Can't draw subclasses of Sketchup::Edge
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In fact, by using extend it's harder to detect a clash - as one cannot do a search for files that modify Sketchup::Edge...
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Yes, it's a known problem - observer events that report erased entities report then after the object has been erased - not before. I think it's a completely different reference passed.
I've been trying to map out the issues and limitations of observers here:
http://www.thomthom.net/software/sketchup/observers/
(And some extra notes here: https://bitbucket.org/thomthom/sketchup-observers/issues?status=new&status=open )Not sure how to work around it. It's a very troublesome limitation. Maybe you can try to index the edges you want to keep track of - and when onErase is triggered you iterate your own cache and query each of them to check if they are valid or deleted. ?
(regardless I still strongly recommend you don't extend or subclass the base classes - if you create a conflict it'll very hard to debug, not only for you, but also the other developers affected.)
Also beware that modifying the model in observer events is very risky. You might break native of third party operations, clutter the undo stack and there's a good possibility of causing a BugSplat. Observer events are best for just collecting data which you then react to at later "safe" points in your code. (Just and FYI as this is a common issue that trips people when working with observers.)
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Okay, that helps, it's good to know that it isn't just me.
My workaround that I was working on was to store all mixin-enabled edges in a class array (not instance array) and trigger validation on all of them when any one is deleted...but that becomes incredibly expensive once the number of edges becomes high. Later on, I'll be breaking down b-splines into very small arcs with minimum error (as the cnc controller can't handle splines), and those will have on the order of hundreds of mixin-enabled arcs. If all arcs in a very large object are validated every time one of the hundreds of arcs is deleted when a single spline is deleted, it will have processing time on the order of n^2, very bad.
I'll figure out another workaround and I'm glad it isn't just something I'm missing. I'll toy with adding functionality to the adjoining vertices and calling that. A mixin on the vertices of the deleted entity should still exist even if the mixin on the entity no longer does, right?
And I'm only extending the base class within the namespace of my module, as we previously discussed. Does that cause conflicts? If so, what is your recommendation for adding the functionality I'm after to the base class without conflicting with other plugins?
Also, a mostly unrelated question: is there a constructor for .extend or a preferred method for constructor-like functionality that automatically triggers once you call .extend on the base class of an instance? The .extended method in the documentation seems to only apply if the entire class is extended, not just an instance.Nevermind, defining .extend inside the mixin itself acted as a constructor when the mixin is triggered on an base class instance with .extend. -
thomthom, I appreciate that, but I'm already there--I'm doing that. I'm trying to explain my issue in detail, and I'm miscommunicating.
My difficulty is that the entity is no longer extended with the mixin when the entity is passed into onEraseEntity by an observer, and using .extend(Gcode) again inside onEraseEntity adds the methods, but not any of the data.
coupled_edge is a mixin class method that functions correctly until the user deletes the edge. The deletion triggers the observer that I've attached to the edge, then it's supposed to execute this code. Note that all of the involved edges in this example have been extended as Gcode; the entity and the two adjoining edges.
module Gcode class GcodeEdgeObserver < Sketchup;;EntityObserver def onEraseEntity(entity) entity.vertices.each do |v| adjoining_edge = entity.coupled_edge(v) #throws undefined method adjoining_edge.decouple_at_vertex(v) #other cleanup methods here end end end end
At this point, the entity passed into onEraseEntity no longer contains any mixin methods, and is just a core class with no other functions. I have tried a number of calls to the mixin methods and variables on the entity that is passed into onEraseEntity and none of them work. It is simply no longer extended at that point. Calling .extend(Gcode) on the entity within onEraseEntity gives it Gcode methods again, but none of the data.
That's why I posted about making a subclass in the first place; everything in this thread has been an attempt to work around the onEraseEntity limitations. As it stands, I have absolutely no way to run a cleanup routine, as the necessary functions don't exist in the scope of onEraseEntity. Any suggestions for how to work around it?
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@grays42 said:
And I'm only extending the base class within the namespace of my module, as we previously discussed. Does that cause conflicts? If so, what is your recommendation for adding the functionality I'm after to the base class without conflicting with other plugins?
