I had some time and thought about an event-based programming language. By that I mean a language where every variable is updated, when you change a dependent variable. For example consider the following pseudo-code for a terminal-application:
int a = 5
int b = a + 5
// event which is called every 5 seconds
every 5 seconds =>
{
// update a by adding 5
a << a + 5
}
// event which is called when the user presses enter
on enter =>
{
println("b = " + b)
}
Pressing enter will print the value of b. But the result will be 10 only for the first five seconds, because after that a will be updated to 10 and for the next five seconds b will equal 15, because b depends on a.
This concept will bring certain problems, of course, but it also offers some benefits. Imagine for example a GUI-application (which is normally programmed with events), which shows two inputboxes and the result of adding the two numbers:
------------- -------------
| 5 | + | 6 | = 11
------------- -------------
It could be programmed in the following way:
// two inputboxes and a label
Textbox tb1 = new TextBox() { format = "numeric", value = 5 }
Label lbl1_plus = new Label() { value = "+" }
Textbox tb2 = new TextBox() { format = "numeric", value = 6 }
// and the result
Label lbl1_plus = new Label() { value = "= " + (tb1.value + tb2.value) }
Thats it. It is a little bit like excel, but with real programming.
Is there a programming language like this? Or something similar?
Something vaguely similar: look into Functional Reactive Programming in general and into Elm in particular.
I haven't seen this exact language, but it seems a bit like a combination of aspects of Prolog and and Inform. I.e. functional and constraint-based programming.
simple choice is using Reactive programming. reactive programming is combination of functional programming and event based programming. there are a lot of utility functions witch let you define events or actions based on smaller events. for example in your case you can define an event AE every time variable A changes. based on that you can trigger a sequence witch adds A to B and prints it. you can see list of its implementation in different languages at http://reactivex.io/languages.html .
more complex situations could be handled through use of CEP (complex event processing) tools. CEP lets you define basic events and describe complex patterns of these events and capture their occurance. although this tools are at the begining of their life, and maybe there is not enough mature one, but their specification meet your mentioned requirements.
Related
Currently, I'm looking at some simple documentation for vague ways to make a 'button' (image) over a Google sheet to trigger a function on the script editor. I'm not familiar with this type of Syntax, I typically do AutoHotKey, and a bit of python.
All I want to do is have this button populate 2 columns. The current date in one, and the current time in the other (It doesn't even have to have its year or the seconds tbh). I don't know if it matters of what the pages name is based on how the script works. So the range is ( 'Log'!G4:H ).
Like if I were to make it for AutoHotkey I would put it as :
WinGet, winid ,, A ; <-- need to identify window A = active
MsgBox, winid=%winid%
;do some stuff
WinActivate ahk_id %winid%
So it affects any page it's active on.
I would like to use the same function on the same columns across different sheets. Ideally, that is. I don't care if I have to clone each a unique function based on the page, but I just can't even grasp this first step, lol.
I'm not too familiar with this new macro. If I use this macro does it only work for my client, because of say like it recording relative aspect ratio movements?
IE if I record a macro on my PC, and play it on my android. Will the change in the platform change its execution?
If anyone can point me in any direction as to any good documentation or resources for the Google Sheet Script Editor or its syntaxes I would really appreciate it.
EDIT: Just to clarify. Im really focused in on it being a function that populates from a click/press(mobile) of an image. I currently use an onEDIT on the sheet, and it wouldnt serve the purposes that I want for this function. Its just a shortcut to quickly input a timestamp, and those fields can still be retouched without it just reapplying a new function for a newer current time/date.
EDIT:EDIT: Ended up with a image button that runs a script that can only input to the current cell.
function timeStamp() {
SpreadsheetApp.getActiveSheet()
.getActiveCell()
.setValue(new Date());
}
It only works on the cell targeted.
I would like to force the input in the next availible cell in the column, and split the date from the time, and put them into cells adjacent from one another.
maybe this will help... if the 1st column is edited it will auto-print date in 2nd column and time in 3rd column on Sheet1:
function onEdit(e) {
var s = SpreadsheetApp.getActiveSheet();
if( s.getName() == "Sheet1" ) {
var r = s.getActiveCell();
if( r.getColumn() == 1 ) {
var nextCell = r.offset(0, 1);
var newDate = Utilities.formatDate(new Date(),
"GMT+8", "MM/dd/yyyy");
nextCell.setValue(newDate);
}
if( r.getColumn() == 1 ) {
var nextCell = r.offset(0, 2);
var newDate1 = Utilities.formatDate(new Date(),
"GMT+8", "hh:mm:ss");
nextCell.setValue(newDate1);
}}}
https://webapps.stackexchange.com/a/130253/186471
I'm building complications for a nutrition tracking app. I'd like to use offer multiple smaller complications, so the user can track their nutrition.
