function setLabel():void {
var cloneObject = UtilFunctions.clone(t_1) as VBox;
ticketList.push(cloneObject);
tickets.addChild(cloneObject);
}
I am getting the t_1 id(id is a property of VBox) and I suppose that all he contains(all the child containers) also will be copied, and then save it into the array, and finally add it to some visual container, thus make a copy of some visual object, but that doesn't worked, so I am wondering if that is possible, the other solution that I think is to put it to the module and then dynamically create modules and add them to displayList, can you give me some hint? also which is more fast?
**UPDATE**
package library
{
import flash.utils.describeType;
import flash.utils.getDefinitionByName;
import flash.utils.getQualifiedClassName;
public class UtilFunctions
{
public static function newSibling(sourceObj:Object):* {
if(sourceObj) {
var objSibling:*;
try {
var classOfSourceObj:Class = getDefinitionByName(getQualifiedClassName(sourceObj)) as Class;
objSibling = new classOfSourceObj();
}
catch(e:Object) {}
return objSibling;
}
return null;
}
public static function clone(source:Object):Object {
var clone:Object;
if(source) {
clone = newSibling(source);
if(clone) {
copyData(source, clone);
}
}
return clone;
}
public static function copyData(source:Object, destination:Object):void {
//copies data from commonly named properties and getter/setter pairs
if((source) && (destination)) {
try {
var sourceInfo:XML = describeType(source);
var prop:XML;
for each(prop in sourceInfo.variable) {
if(destination.hasOwnProperty(prop.#name)) {
destination[prop.#name] = source[prop.#name];
}
}
for each(prop in sourceInfo.accessor) {
if(prop.#access == "readwrite") {
if(destination.hasOwnProperty(prop.#name)) {
destination[prop.#name] = source[prop.#name];
}
}
}
}
catch (err:Object) {
;
}
}
}
}
}
Related
Hello I am trying to create my first game in unity which I wanna be network aware but I encoured a problem with network prefabs spawning. Here's my code:
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class Builder : NetworkBehaviour {
public GameObject preview;
public Transform currentPreview;
bool isPreviewing = false;
GameObject buildingPreview;
private NetworkIdentity networkId;
// Use this for initialization
void Start ()
{
networkId = GetComponent<NetworkIdentity>();
}
// Update is called once per frame
void ViewPreview()
{
buildingPreview = Instantiate(preview, transform.position, transform.rotation) as GameObject;
currentPreview = buildingPreview.transform;
isPreviewing = true;
}
void Update ()
{
CmdBuild();
}
void CmdBuild()
{
if (networkId.isLocalPlayer)
{
}
else
{ return; }
if (Input.GetKeyDown(KeyCode.E))
{
if (!isPreviewing)
ViewPreview();
else
{
Destroy(buildingPreview);
isPreviewing = false;
}
}
if (isPreviewing)
{
Preview();
}
}
[Command]
void CmdSpawnBuilding()
{
GameObject buildingPlaced = Instantiate(preview, currentPreview.position, currentPreview.rotation) as GameObject;
NetworkServer.Spawn(buildingPlaced);
}
void Preview()
{
currentPreview.position = transform.position + transform.forward * 3f;
currentPreview.rotation = transform.rotation;
if (Input.GetButtonDown("Fire1"))
{
CmdSpawnBuilding();
isPreviewing = false;
}
}
}
Compiler says there's no problem but in unity I've got such error: "UNetWeaver error: Script Builder uses [Command] CmdSpawnBuilding but is not a NetworkBehaviour. UnityEngine.Debug:LogError(Object)" My code runs perfetly good without "[Command]" line despites it's not network aware. Also, I know it's a bit messed up but I was trying to figure it out what's wrong and so yeah, messed code a bit.
Your class needs to inherit from NetworkBehaviour, like this:
public class Builder : NetworkBehaviour
Can I determine the generic type T in the following scenario?
class MyClass {
constructor() {
}
GenericMethod<T>(): string {
return typeof(T); // <=== this is flagged by the compiler,
// and returns undefined at runtime
}
}
class MyClass2 {
}
alert(new MyClass().GenericMethod<MyClass2>());
Because the types are erased during compilation, they are not available when the code runs.
This means you have to make a small duplication...
class MyClass {
constructor() {
}
GenericMethod<T>(targetType: any): string {
return typeof(targetType);
}
}
class MyClass2 {
}
alert(new MyClass().GenericMethod<MyClass2>(MyClass2));
In this case, you end up with the answer function, but you probably wanted MyClass2.
I have written an example of how to get runtime type names in TypeScript, which looks like this:
class Describer {
static getName(inputClass) {
var funcNameRegex = /function (.{1,})\(/;
var results = (funcNameRegex).exec((<any> inputClass).constructor.toString());
return (results && results.length > 1) ? results[1] : "";
}
}
class Example {
}
class AnotherClass extends Example {
}
var x = new Example();
alert(Describer.getName(x)); // Example
var y = new AnotherClass();
alert(Describer.getName(y)); // AnotherClass
I have a Windows 8 store app based off of the grouped template project, with some renames etc. However, I'm having a hard time getting the ItemsSource databinding to work for both non-snapped and snapped visual states.
