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FDsagizi

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  1. Hi  , in our project - game. We are use only script addon, and we need use Our memory allocator  and I create possible to change memory allocator for addon CScriptArray   scriptarray.patch          
  2. Hi  On Win32, Linux, MaxOs work fine, bug on - ARM( iPad )    after call C++ function, and pass in here asOBJ_VALUE type( my string's ), he create a copy, but not call destructor   simple code void startGame(){    MyStr m1;    TestMyStrLeak( m1 ); } C++ int con_count = 0; int des_count = 0; class MyStr{ public:     MyStr(){         std::cout << "CONSTR: " << ++con_count << "\n";     }     MyStr( const MyStr &other ){         std::cout << "CONSTR Ohter: " << ++con_count << "\n";     }     ~MyStr(){         std::cout << "DESTR: " << ++des_count << "\n";     }     static void Construct(MyStr *thisPointer){         new(thisPointer) MyStr();     }     static void CopyConstruct(const MyStr &other, MyStr *thisPointer){         new(thisPointer) MyStr(other);     }     static void Destruct(MyStr *thisPointer){         thisPointer->~MyStr();     } }; void MemLeakMyStr( MyStr my_str ){     std::cout << "L\n"; } void RegMyStr( asIScriptEngine *en ){     int r;     r=en->RegisterObjectType("MyStr", sizeof(MyStr), asOBJ_VALUE | asOBJ_APP_CLASS_CD ); nu_assert( r >= 0 );     r=en->RegisterObjectBehaviour("MyStr", asBEHAVE_CONSTRUCT,  "void f()",             asFUNCTION(MyStr::Construct), asCALL_CDECL_OBJLAST); nu_assert( r >= 0 );     r=en->RegisterObjectBehaviour("MyStr", asBEHAVE_CONSTRUCT,  "void f(const MyStr &)",asFUNCTION(MyStr::CopyConstruct), asCALL_CDECL_OBJLAST); nu_assert( r >= 0 );     r=en->RegisterObjectBehaviour("MyStr", asBEHAVE_DESTRUCT,   "void f()",              asFUNCTION(MyStr::Destruct),  asCALL_CDECL_OBJLAST); nu_assert( r >= 0 );     r=en->RegisterGlobalFunction( "void TestMyStrLeak(MyStr name )",asFUNCTION(MemLeakMyStr),asCALL_CDECL);nu_assert(r>=0); } output:   CONSTR: 1 CONSTR Ohter: 2 L DESTR: 1   Engine flags:   engine->SetEngineProperty(asEP_ALWAYS_IMPL_DEFAULT_CONSTRUCT, false);      engine->SetEngineProperty(asEP_ALLOW_UNSAFE_REFERENCES, true);      engine->SetEngineProperty( asEP_ALLOW_IMPLICIT_HANDLE_TYPES, true );      engine->SetEngineProperty(asEP_AUTO_GARBAGE_COLLECT, true);      engine->SetEngineProperty( asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE, true );      engine->SetEngineProperty(asEP_COPY_SCRIPT_SECTIONS, true);     With ref type ( MyStr & name ) or generic type, work fine Use last svn version
  3. Hi   Im here againe) And soon show our game)   Today update for new AS from svn. and found bug:   Message : Can't implicitly convert from 'const TestClass@' to 'TestClass@&'. Sample code: class TestClass{} void Test(){    array<TestClass@> test;    TestClass @s = test.Size() > 0 ? test[i] : null; }
  4. Hello    This code crashed. class TestClass{} TestClass @t1; TestClass @t2; void startGame( string &param ){     TestClass @t = TestClass();     @t1 = @t2 = t; }
  5. Ok! I'll look into this.
  6. Hi. some times i have problem with float AS work strange with this.   example, that code not work because he not understand '0', he think is a "int". float ret = true ? 0 : 0.1;  and ok, that code make warning!    next code, work wrong float f = 0.1; float ret = 0.2; ret += false ? 0 : f * 15 ; // ( 15 * 0.1 == 1.5 ) then 1.5 + 0.2 == 1.7 ok ? output( "ret: " + ret ); // BUT result == 1.2
  7. i thinking about this when i use Vec3 and convert to string class.   r = en->RegisterObjectBehaviour("Vec3", asBEHAVE_IMPLICIT_VALUE_CAST, "string f()", asMETHOD(Vec3,ToString), asCALL_THISCALL ); nu_assert( r >= 0 ); this code work fine: Vec3 my_vec; string str = my_vec; ( Vec3 can convert to string ) But, this code wrong:   Vec3 vec; string s1; string s2 = s1 + vec3; // for this case be best if AS automaticly find variant when he can append to string
  8.   What is wrong with you code if they can't save and load?
  9. Hi!  if we are register functions as "bool retrieve(?&out)" this logic work fine: AS: SomeScriptObject @obj_null; retrieve( obj_null ); c++: bool retrieve( void *ptr, int type_id ){    ptr != 0x000000; // ok } And them, if we are use without out - "bool retrieve(?&)" in c++ handle will be always 0x000000.   AS: SomeScriptObject @obj_null; retrieve( obj_null ); c++: bool retrieve( void *ptr, int type_id ){    ptr == 0x000000; // always } use unsafe refences == true!
  10. By the way, if you want to use & with out 'in' or 'out', you can set this:   script_engine->SetEngineProperty(asEP_ALLOW_UNSAFE_REFERENCES, true);   and this code, in scripts, will be walid void SomeFunct( float &f ){     f = 10; }
  11. Surep! allways - engine->SetEngineProperty( asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE , true );  by the way if asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE  == true then '@' not actual! Thanks!
  12. i have small question, how use array sorting, with ref type ?
  13. obj ref - use ref couner to variable, if ref count > 0 varialbe is live! obj handle not use this and can be not a valid.