Jump to content
  • Advertisement
Sign in to follow this  
FDsagizi

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

This topic is 2238 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi!smile.png

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!rolleyes.gif

Share this post


Link to post
Share on other sites
Advertisement
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 mistakesmile.png


Here the code in which occurs asASSERT





class AAA
{
Car @car;

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



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 smile.png

code:



class A{}

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

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!