: No conversion from '<null handle>' to 'int' available.
Test_Crash.as 7: Both operands must be handles when comparing identity
Test_Crash.as 8: Illegal operation on 'int&'

engine flags:


world_script_engine->SetEngineProperty(asEP_ALWAYS_IMPL_DEFAULT_CONSTRUCT, true);
world_script_engine->SetEngineProperty(asEP_ALLOW_UNSAFE_REFERENCES, true);
world_script_engine->SetEngineProperty( asEP_INIT_GLOBAL_VARS_AFTER_BUILD, false );

Share this post


Link to post
Share on other sites
new assert [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

code:


[CODE]
class A{}

class SomeClass
{
A @a;
void Create()
{
int some_val = 15; +
@a = A();
}
}[/CODE] Edited by FDsagizi

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this