Actionscript, can a class be accessed using a variable name? - oop

I wish to access many classes and variables, I would like to do this by dynamically setting the class name and variable name. Currently I am using
MyClass["myVariable1"]
to dynamically access the variable name
MyClass.myVariable1
I want to also dynanmically acces the class name, something like
["MyClass"]["myVariable1"]
But this does not work.
The purpose is that I have shared object with many user settings, I want to iterate through the shared object and set all the user settings across all the classes. I think if I cant dynamically access the class I must have a statement for each and every class name/variable.

I advise against such a practice. Although technically possible, it is like welcoming a disaster into the app architecture:
You rely on something you have no apparent control of: on the way Flash names the classes.
You walk out of future possibility to protect your code with identifier renaming obfuscation because it will render your code invalid.
Compile time error checks is better than runtime, and you are leaving it to runtime. If it happens to fail in non-debug environment, you will never know.
The next developer to work with your code (might be you in a couple of years) will have hard time finding where the initial data coming from.
So, having all of above, I encourage you to switch to another model:
package
{
import flash.net.SharedObject;
public class SharedData
{
static private var SO:SharedObject;
static public function init():void
{
SO = SharedObject.getLocal("my_precious_shared_data", "/");
}
static public function read(key:String):*
{
// if (!SO) init();
return SO.data[key];
}
static public function write(key:String, value:*):void
{
// if (!SO) init();
SO.data[key] = value;
SO.flush();
}
// Returns stored data if any, or default value otherwise.
// A good practice of default application values that might
// change upon user activity, e.g. sound volume or level progress.
static public function readSafe(key:String, defaultValue:*):*
{
// if (!SO) init();
return SO.data.hasOwnProperty(key)? read(key): defaultValue;
}
}
}
In the main class you call
SharedData.init();
// So now your shared data are available.
// If you are not sure you can call it before other classes will read
// the shared data, just uncomment // if (!SO) init(); lines in SharedData methods.
Then each class that feeds on these data should have an initialization block:
// It's a good idea to keep keys as constants
// so you won't occasionally mistype them.
// Compile time > runtime again.
static private const SOMAXMANA:String = "maxmana";
static private const SOMAXHP:String = "maxhp";
private var firstTime:Boolean = true;
private var maxmana:int;
private var maxhp:int;
// ...
if (firstTime)
{
// Make sure it does not read them second time.
firstTime = false;
maxhp = SharedData.readSafe(SOMAXHP, 100);
maxmana = SharedData.readSafe(SOMAXMANA, 50);
}
Well, again. The code above:
does not employ weird practices and easy to understand
in each class anyone can clearly see where the data come from
will be checked for errors at compile time
can be obfuscated and protected

You can try getting the class into a variable and going from there:
var myClass:Class = getDefinitionByName("MyClass") as Class;
myClass["myVariable1"] = x;

Related

How to create actor with parameterized constructor from testprobe

I am trying test to MyActor for sending a MessageB to itself on condition. MyActor takes setting as constructor parameter. Setting doesn't have setter cause it is intended to be immutable after creation.
public class MyActor : ReceiveActor
{
private bool Setting { get; }
public MyActor(bool setting)
{
Setting = setting;
Receive<MessageA>(message => HandleMessageA(message));
}
public void HandleMessageA(MessageA message)
{
if (Setting)
Self.Tell(new MessageB);
}
}
And here is the test
[Test]
public void HandleMessageA_SettingIsTrue_MessageBIsSent()
{
bool setting = true;
var testProbe = this.CreateTestProbe();
var myActor = Props.Create<MyActor>(testProbbe);
myActor.Tell(new MessageA);
myActor.ExpectMsg<MessageB>();
}
My problem is that i don't know how to pass bool setting to constructor.
Well I can write it like this
bool setting = true;
var myActor = Props.Create<MyActor>(setting);
And this way myActor will have settings set. But than I didn't use TestProbe and therefore will not be able to listen for expected message. So my question is how make Arrange section of test correctly?
A great guide to testing with Akka.NET describes how to create actors within the test system:
Create your actors within Sys so that your actors exist in the same
ActorSystem as the TestActor.
// create an actor in the TestActorSystem
var actor = Sys.ActorOf(Props.Create(() => new MyActorClass()));
Well the situation you have created is rather artificial. Because in a real world scenario you would either send MessageB to another actor. Which you would then be able to substitute with a TestProbe. Or you would verify the sideeffect that your messageB would have. So for example sending messageB to Self, would update some property on your actor, which you could then Test for.
Also see Chima's response, he shows the correct way to create your actor. Because only instantiating the Props is not enough.
And some general advice. When testing actors, you will want to try to refrain from testing for individual messages. Try and test the outcome (or side-effect) of sending those messages instead. That way your tests are a lot less brittle should you ever refactor your Actor's interactions

