Multicast Delegates - C++ - unreal-engine4

I would like to receive a multicast event from the LeapMotion plugin in C++. From their documentation, they mention the following things:
> On Hand Grabbed Event called when a leap hand grab gesture is
> detected. Signature: const FLeapHandData&, Hand, see FLeapHandData
>
> FLeapHandSignature OnHandGrabbed;
So in my .cpp file I added the following:
ALeapMotionGesture::ALeapMotionGesture()
{
PrimaryActorTick.bCanEverTick = true;
Leap = CreateDefaultSubobject<ULeapComponent>(TEXT("Leap"));
}
void ALeapMotionGesture::BeginPlay()
{
Super::BeginPlay();
if (Leap != nullptr) {
FScriptDelegate Delegate;
Delegate.BindUFunction(this, FName("HandGrabbed"));
Leap->OnHandGrabbed.Add(Delegate);
}
}
void ALeapMotionGesture::HandGrabbed(const FLeapHandData& Hand) {
UE_LOG(LogTemp, Warning, TEXT("Hand Grabbed"));
}
As it is the first time I'm using delegates in Unreal/C++, I would like to know how I could make it work?
It compiles fine however I do not receive any events.

Add UFUNCTION() on your function HandGrabbed

Short Answer
Replace:
void ALeapMotionGesture::BeginPlay()
{
Super::BeginPlay();
if (Leap != nullptr) {
FScriptDelegate Delegate;
Delegate.BindUFunction(this, FName("HandGrabbed"));
Leap->OnHandGrabbed.Add(Delegate);
}
}
with:
void ALeapMotionGesture::BeginPlay()
{
Super::BeginPlay();
if (Leap != nullptr) {
Leap->OnHandGrabbed.AddDynamic(this, &ALeapMotionGesture::HandGrabbed);
}
}
Long Answer
ULeapComponent::OnHandGrabbed is a FLeapHandSignature which is declared with DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam.
The LeapMotion README says to consult the Multi-cast documentation, but they are using dynamic delegates, so you actually need to read the Dynamic Delegates documentation. There you will see you should use the AddDynamic helper macro which generates the function name string for you.
Dynamic Delegates make use of helper macros that take care of generating the function name string for you.
From the Dynamic Delegates doc:
Dynamic Delegate Binding
BindDynamic( UserObject, FuncName )
Helper macro for calling BindDynamic() on dynamic delegates.
Automatically generates the function name string.
AddDynamic( UserObject, FuncName )
Helper macro for calling AddDynamic() on dynamic multi-cast delegates.
Automatically generates the function name string.
RemoveDynamic( UserObject, FuncName )
Helper macro for calling RemoveDynamic() on dynamic multi-cast
delegates. Automatically generates the function name string.
Side Note
Dynamic delegates are serialized, which sometimes results in unexpected behavior. For example, you can have delegate functions being called even though your code is no longer calling AddDynamic (because a serialized/saved actor serialized the results of your old code) or you might call AddDynamic even though the deserialization process already did that for you. To be safe, you probably should call RemoveDynamic before AddDynamic. Here's a snippet from FoliageComponent.cpp:
// Ensure delegate is bound (just once)
CapsuleComponent->OnComponentBeginOverlap.RemoveDynamic(this, &AInteractiveFoliageActor::CapsuleTouched);
CapsuleComponent->OnComponentBeginOverlap.AddDynamic(this, &AInteractiveFoliageActor::CapsuleTouched);

Related

Non-static method cannot be called statically [duplicate]

