Unity3D trying to understand Monoscript - unity3d

I am trying to understand what does Monoscript do, according to Unity tutorial
It is important to understand that a MonoBehaviour has a reference to
a MonoScript, and MonoScripts simply contain the information needed to
locate a specific script class. Neither type of Object contains the
executable code of script class.
A MonoScript contains three strings: an assembly name, a class name,
and a namespace.
Does that mean, during build, for example, every c# classes inherited from MonoBehaviour will have a MonoScript pointing to a corresponding position in Assembly-CSharp.dll ?

It appears so. Note that it applies to ScriptableObjects as well: https://docs.unity3d.com/ScriptReference/MonoScript.html?_ga=2.112551556.1460905390.1600095105-379318471.1582836001
Remember there are some other assemblies than just the one you mentioned, for example the "first pass" and "Editor" varieties. Also from Unity's documentation:
"A MonoBehaviour provides a wrapper that links to a MonoScript. A MonoScript is an internal data type that Unity uses to hold a reference to a specific scripting class within a specific assembly and namespace. The MonoScript does not contain any actual executable code."
This sounds very much like what you said. This excerpt may be found here: https://learn.unity.com/tutorial/assets-resources-and-assetbundles#5c7f8528edbc2a002053b5a6. You likely will need an account to access it.

Related

Absolute and relative path conflict in Modelica

I want to build up a tests library and keep it separated from the libraries under development. My first thought is to go for a structure like the following:
PensLib
--Variants
----BallPoint
----FountainPen
----Tests
------TB_BallPoint
HammocksLib
--Variants
----SingleHammock
----DoubleHammock
----Tests
------TB_DoubleHammock
--Systems
----IndoorWalls
----OutdoorWallAndTree
----CoconutPalms
----Tests
------TB_IndoorWalls
Tests
--PensLib
----Variants
------Test_BallPoint // extends PensLib.Variants.Tests.TB_BallPoint
--HammocksLib
----Variants
------Test_DoubleHammock // extends HammocksLib.Variants.Tests.TB_DoubleHammock
----Systems
------Test_IndoorWalls // extends HammocksLib.Systems.Tests.TB_IndoorWalls
For now let's assume that the way I structure my libraries make sense (which most likely doesn't). I will soon ask more questions on good practices in setting up the testing environment in Dymola and with the Testing Library.
My question is about the correct way to handle relative and absolute paths within models, if possible at all.
The model PensLib.Variants.Tests.TB_BallPoint is used for developing the variant BallPoint
The model Tests.PensLib.Variants.Tests_BallPoint is used for automated testing
I want the model Test_BallPoint to extend the model TB_BallPoint, but I cannot link them. I guess the absolute path PensLib.Variants.Tests.TB_BallPoint is treated as a relative one, since PensLib is found "on the way out" of the Tests library, and from there it goes looking for the rest of the path. Is there perhaps a way to control the path, kind of ..\..\..\PensLib\Variants\Tests\TB_BallPoint?
As you already noted such a setup makes troubles. There are ways around that, namely global name lookup and imports, which I explain briefly further below.
Both solutions are nice when you have such a case in a few situations. But if you have to use it all the time, you make your setup unnecessarily complicated.
Hence, I suggest to make yourself the live easier and change your package structure:
Either create a dedicated test library for every library, maybe PensLib_Tests and HammocksLib_Tests
Or rename the packages in the Tests library and don't use the exact library names
Global name lookup
You can use absolute class paths. They are denoted with a leading ., so this should work:
extends .PensLib.Variants.Tests.TB_BallPoint;
See Modelica Specification chapter 5: Scoping, Name Lookup, and Flattening for details, especially 5.3.3 Global Name Lookup
Importing
You can simply import the library. Lookup of imports is always performed globally.
import PensLib;
extends PensLib.Variants.Tests.TB_BallPoint;

Unity Can't Find C# Script

I can't seem to compile on Unity because all of my scripts have errors. The error messages keep on repeating, "The associated script cannot be loaded. Please fix any compile errors and assign a valid script." I have checked all of my scripts on Visual Studio 2017 and have not found any errors.
The image below shows the error showing on the inspector view of the unity engine:
If there are really no compiler errors as you say the reason might be incorrect file names or class types.
Make sure that the file names and the class names match!
If your class is called
public class Player_Collision1 : MonoBehaviour
{
...
}
the script/file must exactly be called
Player_Collision1.cs
and the other way round.
Attention: The Unity project view (Assets) strips of the file endings so there it should only display as
Player_Collision1
Another reason for a script to be not valid is e.g. if your class doesn't inherit from MonoBehaviour at all.
Unity would usually prevent you from adding those "invalid" scripts to an object but it might happen that you renamed them or changed their type afterwards. In this case you will see the error you currently have.
Check you log and see if any compiler error has happened.If no have a look at your class name and file name are same.
I see that you are (relatively) new here. welcome to Stack Overflow! ^^
what unity is trying to say is that it can't compile your scripts because there is one or more another script(s) that have errors in them.
in the Console, you will find your errors and by double left clicking on one of then, you will be taken to the script and the location of its error.
by selecting (left click) an error you will be able to read more a more detailed description of the error.

