How can I do something if a function of a child's script is called?
Tree:


Gamemode1 (script attached)


* BaseGame (instance, script attached)


In BaseGame's script I have the function `game_over()`. I want to do something when `game_over()` is called but I want to do this at Gamemode1's script. How?
**GameMode1.gd**



```
extends ...

func _ready():
    $BaseGame.connect("game_over", self, "_on_BaseGame_game_over")

func _on_BaseGame_game_over():
    # do something

```

**BaseGame.gd**



```
extends ...

signal game_over

func game_over():
    emit_signal("game_over")

```






If you don't want to use signals, you could also call the parents method directly:


**GameMode1.gd**



```
extends ...

func _on_BaseGame_game_over():
    # do something

```

**BaseGame.gd**



```
extends ...

func game_over():
    get_parent()._on_BaseGame_game_over()

```

**Edit:** Fixed the code for `game_over` in the second example.
hi

we can do that by defining a string variable in the very beginning of the process with assign activity or by defining that in variable panel in the studio at the bottom the window

but make sure that we are not assigning any value to that variable later across the workflow

if we assign later th… hi,

you can use gpi/o to start/pause/stop your program by using field bus.

please see the following setting.

[\_20210611\_134829] Reason: `s` starts at 1 and is incremented on first call, but is never reset. On seconds and subsequent calls `s` no longer starts at 1. `s` is actually unnecessary as you can use the loop counter `i` instead.



A more conventional way to do this sort of thing would be with a single function, not embedded in an object, and to control the detailed behaviour by passing parameter(s).



```
function loadGame(level){
	var values;
	switch(level){
		case 'hard':
			values: [7,8,9],
		break;
		case 'normal':
			values: [4,5,6],
		break;
		default://easy
			values: [1,2,3],
	}
	for(i=0;i<=this.values.length;i++){
		document.getElementById('n'+i).innerHTML=this.values[i];
	}
}
```


```
<div id="n0"></div>
	<div id="n1"></div>
	<div id="n2"></div>
	<input type="button" value="easy" onClick="loadGame('easy')"/>
	<input type="button" value="normal" onClick="loadGame('normal')"/>
	<input type="button" value="hard" onClick="loadGame('hard')"/>
```

**Airshow** nvm, i think it might be because i was force running it. i reopened the script and it appears to work. from the code, it might be that capture is called before turnon completes.

could you check that the “callback” passed to turnon is called before you call capture? Call statement Transfers control to a Sub procedure, Function procedure, or dynamic-link library (DLL)procedure.



I believe that you cannot use "CALL" to call a file which is not executable.  

same goes with SHELL...



Call Shell(AppName, 1) Where AppName contains the path of the Executable file.



try it with any other directory and try calling an executable.. it will work.



If you try calling a .txt or .bmp, it will give you the same error message... looking around i think i found the answer myself.

there is are batch and script files in jabref/runtime/bin.

from those, the needed command line call can be derived. using the shipped jvm from inside the mentioned folder the call i looked for would be:

java --add-opens=javafx.controls/javafx.scen… so if you want to be able to run them as separate runs, you’ll still need some way of communicating between them. one mechanism we provide for that is by serializing daml values as json through the --input-file and --output-file options to daml script. so in your case, you should make sure that the … Copy Code

```
This is an example
```
  

C#Copy Code

```
public partial class Default2 : System.Web.UI.Page
{
    protected void Page\_Load(object sender, EventArgs e)
    {
        //calling your derived class
        MyClass objMyClass = new MyClass();
        objMyClass.DoSomthing();
    }
}
//Abstract Class
public abstract class MyAbstractClass
{
    public abstract void DoSomthing();
}
//derived class
public class MyClass:MyAbstractClass
{
    public MyClass()
    { }
    public override void DoSomthing()
    {
        //add your implimentation here
    }
}
```
  

  

[edit] added a small comment[/edit] What is Delayed Branching ?
  

One way to maximize the use of the pipeline, is to find an instruction that can be safely exeucted whether the branch is taken or not, and execute that instruction. So, when a branch instruction is encountered, the hardware puts the instruction following the branch into the pipe and begins executing it, just as in predict-not-taken. However, unlike in predict-not-taken, we do not need to worry about whether the branch is taken or not, we do not need to clear the pipe because no matter whether the branch is taken or not, we know the instruction is safe to execute.
  

More Read : <https://www.cs.umd.edu/class/fall2001/cmsc411/projects/branches/delay.html>
  

Moving $I\_1$ after branch


* $I1$ is updating the value of  $R2$
* $R2$ which is used to determine branch condition $R1$
* Value of $R2$ is available after branch
  

$\Rightarrow$ `Cannot be moved`


Moving $I\_3$ after branch


* value of $R1$ is computed in this instruction
* $R1$ is the branch condition
  

$\Rightarrow$ `Cannot be moved`


Moving $I\_4$ after branch


* $I4$ is simple store instruction used to store R1 in memory
* program execution will have no effect if this is placed after conditional branch
  

$\Rightarrow$ `Can be moved`


Moving $I\_2$ after branch


* It update the memory location to place the storing of conditional branch instruction $R1$
* If moved after branch , when compiler reaches $I4$ program execution will stop
  

$\Rightarrow $ `Cannot be moved`


Hence, **option D is answer.**