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Solution to the "QObject::disconnect: Unexpected null parameter" warning #50
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Also worth noting is a segfault which is produced for a similar reason as the |
I'm able to reproduce the error with the following code, which does not include a light source: obstacle_avoidance.zip |
Running ARGoS in
See backtrace.txt for further detail. |
Working on it now. Thanks @allsey87 and @alanmillard for your input! |
So, I looked at the code. I made a Buzz editor based on the Lua editor, and the Buzz editor now has new features with respect to the Lua one. Along with the new features, the Buzz editor also solves all of the issues mentioned here. I guess the best option for me is to backport the Buzz editor into the Lua one, so we would get the new features as well. It'll take a day or two - done by the weekend. |
This is low priority, but there is a small bug in the Lua interface that causes the
QObject::disconnect: Unexpected null parameter
error. As shown in the backtrace I prepared, this results from trying to disconnect the Qt signals fromm_pcLuaVariableTree->model()
, which is already NULL at the time of the call to disconnect.This occurs only when deselecting a non-controllable entity since
m_pcLuaVariableTree->model()
is never set due to the if condition below that only sets the model if the selected entity invoid CQTOpenGLLuaMainWindow::HandleEntitySelection(size_t un_index)
is controllable.There are different solutions to this problem, for example, a quick hack would just check if the entity was controllable before calling disconnect. However, I think the most problematic line is
m_vecControllers[m_unSelectedRobot]->GetLuaState()
which seems to assume that the select robot index has a controller in the first place...The text was updated successfully, but these errors were encountered: