Basic data binding in Go walk - data-binding

I am trying to understand how data binding works in Go walk.
I have reviewed the somewhat complex data binding example, but I am having difficulties implementing a simple, one field data binding.
The code below demonstrates more or less what I am trying to achieve - I want the text label to be bound to the message variable (i.e., to be synchronized with its content) - of course, without the need for me to push changes to the label itself.
package main
import (
"github.com/lxn/walk"
. "github.com/lxn/walk/declarative"
"strconv"
"time"
)
func main() {
var messageLabel *walk.Label
var message string = "Hello"
// Change `message` over 5 seconds
go func() {
for i := 1; i < 6; i++ {
time.Sleep(time.Second)
message = "Counting: " + strconv.Itoa(i)
// I want to make it work
// without this line below
messageLabel.SetText(message)
}
}()
// Build a simple window with a text label
// that is supposed to be bound to the
// contents of the `message` variable
MainWindow{
Title: "Binding Test",
MinSize: Size{300, 50},
Layout: VBox{},
Children: []Widget{
Label{
AssignTo: &messageLabel,
Text: message,
// Text: BindTo{message} // Objective
},
},
}.Run()
}

I didn't see any Databinder code in your snapshot.
In that exanple you mentioned,these code below makes databinding work
DataBinder: DataBinder{
AssignTo: &db,
Name: "animal",
DataSource: animal,
ErrorPresenter: ToolTipErrorPresenter{},
},
It binds the data who calls Bind("Name") to the field with the same name in Datasource which is animal in that example.

Related

X++ assign Enum Value to a table column

I am trying to pull the Enum chosen from a dialog and assign the label to a table's column.
For example: Dialog opens and allows you to choose from:
Surface
OutOfSpec
Other
These are 0,1,2 respectively.
The user chooses OutOfSpec (the label for this is Out Of Spec), I want to put this enum's Name, or the label, into a table. The column I'm inserting into is set to be a str.
Here's the code I've tried, without success:
SysDictEnum dictEnum = new SysDictEnum(enumNum(SDILF_ScrapReasons));
reason = dialog.addField(enumStr(SDILF_ScrapReasons),"Scrap Reason");
dialog.run();
if (!dialog.closedOk())
{
info(reason.value());
return;
}
ttsBegin;
// For now, this will strip off the order ID from the summary fields.
// No longer removing the Order ID
batchAttr = PdsBatchAttributes::find(itemId, invDim.inventBatchId, "OrderId");
orders = SDILF_BreakdownOrders::find(batchAttr.PdsBatchAttribValue, true);
if (orders)
{
orders.BoxProduced -= 1;
orders.update();
}
// Adding a batch attribute that will include the reason for scrapping
select forUpdate batchAttr;
batchAttr.PdsBatchAttribId = "ScrapReason";
//batchAttr.PdsBatchAttribValue = any2str(dictEnum.index2Value(reason.value()));
batchAttr.PdsBatchAttribValue = enum2str(reason.value());
batchAttr.InventBatchId = invDim.inventBatchId;
batchAttr.ItemId = itemId;
batchAttr.insert();
Obviously this is not the whole code, but it should be enough to give the issue that I'm trying to solve.
I'm sure there is a way to get the int value and use that to assign the label, I've just not been able to figure it out yet.
EDIT
To add some more information about what I am trying to accomplish. We make our finished goods, sometimes they are out of spec or damaged when this happens we then have to scrap that finished good. When we do this we want to keep track of why it is being scrapped, but we don't want just a bunch of random reasons. I used an enum to limit the reasons. When the operator clicks the button to scrap something they will get a dialog screen pop-up that allows them to select a reason for scrapping. The code will then, eventually, put that assigned reason on that finished items batch attributes so that we can track it later in a report and have a list of all the finished goods that were scrapped and why they were scrapped.
I'm not entirely sure of your question, but I think you're just missing one of the index2[...] calls or you're not getting the return value from your dialog correctly. Just create the below as a new job, run it, make a selection of Open Order and click ok.
I don't know the difference between index2Label and index2Name.
static void Job67(Args _args)
{
Dialog dialog = new dialog();
SysDictEnum dictEnum = new SysDictEnum(enumNum(SalesStatus));
DialogField reason;
SalesStatus salesStatusUserSelection;
str label, name, symbol;
int value;
reason = dialog.addField(enumStr(SalesStatus), "SalesStatus");
dialog.run();
if (dialog.closedOk())
{
salesStatusUserSelection = reason.value();
// Label
label = dictEnum.index2Label(salesStatusUserSelection);
// Name
name = dictEnum.index2Name(salesStatusUserSelection);
// Symbol
symbol = dictEnum.index2Symbol(salesStatusUserSelection);
// Value
value = dictEnum.index2Value(salesStatusUserSelection);
info(strFmt("Label: %1; Name: %2; Symbol: %3; Value: %4", label, name, symbol, value));
}
}

