change text based on button-click - button

I am using Unity3d
I've tried to track where the problem comes from and had no success. The text update in "Guess" occurs properly when done by key press, but no by clicking the button (both log in an exception).
The code:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class NumberWizard : MonoBehaviour
{
public Text guessText;
int min;
int max;
int guess;
public void Higher ()
{
min = guess;
NextGuess ();
}
public void Lower ()
{
max = guess;
NextGuess ();
}
public void Correct ()
{
print ("I won!");
StartGame ();
}
private void StartGame ()
{
min = 1;
max = 1000;
guess = 500;
guessText.text = guess.ToString();
print (guess);
}
private void NextGuess ()
{
guess = (max + min) / 2;
guessText.text = guess.ToString();
print (guess);
}
// Use this for initialization
void Start ()
{
StartGame ();
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown (KeyCode.UpArrow)) {
Higher ();
} else if (Input.GetKeyDown (KeyCode.DownArrow)) {
Lower ();
} else if (Input.GetKeyDown (KeyCode.Return)) {
Correct ();
}
}
}
By the way, I've put the buttons on another controller called "LevelManager". I've added [RequireComponent(typeof(LevelManager))] above class declaration, but it didn't work.
Basically, it says that in guessText.text = guess.ToString(); object is not set to an instance, but I've set in Unity3d that the particular text is referenced and that it should use NumberWizard.cs

When you create this script it need to be attached to a GameObject. As you have done the coding it should be attached to an Empty gameObject. Then when you select the script from editor your public variable Text guessText will be available on the edior, Now you have to drag and drop the GUIText you have created on to the guessText property.

The error says that you have to initialize the variable, whether by doing a "new" or asingning it to a ingame drag'n'drop object as Dinal says.