EG:
'MyApp - Carbohydrates'
'MyApp - Protein'
'MyApp - Fat'
this way on the Modular watch face, they could track all three by using the three bottom 'modular small' complications.
I'm aware this can be achieved by only offering larger sizes that can display everything at once (eg the 'modular large' complication), but I'd like to offer the user choice about how they set up their watch face.
I can't see a way to offer multiple of the same complication, is there any way around this?
The previous answer is outdated. WatchOS 7 onwards, we can now add multiple complications to the same complication family for our app.
Step 1:
In our ComplicationController.swift file, we can make use of the getComplicationDescriptors function, which allows us to describe what complications we are making available in our app.
In the descriptors array, we can append one CLKComplicationDescriptor() for each kind of complication per family that we want to build.
func getComplicationDescriptors(
handler: #escaping ([CLKComplicationDescriptor]) -> Void) {
var descriptors: [CLKComplicationDescriptor] = []
for progressType in dataController.getProgressTypes() {
var dataDict = Dictionary<AnyHashable, Any>()
dataDict = ["id": progressType.id]
// userInfo helps us know which type of complication was interacted with by the user
let userActivity = NSUserActivity(
activityType: "org.example.foo")
userActivity.userInfo = dataDict
descriptors.append(
CLKComplicationDescriptor(
identifier: "\(progressType.id)",
displayName: "\(progressType.title)",
supportedFamilies: CLKComplicationFamily.allCases, // you can replace CLKComplicationFamily.allCases with an array of complication families you wish to support
userActivity: userActivity)
)
}
handler(descriptors)
}
The app will now have multiple complications (equal to the length of the dataController.getProgressTypes() array) for each complication family that you support.
But how do you now display different data and views for different complications?
Step 2:
In the getCurrentTimelineEntries and getTimelineEntries functions, we can then make use of the complication.identifier value to identify the data that was passed along when this complication entry was called for.
Example, in the getTimelineEntries function:
func getTimelineEntries(for complication: CLKComplication, after date: Date, limit: Int, withHandler handler: #escaping ([CLKComplicationTimelineEntry]?) -> Void) {
// Call the handler with the timeline entries after the given date
var entries: [CLKComplicationTimelineEntry] = []
...
...
...
var next: ProgressDetails
// Find the progressType to show using the complication identifier
if let progressType = dataController.getProgressAt(date: current).first(where: {$0.id == complication.identifier}) {
next = progressType
} else {
next = dataController.getProgressAt(date: current)[0] // Default to the first progressType
}
let template = makeTemplate(for: next, complication: complication)
let entry = CLKComplicationTimelineEntry(
date: current,
complicationTemplate: template)
entries.append(entry)
...
...
...
handler(entries)
}
You can similarly find the data that is passed in the getCurrentTimelineEntry and the getLocalizableSampleTemplate functions.
Step 3:
Enjoy!
There is currently no way to create multiple complications in the same family (e.g. Modular Small, Modular Large, Utilitarian Small etc.).
You could offer a way for the user to customize each complication to display Carbohydrates, Protein and Fat. You could even display different data for each complication family, but as far as having, for example, 2 modular small complications displaying different data, it is not possible yet.
You can see this if you put 2 of the same built in Apple complications in different places on your watchface they display the same thing. If Apple isn't even doing it with their own complications then it is more than likely impossible. Hope that explanation helps.
I want to create a lottery skill that takes 6 numbers from the user.
I'm currently learning by going through the samples and developer guides, and I can go through the guides and get a working skill that will take one input and then end the session. But I believe I need to create a dialog somehow, which is where I get stuck.
Design-wise, I'd like the dialog to go like this:
Alexa: Please provide the first number
User: 1
Alexa: and now the second...
User: 2
etc etc
But I think it would be OK if it went like this:
Alexa: Please call out 6 numbers
User: 1, 2, 3, 4, 5, 6.
Is this even possible? Will I have to create a custom slot type called "Numbers" and then put in the numbers, eg 1-50 or whatever the limit is?
At best, I can currently get it to ask for one number, so its really the dialog interaction that I'm stuck on. Has anyone ever even done anything like this?
Thanks.
