N.B. Keep in mind the difference between key code and character code. For example, the number 1 (one) and the character ! (bang) both have the same key code but different character codes. Likewise, the number 7 from the row of numbers and the number 7 from the numpad have different key codes but the same character codes.
I'm programming a music rhythm game in Adobe Flex and would like to bind keyboard keys. This isn't a problem, but I certainly would have a problem, say, setting the default keys to A, S, D, and F and telling the user that this is the case.
If you take a look at the documentation for flash.ui.Keyboard, you'll see that there are constants for keyboard keys to key codes. However, these are only available in Adobe AIR and not the browser. This makes sense since not all operating systems and keyboards are alike (or present!), so key codes can vary.
So, how can I assign default keys that have meaning instead of picking key codes and praying?
My only sane thought is to store the character codes for the key bindings and then provide an character code to String mapping so I can tell the user what to press. However, my gut tells me that this will break in subtle or not-so-subtle ways. Like CAPSLOCK.
Thanks.
Update: I am currently using radekg's answer, but I still think that this will break easily. I would feel more comfortable with some persuasion that this is correct.
according to Flash 8 documentation you can simply rely on ASCII codes. Take a look at these topics of the Flash 8 documentation:
http://livedocs.adobe.com/flash/mx2004/main_7_2/wwhelp/wwhimpl/common/html/wwhelp.htm?context=Flash_MX_2004&file=00001113.html
http://livedocs.adobe.com/flash/mx2004/main_7_2/wwhelp/wwhimpl/common/html/wwhelp.htm?context=Flash_MX_2004&file=00001115.html#71579
http://livedocs.adobe.com/flash/mx2004/main_7_2/wwhelp/wwhimpl/common/html/wwhelp.htm?context=Flash_MX_2004&file=00001116.html#71709
http://livedocs.adobe.com/flash/mx2004/main_7_2/wwhelp/wwhimpl/common/html/wwhelp.htm?context=Flash_MX_2004&file=00001114.html#71525
As far as I'm aware of all modern operating systems use standard ASCII. These codes have not changed since Flash 5 era. To compare letters if you don't want to rely on ASCII codes:
private function compareChar(code:Number):void {
if ( "a" == String.fromCharCode( code ).toLowerCase() ) {
trace("A pressed");
} else {
trace("You pressed " + String.fromCharCode(code));
}
}
...
compareChar(65); // 65 is A
compareChar(96); // 96 is numpad 0
However I think you can rely on ASCII codes.
Hope this helps.
Radekg is mostly correct.
Flash has a built in Class flash.ui.KeyLocation with four static properties: LEFT, RIGHT, NUM_PAD, STANDARD. This means that you can have a definitive idea which key has been pressed, even if the keyboard has been remapped. If you this in combination with String.fromCharCode, you should be able to solve this problem rather neatly.
Your final code might look like:
import flash.ui.KeyLocation;
import flash.events.KeyboardEvent;
function handleKeyboardEvent( event:KeyboardEvent )
{
// This will work for a majority of the keys.
var key:String = String.fromCharCode( event.charCode ).toLowerCase();
// Use strict comparison
if( event.keyLocation !== KeyLocation.STANDARD )
{
// The key is a number, then it needs to be re-identified.
if( event.keyLocation == KeyLocation.RIGHT ) key = "r" + key;
if( event.keyLocation == KeyLocation.LEFT ) key = "l" + key;
if( event.keyLocation == KeyLocation.NUM_PAD) key = "n" + key;
}
switch( key )
{
case "r1":
// Do something with the one which is not on the keypad.
break;
case "n.":
// Do something with the number pad's period.
break;
case "n":
// Do something with the letter N.
break;
}
}
I will admit, I am not certain what will happen with String.fromCharCode and control keys (F1, Alt, Ctrl, etc), but the KeyboardEvent does support event.shiftKey, event.ctrlKey, event.altKey
Related
I'm trying to use SequenceReader<T> in .Net Core Preview 8 to parse Guacamole Protocol network traffic.
