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  • Aug 15 16:13
    MasterR8 opened #273
  • Aug 12 21:50

    Sharparam on 6.0.0

    Updating the Getting Started Gu… Assuming that v6.0 is not be a … Restore Front Matter and 9 more (compare)

  • Aug 12 21:50
    Sharparam closed #271
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Brandon Scott
@brandonscott
As to what the exception is
Dariusz Niemczyk
@Palid
It provided 'native code' information.
nothing else, or I just can't use Visual Studio. ;)
Brandon Scott
@brandonscott
Can you provide a stacktrace?
Color can take multiple constructors
Floats, Doubles, Bytes
etc
Dariusz Niemczyk
@Palid
Sure, I'll do it when I replicate the error again (if there's any stacktrace at all - last time I just had [native code], my function, [native code] stack trace)
@brandonscott Yeah, but I'm talking more about it being inconsistent with it's returning values. It returns 0-255 value when asking for current RGB, but takes 0-1 value
and does weird magic when provided something higher - I was wondering for a longer while why my keys aren't getting darker, but are randomly flashing around haha
Brandon Scott
@brandonscott
RGB values are returned from the object as byte
Dariusz Niemczyk
@Palid
@brandonscott I'm not talking about types, I'm talking about possible values ;)
when you do it as byte it also takes 0-1 range
Adam Hellberg
@Sharparam
http://coralestudios.github.io/Colore/docs/struct_corale_1_1_colore_1_1_core_1_1_color.html this page has all possible constructors for color. If it's invoking the float or double constructor it means your are passing floating point values to one or more of the constructor parameters.
@Palid ^
Nico
@njbmartin
@palid I would imagine the issue is more how you are casting the RGB values when setting the color
This message was deleted
Dariusz Niemczyk
@Palid
If you do a long-running animation for keyboard.Instance.setGrid() without using Clear method, the leds crashes and you have to replug (restart doesn't have). I suppose the same thing goes for other animations (that may be the reason I have these try-catches).
OSSing the code right now.
Brandon Scott
@brandonscott
How long is "long running"?
Dariusz Niemczyk
@Palid
~~10-20seconds, changes every 125ms
lemme count.
counted 25s.
Brandon Scott
@brandonscott
Does it crash with an error?
Dariusz Niemczyk
@Palid
after another 10 to 20seconds it throws an error
sec, pasting stack
'very helpful'
here's the repo
compile&click fail button
I know that the code sucks, sorry. :D
I can't get used to non-dynamic objects without duck typing
@brandonscott ^
if you add keyboard.Clear(); in line 195, the animation's going to freak out but it won't crash after those 20something seconds
also, if you can point me to tutorials/docs/anything that can tell me how to rewrite this piece of crap to something better, I'd be grateful. ;)
Adam Hellberg
@Sharparam
The code referenced in the StackTrace does not exist in the linked repo (Game.failAnimationFrame)
Dariusz Niemczyk
@Palid
Wait, maybe I didn't push.
Sec.
Yep, didn't push. Sorry.
@Sharparam try now
love you guys for this reaction time. ;)
using SDK 0.4.8, that's probably pretty important info.
And 64bit windows 10.
Adam Hellberg
@Sharparam
@Palid Pressing the "Show Fail" button starts the effect and no exception is thrown. Windows 8.1 64-bit running through VS 2013 Ultimate
@Palid Can you try snake (http://rzr.to/snakeapp) and see if that works properly?
Dariusz Niemczyk
@Palid
@Sharparam even after extended time/
Brandon Scott
@brandonscott
Just try playing the game
For like 2 minutes
Because that uses a custom effect