I want to use flatbuf to save aquadtree structure. here is my fbs file
namespace com.generated;
struct Obj {
hash:int;
geohash:uint64;
}
table Tree {
obj:[Obj];
id:int;
nodes:[Tree];
}
root_type Tree;
and here is the code that I am using to make objects
var builder = new flatbuffers.Builder(0)
var Tree = com.generated.Tree;
var Obj = com.generated.Obj;
Tree.startTree(builder);
Tree.addId(builder, builder.createInt(1));
Tree.addObj(builder, Obj.createObj(builder, 36, 42));
var offset = Tree.endTree(builder);
Tree.startTree(builder);
Tree.addId(builder, builder.createInt(1));
Tree.addObj(builder, Obj.createObj(builder, 36, 42));
offset = Tree.endTree(builder);
builder.finish(offset);
well in code above I have two problems, First the builder.createInt(1) does not exist. So I do not know how I can create an Integer. And my second problem is with the making an array of Trees, I am currently after Tree.end start another Tree with the same builder. Is this the correct way to do that?
Related
I know this question has been asked a bunch of times, but none of the answers (or at least what i took away from them) was a help to my particiular problem.
I want to dynamically change a part of the variable path, so i don't have to repeat the same code x-times with just two characters changing.
Here's what i got:
In the beginning of my script, i'm setting the reference to PlayerData scripts, attached to the GameManager object like this:
var P1 : P1_Data;
var P2 : P2_Data;
function Start(){
P1 = GameObject.Find("GameManager").GetComponent.<P1_Data>();
P2 = GameObject.Find("GameManager").GetComponent.<P2_Data>();
}
Later, i want to access these scripts using the currentPlayer variable to dynamically adjust the path:
var currentPlayer : String = "P1"; //this actually happens along with some other stuff in the SwitchPlayers function, i just put it here for better understanding
if (currentPlayer.PlayerEnergy >= value){
// do stuff
}
As i was afraid, i got an error saying, that PlayerEnergy was not a part of UnityEngine.String.
So how do I get unity to read "currentPlayer" as part of the variable path?
Maybe some parse function I haven't found?
Or am I going down an entirely wrong road here?
Cheers
PS: I also tried putting the P1 and P2 variables into an array and access them like this:
if (PlayerData[CurrentPlayerInt].PlayerEnergy >= value){
// do stuff
}
to no success.
First of all,
var currentPlayer : String = "P1"
here P1 is just string, not the previous P1/P2 which are referenced to two scripts. So, if you want, you can change
currentPlayer.PlayerEnergy >= value
to
P1.PlayerEnergy >= value
or,
P2.PlayerEnergy >= value
But if you just want one function for them, like
currentPlayer.PlayerEnergy >= value
Then you have to first set currentPlayer to P1/P2 which I assume you are trying to do. You must have some codes that can verify which player is selected. Then, maybe this can help -
var playerSelected: int = 0;
var currentPlayerEnergy: int = 0;
.....
//Use your codes to verify which player is selected and then,
if (playerSelected == 1) {
currentPlayerEnergy = P1.PlayerEnergy;
} else if (playerSelected == 2) {
currentPlayerEnergy = P2.PlayerEnergy;
}
//Now use your favorite function
if (currentPlayerEnergy >= value) {
//Do stuff
}
As there was no reply providing the answer I needed, I'll share the solution that did the trick for me, provided by a fellow student.
Instead of having the PlayerData scripts pre-written, I generate them using a public class function in a Playermanager script. This generates the Playerdata as attached scripts, saved into an array.
I can then access them through Playermanager.Playerlist[Playernumber].targetvariable.
Which is what I wanted to do, only with the Playerdata being attached to a script instead of a gameobject. And it works great!
Here's the full code of my Playermanager Script:
//initialise max players
public var maxplayers : int = 2;
// Initialise Playerlist
static var Players = new List.<PlayerData>();
function Start () {
for (var i : int = 0; i < maxplayers; i++){
var Player = new PlayerData();
Players.Add(Player);
Players[i].PlayerName = "Player " + i;
}
DontDestroyOnLoad (transform.gameObject);
}
public class PlayerData {
public var PlayerName : String;
public var PlayerEnergy : int = 15;
public var Fleet : List.<GameObject> = new List.<GameObject>();
}
As you see, you can put any type of variable in this class.