The traffic might look as follows:
5.error,14.some text here,1.0;
This is a single error instruction. There are 3 fields:
OpCode = error
Reason = some text here
Status = 0 (see Status Codes)
The fields are comma delimited (semi-colon terminated), but they also have the length prefixed on each field. I presume that's so that you could parse something like:
5.error,24.some, text, with, commas,1.0;
To produce Reason = some, text, with, commas.
Simple comma delimited parsing is simple enough to do (with or without SequenceReader). However, to utilise the length I've tried the following:
public static bool TryGetNextElement(this ref SerializationContext context, out ReadOnlySequence<byte> element)
{
element = default;
var start = context.Reader.Position;
if (!context.Reader.TryReadTo(out ReadOnlySequence<byte> lengthSlice, Utf8Bytes.Period, advancePastDelimiter: true))
return false;
if (!lengthSlice.TryGetInt(out var length))
return false;
context.Reader.Advance(length);
element = context.Reader.Sequence.Slice(start, context.Reader.Position);
return true;
}
Based on my understanding of the initial proposal, this should work, though also could be simplified I think because some of the methods in the proposal make life a bit easier than that which is available in .Net Core Preview 8.
However, the problem with this code is that the SequenceReader does not seem to Advance as I would expect. It's Position and Consumed properties remain unchanged when advancing, so the element I slice at the end is always an empty sequence.
What do I need to do in order to parse this protocol correctly?
I'm guessing that .Reader here is a property; this is important because SequenceReader<T> is a mutable struct, but every time you access .SomeProperty you are working with an isolated copy of the reader. It is fine to hide it behind a property, but you'd need to make sure you work with a local and then push back when complete, i.e.
var reader = context.Reader;
var start = reader.Position;
if (!reader.TryReadTo(out ReadOnlySequence<byte> lengthSlice,
Utf8Bytes.Period, advancePastDelimiter: true))
return false;
if (!lengthSlice.TryGetInt(out var length))
return false;
reader.Advance(length);
element = reader.Sequence.Slice(start, reader.Position);
context.Reader = reader; // update position
return true;
Note that a nice feature of this is that in the failure cases (return false), you won't have changed the state yet, because you've only been mutating your local standalone clone.
You could also consider a ref-return property for .Reader.
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.
I am trying to read and parse and excel and some unclear things come into play as usual for me.
Here is what i have:
while (true)
{
comVariantCell1 = cells.item(row, 1).value().variantType();
comVariantCell2 = cells.item(row, 2).value().variantType();
//if an empty cell is found, processing will stop and user will get an error message in order to solve the inconsistency.
if (comVariantCell1 != COMVariantType::VT_EMPTY && comVariantCell2 != COMVariantType::VT_EMPTY)
{
//both cells have values, check their types.
importedLine = conNull();
progress1.setText(strfmt("Importing row %1", row));
if (cells.item(row, 1).value().variantType() == COMVariantType::VT_BSTR)
{
importedLine += cells.item(row, 1).value().bStr();
}
else
{
importedLine += cells.item(row, 1).value().double();
}
importedLine += cells.item(row, 2).value().double();
importedLinesCollection += [importedLine]; //conIns(importedLinesCollection, row - 1, (importedLine));
row++;
}
else
{
info (strFmt("Empty cell found at line %1 - import will not continue and no records were saved.", row));
break;
}
}
Excel format:
Item number Transfer Qty
a100 50.5
a101 10
a102 25
This worked well to check if the cell type is string: COMVariantType::VT_BSTR
but what should i use to check for a real or integer value ?
I am pretty sure in this case, the quantity will be not contain real values but anyway, it could be useful in the future to make the difference between these two types.
I have to mention that, even if i have an int value and I use cells.item(row, 1).value().int() it won't work. I can't see why.
Why do i want to make the difference? Because if it's forbidden to have real values in the quantity column ( at least in my case ), i want to check that and give the user the opportunity to put a correct value in that place and maybe further investigate why that happened to be there.
Take a look on how it is done in \Classes\SysDataExcelCOM\readRow.
It is basically using switch to test the type. This is really boring!