Render glitch with custom block boundaries minecraft

I'm creating a mod for Minecraft. Recently, I've tried to make a custom block, and I'm having two issues with it.
My main issue is that the block is rendering incorrectly. I want the block to be smaller in size than a full block. I successfully changed the block boundaries with setBlockBounds(), and while that did make the block render smaller and use the smaller boundaries, it causes other rendering issues. When I place the block, the floor below is becomes invisible and I can see through it, either to caves below, blocks behind it, or the void if there is nothing there. How do I fix that block not rendering? Here's a screenshot:
Additionally, my goal for this block is to emit an "aura" that gives players around it speed or some other potion effect. I have the basic code for finding players around the block and giving them speed, but I can't find a way to activate this method every tick or every X amount of ticks to ensure that it gives players within the box speed in a reliable manner. There are already some blocks in the normal game that do this, so it must be possible. How can I do this?
For your first issue, you need to override isOpaqueCube to return false. You'll also want to override isFullCube for other parts of the code, but that isn't as important for rendering. Example:
public class YourBlock {
// ... existing code ...
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
#Override
public boolean isOpaqueCube(IBlockState state) {
return false;
}
#Override
public boolean isFullCube(IBlockState state) {
return false;
}
}
Here's some info on rendering that mentions this.
Regarding your second problem, that's more complicated. It's generally achieved via a tile entity, though you can also use block updates (which is much slower). Good examples of this are BlockBeacon and TileEntityBeacon (for using tile entities) and BlockFrostedIce (for block updates). Here's some (potentially out of date) info on tile entities.
Here's an (untested) example of getting an update each tick this with tile entities:
public class YourBlock {
// ... existing code ...
/**
* Returns a new instance of a block's tile entity class. Called on placing the block.
*/
#Override
public TileEntity createNewTileEntity(World worldIn, int meta) {
return new TileEntityYourBlock();
}
}
/**
* Tile entity for your block.
*
* Tile entities normally store data, but they can also receive an update each
* tick, but to do so they must implement ITickable. So, don't forget the
* "implements ITickable".
*/
public class TileEntityYourBlock extends TileEntity implements ITickable {
#Override
public void update() {
// Your code to give potion effects to nearby players would go here
// If you only want to do it every so often, you can check like this:
if (this.worldObj.getTotalWorldTime() % 80 == 0) {
// Only runs every 80 ticks (4 seconds)
}
}
// The following code isn't required to make a tile entity that gets ticked,
// but you'll want it if you want (EG) to be able to set the effect.
/**
* Example potion effect.
* May be null.
*/
private Potion effect;
public void setEffect(Potion potionEffect) {
this.effect = potionEffect;
}
public Potion getEffect() {
return this.effect;
}
#Override
public void readFromNBT(NBTTagCompound compound) {
super.readFromNBT(compound);
int effectID = compound.getInteger("Effect")
this.effect = Potion.getPotionById(effectID);
}
public void writeToNBT(NBTTagCompound compound) {
super.writeToNBT(compound);
int effectID = Potion.getIdFromPotion(this.effect);
compound.setInteger("Effect", effectID);
}
}
// This line needs to go in the main registration.
// The ID can be anything so long as it isn't used by another mod.
GameRegistry.registerTileEntity(TileEntityYourBlock.class, "YourBlock");

Accessing a C/C++ structure of callbacks through a DLL's exported function using JNA