Golang syntax in "if" statement with a map

I am reading a tutorial here: http://www.newthinktank.com/2015/02/go-programming-tutorial/
On the "Maps in Maps" section it has:
package main
import "fmt"
func main() {
// We can store multiple items in a map as well
superhero := map[string]map[string]string{
"Superman": map[string]string{
"realname":"Clark Kent",
"city":"Metropolis",
},
"Batman": map[string]string{
"realname":"Bruce Wayne",
"city":"Gotham City",
},
}
// We can output data where the key matches Superman
if temp, hero := superhero["Superman"]; hero {
fmt.Println(temp["realname"], temp["city"])
}
}
I don't understand the "if" statement. Can someone walk me through the syntax on this line:
if temp, hero := superhero["Superman"]; hero {
Like if temp seems nonsensical to an outsider as temp isn't even defined anywhere. What would that even accomplish? Then hero := superhero["Superman"] looks like an assignment. But what is the semicolon doing? why is the final hero there?
Can someone help a newbie out?
Many thanks.
A two-value assignment tests for the existence of a key:
i, ok := m["route"]
In this statement, the first value (i) is assigned the value stored
under the key "route". If that key doesn't exist, i is the value
type's zero value (0). The second value (ok) is a bool that is true if
the key exists in the map, and false if not.
This check is basically used when we are not confirmed about the data inside the map. So we just check for a particular key and if it exists we assign the value to variable. It is a O(1) check.
In your example try to search for a key inside the map which does not exists as:
package main
import "fmt"
func main() {
// We can store multiple items in a map as well
superhero := map[string]map[string]string{
"Superman": map[string]string{
"realname": "Clark Kent",
"city": "Metropolis",
},
"Batman": map[string]string{
"realname": "Bruce Wayne",
"city": "Gotham City",
},
}
// We can output data where the key matches Superman
if temp, hero := superhero["Superman"]; hero {
fmt.Println(temp["realname"], temp["city"])
}
// try to search for a key which doesnot exist
if value, ok := superhero["Hulk"]; ok {
fmt.Println(value)
} else {
fmt.Println("key not found")
}
}
Playground Example
if temp, hero := superhero["Superman"]; hero
in go is similar to writing:
temp, hero := superhero["Superman"]
if hero {
....
}
Here is "Superman" is mapped to a value, hero will be true
else false
In go every query to a map will return an optional second argument which will tell if a certain key is present or not
https://play.golang.org/p/Hl7MajLJV3T
It's more normal to use ok for the boolean variable name. This is equivalent to:
temp, ok := superhero["Superman"]
if ok {
fmt.Println(temp["realname"], temp["city"])
}
The ok is true if there was a key in the map. So there are two forms of map access built into the language, and two forms of this statement. Personally I think this slightly more verbose form with one more line of code is much clearer, but you can use either.So the other form would be:
if temp, ok := superhero["Superman"]; ok {
fmt.Println(temp["realname"], temp["city"])
}
As above. For more see effective go here:
For obvious reasons this is called the “comma ok” idiom. In this
example, if the key is present, the value will be set appropriately and ok
will be true; if not, the value will be set to zero and ok will be
false.
The two forms for accessing maps are:
// value and ok set if key is present, else ok is false
value, ok := map[key]
// value set if key is present
value := map[key]

