I have this code written out and then a println statement set off on a timer however all that is printed to the console is "nan"
var songTime = CMTimeGetSeconds(player.currentTime())
I am lost as to why this is considered not a number and how I can convert it to one.
You can check if it is valid by:
if (isnan(songTime)) {
// doing ...
}
One of the cases you get a var = "nan" is doing a divide with denominator = 0. Check CMTimeGetSeconds(player.currentTime()) carefully.
I just tried this code and it worked just fine. I have to conclude that player.currentTime() is not a CMTime.
var songTime = CMTimeGetSeconds(CMTimeMake(64, 125))
print(songTime)
...sometimes xcode gliches and i just delete everything in the file build the project. and then control z the delete undoing it and build the project only to find it suddenly works.
Related
I'm developing a library for reading CD-ROMs and the ISO9660 file system.
Long story short, pretty much everything is working except for one thing I'm having a hard time figuring out how it's done:
Where does XA standard defines differentiation among Mode 2 Form 1 from Mode 2 Form 2?
Currently, I am using the following pseudo-code to differentiate between both forms; albeit it's a naive heuristic, it does work but well, it's far from ideal:
var buffer = ... // this is a raw sector of 2352 bytes
var m2F1 = ISector.Cast<SectorMode2Form1>(buffer);
var edc1 = EdcHelper.ComputeBlock(0, buffer, 16, 2056);
var edc2 = BitConverter.ToUInt32(m2F1.Edc, 0);
var isM2F1 = edc1 == edc2;
if (isM2F1) return CdRomSectorMode.Mode2Form1;
// NOTE we cannot reliably check EDC of M2F2 since it's optional
var isForm2 =
m2F1.SubHeaderCopy1.SubMode.HasFlag(SectorMode2Form1SubHeaderSubMode.Form2) &&
m2F1.SubHeaderCopy2.SubMode.HasFlag(SectorMode2Form1SubHeaderSubMode.Form2);
if (isForm2) return CdRomSectorMode.Mode2Form2;
return CdRomSectorMode.Mode2Formless;
If you look at some software like IsoBuster, it appears to be a track-level property, however, I'm failing to understand where the value would be read from within the track.
I'm actually doing something similar in typescript for my ps1 mod tools. It seems like you actually probably have it correct here, since I'm going to assume your HasFlag check is checking position bit position 6 of the subheader. If that flag is set, you are in form 2.
So what you probably want something like:
const sectorBytes = new Uint8Arrray(buffer);
if (sectorBytes[0x012] & 0x20) === 0x20) {
return CdRomSectorMode.Mode2Form2;
} else {
return CdRomSectorMode.Mode2Form1;
}
You could of course use the flag code you already have, but that would require you to use one of the types first to get that. This just keeps it generic bytes and checks the flag, then returns the relevant mode.
I'm new to RxSwift and reading about subjects, I tried Variable Subject. Which in turns giving Warning in console
ℹ️ [DEPRECATED] `Variable` is planned for future deprecation. Please consider `BehaviorRelay` as a replacement. Read more at: https://git.io/vNqvx
Earlier I have declared Variable like this
var searchItems = Variable<[MyClass]>([])
So i have done basic array operations from it's property called value as it was get set property like
1. self.searchItems.value.removeAll()
2. self.searchItems.value.append(items)
3. self.searchItems.value = items
Now After getting warning i changed it to BehaviorRelay like
var searchItems = BehaviorRelay<[MyClass]>(value: [])
So I got error that value is get property only.
I googled alot but can't get suitable explanations for Array operations.
I only got a code self.searchItems.accept(items) which i really don't know what it exactly do add fresh items or append.
I needed how all 4 operations will be performed when using BehaviorRelay?
1) Remove all
var array = self.searchItems.value
array.removeAll()
self.searchItems.accept(array)
2) Append item
self.searchItems.value.accept(searchItems + [items])
3) Value = ...
self.searchItems.value.accept(items)
Use accept.
var value = searchItems.value
value.removeAll()
searchItems.accept(value)
etc...
I have a Lua function where I build a table of value and attempt to add it to a global table with a named key.
The key name is pulled from the function arguments. Basically, it's a filename, and I'm pairing it up with data about the file.
Unfortunately, the global table always comes back nil. Here's my code: (let me know if you need to see more)
(Commented parts are other attempts, although many attempts have been deleted already)
Animator = Class{}
function Animator:init(atlasfile, stringatlasfriendlyname, totalanimationstates, numberofframesperstate, booleanstatictilesize)
-- Define the Animator's operation mode. Either static tile size or variable.
if booleanstatictilesize ~= false then
self.isTileSizeStatic = true
else
self.isTileSizeStatic = false
end
-- Define the total animation states (walking left, walking right, up down, etc.)
-- And then the total frames per state.
self.numAnimationStates = totalanimationstates or 1
self.numAnimationFrames = numberofframesperstate or 2
-- Assign the actual atlas file and give it a programmer-friendly name.
self.atlasname = stringatlasfriendlyname or removeFileExtension(atlasfile, 'animation')
generateAnimationQuads(atlasfile, self.atlasname, self.numAnimationStates, self.numAnimationFrames)
end
function generateAnimationQuads(atlasfile, atlasfriendlyname, states, frames)
spriteWidthDivider = atlasfile:getWidth() / frames
spriteHeightDivider = atlasfile:getHeight() / states
animationQuadArray = generateQuads(atlasfile, spriteWidthDivider, spriteHeightDivider)
animationSetValues = {atlasarray = animationQuadArray, width = spriteWidthDivider, height = spriteHeightDivider}
--gAnimationSets[#gAnimationSets+1] = atlasfriendlyname
gAnimationSets[atlasfriendlyname] = animationSetValues
--table.insert(gAnimationSets, atlasfriendlyname)
end
Note: when using print(atlasfriendlyname) and print(animationSetValues), neither are empty or nil. They both contain values.