I have a vendor supplied .DLL and an online API that I am using to interact with a piece of radio hardware; I am using JNA to access the exported functions through Java (because I don't know C/C++). I can call basic methods and use some API structures successfully, but I am having trouble with the callback structure. I've followed the TutorTutor guide here and also tried Mr. Wall's authoritative guide here, but I haven't been able to formulate the Java side syntax for callbacks set in a structure correctly.
I need to use this exported function:
BOOL __stdcall SetCallbacks(INT32 hDevice,
CONST G39DDC_CALLBACKS *Callbacks, DWORD_PTR UserData);
This function references the C/C++ Structure:
typedef struct{
G39DDC_IF_CALLBACK IFCallback;
//more omitted
} G39DDC_CALLBACKS;
...which according to the API has these Members (Note this is not an exported function):
VOID __stdcall IFCallback(CONST SHORT *Buffer, UINT32 NumberOfSamples,
UINT32 CenterFrequency, WORD Amplitude,
UINT32 ADCSampleRate, DWORD_PTR UserData);
//more omitted
I have a G39DDCAPI.java where I have loaded the DLL library and reproduced the API exported functions in Java, with the help of JNA. Simple calls to that work well.
I also have a G39DDC_CALLBACKS.java where I have implemented the above C/C++ structure in a format works for other API structures. This callback structure is where I am unsure of the syntax:
import java.util.Arrays;
import java.util.List;
import java.nio.ShortBuffer;
import com.sun.jna.Structure;
import com.sun.jna.platform.win32.BaseTSD.DWORD_PTR;
import com.sun.jna.win32.StdCallLibrary.StdCallCallback;
public class G39DDC_CALLBACKS extends Structure {
public G39DDC_IF_CALLBACK IFCallback;
//more omitted
protected List getFieldOrder() {
return Arrays.asList(new String[] {
"IFCallback","DDC1StreamCallback" //more omitted
});
}
public static interface G39DDC_IF_CALLBACK extends StdCallCallback{
public void invoke(ShortBuffer _Buffer,int NumberOfSamples,
int CenterFrequency, short Amplitude,
int ADCSampleRate, DWORD_PTR UserData);
}
}
Edit: I made my arguments more type safe as Technomage suggested. I am still getting a null pointer exception with several attempts to call the callback. Since I'm not sure of my syntax regarding the callback structure above, I can't pinpoint my problem in the main below. Right now the relevant section looks like this:
int NumberOfSamples=65536;//This is usually 65536.
ShortBuffer _Buffer = ShortBuffer.allocate(NumberOfSamples);
int CenterFrequency=10000000;//Specifies center frequency (in Hz) of the useful band
//in received 50 MHz wide snapshot.
short Amplitude=0;//The possible value is 0 to 32767.
int ADCSampleRate=100;//Specifies sample rate of the ADC in Hz.
DWORD_PTR UserData = null;
G39DDC_CALLBACKS callbackStruct= new G39DDC_CALLBACKS();
lib.SetCallbacks(hDevice,callbackStruct,UserData);
//hDevice is a handle for the hardware device used-- works in other uses
//lib is a reference to the library in G39DDCAPI.java-- works in other uses
//The UserData is a big unknown-- I don't know what to do with this variable
//as a DWORD_PTR
callbackStruct.IFCallback.invoke(_Buffer, NumberOfSamples, CenterFrequency,
Amplitude, ADCSampleRate, UserData);
EDIT NO 2:
I have one callback working somewhat, but I don't have control over the buffers. More frustratingly, a single call to invoke the method will result in several runs of the custom callback, usually with multiple output files (results vary drastically from run to run). I don't know if it is because I am not allocating memory correctly on the Java side, because I cannot free the memory on the C/C++ side, or because I have no cue on which to tell Java to access the buffer, etc. Relevant code looks like:
//before this, main method sets library, starts DDCs, initializes some variables...
//API call to start IF
System.out.print("Starting IF... "+lib.StartIF(hDevice, Period)+"\n")
G39DDC_CALLBACKS callbackStructure = new G39DDC_CALLBACKS();
callbackStructure.IFCallback = new G39DDC_IF_CALLBACK(){
#Override
public void invoke(Pointer _Buffer, int NumberOfSamples, int CenterFrequency,
short Amplitude, int ADCSampleRate, DWORD_PTR UserData ) {
//notification
System.out.println("Invoked IFCallback!!");
try {
//ready file and writers
File filePath = new File("/users/user/G39DDC_Scans/");
if (!filePath.exists()){
System.out.println("Making new directory...");
filePath.mkdir();
}
String filename="Scan_"+System.currentTimeMillis();
File fille= new File("/users/user/G39DDC_Scans/"+filename+".txt");
if (!fille.exists()) {
System.out.println("Making new file...");
fille.createNewFile();
}
FileWriter fw = new FileWriter(fille.getAbsoluteFile());
//callback body
short[] deBuff=new short[NumberOfSamples];
int offset=0;
int arraySize=NumberOfSamples;
deBuff=_Buffer.getShortArray(offset,arraySize);
for (int i=0; i<NumberOfSamples; i++){
String str=deBuff[i]+",";
fw.write(str);
}
fw.close();
} catch (IOException e1) {
System.out.println("IOException: "+e1);
}
}
};
lib.SetCallbacks(hDevice, callbackStructure,UserData);
System.out.println("Main, before callback invocation");
callbackStructure.IFCallback.invoke(s_Pointer, NumberOfSamples, CenterFrequency, Amplitude, ADCSampleRate, UserData);
System.out.println("Main, after callback invocation");
//suddenly having trouble stopping DDCs or powering off device; assume it has to do with dll using the functions above
//System.out.println("StopIF: " + lib.StopIF(hDevice));//API function returns boolean value
//System.out.println("StopDDC2: " + lib.StopDDC2( hDevice, Channel));
//System.out.println("StopDDC1: " + lib.StopDDC1( hDevice, Channel ));
//System.out.println("test_finishDevice: " + test_finishDevice( hDevice, lib));
System.out.println("Program Exit");
//END MAIN METHOD
You need to extend StdCallCallback, for one, otherwise you'll likely crash when the native code tries to call the Java code.
Any place you see a Windows type with _PTR, you should use a PointerType - the platform package with JNA includes definitions for DWORD_PTR and friends.
Finally, you can't have a primitive array argument in your G39DDC_IF_CALLBACK. You'll need to use Pointer or an NIO buffer; Pointer.getShortArray() may then be used to extract the short[] by providing the desired length of the array.
EDIT
Yes, you need to initialize your callback field in the callbacks structure before passing it into your native function, otherwise you're just passing a NULL pointer, which will cause complaints on the Java or native side or both.
This is what it takes to create a callback, using an anonymous instance of the declared callback function interface:
myStruct.callbackField = new MyCallback() {
public void invoke(int arg) {
// do your stuff here
}
};

