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AppGameKit Classic Chat / Errors and Warnings, how to ?

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Freddix
AGK Developer
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Joined: 19th Sep 2002
Location: France
Posted: 29th Apr 2019 22:55
Hello,

The AppGameKit doc says here : https://www.appgamekit.com/documentation/examples/general/3_errors.htm

Display an error
In the event that something doesn't quite behave as expected you can call the command Error to display an error message on screen:



Display a warning
Warnings can be used when something may be amiss, but it's not quite critical to the running of the application. To display a warning use the command Warning. A warning will get displayed in the debug output of the IDE:



But when I try to use them in my source code, these commands generates errors during compilation. why ?
blink0k
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Location: the land of oz
Posted: 29th Apr 2019 23:03 Edited at: 29th Apr 2019 23:07
To be honest i had no idea those commands existed.
However if you want to display a message at runtime you could use Message() to display a dialog message or print() to display a message and continue

ps: I just tested it and i see what you mean about the compile error : "error" is not a recognised function or command
Virtual Nomad
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Posted: 30th Apr 2019 00:21 Edited at: 30th Apr 2019 00:43
i've never really used the debugger but the ability to manually generate an error/warning "pop up" might be a tier2 only thing?

otherwise, i think the help files might be wrong/misleading with re: to what i distinguish as error vs warning.

to me, if it's an error, the program will stop altogether and provide the error message (which it does, no matter what).

if it's a warning, the program may carry on depending on SetDebugMode()

with that, what more functionality do you want beyond the above and below?



...in conjunction with the various SetErrorMode()s (which i just found out that you cannot change during runtime)?

Ie, Mode1:



meanwhile, looking at debugger stuff, i see there are 2 (completely) different Log() commands. i guess if they were used properly (string vs float?), the error-version could be helpful?


btw, if you want the warnings to pop up, see the MessageBox function in MadBit's FileExplore ?

Oops, forgot about Message(). i only skimmed through blink's response.

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fubarpk
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Playing: AGK is my friend
Posted: 30th Apr 2019 00:36
That's one of the great things about AppGameKit studio it allows you to watch variables and step through code
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Freddix
AGK Developer
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Location: France
Posted: 1st May 2019 08:22 Edited at: 1st May 2019 08:24
@All : Thank you for your answers. Message is the method I currently use to display errors/warning.
But What I liked in these commands (that don't work in AppGameKit, not recognized), is that Error can break the program at the line where error was reported.

@Virtual Nomad : I Understand.. So it should not work on classic AppGameKit for Windows/Android/iOS/OsX ...

@Fubarpk : Even in my AppGameKit Studio version (beta), these commands are not recognized. Probably due to tier2 only restrictions like said Virtual Nomad.

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blink0k
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Posted: 1st May 2019 10:28 Edited at: 1st May 2019 10:29
Just tried the Log("string") command. Does anyone know where that is logged?
Bengismo
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Posted: 1st May 2019 11:04
blink0k
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Posted: 1st May 2019 21:51
So it only logs a message when in debug

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