Autofac Interface Ambiguity

"The ambiguity, is in the box" - Monty Python.
Autofac is having a problem resolving an interface. See attached solution.
The Interface, IAmbiguous, is defined in project ACommon. It is implemented in project AInjectable. The AInjectable project does not / cannot reference ACommon. The AInjectable project defines IAmbiguous as an existing item brought in with a file link.
The UI project calls ACommon Inject and attempts to register the AInjectable assembly. IAmbiguous is not ambiguous initially but after a builder.RegisterAssemblyTypes command it becomes "ambiguous in the namespace." There is no error thrown when the container is built but the registration is not there.
Registration can be done "AsImplementedInterfaces" if Named and Keyed is not used. But then there is no way to Resolve the registration because the service IAmbiguous is "ambiguous in the namespace."
This question was double-posted as an issue on Autofac. It is not an Autofac problem. I will copy/paste the answer from the issue in here; for future readers, if you want to see the repro solution, go check out the full issue
What you're doing by including the same interface in two different assemblies isn't something you should be doing. Note that by doing that, your AInjectable class is not implementing the interface from the ACommon project. It's implementing a different but identically named interface.
This sort of thing is a problem - having the same type (interface, class, whatever) name in two different assemblies. We even had a problem (#782) where we had a System.SerializableAttribute in Autofac as a shim for .NET Core. You really just can't do that.
You'll also see the same thing if you try to make a static extension method class that has the same namespace and name as some other static extension method class. Ambiguous references.
Without doing Reflection.Emit style code generation, you won't be able to declare an interface in one assembly ("Assembly A") and implement that interface in a different assembly ("Assembly B") without having Assembly B reference Assembly A. That's just how .NET works. What you're seeing is a manifestation of that when you use Autofac, but it's not caused by Autofac. It's caused by you doing something you shouldn't be doing in .NET.
The fix is to define your interfaces in a separate assembly that everyone implementing the interfaces can reference. (Or you can try to dynamically generate code using Reflection.Emit or Roslyn or something, but that's waaaay harder.)

ELKI: Implementing a custom ResultHandler

I need to implement a custom ResultHandler but I am confused about how to actually integrate my custom class into the software package.
I have read this: http://elki.dbs.ifi.lmu.de/wiki/HowTo/InvokingELKIFromJava but my question is how are you meant to implement a custom result handler such that it shows up in the GUI?
The only way I can think of doing it is by extracting the elki.jar package and manually inserting my custom class into the source code, and then re-jarring the package. However I am fairly sure this is not the way it is meant to be done.
Also, in my resulthandler I need to output all the rows to a single text file with the cluster that each row belongs to displayed. How tips on how I can achieve this?
There are two questions in here.
in order to make your class instantiable by the UIs (both MiniGUI and command line), the classes must implement our Parameterization API. There are essentially two choices to make your class instantiable:
Add a public constructor without parameters (the UI won't know how to set your parameters!)
Add an inner static class Parameterizer that handles parameterization
in order to add your class to autocompletion (dropdown menu), the classes must be discovered by the MiniGUI/CLI/other UIs. ELKI uses two methods of discovery:
for .jar files, it reads the META-INF/elki/interfacename service files. This is a classic service-loader approach; except that we also allow ordering instances.
for directories only, ELKI will also scan for all .class files, and inspect them. This is mostly meant for development time, to avoid having to update the service files all the time. For performance reasons, we do not inspect the contents of .jar files; these are expected to use service files.
You do not need your class to be in the dropdown menu - you can always type the full class name. If this does not work, adding the name to the service file will not help either, but ELKI can either not find the class at all, or cannot instantiate it.
There is also a tutorial on implementing a custom result handler, but it does not discuss how to add it to the menu. In "development mode" - when having a folder with .class files - it will show up automatically.

CA: Suppress results from generated code not working in VS2010 beta 2

I'm trying to run codeanalysis on an assembly that contains an entity model (edmx file). In project properties I have checked the "Suppress results from generated code" option, but I am still getting a lot of CA errors pertaining to the auto-generated EF code.
Has anyone experienced this? And is there a work-around?
Just put the attribute on your class definition.
But how to do it, since your file can get overridden any time. Use a separate file, since all generated classes are partial classes. Open a separate file, and write something like:
[GeneratedCode("EntityModelCodeGenerator", "4.0.0.0")]
public partial class YourEntitiesContextName : ObjectContext
{
}
This will skip code analysis on your particular generated class. StyleCop for instance is more smart and doesn't touch files that have .designer/.generated part in their name or regions that have generated word in their name.
Well, "Suppress results from generated code" really means "Don't look at types with GeneratedCodeAttribute". EF's code generator hasn't added this, historically (though I've suggested it to the team). But you can add it if you use custom T4.