Jump to content

[1.12.2] Entity hands not rendering via an inventory


Recommended Posts

Posted (edited)

For reference, that list came from here:

https://blogs.msdn.microsoft.com/ericlippert/2008/09/10/vexing-exceptions/

Note that Vexing is for things like int.Parse(str) that throws an exception when str isn't a valid integer (so use int.TryToParse(str) instead), but Java doesn't have a non-exception throwing version, hence, vexing.

 

Someone, somewhere, made a design decision to throw an exception and now you have to deal with it.

 

  On 12/27/2019 at 8:36 PM, Issac29 said:

1. what about runtime, null pointer, arraystore, array out of index, and index out of bounds.

Expand  

Null check first, you bonehead.

Check your types first, you bonehead.

Check your bounds first, you bonehead.

  Quote

...these are all problems that you could have prevented very easily in the first place, so prevent the mess in the first place rather than trying to clean it up.

Expand  

 

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)
  On 12/28/2019 at 2:23 AM, Issac29 said:

So try and catch isn't reliable.

Expand  

There is simply no need for try and catch. Try and catch should not be used as a fix for bad coding.

Edited by DavidM

Some tips:

  Reveal hidden contents

 

Posted
  On 12/28/2019 at 12:20 PM, diesieben07 said:

Absolutely not true. If you tell Java to catch an exception, it will be caught. What we said above has nothing to do with reliability of try-catch.

Expand  

Well for the useless number 4 exceptions. also known as the unnecessary exceptions which doesn't throw a compile error, unlike IO exceptions which do throw a compile unless there is a try and catch or a "throws" statement.

  On 12/28/2019 at 4:21 AM, DavidM said:

There is simply no need for try and catch. Try and catch should not be used as a fix for bad coding.

Expand  

Well not true.

 

Well this is getting well off topic.

Posted
  On 12/28/2019 at 10:27 PM, Issac29 said:

Well not true.

Expand  

In program design in languages like Java, try and catch should be avoided "at all costs".

To illustrate, this:

if (foo instanceof Bar) {
	Bar baz = (Bar) foo;
}

is much and always superior to this:

try {
	Bar baz = (Bar) foo;
} catch (ClassCatchException e) {
	// Do stuff.
}

both performance-wise and readability-wise.

Unlike some dynamic languages nowadays which greatly encourage try-catch over anything else (*cough* python *cough*), try-catch carries special connotation in languages like Java, and should not be used to 1) silence an unexpected error 2) fix bad coding.

Your usage of try and catch fall under both of those category, so in your case, there is no need for try and catch.

Some tips:

  Reveal hidden contents

 

Posted
  On 12/28/2019 at 10:27 PM, Issac29 said:

Well not true.

Expand  

Very much true.

I have first hand experience on just how costly a try-catch block is. I had code at one point that had the possibility of generating an error (a Vexing type) and wrapped it in a try-catch--because that was the right things to do. And the code was called so often that it ground Minecraft to a halt. We're talking two minutes per tick levels of slow for what was a few tens of thousands of calls.

 

Performing bounds-checks and null-checks on the other hand takes nano seconds, virtually zero time.

 

 I ended up just letting the exception be thrown and bypassing the compiler's check for exception handling, as it was an exception that could never occur unless something went very wrong indeed (better to let the game crash than catch the exception).

 

Code correctly and don't catch boneheaded exceptions. Boneheaded exceptions are the result of bugs. Don't intentionally hide bugs in your code.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.