I have a property, that, when set, changes the ItemsSource property, but I can only get one of the controls to bind at a time (either the GridView for non-snapped, or the ListView for snapped).
When I use the following, only the non-snapped binding works and the snapped binding shows no items:
protected PickLeafModel ListViewModel
{
get
{
return (PickLeafModel)m_itemGridView.ItemsSource;
}
set
{
m_itemGridView.ItemsSource = value;
m_snappedListView.ItemsSource = value;
}
}
If I comment out one of the setters, the snapped view shows items but the non-snapped view shows nothing:
protected PickLeafModel ListViewModel
{
get
{
return (PickLeafModel)m_itemGridView.ItemsSource;
}
set
{
//m_itemGridView.ItemsSource = value;
m_snappedListView.ItemsSource = value;
}
}
It's as if I can bind my view model only to one property at a time. What am I doing wrong?
Since I am generating my data model on another thread (yes, using the thread pool), I cannot make it inherit from DependencyObject. If I do, I get a WrongThreadException.
So to make it work I have done the following:
public class PickLeafModel : IEnumerable
{
public PickLeafModel()
{
}
public IEnumerator GetEnumerator()
{
if (m_enumerator == null)
{
m_enumerator = new PickLeafModelViewDataEnumerator(m_data, m_parentLeaf);
}
return m_enumerator;
}
private SerializableLinkedList<PickLeaf> m_data =
new SerializableLinkedList<PickLeaf>();
}
and then my items look like this:
// Augments pick leafs by returning them wrapped with PickLeafViewData.
class PickLeafModelViewDataEnumerator : IEnumerator
{
public PickLeafModelViewDataEnumerator(
SerializableLinkedList<PickLeaf> data, PickLeaf parentLeaf)
{
m_viewDataList =
new System.Collections.Generic.LinkedList<PickLeafViewData>();
foreach (PickLeaf leaf in data)
{
PickLeafViewData viewData = new PickLeafViewData();
viewData.copyFromPickLeaf(leaf, parentLeaf);
m_viewDataList.AddLast(viewData);
}
m_enumerator = m_viewDataList.GetEnumerator();
}
public void Dispose()
{
m_viewDataList = null;
m_enumerator = null;
}
public object Current
{
get
{
return m_enumerator.Current;
}
}
public bool MoveNext()
{
return m_enumerator.MoveNext();
}
public void Reset()
{
m_enumerator.Reset();
}
private IEnumerator<PickLeafViewData> m_enumerator = null;
private System.Collections.Generic.LinkedList<PickLeafViewData>
m_viewDataList;
}
}
Is there something I'm doing fundamentally wrong?
Help appreciated.
Thanks!
Thankfully there is a much easier way to do what you are trying!
Create a class called your ViewModel as shown below:
public class DataViewModel
{
public DataViewModel()
{
Data = new ObservableCollection<PickLeafViewData>(new PickLeafModelViewDataEnumerator(m_data, m_parentLeaf));
}
public ObservableCollection<PickLeafViewData> Data
{
get;
set;
}
}
Now on the code behind set the Page.DataConected to equal an instance of the above class.
And finally on both your snapped listview, and the grid view set the item source to this:-
ItemsSource="{Binding Data}"
That should work nicely for you.
Thanks to Ross for pointing me in the right direction.
I'm not 100% happy with this solution, but it does work. Basically the idea is that after I get back the PickLeafModel from the worker threads, I transplant its internal data into a derived version of the class which is data binding aware.
public class PickLeafViewModel : PickLeafModel, IEnumerable
{
public PickLeafViewModel()
{
}
public PickLeafViewModel(PickLeafModel model)
{
SetData(model);
}
public void SetData(PickLeafModel model)
{
model.swap(this);
}
public IEnumerator GetEnumerator()
{
if (m_observableData == null)
{
m_observableData = new ObservableCollection<PickLeafViewData>();
var data = getData();
PickLeaf parentLeaf = getParentLeaf();
foreach (PickLeaf leaf in data)
{
PickLeafViewData viewData = new PickLeafViewData();
viewData.copyFromPickLeaf(leaf, parentLeaf);
m_observableData.Add(viewData);
}
}
return m_observableData.GetEnumerator();
}
and the page code is as follows:
protected PickLeafViewModel ListViewModel
{
get
{
return DataContext as PickLeafViewModel;
}
set
{
DataContext = value;
}
}
whenever I want to set ListViewModel, I can do this:
ListViewModel = new PickLeafViewModel(model);
and swap looks like:
private static void swap<T>(ref T lhs, ref T rhs)
{
T temp;
temp = lhs;
lhs = rhs;
rhs = temp;
}
// Swaps internals with the other model.
public void swap(PickLeafModel other)
{
swap(ref m_data, ref other.m_data);
...
Also, PickLeafModelViewDataEnumerator can be deleted altogether.