Im trying to load my model in my controller and tried this:
return Post::getAll();
got the error Non-static method Post::getAll() should not be called statically, assuming $this from incompatible context
The function in the model looks like this:
public function getAll()
{
return $posts = $this->all()->take(2)->get();
}
What's the correct way to load the model in a controller and then return it's contents?
You defined your method as non-static and you are trying to invoke it as static. That said...
1.if you want to invoke a static method, you should use the :: and define your method as static.
// Defining a static method in a Foo class.
public static function getAll() { /* code */ }
// Invoking that static method
Foo::getAll();
2.otherwise, if you want to invoke an instance method you should instance your class, use ->.
// Defining a non-static method in a Foo class.
public function getAll() { /* code */ }
// Invoking that non-static method.
$foo = new Foo();
$foo->getAll();
Note: In Laravel, almost all Eloquent methods return an instance of your model, allowing you to chain methods as shown below:
$foos = Foo::all()->take(10)->get();
In that code we are statically calling the all method via Facade. After that, all other methods are being called as instance methods.
Why not try adding Scope? Scope is a very good feature of Eloquent.
class User extends Eloquent {
public function scopePopular($query)
{
return $query->where('votes', '>', 100);
}
public function scopeWomen($query)
{
return $query->whereGender('W');
}
}
$users = User::popular()->women()->orderBy('created_at')->get();
Eloquent #scopes in Laravel Docs
TL;DR. You can get around this by expressing your queries as MyModel::query()->find(10); instead of MyModel::find(10);.
To the best of my knowledge, starting PhpStorm 2017.2 code inspection fails for methods such as MyModel::where(), MyModel::find(), etc (check this thread), and this could get quite annoying.
One (elegant) way to get around this is to explicitly call ::query() wherever it makes sense to. This will let you benefit from free auto-completion and a nice formatting/indentating for your queries.
Examples
BAD
Snippet where inspection complains about static method calls
// static call complaint
$myModel = MyModel::find(10);
// another poorly formatted query with code inspection complaints
$myFilteredModels = MyModel::where('is_foo', true)
->where('is_bar', false)
->get();
GOOD
Well formatted code with no complaints
// no complaint
$myModel = MyModel::query()->find(10);
// a nicely formatted and indented query with no complaints
$myFilteredModels = MyModel::query()
->where('is_foo', true)
->where('is_bar', false)
->get();
Just in case this helps someone, I was getting this error because I completely missed the stated fact that the scope prefix must not be used when calling a local scope. So if you defined a local scope in your model like this:
public function scopeRecentFirst($query)
{
return $query->orderBy('updated_at', 'desc');
}
You should call it like:
$CurrentUsers = \App\Models\Users::recentFirst()->get();
Note that the prefix scope is not present in the call.
Solution to the original question
You called a non-static method statically. To make a public function static in the model, would look like this:
public static function {
}
In General:
Post::get()
In this particular instance:
Post::take(2)->get()
One thing to be careful of, when defining relationships and scope, that I had an issue with that caused a 'non-static method should not be called statically' error is when they are named the same, for example:
public function category(){
return $this->belongsTo('App\Category');
}
public function scopeCategory(){
return $query->where('category', 1);
}
When I do the following, I get the non-static error:
Event::category()->get();
The issue, is that Laravel is using my relationship method called category, rather than my category scope (scopeCategory). This can be resolved by renaming the scope or the relationship. I chose to rename the relationship:
public function cat(){
return $this->belongsTo('App\Category', 'category_id');
}
Please observe that I defined the foreign key (category_id) because otherwise Laravel would have looked for cat_id instead, and it wouldn't have found it, as I had defined it as category_id in the database.
You can give like this
public static function getAll()
{
return $posts = $this->all()->take(2)->get();
}
And when you call statically inside your controller function also..
I've literally just arrived at the answer in my case.
I'm creating a system that has implemented a create method, so I was getting this actual error because I was accessing the overridden version not the one from Eloquent.
Hope that help?
Check if you do not have declared the method getAll() in the model. That causes the controller to think that you are calling a non-static method.
For use the syntax like return Post::getAll(); you should have a magic function __callStatic in your class where handle all static calls:
public static function __callStatic($method, $parameters)
{
return (new static)->$method(...$parameters);
}

va_arg prevents me from calling a managed delegate in a native callback

In a C++/CLI assembly, I'm trying to call a managed delegate from a native callback. I followed Doc Brown's answer here, and my implementation so far looks like this:
The native callback - ignore the commented out parts for now:
static ssize_t idaapi idb_callback(void* user_data, int notification_code, va_list va)
{
switch (notification_code)
{
case idb_event::byte_patched:
{
//ea_t address = va_arg(va, ea_t);
//uint32 old_value = va_arg(va, uint32);
return IdaEvents::BytePatched(0, 0);
}
break;
}
return 0;
}
As you can see above, I call this managed delegate instantiated in a static class:
public delegate int DatabaseBytePatchedHandler(int address, int originalValue);
private ref class IdaEvents
{
static IdaEvents()
{
BytePatched = gcnew DatabaseBytePatchedHandler(&OnDatabaseBytePatched);
}
public: static DatabaseBytePatchedHandler^ BytePatched;
private: static int OnDatabaseBytePatched(int address, int originalValue)
{
return 0;
}
};
This compiles fine. But the code is incomplete - remember the commented out part in the native callback above? I actually have to retrieve the values from the va_list passed to the callback, and pass those on to my managed delegate:
ea_t address = va_arg(va, ea_t);
uint32 old_value = va_arg(va, uint32);
return IdaEvents::BytePatched(address, old_value);
But as soon as I uncomment one of the lines using va_arg, I cannot compile the project anymore and retrieve the following errors marking the line where I call the managed delegate:
C3821 'IdaEvents': managed type or function cannot be used in an unmanaged function
C3821 'IdaEvents::BytePatched': managed type or function cannot be used in an unmanaged function
C3821 'BytePatched': managed type or function cannot be used in an unmanaged function
C3821 'DatabaseBytePatchedHandler::Invoke': managed type or function cannot be used in an unmanaged function
C3642 'int DatabaseBytePatchedHandler::Invoke(int,int)': cannot call a function with __clrcall calling convention from native code
C3175 'DatabaseBytePatchedHandler::Invoke': cannot call a method of a managed type from unmanaged function 'idb_callback'
This really confuses me. Why is the compiler suddenly acting up as soon as I try to use va_arg? Even a single line without any assignment causes this error to pop up.
Am I thinking too naive here? I'm obviously missing a piece of the puzzle, and any help supporting me in finding it is greatly appreciated.