Related

Manage wait cursor for task

I'm outside the UI and wish to display a wait cursor while stuff is
happening and using this basic pattern:
on UI - primaryStage.scene.cursor = Cursor.WAIT
try {
do stuff off UI...
} finally {
on UI - primaryStage.scene.cursor = Cursor.DEFAULT
}
While running I can start another process which completes quickly and the Cursor is restored before the first task completes.
I don't mind "waiting" while the first task completes, but I don't think this means doing the work on the UI thread?
Is there any built in solution for this pattern provided in javafx?
My tab contains 2 Combo Box. When I hit the 2nd Combo Box drop down, a WAIT cursor sometimes appears over the list even though the Cursor is currently DEFAULT state. If I move the mouse pointer outside/back on the list the cursor is correctly displayed as Default. Would this be a separate issue or somehow related?
VIEW
label 'From'
comboBox(items: bind(model.wcomboFromItemsProperty()), value: bind(model.wcomboFromProperty()), selectFromAction)
label 'To'
comboBox(items: bind(model.wcomboFromItemsProperty()), value: bind(model.wcomboToProperty()), selectToAction)
MODEL
#FXObservable ListElement wcomboFrom = new ListElement()
#FXObservable ListElement wcomboTo = new ListElement()
#FXObservable List wcomboFromItems = FXCollections.observableArrayList()
#FXObservable List wcomboToItems = FXCollections.observableArrayList()
final ObjectProperty<Cursor> CURSOR_DEFAULT = new SimpleObjectProperty<>(Cursor.DEFAULT)
final ObjectProperty<Cursor> CURSOR_WAIT = new SimpleObjectProperty<>(Cursor.WAIT)
CONTROLLER
//lifecycle
void onReadyStart(GriffonApplication application) {
loadWindowData()
}
// both combo boxes contain the same items
protected void loadWindowData() {
def list = [new ListElement(textValue: '')]
list.addAll dataService.getData().collect {
new ListElement(textValue: it.name, objectValue: it)
}
runInsideUIAsync {
model.wcomboFromItems.addAll(list)
model.wcomboToItems.addAll(list)
}
}
void selectFrom() {
performAction {
gcListFrom = getControlList(model.wcomboFrom.objectValue)
setTreeItems(model.wtreeGcFrom, gcListFrom, model.wcomboFrom)
setTreeItems(model.wtreeGcTo, gcListTo, model.wcomboTo)
}
}
void selectTo() {
performAction {
gcListTo = getControlList(model.wcomboTo.objectValue)
setTreeItems(model.wtreeGcTo, gcListTo, model.wcomboTo)
}
}
def performAction = {c ->
Task<Void> t = new Task() {
#Override protected Void call() {
println "Running closure " + isUIThread()
c.call()
}
}
runInsideUISync {
application.primaryStage.scene.cursorProperty().bind(Bindings.when(t.runningProperty())
.then(model.CURSOR_WAIT).otherwise(model.CURSOR_DEFAULT))
}
runOutsideUI(t)
}
OTHER
#EqualsAndHashCode(includes = 'textValue')
class ListElement implements Serializable {
String textValue = ""
Serializable objectValue // Serializable object from business model
#Override
String toString() {
textValue
}
}
The Griffon framework automatically invokes the onAction controller events outside the UI thread. GroovyFX contains some magic which adds an "onSelect" action bound to selectionModel.selectedItemProperty i.e.
class GroovyFXEnhancer {
static void enhanceClasses() {
...
ComboBox.metaClass {
cellFactory << { Closure closure -> delegate.setCellFactory(closure as Callback)}
onSelect << { Closure closure ->
delegate.selectionModel.selectedItemProperty().addListener(closure as ChangeListener);
}
...
}
}
Is there any built in solution for this pattern provided in javafx?
I would advice you to use the built in Task ;)
It has predefined methods to handle everything you need.
private Task<Void> backgroundTask = new Task() {
#Override
protected Void call() throws Exception {
// Something to do on background thread ;
return null;
}
};
It has a runningProperty(), which can bind to the cursorProperty() of the scene.
You can create two ObjectProperty<Cursor> containing Cursor.DEFAULT and CURSOR.WAIT.
final ObjectProperty<Cursor> CURSOR_DEFAULT = new SimpleObjectProperty<>(Cursor.DEFAULT);
final ObjectProperty<Cursor> CURSOR_WAIT = new SimpleObjectProperty<>(Cursor.WAIT);
Then you can bind them to the task :
scene.cursorProperty().bind(Bindings.when(backgroundTask.runningProperty())
.then(CURSOR_WAIT).otherwise(CURSOR_DEFAULT));
Would this be a separate issue or somehow related?
If your action on the ComboBox is somehow invoking the background thread, then it might be related, else it is difficult to comment.
You can also use the griffon-tasks-plugin http://griffon-plugins.github.io/griffon-tasks-plugin/
This plugin delivers and UI toolkit agnostik SwingWorker-like API for executing tasks in a background thread.