Yes, any module you extend will be there for everyone else.
If you have defined your mixin module Bar within your namespace Foo adding method #hello then any other script that iterate the entities will have access to method #hello and the entity will return true to entity.is_a?(Foo::Bar). The effect of using #extend is global. Hence the chance of conflicts.
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Ok, I understand now.
So, as a solution, what if I put an extremely unique prefix in every public function definition in the base class extension? Would that be sufficient, or is there a more elegant way to get the functionality I want?
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The code (very rough draft):
module Gcode class Sketchup;;Edge def self.entity_id_is_gcode?(entity_id) return @@gcode_edges.keys.include?(entity_id) end def self.get_gcode_edge_by_id(entity_id) return @@gcode_edges[entity_id] end end module GcodeEdge class Sketchup;;Edge @@gcode_edges = {} def extend(base) @is_gcode = true @@gcode_edges[self.entityID] = self end def is_gcode? return false if @is_gcode.nil? or @is_gcode == false return true end def asdf puts "Success! Successfully retrieved instance data while in onEraseEntity." if self.is_gcode? end end end end
The observer:
module Gcode class GcodeEdgeObserver < Sketchup;;EntityObserver def onEraseEntity(entity) puts entity.entityID #output is always the negative of the ID #Attempting to call on the entity actually passed to onEraseEntity puts "Attempting to puts based on a class variable of the erased entity (should NOT work);" entity.asdf #The REAL entity; puts "Attempting to puts based on an instance variable of the erased entity (SHOULD work);" pre_deleted_entity = Sketchup;;Edge.get_gcode_edge_by_id(-1*entity.entityID) pre_deleted_entity.asdf end end end
The relevant lines from my unit tests (deleted anything not related):
module Gcode def self.unit_test_gcode_vertex puts "-----------TESTING GcodeVertex-----------" p1 = Geom;;Point3d.new(0,0,0) p2 = Geom;;Point3d.new(0,1,0) e1 = Sketchup.active_model.entities.add_edges(p1,p2)[0] e1.add_observer(GcodeEdgeObserver.new) puts e1.entityID e1.extend(GcodeEdge) e1.erase! puts "-----------------------------------------" end end
Calling unit_test_gcode over and over produces this output (notice the IDs!):
-----------TESTING GcodeVertex----------- 2069 -2069 Attempting to puts based on a class variable of the erased entity (should NOT work); Attempting to puts based on an instance variable of the erased entity (SHOULD work); Success! Successfully retrieved instance data while in onEraseEntity. ----------------------------------------- -----------TESTING GcodeVertex----------- 2074 -2074 Attempting to puts based on a class variable of the erased entity (should NOT work); Attempting to puts based on an instance variable of the erased entity (SHOULD work); Success! Successfully retrieved instance data while in onEraseEntity. ----------------------------------------- -----------TESTING GcodeVertex----------- 2079 -2079 Attempting to puts based on a class variable of the erased entity (should NOT work); Attempting to puts based on an instance variable of the erased entity (SHOULD work); Success! Successfully retrieved instance data while in onEraseEntity. ----------------------------------------- -----------TESTING GcodeVertex----------- 2084 -2084 Attempting to puts based on a class variable of the erased entity (should NOT work); Attempting to puts based on an instance variable of the erased entity (SHOULD work); Success! Successfully retrieved instance data while in onEraseEntity. ----------------------------------------- -----------TESTING GcodeVertex----------- 2089 -2089 Attempting to puts based on a class variable of the erased entity (should NOT work); Attempting to puts based on an instance variable of the erased entity (SHOULD work); Success! Successfully retrieved instance data while in onEraseEntity. -----------------------------------------
So...it works! As far as I can tell, this will be a 100% consistent and reliable workaround for the fact that the wrong entity is passed into onEraseEntity.
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I figured out a workaround! I accessed the correct entity in onEraseEntity!
During testing, it turned out that the entityID of the entity passed into onEraseEntity in the observer is always the negative of the entityID of the erased entity, AND the real entity still exists and can execute mixin instance methods and retrieve instance data.
