Why is table.remove making my program crash?
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- Prole
- Posts: 10
- Joined: Tue Oct 11, 2011 6:37 pm
Why is table.remove making my program crash?
Newb here,
So I have collision checks for entities down, but I'm having trouble removing entities from tables when I want. I remove enemies or bullets from thier respective tables, and everything explodes. Why? What's going wrong? How can I fix it?
Thanks!
So I have collision checks for entities down, but I'm having trouble removing entities from tables when I want. I remove enemies or bullets from thier respective tables, and everything explodes. Why? What's going wrong? How can I fix it?
Thanks!
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Re: Why is table.remove making my program crash?
Code: Select all
for first = 1, #PlayerBullets do
for second=1, #Enemies do
if CollisionCheck(PlayerBullets[first], Enemies[second]) then
table.remove(PlayerBullets, first)
table.remove(Enemies, second)
end
end
end
Try replacing the 2 for loops with something like:
Code: Select all
local i = 1
while i < #playerBullets do
if CollisionCheck ( ) == true then
table.remove ( playerBullets, i )
else
i = i + 1
end
end
playerBullets = nil
Notice that in the second case, you can't use "#playerBullets" to check the table size.
- bartbes
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Re: Why is table.remove making my program crash?
Other common tricks include marking the values or storing their indexes so you can remove them in a second loop, which may or may not do a reverse traversal.
- Robin
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Re: Why is table.remove making my program crash?
I wouldn't recommend not reversing. That way, you get the same index shifting again.bartbes wrote:which may or may not do a reverse traversal.
Unless you are storing the values. Then it works.
Of course, that also makes it an order of n less efficient, because then you have to look up the index each time.
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- Prole
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Re: Why is table.remove making my program crash?
Got it fixed! Thanks guys. Now I just have to figure out why sometimes multiple enemies get deleted when I hit one. Only sometimes.
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- Rodger2.love
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- Taehl
- Dreaming in associative arrays
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Re: Why is table.remove making my program crash?
My usual method goes like this:
Since going backwards means you don't have to worry about the shift.
Code: Select all
for i=#mobs, 1, -1 do
local m = mobs[i]
if m.health < 0 then table.remove(mobs, i) end
end
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
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Re: Why is table.remove making my program crash?
If you have one table to traverse, this will work. But not in this case, where you traverse both tables, and any item from both of tables can be removed anytime. So you either mark items for later removal, or create a copy of the tables in your iterator function (so the original tables can be modified without affecting the iterator).Taehl wrote:My usual method goes like this:Since going backwards means you don't have to worry about the shift.Code: Select all
for i=#mobs, 1, -1 do local m = mobs[i] if m.health < 0 then table.remove(mobs, i) end end
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples
- Taehl
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Re: Why is table.remove making my program crash?
*Makes a few tweaks*miko wrote:If you have one table to traverse, this will work. But not in this case, where you traverse both tables, and any item from both of tables can be removed anytime. So you either mark items for later removal, or create a copy of the tables in your iterator function (so the original tables can be modified without affecting the iterator).Taehl wrote:My usual method goes like this:Since going backwards means you don't have to worry about the shift.Code: Select all
for i=#mobs, 1, -1 do local m = mobs[i] if m.health < 0 then table.remove(mobs, i) end end
Code: Select all
for i=math.max(#mobs, #ents), 1, -1 do
local m,e = mobs[i], ents[i]
if m and m.health < 0 then table.remove(mobs, i) end
if e and e.health < 0 then table.remove(ents, i) end
end
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
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Re: Why is table.remove making my program crash?
That could work in your case, but in the OP code there was checking for collisions between any of elements from both tables. So it was real 2-D problem, which can not (easily) be "linearized", like your case (in which there are no interactions between mobs and ents elements).Taehl wrote:*Makes a few tweaks*miko wrote:If you have one table to traverse, this will work. But not in this case, where you traverse both tables, and any item from both of tables can be removed anytime. So you either mark items for later removal, or create a copy of the tables in your iterator function (so the original tables can be modified without affecting the iterator).Taehl wrote:My usual method goes like this:Since going backwards means you don't have to worry about the shift.Code: Select all
for i=#mobs, 1, -1 do local m = mobs[i] if m.health < 0 then table.remove(mobs, i) end end
Code: Select all
for i=math.max(#mobs, #ents), 1, -1 do local m,e = mobs[i], ents[i] if m and m.health < 0 then table.remove(mobs, i) end if e and e.health < 0 then table.remove(ents, i) end end
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples
- Taehl
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Re: Why is table.remove making my program crash?
Argh, fine!miko wrote:So it was real 2-D problem, which can not (easily) be "linearized", like your case (in which there are no interactions between mobs and ents elements).
Code: Select all
for i=math.max(#mobs, #ents), 1, -1 do
local m,isDead = mobs[i]
for i=#ents, 1, -1 do
local e = ents[i]
if whateverItIsYoureDoing then
isDead = true
table.remove(ents, i)
end
end
if isDead then table.remove(mobs, i) end
end
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