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Outsourcing saves money => Issues Help Desk => Topic started by: juggernaut on December 03, 2008, 01:53:06 AM

Title: Enigma communication error
Post by: juggernaut on December 03, 2008, 01:53:06 AM
Quote
...
Read object names.
Read room names.
Read sprite names.
Wrote resource names.
Exported object switch.
Enigma Communication Error (-1073741819)
What is causing this error?

edit: it seemed to be cause by commenting out using /* but not closing with a */

Now I am getting:

Compile failed. [1]
G++ error. Compile failed (-6)

Will look into that.

edit: I have no idea what is causing the -6 error, retroX had a similar problem but I have no variables declared not with var either..

edit: Ok the error was occurring because 2 room where named the same (I have no idea why they were though).

edit: I am now getting the -6 error again on another file and it is not the var problem or identical resource name problem this time.

edit: Ok one of the things it does not like is argument0.variable or (argument0).variable

edit: now I got an Error in No particular event for object number -3: object does not exist. Even though I had not changed anything within the objects at all before getting this error.. all I was doing was copy/pasting a piece of code within a script to a different location in the script... literally doing nothing but that and then this error occurred.
Title: Re: Enigma communication error
Post by: serprex on December 04, 2008, 12:12:59 AM
Source or gtfo
Title: Re: Enigma communication error
Post by: juggernaut on December 05, 2008, 12:36:08 AM
sorry can't give source I didn't save the file.
Title: Re: Enigma communication error
Post by: RetroX on December 05, 2008, 03:59:39 PM
...
Title: Re: Enigma communication error
Post by: nbeerbower on December 05, 2008, 04:46:15 PM
sorry can't give source I didn't save the file.

Yeah... no offense but that's not really helpful...
Title: Re: Enigma communication error
Post by: juggernaut on December 06, 2008, 01:45:35 AM
I didn't think. I didn't want to save the file so I could go back to a working one, I realise now I could of saved it under a different name. Sorry.
Title: Re: Enigma communication error
Post by: notachair on December 06, 2008, 03:07:39 AM
Quote
edit: it seemed to be cause by commenting out using /* but not closing with a */
Common sense, no?
Title: Re: Enigma communication error
Post by: Josh @ Dreamland on December 06, 2008, 05:45:35 AM
>_<

I'll find the bug. Hopefully.
Title: Re: Enigma communication error
Post by: juggernaut on December 06, 2008, 03:16:47 PM
Quote
edit: it seemed to be cause by commenting out using /* but not closing with a */
Common sense, no?
Well in GM this syntax is fine.

Anyway I apologise for my uselessness.
Title: Re: Enigma communication error
Post by: notachair on December 06, 2008, 04:04:21 PM
Well in GM this syntax is fine.
It's a bad habit.
Title: Re: Enigma communication error
Post by: RetroX on December 06, 2008, 05:00:59 PM
Nesting quotes is a bad habit, and you do that.
Title: Re: Enigma communication error
Post by: Rusky on December 06, 2008, 05:24:41 PM
how is nesting quotes a bad habit? O_o
Title: Re: Enigma communication error
Post by: Josh @ Dreamland on December 06, 2008, 06:12:34 PM
because it makes you recap the entire topic.
Title: Re: Enigma communication error
Post by: juggernaut on December 06, 2008, 11:27:49 PM
Why is just putting /*  a bad habit? I only do it temporarily for debugging purposes.
Title: Re: Enigma communication error
Post by: OniLink10 on December 07, 2008, 12:05:06 AM
Why is just putting /*  a bad habit? I only do it temporarily for debugging purposes.
Use // instead
Title: Re: Enigma communication error
Post by: notachair on December 07, 2008, 01:36:46 AM
Why is just putting /*  a bad habit? I only do it temporarily for debugging purposes.
I meant omitting */
Title: Re: Enigma communication error
Post by: juggernaut on December 07, 2008, 09:57:28 PM
Why is omitting */ a bad habit when I only to it temporarily to debug? Say there is a function in a script that ENIGMA doesn't recognise but then I want to test if another functionality is working, I will just put  /* at the start of the script to comment it all out, so it will not throw an error with the function. Afterwards I will of course remove the /* and then get the script the script to work but I was just testing without it first. I do this quite a lot in GM.
Title: Re: Enigma communication error
Post by: score_under on December 08, 2008, 06:59:54 AM
If you want to do that, do the sneaky trick of putting "/**/" at the end of each block of code. That way, you won't get a syntax error if you put /* at the start of that piece of code...
(Matching /* and */ are in red, commented-out code is in green)
Quote
some_functional_looking_code();
/* this thing */
would be changed into
Quote
/*
some_functional_looking_code();
/* this thing */

If anyone is colour-blind, just say the word! :D
Title: Re: Enigma communication error
Post by: Rusky on December 08, 2008, 08:37:04 AM
nesting quotes to one or two levels is not the entire topic.
and omitting */ is bad even if it's just for debugging. in anything but GM, people also use /**/ for debugging, but without the */ it won't compile.
Title: Re: Enigma communication error
Post by: score_under on December 10, 2008, 04:57:03 PM
nesting quotes to one or two levels is not the entire topic.
Quote nesting? Where?
Title: Re: Enigma communication error
Post by: RetroX on December 11, 2008, 04:55:50 PM
Here.

'\''
Title: Re: Enigma communication error
Post by: score_under on December 12, 2008, 04:23:46 PM
Here.

'\''
Nesting≠Escaping.
Title: Re: Enigma communication error
Post by: Josh @ Dreamland on December 13, 2008, 03:20:02 PM
[size=8]>_<[/size]