In other words, if real_entity.entityID == 1923, and has an observer, then once you call real_entity.erase!, the observer calls onEntityErase(wrong_entity). I discovered through testing that, inside onEntityErase, wrong_entity.entityID == -1923.
So...all I did was create global_hash_of_real_entities = {}, keyed by real_entity.entityID every time a real_entity is initialized, with the value being a reference to real_entity. Inside onEntityErase, you can access the pre-deleted real_entity by evaluating global_hash_of_real_entities[-1*wrong_entity.entityID].
The only caveat is that you can't use any base methods in real_entity, they'll throw errors. However, if there's some functionality you need during the cleanup routine, you can duplicate it with a mixin method and that method will still exist during onEraseEntity.
I got a test to produced this output:
-----------TESTING GcodeVertex----------- Attempting to puts based on an instance variable of the erased entity (should NOT work); Attempting to puts based on an instance variable of the erased entity (SHOULD work); Success! Successfully retrieved instance data while in onEraseEntity. -----------------------------------------
The second example produced a string that would only successfully trigger if the workaround entity (inside onEraseEntity) had a boolean switched to true BY an instance method in the entity passed into onEraseEntity prior to being erased. The solution does involve a class variable hash, but given a unique enough name, it shouldn't cause a problem.
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That's a mighty interesting find! I'll try and play with that myself.
I'm still concerned about extending base class. It's so many ways there can be unforeseen trouble. I'd have to say it'd have to be last resort and the names needs to be very unique. (Remember that the API could add new methods in new releases.)
If SketchUp get around to use Ruby 2.0 there might be a better way around this as there appear to be a new feature in Ruby where one can make local modifications.
Btw, instead of
-1*entity.entityID
you can just useentity.entityID.abs
.... I have to say - I don't quite understand how your extend module works... I thought one passed a module to #extend() - and the module methods could be added to the instance you extended. But you have a class within your GcodeEdge module.... ?
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@thomthom said:
That's a mighty interesting find! I'll try and play with that myself.
Thanks! Just remember: the real entity's base instance methods do not work even if you've retrieved the correct entity, only the mixin methods and data work. Calling something as simple as entityID on the real entity within onEraseEntity will throw an error, but if I've mixed in module functionality, all of the module's functions and variables work fine.
That's given me enough to work with that I have completely solved my cleanup problem.
@thomthom said:
I'm still concerned about extending base class. It's so many ways there can be unforeseen trouble. I'd have to say it'd have to be last resort and the names needs to be very unique. (Remember that the API could add new methods in new releases.)
... I have to say - I don't quite understand how your extend module works... I thought one passed a module to #extend() - and the module methods could be added to the instance you extended. But you have a class within your GcodeEdge module.... ?
I'm still fumbling around with module as it is, my priority right now is to get everything to work. I'm building a pretty robust unit testing suite as I go and I test every other line or so, so if I mess up the module and break something, I'll know it. The entire point of this is for personal use, I'm not focusing on release...but I don't mind future-proofing it either, if there's a way to get what I want done.
By now we've discussed it enough that I believe you have a pretty good idea of what I'm trying to do...if you have a suggestion for a different way I should implement this so it plays nicely, I'm open to suggestions.
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Well, since you can't call the native methods on the erased entities you could make your identity hash refer to a data container with your data instead of the entity itself. And then avoid extending the Sketchup::Edge entities.
But if it's entirely for internal use then you're a lot safer as then you control the environment. Trouble starts when one release it for consumers.
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Oh, hell, I'm an idiot. I understand what you mean now, and I'm not sure why it took me this long.
Okay, I've rebuilt almost all of my functionality into its own class (class GcodeEdge in module Grays42_Gcode_Paths) that stores a single reference to the associated edge as an instance variable. All of the actual toolpath building is done by a container class, GcodeRoute, that stores a stack of GcodeEdges and never actually touches the edge entities themselves. Everthing works so far.
That should resolve any potential conflicts. Sorry about that.
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I hope we get to see your creation one day. It sounds interesting!
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