Triggering mouse/touch events in Matter.js

How would one go about adding programmatically triggered touch/mouse events in Matter.js? I have a few collision events set up for the engine, but can not trigger a mouseup event that stops the current dragging action. I've tried various combinations of targeting the canvas element, the mouse/mouseConstraint, and the non-static body.
If you, like me, came here trying to figure out how to be able to click on a Matter.js body object, let me give you one way. My goal in my project was to assign some attributes to my rectangle objects and call a function when they were clicked on.
The first thing to do was to distinguish between dragging and clicking, so I wrote(using Jquery):
$("body").on("mousedown", function(e){
mouseX1 = e.pageX;
mouseY1 = e.pageY;
});
$("body").on("mouseup", function(e){
mouseX2 = e.pageX;
mouseY2 = e.pageY;
if((mouseX1 == mouseX2) && (mouseY1 == mouseY2)){
//alert("click!\n" + mouseX2 + " " + mouseY2 +"\n");
var bodiesUnder = Matter.Query.point(books, { x: mouseX2, y: mouseY2 });
//alert("click!\n" + mouseX2 + " " + mouseY2 +"\n");
if (bodiesUnder.length > 0) {
var bodyToClick = bodiesUnder[0];
alert(bodyToClick.title2);
}
}
});
This was accomplished when listening for "mouseup" and asking if ((mouseX1 == mouseX2) && (mouseY1 == mouseY2)).
Second- the juicy part- create a var array to hold the objects, or 'bodies', we are going to dig up under the mouse. Thankfully there's this function:
var bodiesUnder = Matter.Query.point(books, { x: mouseX2, y: mouseY2 });
For the first element in here I entered "books". For you this needs to be the name of an array you've put all your objects, or 'bodies' into. If you don't have them in an array, it's not hard to throw them all in, like so:
var books = [book1, book2, book3];
Once that was all done, I was able to alert(book1.title2) to see what the title of that book (body) is. My bodies were coded as follows:
var book2 = Bodies.rectangle(390, 200, 66, 70, {
render : {
sprite : {
texture: "img/tradingIcon.jpg"
}
},
restitution : 0.3,
title1 : 'Vanessa and Terry',
title2 : 'Trading'
});
Hope that helps! This one had me hung up for a whole day.
It turns out I had incorrectly configured the Matter.Mouse module, and was re-assigning the mouse input that had already been set in MouseConstraint. The following works in regards to my original question:
Matter.mouseConstraint.mouse.mouseup(event);

How to pre-select an option in a dropdown knockout js

I've looked at this other question, but can't get my select box to work correctly:
Binding initial/default value of dropdown (select) list
I've got the following Game object:
function Game(visitingTeamDetails, homeTeamDetails, game) {
if (arguments.length > 0) {
this.VisitingTeamDetails = visitingTeamDetails;
this.HomeTeamDetails = homeTeamDetails;
this.GameId = ko.observable(game.GameId);
this.HomeTeamName = ko.observable(game.HomeTeamName);
this.VisitingTeamName = ko.observable(game.VisitingTeamName);
this.SportTypeName = ko.observable(game.SportTypeName);
this.HomeAccountName = ko.observable(game.HomeAccountName);
this.VisitingAccountName = ko.observable(game.VisitingAccountName);
this.GameDateString = ko.observable(game.GameDateString);
this.GameTimeString = ko.observable(game.GameTimeString);
this.AvailableSportTypes = ko.observableArray(game.Sports);
this.sportTypeFunction = function () {
for (sportType in this.AvailableSportTypes()) {
if (this.AvailableSportTypes()[sportType].Name == this.SportTypeName()) {
return this.AvailableSportTypes()[sportType];
}
}
return null;
};
this.SportType = ko.observable(game.SportType);
}
}
SportType is an object with Name and SportTypeId.
I have the following template:
<td rowspan="3"><select data-bind="options: AvailableSportTypes, value: SportType, optionsText:'Name', optionsCaption: 'Choose...'" class="sportType"></select></td>
AvailableSportTypes is a list of SportType.
The list is coming in with the names of the SportTypes in the drop down list, but I can't make the initial selection be SportType. I wrote sportTypeFunction to show myself that the data was coming in correctly, and it would select the correct value, but changing my selection in the drop down would not update SportType.
I'm sure I'm doing something wrong. Anyone see it?
Thanks
When game.SportType gets passed in, it needs to be a reference to the an item in the game.AvailableSportTypes and not just an object that looks the same.
Basically two objects are not equal unless they are actually a reference to the same object.
var a = { name: "test" },
b = { name: "test" };
alert(a === b); //false
So, you would need to call your function to locate the correct object in the array and set it as the value of your observable.
Not that it is way better, but in KO 1.3 you can extend .fn of observables, observableArrays, and dependentObservables to add additional functionality.
Here is a sample: http://jsfiddle.net/rniemeyer/ZP79w