how to update Visual Studio UI when using DynamicItemStart inside a vsix package

I'm implementing a DynamicItemStart button inside a Menu Controller. I'm loading the dynamic items for this button when Visual Studio starts. Everything is loaded correctly so the initialize method is called an I see all the new items in this Dynamic button. After the package is completely loaded I want to add more items to this Dynamic button, but since the package is already loaded the initialize method is not called again and I cannot see the new items in this Dynamic button. I only see the ones that were loaded when VS started.
Is there any way that I can force the update of this Dynamic button so it shows the new items?. I want to be able to update the VS UI after I added more items but outside the Initialize method.
The implementation I did is very similar to the one showed on this msdn example:
http://msdn.microsoft.com/en-us/library/bb166492.aspx
Does anyone know if an Update of the UI can be done by demand?
Any hints are greatly appreciated.
I finally got this working. The main thing is the implementation of a derived class of OleMenuCommand that implements a new constructor with a Predicate. This predicate is used to check if a new command is a match within the DynamicItemStart button.
public class DynamicItemMenuCommand : OleMenuCommand
{
private Predicate<int> matches;
public DynamicItemMenuCommand(CommandID rootId, Predicate<int> matches, EventHandler invokeHandler, EventHandler beforeQueryStatusHandler)
: base(invokeHandler, null, beforeQueryStatusHandler, rootId)
{
if (matches == null)
{
throw new ArgumentNullException("Matches predicate cannot be null.");
}
this.matches = matches;
}
public override bool DynamicItemMatch(int cmdId)
{
if (this.matches(cmdId))
{
this.MatchedCommandId = cmdId;
return true;
}
this.MatchedCommandId = 0;
return false;
}
}
The above class should be used when adding the commands on execution time. Here's the code that creates the commands
public class ListMenu
{
private int _baselistID = (int)PkgCmdIDList.cmdidMRUList;
private List<IVsDataExplorerConnection> _connectionsList;
public ListMenu(ref OleMenuCommandService mcs)
{
InitMRUMenu(ref mcs);
}
internal void InitMRUMenu(ref OleMenuCommandService mcs)
{
if (mcs != null)
{
//_baselistID has the guid value of the DynamicStartItem
CommandID dynamicItemRootId = new CommandID(GuidList.guidIDEToolbarCmdSet, _baselistID);
DynamicItemMenuCommand dynamicMenuCommand = new DynamicItemMenuCommand(dynamicItemRootId, isValidDynamicItem, OnInvokedDynamicItem, OnBeforeQueryStatusDynamicItem);
mcs.AddCommand(dynamicMenuCommand);
}
}
private bool IsValidDynamicItem(int commandId)
{
return ((commandId - _baselistID) < connectionsCount); // here is the place to put the criteria to add a new command to the dynamic button
}
private void OnInvokedDynamicItem(object sender, EventArgs args)
{
DynamicItemMenuCommand invokedCommand = (DynamicItemMenuCommand)sender;
if (null != invokedCommand)
{
.....
}
}
private void OnBeforeQueryStatusDynamicItem(object sender, EventArgs args)
{
DynamicItemMenuCommand matchedCommand = (DynamicItemMenuCommand)sender;
bool isRootItem = (matchedCommand.MatchedCommandId == 0);
matchedCommand.Enabled = true;
matchedCommand.Visible = true;
int indexForDisplay = (isRootItem ? 0 : (matchedCommand.MatchedCommandId - _baselistID));
matchedCommand.Text = "Text for the command";
matchedCommand.MatchedCommandId = 0;
}
}
I had to review a lot of documentation since it was not very clear how the commands can be added on execution time. So I hope this save some time whoever has to implement anything similar.
The missing piece for me was figuring out how to control the addition of new items.
It took me some time to figure out that the matches predicate (the IsValidDynamicItem method in the sample) controls how many items get added - as long as it returns true, the OnBeforeQueryStatusDynamicItem gets invoked and can set the details (Enabled/Visible/Checked/Text etc.) of the match to be added to the menu.

Lucene number of occurrences

I am using Lucene.net in my Web App.
Everithing works fine, but now i have to show the number of occurrences of my 'searchstring' in every single document of the hits array.
How can i do this? I use usual BooleanQuery.
That is my search:
BooleanQuery bq = new BooleanQuery();
bq.Add(QueryParser.Parse(Lquery, "", CurIndexDescritor.GetLangAnalizer()), false,false);
BooleanQuery.SetMaxClauseCount(int.MaxValue);
IndexSearcher searcher = new IndexSearcher(indexPath);
Hits hits = (filter != null) ? searcher.Search(bq, filter) : searcher.Search(bq);
for (int i = 0; i < hits.Length(); i++)
{
Document doc = hits.Doc(i);
SearchResultItem MyDb = new SearchResultItem();
MyDb.key = doc.Get(KeyField);
MyDb.score = hits.Score(i);
result.Add(MyDb);
}
Where can i get the number of occurrences?
Thanks!
If you dont want the score back and dont want to order the results using score you could probably build a custom Similarity implementation.
I quickly tested the following code, and it appears to work fine with TermQueries and PhraseQueries, i didnt test more query types tho. A PhraseQuery hit counts as a single occurence.
public class OccurenceSimilarity : DefaultSimilarity
{
public override float Tf(float freq)
{
return freq;
}
public override float Idf(int docFreq, int numDocs)
{
return 1;
}
public override float Coord(int overlap, int maxOverlap)
{
return 1;
}
public override float QueryNorm(float sumOfSquaredWeights)
{
return 1;
}
public override Explanation.IDFExplanation idfExplain(System.Collections.ICollection terms, Searcher searcher)
{
return CACHED_IDF_EXPLAIN;
}
public override Explanation.IDFExplanation IdfExplain(Term term, Searcher searcher)
{
return CACHED_IDF_EXPLAIN;
}
public override float SloppyFreq(int distance)
{
return 1;
}
private static Explanation.IDFExplanation CACHED_IDF_EXPLAIN = new ExplainIt();
private class ExplainIt : Explanation.IDFExplanation
{
public override string Explain()
{
return "1";
}
public override float GetIdf()
{
return 1.0f;
}
}
}
To use it:
Similarity.SetDefault(new OccurenceSimilarity());