I have the following ViewModel and I am using Caliburn Micro. The IWindowManager instance is properly resolved and all of the code works. As indicated by the TODO comment, I need to get a reference to the current window so I can toggle the AlwaysOnTop attribute. How can I do that?
namespace CaliburnWizardPlay
{
[Export(typeof(DropWindowViewModel))]
public class DropWindowViewModel : PropertyChangedBase, IHaveDisplayName
{
private readonly IWindowManager windowManager;
[ImportingConstructor]
public DropWindowViewModel(IWindowManager windowManager)
{
this.windowManager = windowManager;
}
public string DisplayName
{
get { return "Main Window"; }
set { }
}
public bool AlwaysOnTop
{
get { return Settings.Default.DropWindowAlwaysOnTop; }
set
{
Settings.Default.DropWindowAlwaysOnTop = value;
Settings.Default.Save();
NotifyOfPropertyChange(() => AlwaysOnTop);
//todo: toggle the AOT attribute of the window
}
}
public void FileDropped(DragEventArgs eventArgs)
{
if (eventArgs.Data.GetDataPresent(DataFormats.FileDrop))
{
string[] droppedFilePaths = eventArgs.Data.GetData(DataFormats.FileDrop, true) as string[];
foreach (string path in droppedFilePaths)
{
MessageBox.Show(path);
}
windowManager.ShowWindow(new WizardViewModel());
}
}
}
}
You can use the settings parameter of the ShowWindow method to set any property (e.g. Topmost) on the created window with a dictionary containing propertyname-value pairs:
windowManager.ShowWindow(new WizardViewModel(),
settings: new Dictionary<string,object> { {"Topmost", AlwaysOnTop} });
If you want to change the Topmost property of the already created window I see three options (in the order of preference):
Create an AlwaysOnTop property on the WizardViewModel and store the viewmodel in a private field and delegate the AlwaysOnTop to the WizardViewModel:
private WizardViewModel wizardViewModel;
public void FileDropped(DragEventArgs eventArgs)
{
//...
wizardViewModel = new WizardViewModel()
windowManager.ShowWindow(wizardViewModel);
}
public bool AlwaysOnTop
{
get { return Settings.Default.DropWindowAlwaysOnTop; }
set
{
//...
if (wizardViewModel != null)
wizardViewModel.AlwaysOnTop = value;
}
}
And in your view you can bind the WizardViewModel's AlwaysOnTop property to the window's TopMost property.
You can use the Application.Windows to retrieve the window. E.g. set the Name property of the created Window with the settings dictionary and then:
windowManager.ShowWindow(new WizardViewModel(),
settings: new Dictionary<string,object>
{ {"Topmost", AlwaysOnTop}, {"Name", "WizardWindow"} });
public bool AlwaysOnTop
{
get { return Settings.Default.DropWindowAlwaysOnTop; }
set
{
//...
var wizardViewModel = Application.Current.Windows.OfType<Window>()
.SingleOrDefault(w => w.Name == "WizardWindow");
if (wizardViewModel != null)
wizardViewModel.AlwaysOnTop = value;
}
}
Derive from the WindowManager and register it in your Bootstrapper and then you can override the CreateWindow, EnsureWindow etc. methods to store the created windows somewhere set the additional properties etc.
I'm have the following URL :
www.example.com?arg1=foobar
I want to get the arg1 value.
I tried to use the following code:
var bm:IBrowserManager;
bm= bm.getInstance();
browserManager.init();
var o:Object = URLUtil.stringToObject(bm.fragment, "&");
Alert.show(o.arg1);
It works with the following URL:
www.example.com#arg1=foobar
So it requires the # instead of the ? .
How can get the parameter "arg1" from Flex (nicely) from URLs such as :
www.example.com?arg1=foobar
Thanks ;)
I answered a similar question a while ago.
I use the class Adobe provided in this article. An updated version of this class can also be found here, although I haven't tried this one.
package
{
import flash.external.*;
import flash.utils.*;
public class QueryString
{
private var _queryString:String;
private var _all:String;
private var _params:Object;
public function get queryString():String
{
return _queryString;
}
public function get url():String
{
return _all;
}
public function get parameters():Object
{
return _params;
}
public function QueryString()
{
readQueryString();
}
private function readQueryString():void
{
_params = {};
try
{
_all =
ExternalInterface.call("window.location.href.toString");
_queryString =
ExternalInterface.call("window.location.search.substring", 1);
if(_queryString)
{
var params:Array = _queryString.split('&');
var length:uint = params.length;
for (var i:uint=0,index:int=-1; i 0)
{
var key:String = kvPair.substring(0,index);
var value:String = kvPair.substring(index+1);
_params[key] = value;
}
}
}
}catch(e:Error) { trace("Some error occured.
ExternalInterface doesn't work in Standalone player."); }
}
}
}
Here's an example on how to use the Querystring class:
public function CheckForIDInQuerystring():void
{
// sample URL: http://www.mysite.com/index.aspx?id=12345
var qs:QueryString = new QueryString;
if (qs.parameters.id != null)
{
// URL contains the "id" parameter
trace(qs.parameters.id);
}
else
{
// URL doesn't contain the "id" parameter
trace("No id found.");
}
}