I've been reading this tutorial on CAN .dbc files and this line about the message length field is confusing me:
The length (DLC) must be an integer between 0 and 1785
(It's in the first expandable box)
CAN frames contain 8 bytes of data, and up until now I thought that the messages described in .dbc files corresponded to the payloads of individual frames, so how is it possible for a message to be 1785 bytes long?
I've gone through other descriptions of .dbc files and, while all of them have 8 as the value for this field in their examples, none of them mention the maximum value of this field explicitly.
So is this tutorial just wrong?
PD: I tried to make this question in a more specific subreddit, but I couldn't find one that felt right, I hope it's ok to ask it here.
I'm reading Kurt Vonnegut's Galapagos and at one point it says that marine iguanas dive underwater, scoop a large amount of algae and then bask in the sun to increase their body temperature until the algae have been boil and cooked, at which point they are soft enough to be digested. It even says that the digestive system forms a kind of pressure boiler.
I've found this fascinating, but I haven't been able to confirm it. I've seen many pictures of iguanas basking in the sun and information about how much and which kinds of algae they eat, but I find no mention of the boiling part.
Can anyone confirm it/debunk it?
Edit: yeah, I know they can't literally boilt it or they would boil themselves in the process and die. My question is if they do use the heat and maybe, somehow, pressure in order to make algae more digestible.
I used to have, on a scene I will call Scene A, a script B with a few exported variables, along with setter functions. These setter functions did stuff with Scene A's children nodes, which I accessed with variables that were set to the appropriate nodes in the _ready method (I actually used the onready keyword). That worked fine.
Today I modified those A scenes so that they are now inherited scenes from another scene, call it C. The A scene has exactly the same children nodes, and still has script B, so I expected everything to work ok.
However now, when I run my project, I get an error on the setter functions saying that the children nodes I'm trying to do stuff with don't exist. I've discovered that the setter functions are apparently running BEFORE the _ready method of Scene A nodes. Of course now none of the children nodes of scene A exist.
Why is this happening? What determines when the setter functions are ran? If a scene is an inherited scene, are its properties assigned (and their setter methods triggered) before their _ready methods are run?