воскресенье, 21 мая 2017 г.

How Unity notifies about innerException: rethrow in stack

Suppose code:

public void TestCodeBelowRxChainExecutedDueExceptionHandled()
        {
            UiLogger.Trace("1");
            Observable.Return(1)
                .Select(a =>
                {
                    throw new InvalidOperationException("aa");
                    return a;
                })
                .Subscribe(
                    Actions.Empty,
                    exception => Debug.LogException(new AssertionFailedException(exception, "mmm assertion failed")); // (*)
            UiLogger.Trace("2"); // not reached if not (*)
        }

четверг, 11 мая 2017 г.

Rx in Unity with favor to synchronous code

Let's look at what rx is. Someone says it's about thinking of asynchronous operations as data flows and of rx operators as flow combining operations - join, merge, concat, transform (select/selectMany), etc. I prefer thinking that way. And yes, rx is somewhat about functional programming, it can be combined with LINQ.

суббота, 6 мая 2017 г.

воскресенье, 9 апреля 2017 г.

Top100 Unity errors

In my programming practice, I encountered many code construction errors. Most worse are hidden. All works, but bugfixing and extending functionality is a nightmare. I will write some which are funny or puzzling in my blog.

1. Created object shows "null" in debugger.

Suppose code:
public class LocationsDB : MonoBehaviour { ... }

locationsDB = new LocationsDB();
Why do you think, debugger can say us, that locationsDB is "null" ?

суббота, 21 января 2017 г.

Why I prefer longer class names even when namespace guarantees no name conflict

Suppose:

namespace Tutorial {
class CarnavalEventTutorial {...}
}


I keep Tutorial at end of class because 2 reasons:
a. you may keep some field with the same name, e.g.

public CarnavalEvent CarnavalEvent { get; private set; }

And you don't get name collision here. And no collision with class name too.

b. Suppose, that you can set that Tutorial as field of Unity component in editor. Unity editor wount show you namespaces, so you'll get 2 CarnavalEvent and can't diferentiate which one is Tutorial and which is not. More ugly example:

namespace Windows
{
    namespace Shop
    {
        public class Window : MonoBehaviour {}
    }
}

So, in Unity you'll see Window component and may decide that it's basic component. While it's not.

And one more bad thing, suppose you want to include that "Window" in code:


public class EventTracker {
private List<Window> windows;
private Windows.Shop.Window shopWindow; // you need that, again, to tell reader that it is ShopWindow. And to fix compiler error.
}

So, trying to make names short you make them longer instead :)

Minuses:
The price for that is longer names. But, again, that rule don't ask to include all the names from namespace. E.g.:

namespace Game {
namespace QuestParts {
namespace Tutorial {
class CarnavalEventGameQuestPartsTutorial {...} // not needed
}
}
}

Because, usually, you wount get CarnavalEventTutorial at different levels of namespaces.

So, the rule is: CONSIDER DUBLICATING NAME FROM ENCLOSING NAMESPACE IN CLASS NAME