I would like to reuse an instance created with the constructor node. Say once I create an instance of Camera as seen in the diagram below, how do I reuse it other places ? For variables and buttons I know that I can create a local variable or a reference and update, but I can't find a way to reuse instances. Could anyone please shed some light ?
Thank you,
The cyan wire coming out of the constructor node is a reference to an object. You can fork that wire to anywhere else in your program that you want to use it. Your Event Structure is probably inside a While Loop. It's likely that you want to create a shift register on the border of the loop and wire the object reference wire to the right-hand shift register so you can reuse the reference in other frames on later events. Here's an image to explain...
You can reuse the reference to the instance. Wire a reference to an indicator from the camera constructor node and then use that reference via local variables the same way as you would normally do.
Related
I have a QEntity with a mesh which is set as a primitive type (Points). Beside that I also initialized QObjectPicker and connect four basic signals to functions (clicked, moved, pressed, and released). When I run application and do some mouse events, none of these events is QPickPointEvent. Only QPickEvents occur. Is it possible in Python to trigger a QPickPointEvent?
I also set pick method to PointPicking.
You need to enable point picking using the pick method on the QPickSettings property of the instance of QRenderSettings.
In that case, the QPickEvent will actually be an instance of QPointPickEvent. I'm not sure how you "downcast" that in python though.
But if you entity is indeed using point primitives, then the coordinates of the picked point and the point itself should be the same. The only information you would be missing is the index of the point in it's parent list of primitives.
In a Dolphin smalltalk treeview I'd like to use a custom icon, depending on the state of the item displayed, (differente state, different icon)
How can I do that ?
I cannot really understand how to use a "my" icon.
I've create a class "connection", with an instance variable "connected"
and two class methods "connectedIcon and unconnectedIcon that returns icon images.
Then an instance function "icon" that returns one or the other image based on the connection state.
I can add instances of this class to a tree view and see the name of the connections.
But how to show my Icons ?
I tried to sustitute the getImageBlock of my presenter view with the following expression [:obj | obj icon] but it doesn't work.
(nothing seems to happen).
this is made in my presenter initialize :
initialize
super initialize.
treePresenter view getImageBlock: [:obj | obj icon]
what's wrong with it ?
best regards
Maurizio
When you are editing a TreeView, one of the properties is getImageBlock. By default it is not really a block but another object that understands the message #'value:' (the class IconicListAbstract). You can replace this property with a code block (or other object that understands #'value:') and answer the image you want displayed.
In Microsoft Windows, icons are typically stored in a DLL. You should be able to use an icon explorer or editing tool to see the icons in a dll. For example, get IconExplorer from http://www.mitec.cz/iconex.html and try opening DolphinDR7.dll. Do the icons and numbers match what you see when you return a number in your application?
To determine (or override) the resource library used, see SessionManager>>#'defaultResLibPath'.
Typically, the getImageBlock is set using the property editor in the GUI editor, but setting it through code can work as well.
Wonderful Dolphin Smalltalk!
I had two problems
1) how and where to modify the getImageBlock method of my Treepresenter.
2) where to put the icons ad how to get the imageindex of each icon.
This is the solution :
1) it's not needed.
The treeview sends an #iconImageIndex" message to my model
this is handled by the default method (in the Object class) that send to my object the message #icon
and to the result of this message (an icon) the message #iconIndex.
This message is understood from the icon that answers with its own iconIndex.
So the only method I need to impement is #icon in my class Connection
that I implemented as follows:
icon
opened ifTrue: [^Connection connectedIcon] ifFalse: [^Connection unconnectedIcon]
In the class itself the two icons are imported in the image by evaluating the createIconMethod,
as explained in the blog article 'Beauty with less Beast'.
So my problems are solved.
Thanks to all.
Maurizio.
i'm facing one problem about attaching movieclip from loaded movie, so basically we have a Map
Map.loadMovie("SimpleMap.swf");
in this map there's a npc dialogue with its name "Dialogue1" I want to attach it to the client. It should be basically something like
_root.attachMovie("Map.Dialogue1", "dialogue", _root.getNextHighestDepth());
but it seems I can't get it to work. Anyone can help?
Note: Also I want to attach the movieclip to the client instead of the map, else I would use Map.attachMovie
it's been a while since I wrote any Actionscript 2 stuff, but have you tried removing the quotes around Map.Dialogue1 ? - If I remember correctly passing a string would make Flash look for the symbol in the library, not from the global or current scope...
_root.attachMovie(Map.Dialogue1, "dialogue", _root.getNextHighestDepth());
If you want you can import mx.core.UIObject and then use the method _root.createObject() (or if it is O-O use createClassObject()).
It is going to attach the "npc dialog" as an object... you need to specify the linkage name and give the instance a name. So for example if you called the dialog "npc_dialog" in the library then use:
_root.createObject("npc_dialog", "my_npc", _root.getNextHighestDepth());
Here is something else you can try... go to the library and drag a instance of the movie onto the stage somewhere where it will not be seen, like for instance on the next key frame or off the stage then try to run attachMovie().
What happens is flash will compile the clip in the most efficient way possible so if it sees you imported a package but did not use it then it will ignore this class in the compiled clip... so when you go to run and it tries to attach the movie it can't find it.
I have to check a frame window with RFT which is written with a .net framework. My problem is, after adding the frame as Testobject via drag and drop to the script it works fine. But after restarting RFT, it isnt able to recognize that frame any more, neither with find method or the highlight function for objects.
I read that there is a way to add objects to the proxys. But this frame is declared at proxy .Net.FormProxy and this proxy is existing in the file rational_ft.rftcust as
<Obj L=".Proxy">
<ClassName>Rational.Test.Ft.Domain.Net.FormProxy</ClassName>
<Replaces/>
<UsedBy>[System.Windows.Forms]System.Windows.Forms.Form</UsedBy>
</Obj>
I dont get what is the problem. Especially, why is it working some times but not always.
Thx for help..
The problem you have mentioned may happen for the following reasons.
The object recognition is indeed changing . And it is not necessarily the object that you are having problem with has object recognition issue , but an object in the parent heirarchy of this object (unless this object is the top level object).
The second reason could be the application is not getting enabled during playback time and you can try getRootTestObject().enableForTesting(/) API to force enable the application.
On a recorded Form object in the Object Map try to use the "update recognition properties" to see if there is change in recognition properties in actual vs recorded object.
You can also just test a different simple Form Application to see if the issue is related to your application or if it is general issue in your environment( I suspect it to be related to the application).
I want to create a new object so as to instantiate and use it several times;
For example, if I want to create an object that has a label and a button inside, how do I? I created a new NSObject but inside it has nothing, then how do I make everything from scratch since there was a viewDidLoad for example (obviously, since it has a view)?
thanks!
Your questions lead me to think that you're really just starting out. There's nothing wrong with that, but rather than trying to summarize several megabytes of documentation in a few paragraphs, I'm just going to point you to the iOS Starting Point. I think that you're just trying to create a container that can hold other UI components? If so, use a UIView for that. However, don't jump in and try to get something specific done without first reading through some of the Getting Started documents -- you'll just end up back here, and we'll just point you back to the docs. You might like the Your First iOS Application guide, as that lets you get your feet wet but explains things along the way.