Also take a look on ExcelIO, a class I made some years ago. It reads Excel and returns each row as a container. This is a more high-level approach.
As a last resort you could save the Excel as a tab separated file. Then use TextIO to read the content. This will be at least 10 times faster than using Excel!
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");
}
We'll soon be embarking on the development of a new mobile application. This particular app will be used for heavy searching of text based fields. Any suggestions from the group at large for what sort of database engine is best suited to allowing these types of searches on a mobile platform?
Specifics include Windows Mobile 6 and we'll be using the .Net CF. Also some of the text based fields will be anywhere between 35 and 500 characters. The device will operate in two different methods, batch and WiFi. Of course for WiFi we can just submit requests to a full blown DB engine and just fetch results back. This question centres around the "batch" version which will house a database loaded with information on the devices flash/removable storage card.
At any rate, I know SQLCE has some basic indexing but you don't get into the real fancy "full text" style indexes until you've got the full blown version which of course isn't available on a mobile platform.
An example of what the data would look like:
"apron carpenter adjustable leather container pocket waist hardware belt" etc. etc.
I haven't gotten into the evaluation of any other specific options yet as I figure I'd leverage the experience of this group in order to first point me down some specific avenues.
Any suggestions/tips?
Just recently I had the same issue. Here is what I did:
I created a class to hold just an id and the text for each object (in my case I called it a sku (item number) and a description). This creates a smaller object that uses less memory since it is only used for searching. I'll still grab the full-blown objects from the database after I find matches.
public class SmallItem
{
private int _sku;
public int Sku
{
get { return _sku; }
set { _sku = value; }
}
// Size of max description size + 1 for null terminator.
private char[] _description = new char[36];
public char[] Description
{
get { return _description; }
set { _description = value; }
}
public SmallItem()
{
}
}
After this class is created, you can then create an array (I actually used a List in my case) of these objects and use it for searching throughout your application. The initialization of this list takes a bit of time, but you only need to worry about this at start up. Basically just run a query on your database and grab the data you need to create this list.
Once you have a list, you can quickly go through it searching for any words you want. Since it's a contains, it must also find words within words (e.g. drill would return drill, drillbit, drills etc.). To do this, we wrote a home-grown, unmanaged c# contains function. It takes in a string array of words (so you can search for more than one word... we use it for "AND" searches... the description must contain all words passed in... "OR" is not currently supported in this example). As it searches through the list of words it builds a list of IDs, which are then passed back to the calling function. Once you have a list of IDs, you can easily run a fast query in your database to return the full-blown objects based on a fast indexed ID number. I should mention that we also limit the maximum number of results returned. This could be taken out. It's just handy if someone types in something like "e" as their search term. That's going to return a lot of results.
Here's the example of custom Contains function:
public static int[] Contains(string[] descriptionTerms, int maxResults, List<SmallItem> itemList)
{
// Don't allow more than the maximum allowable results constant.
int[] matchingSkus = new int[maxResults];
// Indexes and counters.
int matchNumber = 0;
int currentWord = 0;
int totalWords = descriptionTerms.Count() - 1; // - 1 because it will be used with 0 based array indexes
bool matchedWord;
try
{
/* Character array of character arrays. Each array is a word we want to match.
* We need the + 1 because totalWords had - 1 (We are setting a size/length here,
* so it is not 0 based... we used - 1 on totalWords because it is used for 0
* based index referencing.)
* */
char[][] allWordsToMatch = new char[totalWords + 1][];
// Character array to hold the current word to match.
char[] wordToMatch = new char[36]; // Max allowable word size + null terminator... I just picked 36 to be consistent with max description size.