Dynamic properties in Scala

Does Scala support something like dynamic properties? Example:
val dog = new Dynamic // Dynamic does not define 'name' nor 'speak'.
dog.name = "Rex" // New property.
dog.speak = { "woof" } // New method.
val cat = new Dynamic
cat.name = "Fluffy"
cat.speak = { "meow" }
val rock = new Dynamic
rock.name = "Topaz"
// rock doesn't speak.
def test(val animal: Any) = {
animal.name + " is telling " + animal.speak()
}
test(dog) // "Rex is telling woof"
test(cat) // "Fluffy is telling meow"
test(rock) // "Topaz is telling null"
What is the closest thing from it we can get in Scala? If there's something like "addProperty" which allows using the added property like an ordinary field, it would be sufficient.
I'm not interested in structural type declarations ("type safe duck typing"). What I really need is to add new properties and methods at runtime, so that the object can be used by a method/code that expects the added elements to exist.
Scala 2.9 will have a specially handled Dynamic trait that may be what you are looking for.
This blog has a big about it: http://squirrelsewer.blogspot.com/2011/02/scalas-upcoming-dynamic-capabilities.html
I would guess that in the invokeDynamic method you will need to check for "name_=", "speak_=", "name" and "speak", and you could store values in a private map.
I can not think of a reason to really need to add/create methods/properties dynamically at run-time unless dynamic identifiers are also allowed -and/or- a magical binding to an external dynamic source (JRuby or JSON are two good examples).
Otherwise the example posted can be implemented entirely using the existing static typing in Scala via "anonymous" types and structural typing. Anyway, not saying that "dynamic" wouldn't be convenient (and as 0__ pointed out, is coming -- feel free to "go edge" ;-).
Consider:
val dog = new {
val name = "Rex"
def speak = { "woof" }
}
val cat = new {
val name = "Fluffy"
def speak = { "meow" }
}
// Rock not shown here -- because it doesn't speak it won't compile
// with the following unless it stubs in. In both cases it's an error:
// the issue is when/where the error occurs.
def test(animal: { val name: String; def speak: String }) = {
animal.name + " is telling " + animal.speak
}
// However, we can take in the more general type { val name: String } and try to
// invoke the possibly non-existent property, albeit in a hackish sort of way.
// Unfortunately pattern matching does not work with structural types AFAIK :(
val rock = new {
val name = "Topaz"
}
def test2(animal: { val name: String }) = {
animal.name + " is telling " + (try {
animal.asInstanceOf[{ def speak: String }).speak
} catch { case _ => "{very silently}" })
}
test(dog)
test(cat)
// test(rock) -- no! will not compile (a good thing)
test2(dog)
test2(cat)
test2(rock)
However, this method can quickly get cumbersome (to "add" a new attribute one would need to create a new type and copy over the current data into it) and is partially exploiting the simplicity of the example code. That is, it's not practically possible to create true "open" objects this way; in the case for "open" data a Map of sorts is likely a better/feasible approach in the current Scala (2.8) implementation.
Happy coding.
First off, as #pst pointed out, your example can be entirely implemented using static typing, it doesn't require dynamic typing.
Secondly, if you want to program in a dynamically typed language, program in a dynamically typed language.
That being said, you can actually do something like that in Scala. Here is a simplistic example:
class Dict[V](args: (String, V)*) extends Dynamic {
import scala.collection.mutable.Map
private val backingStore = Map[String, V](args:_*)
def typed[T] = throw new UnsupportedOperationException()
def applyDynamic(name: String)(args: Any*) = {
val k = if (name.endsWith("_=")) name.dropRight(2) else name
if (name.endsWith("_=")) backingStore(k) = args.first.asInstanceOf[V]
backingStore.get(k)
}
override def toString() = "Dict(" + backingStore.mkString(", ") + ")"
}
object Dict {
def apply[V](args: (String, V)*) = new Dict(args:_*)
}
val t1 = Dict[Any]()
t1.bar_=("quux")
val t2 = new Dict("foo" -> "bar", "baz" -> "quux")
val t3 = Dict("foo" -> "bar", "baz" -> "quux")
t1.bar // => Some(quux)
t2.baz // => Some(quux)
t3.baz // => Some(quux)
As you can see, you were pretty close, actually. Your main mistake was that Dynamic is a trait, not a class, so you can't instantiate it, you have to mix it in. And you obviously have to actually define what you want it to do, i.e. implement typed and applyDynamic.
If you want your example to work, there are a couple of complications. In particular, you need something like a type-safe heterogenous map as a backing store. Also, there are some syntactic considerations. For example, foo.bar = baz is only translated into foo.bar_=(baz) if foo.bar_= exists, which it doesn't, because foo is a Dynamic object.

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