I hope this helps some of you who have the same problem.
cheers,
Tux
I want to convert my class to a Map so I'm using Serialization package. From the example it looks simple:
var address = new Address();
address.street = 'N 34th';
address.city = 'Seattle';
var serialization = new Serialization()
..addRuleFor(Address);
Map output = serialization.write(address);
I expect to see an output like {'street' : 'N 34th', 'city' : 'Seattle'} but instead it just output something I-don't-know-what-that-is
{"roots":[{"__Ref":true,"rule":3,"object":0}],"data":[[],[],[],[["Seattle","N 34th"]]],"rules":"{\"roots\":[{\"__Ref\":true,\"rule\":1,\"object\":0}],\"data\":[[],[[{\"__Ref\":true,\"rule\":4,\"object\":0},{\"__Ref\":true,\"rule\":3,\"object\":0},{\"__Ref\":true,\"rule\":5,\"object\":0},{\"__Ref\":true,\"rule\":6,\"object\":0}]],[[],[],[\"city\",\"street\"]],[[]],[[]],[[]],[[{\"__Ref\":true,\"rule\":2,\"object\":0},{\"__Ref\":true,\"rule\":2,\"object\":1},\"\",{\"__Ref\":true,\"rule\":2,\"object\":2},{\"__Ref\":true,\"rule\":7,\"object\":0}]],[\"Address\"]],\"rules\":null}"}
Serialization is not supposed to create human-readable output. Maybe JSON output is more what you look for:
import dart:convert;
{
var address = new Address();
..address.street = 'N 34th';
..address.city = 'Seattle';
var encoded = JSON.encode(address, mirrorJson);
}
Map mirrorJson(o) {
Map map = new Map();
InstanceMirror im = reflect(o);
ClassMirror cm = im.type;
var decls = cm.declarations.values.where((dm) => dm is VariableMirror);
decls.forEach((dm) {
var key = MirrorSystem.getName(dm.simpleName);
var val = im.getField(dm.simpleName).reflectee;
map[key] = val;
});
return map;
}
The new Address() creates a full prototype object which is what you are seeing. That being said, they could have done something to avoid part of those, but if you want to restore the object just the way it is, that's necessary.
To see the full content of an object you use the for() instruction in this way:
for(obj in idx) alert(obj[idx]);
You'll see that you get loads of data this way. Without the new Address() it would probably not be that bad.
Serialization won't help you here...
You might give a try to JsonObject library, and maybe go through this in depth explanation how to do what you are trying to do using mirrors.
I'm working with Actionscript 2 (not ready to upgrade yet, although it's irreverent to the problem) but I'm having trouble with OOP and classes.
I've got a "Tool" class, written like so:
class com.Tool {
public var self:MovieClip;
private static var Type:String;
function Tool(T:String, X:Number, Y:Number) {
Type = T;
self = _root.createEmptyMovieClip("obj"+_root.getNextHighestDepth(), _root.getNextHighestDepth());
self._x = X;
self._y = Y;
self.width = 36;
self.height = 36;
self.onRollOver = function() {
trace(Type);
}
}
}
I create 3 of them in the main script like so:
var toolPan:Tool = new Tool("pan", 0, 0);
var toolSquare:Tool = new Tool("square", 0, 38);
var toolLine:Tool = new Tool("line", 0, 76);
It all works great, except the onRollOver. It's supposed to output the unique "Type" string, but it always outputs "line" (the last Type Tool created) regardless which one I roll over.
Needless to say, I'm still a beginner to all this. But it seems like they're all sharing the same variable :/ How do I make these variables unique to each object created?
Thank you very much!
It's because it's type static, so the value is shared by all instances of that class. Remove it and it should work.
private var Type:String;
So I want to allow the user to conditionally turn columns on/off in a Cardboard app I built. I have two problems.
I tried using the 'columns' attribute in the config but I can't seem to find a default value for it that would allow ALL columns to display(All check boxes checked) based on the attribute, ie. the default behavior if I don't include 'columns' in the config object at all (tried null, [] but that displays NO columns).
So that gets to my second problem, if there is no default value is there a simple way to only change that value in the config object or do I have to encapsulate the entire variable in 'if-else' statements?
Finally if I have to manually build the string I need to parse the values of an existing custom attribute (a drop list) we have on the portfolio object. I can't seem to get the rally.forEach loop syntax right. Does someone have a simple example?
