C++ JoystickButton and POVButton were both nonfunctional due to slicing when trigger passes itself by value to the button scheduler it creates.
Fix is to remove the virtual Get() method entirely and use only the m_isActive functor; since the subclass now passes the button condition back as a functor to the base class, in which it's stored as a member, it will now still work after being sliced.
This PR changes the spline parameterizer to use an explicit stack instead of recursion. This is motivated by the fact that splines with adjacent waypoints with approximately opposite headings will never parameterize. In this case the parameterizer subdivides these malformed splines fine for a while, and then gets stuck parameterizing infinitely on some interval. In the recursive approach, this would lead to a stack overflow. We could implement a recursion depth counter (this is what my team did on our similar trajectory code last season), but it's hard to choose a good number for max depth because the initial amount of stack used varies based on how the user calls Parameterize.
A good solution for this is converting the recursion to an "explicit stack," which basically simulates recursion, but allows us to have a much larger maximum stack size. Because we avoid the stack overflow, we can instead throws a more informative MalformedSplineException. If the user is using the TrajectoryGenerator instead of the SplineParameterizer directly then the TrajectoryGenerator will go ahead and catch the exception, return a harmless empty trajectory, and report and error to the driver station.
Both floating point and 8-bit integer classes are included, as well as a wide selection of color constants.
Co-authored-by: Austin Shalit <austinshalit@gmail.com>
Add a Sendable* overload so pointers to sendable objects work appropriately.
Otherwise an AddLW(this) in a child (which is a Sendable*) could be a
different pointer than a void* to the same object.
For example:
AnalogInput constructor calls AddLW(this)
AnalogPotentiometer constructor calls AddChild(analog input pointer)
Also add handling for the child object moving (if it's Sendable).
This is extremely useful for implementing various "ramping" functions
(such as voltage ramps, setpoint ramps, etc). Usage is straightforward;
it behaves like all of our other filter classes. C++ version is unit-safe.
This is to allow suppressing an ugly stack trace/error message in a unit test in #2197. It doesn't support the full HALSIM_SetSendError callback stuff (i.e. you can only suppress, not intercept, stack traces with this).