Yes to both questions. You could string together a response with 6 different custom slots. "User: My numbers are {num1}, {num2}, {num3}, {num4}, {num5}, {num6} " and make them all required using the skills beta developer. However, it will be a rather bad user experience if the user does not phrase their answer appropriately and Alexa has to ask follow up questions to obtain each number. The last problem you'll run into is that while a custom slot could be defined to contain the numbers 1-50 alexa will generally recognize similar values to those provided in a custom slot, such as numbers from 50-99. It would then be up to you to check that the values you receive are between 1 and 50. If not you'd want to ask the user to provide a different number in the appropriate range.
Conclusion: You'll want to have individual interactions where a user provides a single number at a time.
Alexa:"you will be prompted for 6 numbers between 1 and 50 please state them one at a time. Choose your first number."
User:"50"
Alexa:"Your First number is 50, Next number."...
You can implement this using a single intent. let's name that intent GetNumberIntent. GetNumberIntent will have sample uterances along the line of
{number}
pick {number}
choose {number}
where {number} is a custom slot type or simply AMAZON.NUMBER. It will then be up to you to check that the number is between 1 and 50.
I program in Node.js using the SDK. Your implementation may vary depending upon your language choice.
What I would do is define 6 different state handlers. Each handler should have the GetNumberIntent. When a GetNumberIntent is returned if the slot value is apropriate store the value to the session data and or dynamodb and move forward to the next state. If the slot value is invalid stay for example at state "NumberInputFiveStateHandlers" until a good value is received then change state to the next "NumberInputSixStateHandlers"
var NumberInputFiveStateHandlers = Alexa.CreateStateHandler(states.NUMFIVEMODE, {
'NewSession': function () {
this.emit('NewSession'); // Uses the handler in newSessionHandlers
},
//Primary Intents
'GetNumberIntent': function () {
let message = ` `;
let reprompt = ` `;
let slotValue = this.event.request.intent.slots.number.value;
if(parseInt(slotValue) >= 1 && parseInt(slotValue) <= 50){
this.handler.state = states.NUMSIXMODE;
this.attributes['NUMBERFIVE'] = this.event.request.intent.slots.number.value;
message = ` Your fifth number is `+slotValue+`. please select your sixth value. `;
reprompt = ` please select your sixth value. `;
}else{
message = ` The number `+slotValue)+` is not in the desired range between 1 and 50. please select a valid fifth number. `;
reprompt = ` please select your fifth value. `;
}
this.emit(':ask',message,reprompt);
},
//Help Intents
"InformationIntent": function() {
console.log("INFORMATION");
var message = ` You've been asked to choose a lottery number between 1 and 50. Please say your selection.`;
this.emit(':ask', message, message);
},
"AMAZON.StopIntent": function() {
console.log("STOPINTENT");
this.emit(':tell', "Goodbye!");
},
"AMAZON.CancelIntent": function() {
console.log("CANCELINTENT");
this.emit(':tell', "Goodbye!");
},
'AMAZON.HelpIntent': function() {
var message = `You're playing lottery. you'll be picking six numbers to play the game. For help with your current situation say Information. otherwise you may exit the game by saying quit.`;
this.emit(':ask', message, message);
},
//Unhandled
'Unhandled': function() {
console.log("UNHANDLED");
var reprompt = ' That was not an appropriate response. Please say a number between 1 and 50.';
this.emit(':ask', reprompt, reprompt);
}
});
This is an example of the fifth request. You'll have 6 identical states like this one that string back to back. Eventually you'll end up with 6 session values.
this.attributes['NUMBERONE']
this.attributes['NUMBERTWO']
this.attributes['NUMBERTHREE']
this.attributes['NUMBERFOUR']
this.attributes['NUMBERFIVE']
this.attributes['NUMBERSIX']
You can then use these values for your game.
If you have not used the alexa-sdk before you must remember to register your state handlers and add your modes to the states variable.
alexa.registerHandlers(newSessionHandlers, NumberInputOneStateHandlers, ... NumberInputSixStateHandlers);
var states = {
NUMONEMODE: '_NUMONEMODE',
...
...
NUMSIXMODE: '_NUMSIXMODE',
}
This answer is not intended to cover the basics of coding using Alexas-SDK. There are other resourced for more specific questions on that topic.
Alternatively, because your intent is identical [GetNumberIntent], you may be able to get by with a single StateHandler that pushes new valid numbers onto an array until the array is the desired length. That would simply require more logic inside the Intent Handler and a conditional to break out of the state once the array is of length 6.
Try the code above first because it's easier to see the different states.
