Modifying BaseArray inside a function

On 05/06/2018 at 22:15, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   14+ 
Platform:      
Language(s) :     C++  ;

---------
Hello,

I want to modify a BaseArray inside a function and return it. If I try to return the same BaseArray I get an error that it is inaccessible. 
For example (pseudo code) :

  
// Define the BaseArray
maxon::BaseArray<Float> myFloats;
myFloats.Resize(10);
  
// Use the BaseArray in a function
  
maxon::BaseArray<Float> myFunction(&myFloats)
{
	for (Int32 i=0; i<myFloats.GetCount(); i++)
	{
		myFloats[i] = i;
	}
	
	return myFloats;   // --------> this does not work
}
  

Any ideas?

On 06/06/2018 at 01:33, xxxxxxxx wrote:

Hi Salozo,

First of all the code, you show us is a bit weird.
If you only want to modify the BaseArray, since you pass a reference you just have to modify it without the need to return it.
Actually, the error comes from the fact that you are returning a new BaseArray. So you copy the existing BaseArray. And BasseArray doesn't have a Copy Constructor.

But if you really want to have a new BaseArray, you have to create a new BaseArray, then use newArray.CopyFrom(myFloats)
and finally, return a reference/pointer to this array.

Cheers,
Maxime