Thanks
Dax - Autodesk
I found a example in the online SDK from Rally that I could modify to answer the second part (This assumes a custom attribute on Portfolio item called "ADSK Kanban State" and will output values to console) :
var showAttributeValues = function(results) {
for (var property in results) {
for (var i=0 ; i < results[property].length ; i++) {
console.log("Attribute Value : " + results[property][i]);
}
}
};
var queryConfig = [];
queryConfig[0] = {
type: 'Portfolio Item',
key : 'eKanbanState',
attribute: 'ADSK Kanban State'
};
rallyDataSource.findAll(queryConfig, showAttributeValues);
rally.forEach loops over each key in the first argument and will execute the function passed as the second argument each time.
It will work with either objects or arrays.
For an array:
var array = [1];
rally.forEach(array, function(value, i) {
//value = 1
//i = 0
});
For an object:
var obj = {
foo: 'bar'
};
rally.forEach(obj, function(value, key) {
//value = 'bar'
//key = 'foo'
});
I think that the code to dynamically build a config using the "results" collection created by your query above and passed to your sample showAttributeValues callback, is going to look a lot like the example of dynamically building a set of Table columns as shown in:
Rally App SDK: Is there a way to have variable columns for table?
I'm envisioning something like the following:
// Dynamically build column config array for cardboard config
var columnsArray = new Array();
for (var property in results) {
for (var i=0 ; i < results[property].length ; i++) {
columnsArray.push("'" + results[property][i] + "'");
}
}
var cardboardConfig = {
{
attribute: 'eKanbanState',
columns: columnsArray,
// .. rest of config here
}
// .. (re)-construct cardboard...
Sounds like you're building a neat board. You'll have to provide the board with the list of columns to show each time (destroying the old board and creating a new one).
Example config:
{
attribute: 'ScheduleState'
columns: [
'In-Progress',
'Completed'
]
}
I am currently working with mono and gtk#.
Regarding the TreeView there is this Tutorial.
I want to achieve the same thing thats presented under "Controlling how the model is used"
So i have the Song Class and the Render-Methods to display artist and title.
But I want to display it via a TreeStore instead of a ListStore. So that I have a Rootnode for each Letter and under this node all Artists starting with this letter should be displayed.
My problem how can I add these RootNodes to the TreeStore? And where should I add them?
songs.Add(new Song("Dancing Djs vs. Roxette", "Fading like a flower"));
songs.Add(new Song("Xaiver","give me the right"));
songs.Add(new Song("Daft Punkt","Technologic"));
TreeStore musicListStore = new TreeStore(typeof(Song));
foreach (var s in songs)
{
musicListStore.AppendValues(s);
}
treeview1.Model = musicListStore;
treeview1.AppendColumn("Artist", new CellRendererText(),new TreeCellDataFunc(RenderArtistName));
treeview1.AppendColumn("Title", new CellRendererText(),new TreeCellDataFunc(RenderSongTitle));
private void RenderArtistName(TreeViewColumn column, CellRenderer cell, TreeModel model, TreeIter iter)
{
Song s = model.GetValue(iter,0) as Song;
(cell as CellRendererText).Text = s.Artist;
}
private void RenderSongTitle(TreeViewColumn column, CellRenderer cell, TreeModel model, TreeIter iter)
{
Song s = model.GetValue(iter,0) as Song;
(cell as CellRendererText).Text = s.Title;
}
So i want to achieve that there are RootNodes for each letter and underneath each letter there should be all Artists listed starting with this letter.
My problem is how to add the letter to the TreeStore plus how do i know where to insert each Song then.
Here is a screenshot how i would like it to look like(I am not allowed to upload them directly. So i Had to use an external hosted. Sry):
Screenshot
You can build up your tree quite easily. Eg;
var store = new Gtk.TreeStore( typeof(string) );
// add a root node
var root = store.AppendValues("hello");
// add a child of the root
store.AppendValues(root,"world");
// add another child
var mono = store.AppendValues(root,"mono");
// add a second level child
store.AppendValues(mono,"gtk");
So, in the context of your music app..
// title, artist
var store = new Gtk.TreeStore( typeof(string), typeof(string) );
// make an index of top level nodes using thier TreeIters
var index = new Dictionary<string,Gtk.TreeIter>();
// add index nodes
foreach ( var letter in new List<string>{ "A", "B", "C" ... "Z" } ){
index[letter.ToLower()] = store.AppendValues( letter );
}
// add songs
foreach ( var song in songlist ){
var title = song.Title;
var artist = song.Artist;
var first = title.SubString(0,1).ToLower();
var iter = store[first];
// add this song
store.AppendValues( iter, title, artist );
}
You will have to do some extra work if you want to dynamically add index nodes, each time you add a node at a level all your treeiter values at that level or deeper become worthless.