For some reason, the line(s) that assign the key pair to gAnimationSets does not work.
gAnimationSets is defined a single time at the top of the program in main.lua, using
gAnimationSets = {}
Animator class is called during the init() function of a character class called Bug. And the Bug class is initialized in the init() function of StartState, which extends from BaseState, which simply defines dummy init(), enter(), update() etc. functions.
StartState is invoked in main.lua using the StateMachine class, where it is passed into StateMachine as a value of a global table declared in main.lua.
gAnimationSets is declared after the table of states and before invoking the state.
This is using the Love2D engine.
Sorry that I came here for help, I've been picking away at this for hours.
Edit: more testing.
Trying to print the animationQuadArray at the index gTextures['buganimation'] always returns nil. Huh?
Here's gTextures in Main.lua
gTextures = {
['background'] = love.graphics.newImage('graphics/background.png'),
['main'] = love.graphics.newImage('graphics/breakout.png'),
['arrows'] = love.graphics.newImage('graphics/arrows.png'),
['hearts'] = love.graphics.newImage('graphics/hearts.png'),
['particle'] = love.graphics.newImage('graphics/particle.png'),
['buganimation'] = love.graphics.newImage('graphics/buganimation.png')
}
Attempting to return gTextures['buganimation'] returns a file value as normal. It's not empty.
My brain is so fried right now I can't even remember why I came to edit this. I can't remember.
Global table in Main.lua, all other functions can't access it.
print(gTextures['buganimation']) works inside the function in question. So gTextures is absolutely accessible.
Table isn't empty. AnimationSetValues is not empty.
I'm adding second answer because both are correct in context.
I ended up switching IDE's to VS Code and now the original one works.
I was originally using Eclipse LDT with a Love2D interpreter and in that environment, my original answer is correct, but in VS Code, the original is also correct.
So Dimitry was right, they are equivalent, but something about my actual Eclipse setup was not allowing that syntax to work.
I switched to VS Code after I had another strange syntax problem with the interpreter where goto syntax was not recognized and gave a persistent error. The interpreter thought goto was the name of a variable.
So I switched, and now both things are fixed. I guess I just won't use LDT for now.
Solution: Lua syntax. Brain Fry Syndrome
I wrote:
animationSetValues = {atlasarray = animationQuadArray, width = spriteWidthDivider, height = spriteHeightDivider}
Should be:
animationSetValues = {['atlasfile']=atlasfile, ['atlasarray']=animationQuadArray, ['width']=spriteWidthDivider, ['height']=spriteHeightDivider}
Edit: I'm fully aware of how to use answers. This was posted here to reserve my spot for an answer so I could edit it later when I returned back home, which is exactly what I'm doing right now. I'll keep the old post for archival purposes.
Original:
I solved it. I apologize for not posting the solution right now. My brain is melted into gravy.
I will post it tomorrow. Just wanted to "answer" saying no need to help. Solved it.
Solution is basically, "oh it's just one of those Lua things". Wonderful. I'm having so much fun with this language - you can tell by my blank expression.
From the language without line endings or brackets, but forced print parentheses... ugh. I'm going back to C# when this class is done.
I am relatively new to swift. I made a simple text-based calculator in swift using NSExpression. I have a problem, however: this text-based calculator calculates the first expression typed into it perfectly every time (expressions from 2+4 to 9*7-1/3*2+1), but the second time, the outputted result is always just the same result as the first one (it won't calculate again). Here is the basics of my code:
I call it from a view controller and make a result label's text equal to the result found in the swift file far below:
x.savetextfinal = calculatortextfield.text! // Variable x.savetextfinal, created elsewhere in a struct, is assigned to the user's input.
// Now the magic happens in calculatormath.swift (see below)
print("this is the result \(z.nsexpress2)")
equalsresultlabel.text = "Result is (z.nsexpress2)."
Then this block of code, found in a separate swift file, seems to me to occur. It uses NSExpression to convert the expression from a string to an NSExpression, then creates a variable and assigns the result "result" of the NSExpression "mathExpression" to it as a string.
import Foundation
var nsexpress:String = String(x.savetextfinal)
var mathExpression = NSExpression(format: nsexpress)
var result:Float = Float((mathExpression.expressionValueWithObject(nil, context: nil) as? NSNumber)!)
struct calculatoranswer {
var nsexpress2:String = String(result)
}
var z = calculatoranswer()
Any ideas why this calculator will not calculate an expression twice will be much appreciated! Thanks.
All I had to do was put all of my calculating code in a function and call it in my view controller. Everything in my calculating swift file was put in a function, which I put inside a struct, and I called the function. Everything worked as planned, and I had my calculator. Structs and functions, not too hard even for beginners like me.
So I have this crazy problem with comparing 2 strings in ActionScript 2.0
I have a global variable which holds some text (usually it is "statistic") from xml feed
_root.var_name = fields.firstChild.attributes.value;
when I trace() it it gives me the expected message
trace(_root.var_name); // echoes "statistik"
and when I try to use it in conditional statement the rest of code is not being executed because comparing :
if(_root.overskrift == "statistik"){
//do stuff
}
returns false!
I tried also with:
if(_root.overskrift.equals("statistik"))
but with the same result.
Any input will be appreciated.
Years later but on a legacy project I had the same problem and the solution was in a comment to this unanswered question. So let's make it an anwer:
Where var a:String="some harmless but in my case long string" and var b:String="some harmless but in my case long string" but (a==b) -> false the following works just fine: (a.indexOf(b)>=0) -> true. If the String were not found indexOf would give -1. Why the actual string comparison fails I coudn't figure out either. AS2 is ancient and almost obsolete...