Line inside setcontext crashes codea

When I use the line command inside a image using setcontext it crashes codea back and I need to restart it. All changes are lost.

im = image(64,64)
for x =0,64 do

Not sure how to post code yet.

@Pakz Not sure what you’re trying to do, but here’s how you might use set context.

To post code, put 3 tildes ~~~ on a line before and after your code.

Without seeing your complete code I can’t say why you were crashing. The above code didn’t crash my iPad.


function setup()
    im = image(64,64)
    for x=0,64 do

function draw()
    background(255, 190, 0)

Ah. When I put the code with the line command inside the setup function it does not crash. When outside that function(I put it outside a function on the top of the code) it does crash with the line command but not with the rect command.

I think I need to start putting code like that inside setup()

@Pakz Normally all of your code should be within a function, but with a few exceptions. The setup function needs to run first because there’s a lot things that needs to be initialized so the code runs right.

That makes sense and wil make sure to start putting most things inside functions now. I was a bit worried it just exited there.

Before setup is called the graphics context hasn’t been set up yet. Code outside of a function gets called first, so this is why you get issues with calls to graphics based functions

I might add that there are other issues with code outside of functions, some of which can be really confusing. It can be a pain, but I’ve come to think that what works best for me is to do one of two things:

First, most commonly, I’ll put initialization code in setup, or a function called from setup. This is a bit of a pain, because often I forget, and it makes exporting the code more difficult, as the receiving program needs to do the setup stuff.

Second, I might use a “lazy init”, some code like this, in code that needs initialization, such as a class Foo. (The “init” below is the one that defines an instance when you say. Foo().

function Foo:init()
    if not FooInitialized then
        do the initialization here
        FooInitialized = true

There are, of course, more “clever” ways to do this sort of thing but these two approaches are my most common.

I was just bitten by the “init outside of a function” problem yesterday, so it still happens. I was so sure that this one was OK … :smile:

Yeah I can see how this is a pain. The new runtime I’m working on allows you to do anything you want outside of setup, so you can even load images, create shaders, etc. I haven’t tested contexts in that way though.