Hey am going to give an example of what am trying to do imagine that i have 5 circle sprites and in my gml code i want to do something like this if cirlce_1 was touch then you can touch circle_2 and if circle_2 was touch then you can touch cirlce_3. Please who can help me with this, willing to give a reward via paypal.
Touch events in Game Maker are treated as mouse events. If you want the circles to only allow the player to touch them in order, you can assign each one to have a number and make them all the same object. Take a look at this:
Script to create circles
counter = 0;
lastball = 0;
for(i = 0; i < 10; i++){//Make that third part "i += 1" if using a version before Studio
c = instance_create(floor(random(room_width)), floor(random(room_height)), objCircle);
lastball++;
c.myNum = lastball;
c.radius = 16;//Or whatever radius you want
};
The for statement here automatically generates circles around the room, but if you want manual control, try this:
newCircle()
c = instance_create(argument0, argument1, objCircle);
c.myNum = lastball;
c.radius = 16;
lastball++;
This will create a new circle wherever you want and will automatically increment lastball as well every time it's called. For instance, you could say newCircle(16, 27);.
In the step code for objCircle
if(mouse_check_button_pressed(mb_left) && point_distance(x, y, mouse_x, mouse_y) < radius && counter == myNum){
counter++;//Or counter += 1 in versions before Studio
//Insert whatever circles do when clicked here
};
The circles can be made to do anything when clicked. Since they're all the same object, perhaps you could use a switch statement so each one does something different depending on its number.
Let me know if there's anything else I can help with.
We're looking into refining our User Groups in Dynamics AX 2009 into more precise and fine-tuned groupings due to the wide range of variability between specific people within the same department. With this plan, it wouldn't be uncommon for majority of our users to fall user 5+ user groups.
Part of this would involve us expanding the default length of the User Group ID from 10 to 40 (as per Best Practice for naming conventions) since 10 characters don't give us enough room to adequately name each group as we would like (again, based on Best Practice Naming Conventions).
We have found that the main information seems to be obtained from the UserGroupInfo table, but that table isn't present under the Data Dictionary (it's under the System Documentation, so unavailable to be changed that way by my understanding). We've also found the UserGroupName EDT, but that is already set at 40 characters. The form itself doesn't seem to restricting the length of the field either. We've discussed changing the field on the SQL directly, but again my understanding is that if we do a full synchronization it would overwrite this change.
Where can we go to change this particular setting, or is it possible to change?
The size of the user group id is defined as as system extended data type (here \System Documentation\Types\userGroupId) and you cannot change any of the properties including the size 10 length.
You should live with that, don't try to fake the system using direct SQL changes. Even if you did that, AX would still believe that length is 10.
You could change the SysUserInfo form to show the group name only. The groupId might as well be assigned by a number sequence in your context.
I wrote a job to change the string size via X++ and it works for EDTs, but it can't seem to find the "userGroupId". From the general feel of AX I get, I'd be willing to guess that they just have it in a different location, but maybe not. I wonder if this could be tweaked to work:
static void Job9(Args _args)
{
#AOT
TreeNode treeNode;
Struct propertiesExt;
Map mapNewPropertyValues;
void setTreeNodePropertyExt(
Struct _propertiesExt,
Map _newProperties
)
{
Counter propertiesCount;
Array propertyInfoArray;
Struct propertyInfo;
str propertyValue;
int i;
;
_newProperties.insert('IsDefault', '0');
propertiesCount = _propertiesExt.value('Entries');
propertyInfoArray = _propertiesExt.value('PropertyInfo');
for (i = 1; i <= propertiesCount; i++)
{
propertyInfo = propertyInfoArray.value(i);
if (_newProperties.exists(propertyInfo.value('Name')))
{
propertyValue = _newProperties.lookup(propertyInfo.value('Name'));
propertyInfo.value('Value', propertyValue);
}
}
}
;
treeNode = TreeNode::findNode(#ExtendedDataTypesPath);
// This doesn't seem to be able to find the system type
//treeNode = treeNode.AOTfindChild('userGroupId');
treeNode = treeNode.AOTfindChild('AccountCategory');
propertiesExt = treeNode.AOTgetPropertiesExt();
mapNewPropertyValues = new Map(Types::String, Types::String);
mapNewPropertyValues.insert('StringSize', '30');
setTreeNodePropertyExt(propertiesExt, mapNewPropertyValues);
treeNode.AOTsetPropertiesExt(propertiesExt);
treeNode.AOTsave();
info("Done");
}