D: Delegates or callbacks?

I found conception of Delegates pretty hard for me. I really do not understand why I can't simply pass one function to another and need to wrap it to Delegate. I read in docs that there is some cases when I do not know it's name and Delegate is only way to call it.
But now I have trouble in understanding conception of callbacks. I tried to find more information, but I can't understand is it's simply call of other function or what is it.
Could you show examples of D callbacks and explain where they can be helpful?
import vibe.d;
shared static this()
{
auto settings = new HTTPServerSettings;
settings.port = 8080;
listenHTTP(settings, &handleRequest);
}
void handleRequest(HTTPServerRequest req,
HTTPServerResponse res)
{
if (req.path == "/")
res.writeBody("Hello, World!", "text/plain");
}
&handleRequest is it callback? How it's work and at what moment it's start?
So within memory a function is just a pile of bytes. Like an array, you can take a pointer to it. This is a function pointer. It has a type of RETT function(ARGST) in D. Where RETT is the return type and ARGST are the argument types. Of course attributes can be applied like any function declaration.
Now delegates are a function pointer with a context pointer. A context pointer can be anything from a single integer (argument), call frame (function inside of another) or lastly a class/struct.
A delegate is very similar to a function pointer type at RETT delegate(ARGST). They are not interchangeable, but you can turn a function pointer into a delegate pointer pretty easily.
The concept of a callback is to say, hey I know you will know about X so when that happens please tell me about X by calling this function/delegate.
To answer your question about &handleRequest, yes it is a callback.
You can pass functions to other functions to later be called.
void test(){}
void receiver(void function() fn){
// call it like a normal function with 'fn()'
// or pass it around, save it, or ignore it
}
// main
receiver(&test); // 'test' will be available as 'fn' in 'receiver'
You need to prepend the function name as argument with & to clarify you want to pass a function pointer. If you don't do that, it will instead call that function due to UFCS (calling without braces). It is not a delegate yet.
The function that receives your callable may do whatever it wants with it. A common example is in your question, a web service callback. First you tell the framework what should be done in case a request is received (by defining actions in a function and making that function available for the framework), and in your example enter a loop with listenHTTP which calls your code when it receives a request. If you want to read more on this topic: https://en.wikipedia.org/wiki/Event_(computing)#Event_handler
Delegates are function pointers with context information attached. Say you want to add handlers that act on other elements available in the current context. Like a button that turns an indicator red. Example:
class BuildGui {
Indicator indicator;
Button button;
this(){
... init
button.clickHandler({ // curly braces: implicit delegate in this case
indicator.color = "red"; // notice access of BuildGui member
});
button.clickHandler(&otherClickHandler); // methods of instances can be delegates too
}
void otherClickHandler(){
writeln("other click handler");
}
}
In this imaginary Button class all click handlers are saved to a list and called when it is clicked.
There were several questions in the OP. I am going to try to answer the following two:
Q: Could you show examples of D callbacks and explain where they can be helpful?
A: They are commonly used in all languages that support delegates (C# for an example) as event handlers. - You give a delegate to be called whenever an event is triggered. Languages that do not support delegates use either classes, or callback functions for this purpose. Example how to use callbacks in C++ using the FLTK 2.0 library: http://www.fltk.org/doc-2.0/html/group__example2.html. Delegates are perfect for this as they can directly access the context. When you use callbacks for this purpose you have to pass along all the objects you want to modify in the callback... Check the mentioned FLTK link as an example - there we have to pass a pointer to the fltk::Window object to the window_callback function in order to manipulate it. (The reason why FLTK does this is that back FLTK was born C++ did not have lambdas, otherwise they would use them instead of callbacks)
Example D use: http://dlang.org/phobos/std_signals.html
Q: Why I can't simply pass one function to another and need to wrap it to Delegate?
A: You do not have to wrap to delegates - it depends what you want to accomplish... Sometimes passing callbacks will just work for you. You can't access context in which you may want to call the callback, but delegates can. You can, however pass the context along (and that is what some C/C++ libraries do).
I think what you are asking is explained in the D language reference
Quote 1:
A function pointer can point to a static nested function
Quote 2:
A delegate can be set to a non-static nested function
Take a look at the last example in that section and notice how a delegate can be a method:
struct Foo
{
int a = 7;
int bar() { return a; }
}
int foo(int delegate() dg)
{
return dg() + 1;
}
void test()
{
int x = 27;
int abc() { return x; }
Foo f;
int i;
i = foo(&abc); // i is set to 28
i = foo(&f.bar); // i is set to 8
}
There are already excellent answers. I just want to try to make simple summary.
Simply: delegate allows you to use methods as callbacks.
In C, you do the same by explicitly passing the object (many times named context) as void* and cast it to (hopefully) right type:
void callback(void *context, ...) {
/* Do operations with context, which is usually a struct */
doSomething((struct DATA*)context, ...);
doSomethingElse((struct DATA*)context, ...);
}
In C++, you do the same when wanting to use method as callback. You make a function taking the object pointer explicitly as void*, cast it to (hopefully) right type, and call method:
void callback(void* object, ...) {
((MyObject*)object)->method(...);
}
Delegate makes this all implicitly.

