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# haxe-ui
  • b

    bright-gpu-74537

    08/10/2022, 8:48 AM
    weird... you shouldnt even be able to go above 360 in hue
  • b

    best-agent-85158

    08/10/2022, 8:48 AM
    yeah... it might be an openfl-only thing, tho im not sure
  • b

    best-agent-85158

    08/10/2022, 8:49 AM
    because i can see how just adding an event listener to the stage and measuring the distance from the mouse to the color causes this bug
  • b

    best-agent-85158

    08/10/2022, 8:49 AM
    you can go behinf the color bar, you can go beyond it...
  • b

    best-agent-85158

    08/10/2022, 8:50 AM
    its even weirder on the website
  • b

    bright-gpu-74537

    08/10/2022, 8:50 AM
    you shouldnt be able to though, and you also shouldnt be able to in the saturation / value graph... it should just clamp
  • b

    bright-gpu-74537

    08/10/2022, 8:54 AM
    i get different behaviour
  • b

    bright-gpu-74537

    08/10/2022, 8:54 AM
    arguably still wrong, but it does clamp
  • b

    bright-gpu-74537

    08/10/2022, 8:55 AM
    (ignore the gif encoding - though i kinda love it)
  • b

    bright-gpu-74537

    08/10/2022, 8:57 AM
    oh, weird if i move the sat / val to 0 (ie, black, then i get the same behaviour)... hsv is a pain
  • b

    bright-gpu-74537

    08/10/2022, 8:58 AM
    well, ill check it out at some point... will have to wait for a while though since im sick of looking at those hsv / rgb conversions 😄
  • b

    best-agent-85158

    08/10/2022, 9:00 AM
    understood 😅
  • b

    best-agent-85158

    08/10/2022, 9:00 AM
    the CV stuff melted my brain im trying to stay away from it
  • b

    best-agent-85158

    08/10/2022, 9:00 AM
    all oh the hough transform and canny edge detection aaaaaaaaaaaaaaaaaaaa
  • b

    best-agent-85158

    08/10/2022, 12:54 PM
    im moticing sometimes tooltips appear behind the object theyre supposed to be above
  • b

    best-agent-85158

    08/10/2022, 12:54 PM
    is there a reason why they arent just added to the top of the display list?
  • b

    bright-gpu-74537

    08/10/2022, 1:34 PM
    they defo should be top most
  • b

    bright-gpu-74537

    08/10/2022, 1:34 PM
    (minimal repro?)
  • b

    best-agent-85158

    08/10/2022, 1:55 PM
    its kinda random, and doesnt seem to be popping up for anyone else, so might bw a me-problem
  • l

    loud-salesclerk-7438

    08/10/2022, 7:47 PM
    I'm still trying to find a small reproducible setup where my syncValidation issue occurs in a reliable fashion, so no success. however I came accross a scenario where I get a
    There was a problem validating this component as it has already been destroyed
    crash, which coincidentally happens in the same
    syncComponentValidation
    function. my sample code is probably not really realistic, because it involves simulating very fast mouse clicks (although from within the same application and main thread).
  • l

    loud-salesclerk-7438

    08/10/2022, 7:47 PM
    knowing nothing about the component validation process my naïve question is why validate something that is already marked as disposed? cause
    validateComponent
    exits out on
    _isDisposed == true
    so nothing is ever done with it and the loop in
    syncComponentValidation
    always runs into count >= 10 for these cases.
  • b

    bright-gpu-74537

    08/11/2022, 5:46 AM
    So ill have to check, but iirc the reason is that you can dispose of something, and then a frame later (which is when invalidations run) it can try and do "something".... i think thats the reason anyway. Though you could argue that if the if the component is destroyed its (in)validation queue is purged, ill have to check on that. That said, the fact that you are seeing the warning indicates you are doing something wrong, my guess is you are trying to click a button in a dialog (or something) that has been destroyed - if that is the case, your framework should probably verify that dialogs arent there etc.
  • l

    loud-salesclerk-7438

    08/11/2022, 8:41 AM
    that error happened without my framework. I am sending very fast mouse clicks, only a few ms apart, using a
    Timer.delay
    based loop. it's probably cheating since a user won't be able to click that fast, although I have seen it happen with "larger" pauses between clicks. it just takes longer to occur, when clicks are further apart. my test project consists of a single button that will open a dialog. so click 1 will go to the button which will open a dialog, click 2 goes to modal background cover which auto-cancels the dialog, click 3 back on button and so on. so for very fast clicks
    show
    of dialog might not have completed / run when click on modal background cancels (and disposes) it.
  • l

    loud-salesclerk-7438

    08/11/2022, 8:41 AM
    looking at the code of
    syncComponentValidation
    there is no way (at least I see none) a disposed component will not end up running into
    count >= 10
    and produce that error message
  • b

    bright-gpu-74537

    08/11/2022, 8:43 AM
    do you have repro for the "has already been destroyed" warning? (rather than me having to guess and recreate)
  • l

    loud-salesclerk-7438

    08/11/2022, 8:45 AM
    I can upload a zip file so you can try for yourself
  • b

    bright-gpu-74537

    08/11/2022, 8:46 AM
    > a disposed component will not end up running into count >= 10 and produce that error message so looking at the code, it looks like it will throw an exception... after it tries 10 times... arguably that could be moved out of the "if > 10" (if the component is disposed) but the effect is basically the same anyway
  • b

    bright-gpu-74537

    08/11/2022, 8:46 AM
    cool - would be helpful
  • l

    loud-salesclerk-7438

    08/11/2022, 8:56 AM
    there you go... tested on Linux, probably also happens on Windows
  • l

    loud-salesclerk-7438

    08/11/2022, 8:57 AM
    I almost stumped myself, because the sample wasn't crashing, but then I realised I put a fix ala
    if (this._isDisposed) return
    at the start of my
    syncComponentValidation
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