preprocessFileLineNumbers
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Description
- Description:
- Returns the preprocessed content of the given file. The preprocessor is C-like, it supports comments using /* */ and PreProcessor Commands. The preprocessor also adds a default debug entrypoint for compiler at the begining of script:
- line 1 "aFilename"
#line <number> "<name>"
followed by new line. <number> could be only positive integer and <name> could be any name. This will be used only if an error occurs in the script. The error will contain the line: File <filename>, line <linenumber>
where <filename> will be the <name> you set and <linenumber> will be <number> + how many lines it is from the #line line. If the error happened on the line right under #line it will add 0 to <number>, if on second line, it will add 1 etc.
It is possible to use more than one #line keywords, but it seems having just one at the top for little script is enough to pinpoint position of the error easily. - line 1 "aFilename"
- Groups:
- System
Syntax
- Syntax:
- preprocessFileLineNumbers fileName
- Parameters:
- fileName: String - path to the file
- Return Value:
- String - file content containing
- line 1 "aFilename"
Examples
- Example 1:
- Result is:
#line 1 "A3\ui_f\scripts\IGUI\RscUnitInfo.sqf"
disableserialization;
........
Additional Information
- See also:
- fileExists preprocessFile loadFile Function SQF Syntax call spawn execVM PreProcessor Commands
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Dec 17, 2013 - 13:44 (UTC)
-
The main difference between preprocessFile and preprocessFileLineNumbers is that the latter adds #line keyword to the target file, which allows to log the __LINE__ error happened at and the __FILE__ error happened in.
- Posted on Nov 04, 2017 - 10:16 (UTC)
-
The #line directive get's removed from the output.
So to add a custom #line directive before while using preprocessFileLineNumbers, you have to use a preprocessor macro like this:
#define DEBUG(sharp,name) sharp##line 0 name
and add this at the right place in your code
DEBUG(#,"your filename"); This way you can have custom filenames in error messages.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: System