Objective-C passing methods as parameters

How do you pass one method as a parameter to another method? I'm doing this across classes.
Class A:
+ (void)theBigFunction:(?)func{
// run the func here
}
Class B:
- (void)littleBFunction {
NSLog(#"classB little function");
}
// somewhere else in the class
[ClassA theBigFunction:littleBFunction]
Class C:
- (void)littleCFunction {
NSLog(#"classC little function");
}
// somewhere else in the class
[ClassA theBigFunction:littleCFunction]
The type you are looking for is selector (SEL) and you get a method's selector like this:
SEL littleSelector = #selector(littleMethod);
If the method takes parameters, you just put : where they go, like this:
SEL littleSelector = #selector(littleMethodWithSomething:andSomethingElse:);
Also, methods are not really functions, they are used to send messages to specific class (when starting with +) or specific instance of it (when starting with -). Functions are C-type that doesn't really have a "target" like methods do.
Once you get a selector, you call that method on your target (be it class or instance) like this:
[target performSelector:someSelector];
A good example of this is UIControl's addTarget:action:forControlEvents: method you usually use when creating UIButton or some other control objects programmatically.
Another option is to look at blocks. It allows you to pass a block of code (a closure) around.
Here's a good write up on blocks:
http://pragmaticstudio.com/blog/2010/7/28/ios4-blocks-1
Here's the apple docs:
http://developer.apple.com/library/ios/#documentation/cocoa/Conceptual/Blocks/Articles/00_Introduction.html
Objective C makes this operation relatively easy. Apple provides this documentation.
To directly address your question, you are not calling a function, but a selector. Here is some sample code:
Big Function:
+ (void)theBigFunction:(SEL)func fromObject:(id) object{
[object preformSelector:func]
}
Then for class B:
- (void)littleBFunction {
NSLog(#"classB little function");
}
// somewhere else in the class
[ClassA theBigFunction:#selector(littleBFunction) fromObject:self]
Then for class C:
- (void)littleCFunction {
NSLog(#"classC little function");
}
// somewhere else in the class
[ClassA theBigFunction:#selector(littleCFunction) fromObject:self]
EDIT: Fix selectors sent (remove the semicolon)
You can use Blocks for this purpose. http://developer.apple.com/library/ios/#documentation/cocoa/Conceptual/Blocks/Articles/00_Introduction.html

Understanding the Objective-C++ __block modifier

I need to do some maintenance on an Objective-C application (updating it to use a new API), and having never used the language before, I'm a bit confused.
I have an Objective-C++ class which implements an interface from my API, and this is used within a block, however whenever it is accessed within the block, it fails with an access violation error (EXC_BAD_ACCESS).
Furthrer investigation shows that none of the constructors for the object in question are being called. It is declared within the containing scope, and uses the __block modifier.
To try and understand this, I made a quick scratch application, and found the same thing happens there:
class Foo
{
public:
Foo() : value(1) { printf("constructor"); }
void addOne() { ++value; printf("value is %d", value); }
private:
int value;
};
void Bar()
{
Foo foo1; // prints "constructor"
__block Foo foo2; // doesn't print anything
foo1.addOne(); //prints "2"
foo2.addOne(); //prints "1"
}
Can anyone explain what is happening here? Why isn't my default constructor being called, and how can I access the object if it hasn't been properly constructed?
As I understand it, your example there isn't using a block as such, but is declaring foo2 as to be used by a block.
This does funny things to the handling of foo2, which you can read more about here.
Hope that helps.
Stumbled upon this old question. This was a bug that's long been fixed. Now __block C++ objects are properly constructed. If referenced in a block and the block is copied, the heap copy is move-constructed from the original, or copy-constructed if it cannot be move-constructed.