componentsystem | plugin system for Qt applications
kandi X-RAY | componentsystem Summary
kandi X-RAY | componentsystem Summary
The component system library provides an abstracted layer to build modular applications through plugins; it consists of two major parts:. This library takes the Qt plugin system and provides a higher-level way to use it. Because plugins all derive from the IComponent interface, the plugin does not have fixed functionality like a standard plugin would, instead the combining of the IComponent interface with the object registry allows much more abstracted and scalable applications. Components can and should define custom interfaces which other components can find instances of in the object registry. The application Pingnoo (uses this component system (and indeed was where it was born), and the main application performs just two tasks. Firstly it invokes the component loader, which figures out the dependencies and load order, and secondly, it starts the Qt event loop; the components themselves provide the main window and all other functionality.
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QUESTION
I am building a game which uses an A* path finding system developed by CodeMonkey here: https://www.youtube.com/watch?v=XomlTHitAug&list=PLzDRvYVwl53v55lu_TjC21Iu4CuFGQXVn&index=3
I modified the files he provided to be much more bare bones. I got to the point where the path finding was working perfectly in the editor.
However, when I built the game to my phone, I received a null reference exception from within the Update method of the my path finding movement script. After some debugging I discovered that the convertedEntityHolder.GetEntity() command returns Entity.Null and the convertedEntityHolder.GetEntityManager() command returns Null. This, of course, results in a null reference exception. I am not sure why this would break on upon building to my Iphone. Any ideas?
...ANSWER
Answered 2020-Jun-04 at 20:51On the import settings of all your assets make sure you have read/write enabled. Many of times it will default to being unchecked.
QUESTION
I've tried implementing a 3rd person camera multiply times, but i just can't seem to get it to work. The movement and the zoom work fine, but the rotation just causes me a lot of troubles:
When changing the pitch of the camera (i.e. from how high you are looking at the player), the camera always rotates around the world x axis at the position of the player and not the camera x axis
When changing the angle around the player, the camera always rotates around the world z axis at the position of the player and not the camera z axis
When rotating the camera in any direction, it slowly moves in said direction, not staying at the fixed offset from the player position
I've already tried changing the matrix multiplication order, but that doesn't help and I've also tried using a look at matrix, but that wouldn't work at all, creating all sorts of other issues. I know, that using a math library would make this a lot easier, but that's not my goal. I want to at least try to understand the math behind this and understand my mistake.
My Matrix4f class:
...ANSWER
Answered 2020-Feb-17 at 15:00So I managed to fix my problem, by
- Changing to Matrix multiplication order to rotate first and move then (I also added new functions to the Matrix4f class to make this easier)
QUESTION
I have an abstract class with a few or many (from 1 all the way up to 16) generic parameters like so:
...ANSWER
Answered 2019-Oct-14 at 13:14Reflection to the rescue!
QUESTION
I know there is a lot of these "cannot convert argument" questions here, but I promise I looked around a lot and I think my particular case hasn't been asked yet, plus I have tried debugging this for quite a few hours but can't seem to get it.
Basically, I am creating a Component system for a 2D game engine. I have separated my logic into two parts: Component
and ComponentSystem
. The Component
class will store only data, while the ComponentSystem
will update and manipulate that data accordingly.
The ComponentSystem
base class is abstract with a template to specify which Component
the system will be using. Here is the .h file:
ANSWER
Answered 2018-Jul-24 at 14:51First of all you are initializing a std::vector*>
that takes a ComponentSystem
with a Component*
template parameter. This means that your vector components
that is contained within ComponentSystem
is holding a pointer to a pointer to a Component
. This might be an error on your part unless you actually mean to hold a pointer to a pointer. If you don't your vector should be initialized std::vector*>
.
Secondly it seems you would like to use runtime polymorphism so that your vector systems
can hold not only ComponentSystem
objects but also SpriteComponentSystem
(AKA ComponentSystem
objects).
Unfortunately the language does not allow this since templates are instantiated at compile time and each instantiation is its own type. The language views ComponentSystem
and ComponentSystem
as separate types and hence the compiler is complaining.
I think you would need to rethink this design philosophy.
QUESTION
I am using GKAgents, GKGoals and GKBehaviours, but I'm getting leaked memory between my Behaviour and Component. I think images and code may better explain my problem:
In my entity manager I return all drone entities:
...ANSWER
Answered 2018-Apr-20 at 10:28Setting the DroneMoveComponents behaviour on every update is not necessary! Moving this set only once in the constructor seems to prevent the leaks.
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