ASP.NET Custom Web control

I'm experiencing some problems and right now I don't know how to solve it. The web control simply updates a clock represented by a label every second. My issue is that the web control exposes a property called 'Formato' where the user can select to display in format 12 or 24 hours. This is done with an enum type where in spanish Doce means 12 and Veinticuatro means 24. This is the code for the server control:
namespace Ejercicio2RelojControl
{
public enum _FormatoHora
{
Doce,
Veinticuatro
}
[DefaultProperty("FormatoHora")]
[ToolboxData("<{0}:Ejercicio2RelojControl runat=server></{0}:Ejercicio2RelojControl>")]
[ToolboxBitmap(typeof(Ejercicio2RelojControl), "Ejercicio2RelojControl.Ejercicio2RelojControl.ico")]
//[Designer("Ejercicio2RelojControl.Ejercicio2RelojControlDesigner, Ejercicio2RelojControl")]
public class Ejercicio2RelojControl : WebControl
{
public Ejercicio2RelojControl()
{
}
[
//Bindable(true),
Category("Appearance"),
//DefaultValue(_FormatoHora.Doce),
Description(""),
]
public virtual _FormatoHora FormatoHora
{
get
{
//object t = ViewState["FormatoHora"];
//return (t == null) ? _FormatoHora.Doce : (_FormatoHora)t;
object obj2 = this.ViewState["_FormatoHora"];
if (obj2 != null)
{
return (_FormatoHora)obj2;
}
return _FormatoHora.Doce;
}
set
{
ViewState["_FormatoHora"] = value;
}
}
//Create one TimerControl
Timer timer = new Timer();
private Label clockLabel = new Label();
// Declare one Updatepanel
UpdatePanel updatePanel = new UpdatePanel();
// Now override the Load event of Current Web Control
protected override void OnLoad(EventArgs e)
{
//Text = "hh:mm:ss";
// Create Ids for Control
timer.ID = ID + "_tiker";
clockLabel.ID = ID + "_l";
// get the contentTemplate Control Instance
Control controlContainer = updatePanel.ContentTemplateContainer;
// add Label and timer control in Update Panel
controlContainer.Controls.Add(clockLabel);
controlContainer.Controls.Add(timer);
// Add control Trigger in update panel on Tick Event
updatePanel.Triggers.Add(new AsyncPostBackTrigger() { ControlID = timer.ID, EventName = "Tick" });
updatePanel.ChildrenAsTriggers = true;
// Set default clock time in label
clockLabel.Text = DateTime.Now.ToString("h:mm:ss tt");
//clockLabel.Text = DateTime.Now.ToString("H:mm:ss");
// Set Interval
timer.Interval = 1000;
// Add handler to timer
timer.Tick += new EventHandler<EventArgs>(timer_Tick);
updatePanel.RenderMode = UpdatePanelRenderMode.Block;
//Add update panel to the base control collection.
base.Controls.Add(updatePanel);
}
protected override void RenderContents(HtmlTextWriter output)
{
output.Write(FormatoHora);
}
void timer_Tick(object sender, EventArgs e)
{
// Set current date time in label to move current at each Tick Event
clockLabel.Text = DateTime.Now.ToString("h:mm:ss tt");
//clockLabel.Text = DateTime.Now.ToString("H:mm:ss");
}
}
}
Now it's time to test the custom control in an asp.net web application.
<cc1:Ejercicio2RelojControl ID="Ejercicio2RelojControl1" runat="server" />
Works great! BUT when I add the property "Formato" fails at compile time:
<cc1:Ejercicio2RelojControl ID="Ejercicio2RelojControl1" runat="server" Formato="Doce" />
Compiler Error Message: CS0117: 'Ejercicio2RelojControl.Ejercicio2RelojControl' does not contain a definition for 'FormatoHora'
Why is the property Formato making the web app crash at compile time?
Thanks a lot.
EDIT:
namespace Ejercicio2RelojControl
{
public enum FormatoHora
{
Doce,
Veinticuatro
}
[DefaultProperty("FormatoHora")]
[ToolboxData("<{0}:Ejercicio2RelojControl runat=server></{0}:Ejercicio2RelojControl>")]
public class Ejercicio2RelojControl : WebControl, INamingContainer
{
public FormatoHora FormatoHora
{
get
{
object obj2 = this.ViewState["FormatoHora"];
if (obj2 != null)
{
return (FormatoHora)obj2;
}
return FormatoHora.Doce;
}
set
{
ViewState["FormatoHora"] = value;
}
}
As you can see I've changed the public property. Now the error has changed. Is the following:
Compiler Error Message: CS0120: An object reference is required for the non-static field, method, or property 'Ejercicio2RelojControl.Ejercicio2RelojControl.FormatoHora.get'
Any help appreciated. Thanks
EDIT 2:
I've discovered that the problem is on the set {}. If I comment it, all is working fine but then I cannot change FormatoHora between 12 and 24 because of is read only due to only get{} is implemented. Any help with the implementation of set{} ?
I am here for giving you the solution:
You are using the same name for the namespace and for the webcontrol (Ejercicio2RelojControl) . Simply change that and your code will work fine.
Hope it helps, despite the fact some years have passed :)