// Loop through the original string array or words to match and create the character arrays.
for (currentWord = 0; currentWord <= totalWords; currentWord++)
{
char[] desc = new char[descriptionTerms[currentWord].Length + 1];
Array.Copy(descriptionTerms[currentWord].ToUpper().ToCharArray(), desc, descriptionTerms[currentWord].Length);
allWordsToMatch[currentWord] = desc;
}
// Offsets for description and filter(word to match) pointers.
int descriptionOffset = 0, filterOffset = 0;
// Loop through the list of items trying to find matching words.
foreach (SmallItem i in itemList)
{
// If we have reached our maximum allowable matches, we should stop searching and just return the results.
if (matchNumber == maxResults)
break;
// Loop through the "words to match" filter list.
for (currentWord = 0; currentWord <= totalWords; currentWord++)
{
// Reset our match flag and current word to match.
matchedWord = false;
wordToMatch = allWordsToMatch[currentWord];
// Delving into unmanaged code for SCREAMING performance ;)
unsafe
{
// Pointer to the description of the current item on the list (starting at first char).
fixed (char* pdesc = &i.Description[0])
{
// Pointer to the current word we are trying to match (starting at first char).
fixed (char* pfilter = &wordToMatch[0])
{
// Reset the description offset.
descriptionOffset = 0;
// Continue our search on the current word until we hit a null terminator for the char array.
while (*(pdesc + descriptionOffset) != '\0')
{
// We've matched the first character of the word we're trying to match.
if (*(pdesc + descriptionOffset) == *pfilter)
{
// Reset the filter offset.
filterOffset = 0;
/* Keep moving the offsets together while we have consecutive character matches. Once we hit a non-match
* or a null terminator, we need to jump out of this loop.
* */
while (*(pfilter + filterOffset) != '\0' && *(pfilter + filterOffset) == *(pdesc + descriptionOffset))
{
// Increase the offsets together to the next character.
++filterOffset;
++descriptionOffset;
}
// We hit matches all the way to the null terminator. The entire word was a match.
if (*(pfilter + filterOffset) == '\0')
{
// If our current word matched is the last word on the match list, we have matched all words.
if (currentWord == totalWords)
{
// Add the sku as a match.
matchingSkus[matchNumber] = i.Sku.ToString();
matchNumber++;
/* Break out of this item description. We have matched all needed words and can move to
* the next item.
* */
break;
}
/* We've matched a word, but still have more words left in our list of words to match.
* Set our match flag to true, which will mean we continue continue to search for the
* next word on the list.
* */
matchedWord = true;
}
}
// No match on the current character. Move to next one.
descriptionOffset++;
}
/* The current word had no match, so no sense in looking for the rest of the words. Break to the
* next item description.
* */
if (!matchedWord)
break;
}
}
}
}
};
// We have our list of matching skus. We'll resize the array and pass it back.
Array.Resize(ref matchingSkus, matchNumber);
return matchingSkus;
}
catch (Exception ex)
{
// Handle the exception
}
}
Once you have the list of matching skus, you can iterate through the array and build a query command that only returns the matching skus.
For an idea of performance, here's what we have found (doing the following steps):
Search ~171,000 items
Create list of all matching items
Query the database, returning only the matching items
Build full-blown items (similar to SmallItem class, but a lot more fields)
Populate a datagrid with the full-blow item objects.
On our mobile units, the entire process takes 2-4 seconds (takes 2 if we hit our match limit before we have searched all items... takes 4 seconds if we have to scan every item).
I've also tried doing this without unmanaged code and using String.IndexOf (and tried String.Contains... had same performance as IndexOf as it should). That way was much slower... about 25 seconds.
I've also tried using a StreamReader and a file containing lines of [Sku Number]|[Description]. The code was similar to the unmanaged code example. This way took about 15 seconds for an entire scan. Not too bad for speed, but not great. The file and StreamReader method has one advantage over the way I showed you though. The file can be created ahead of time. The way I showed you requires the memory and the initial time to load the List when the application starts up. For our 171,000 items, this takes about 2 minutes. If you can afford to wait for that initial load each time the app starts up (which can be done on a separate thread of course), then searching this way is the fastest way (that I've found at least).
Hope that helps.
PS - Thanks to Dolch for helping with some of the unmanaged code.
You could try Lucene.Net. I'm not sure how well it's suited to mobile devices, but it is billed as a "high-performance, full-featured text search engine library".
http://incubator.apache.org/lucene.net/
http://lucene.apache.org/java/docs/