UIImagePickerController Crashing Monotouch

I am trying to write an application, but it is constantly crashing when using the uiimagepickercontroller. I thought that it might be because I was not disposing of the picker after each use, but it will often freeze up on first run as well. Usually I'll take a picture and it just freezes, never asking to "use" the picture.
Do you have any suggestions? Here is my code. Has anyone gotten this to work?
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
myPicker = new UIImagePickerController();
myPicker.Delegate = new myPickerDelegate(this);
myAlbumButton.Clicked += delegate {
if(UIImagePickerController.IsSourceTypeAvailable(UIImagePickerControllerSourceType.PhotoLibrary)){
myPicker.SourceType = UIImagePickerControllerSourceType.PhotoLibrary;
myPicker.AllowsEditing = true;
this.PresentModalViewController (myPicker, true);
}else{
Console.WriteLine("cannot get album");
}
};
myCameraButton.Clicked += delegate {
if(UIImagePickerController.IsSourceTypeAvailable(UIImagePickerControllerSourceType.Camera)){
myPicker.SourceType = UIImagePickerControllerSourceType.Camera;
//myPicker.AllowsEditing = true;
this.PresentModalViewController (myPicker, true);
}else{
Console.WriteLine("cannot get camera");
}
};
}
private class myPickerDelegate : UIImagePickerControllerDelegate
{
private TestView _vc;
public myPickerDelegate ( TestView controller):base()
{
_vc = controller;
}
public override void FinishedPickingImage (UIImagePickerController myPicker, UIImage image, NSDictionary editingInfo)
{
// TODO: Implement - see: http://go-mono.com/docs/index.aspx?link=T%3aMonoTouch.Foundation.ModelAttribute
_vc.myImageView.Image = image;
myPicker.DismissModalViewControllerAnimated(true);
}
}
Try to call your event handlers code from the main thread by using BeginInvokeOnMainThread().
So my issue was very similar.
Instead of having a delegate class, I had the delegates inline for the picker.
For some reason the app froze every time after talking the image, not stopping in any breakpoint after that.
The solution that worked for me was to use this book:
http://www.scribd.com/doc/33770921/Professional-iPhone-Programming-with-MonoTouch-and-NET-C

Resources