Glassfish - JEE6 - Use of Interceptor to measure performance

For measuring execution time of methods, I've seen suggestions to use
public class PerformanceInterceptor {
#AroundInvoke
Object measureTime(InvocationContext ctx) throws Exception {
long beforeTime = System.currentTimeMillis();
Object obj = null;
try {
obj = ctx.proceed();
return obj;
}
finally {
time = System.currentTimeMillis() - beforeTime;
// Log time
}
}
Then put
#Interceptors(PerformanceInterceptor.class)
before whatever method you want measured.
Anyway I tried this and it seems to work fine.
I also added a
public static long countCalls = 0;
to the PerformanceInterceptor class and a
countCalls++;
to the measureTime() which also seems to work o.k.
With my newby hat on, I will ask if my use of the countCalls is o.k. i.e
that Glassfish/JEE6 is o.k. with me using static variables in a Java class that is
used as an Interceptor.... in particular with regard to thread safety. I know that
normally you are supposed to synchronize setting of class variables in Java, but I
don't know what the case is with JEE6/Glassfish. Any thoughts ?
There is not any additional thread safety provided by container in this case. Each bean instance does have its own instance of interceptor. As a consequence multiple thread can access static countCalls same time.
That's why you have to guard both reads and writes to it as usual. Other possibility is to use AtomicLong:
private static final AtomicLong callCount = new AtomicLong();
private long getCallCount() {
return callCount.get();
}
private void increaseCountCall() {
callCount.getAndIncrement();
}
As expected, these solutions will work only as long as all of the instances are in same JVM, for cluster shared storage is needed.

Controller selection

In my title screen, i have a code saying that the first controller using A is the PlayerIndex.one.
Here is the code:
public override void HandleInput(InputState input)
{
for (int anyPlayer = 0; anyPlayer <4; anyPlayer++)
{
if (GamePad.GetState((PlayerIndex)anyPlayer).Buttons.A == ButtonState.Pressed)
{
FirstPlayer = (PlayerIndex)anyPlayer;
this.ExitScreen();
AddScreen(new Background());
}
}
}
My question is: How can i use the "FirstPlayer" in other classes? (without this, there is no interest in this code)
I tried the Get Set thing but i can't make it work. Does i need to put my code in another class? Do you use other code to make this?
Thanks.
You can make a static variable say : SelectedPlayer,
and assign first player to it!
then you can call the first player through this class,
for example
class GameManager
{
public static PlayerIndex SelectedPlayer{get;set;}
..
..
..
}
and right after the loop in your code, you can say:
GameManager.SelectedPlayer = FirstPlayer;
I hope this helps, if your code cold be clearer that would be easier to help :)
Ok, so to do this properly you're going to have to redesign a little.
First off, you should be checking for a new gamepad input (i.e. you should be exiting the screen only when 'A' has been newly pressed). To do this you should be storing previous and current gamepad states:
private GamePadState currentGamePadState;
private GamePadState lastGamePadState;
// in your constructor
currentGamePadState = new GamePadState();
lastGamePadState = new GamePadState();
// in your update
lastGamePadState = currentGamePadState;
currentGamePadState = GamePad.GetState(PlayerIndex.One);
Really what you need to do is modify your class that deals with input. The basic functionality from your HandleInput function should be moved into your input class. Input should have a collection of functions that test for new/current input. For example, for the case you posted:
public Bool IsNewButtonPress(Buttons buton)
{
return (currentGamePadState.IsButtonDown(button) && lastGamePadState.IsButtonUp(button));
}
Then you can write:
public override void HandleInput(InputState input)
{
if (input.IsNewButtonPress(Buttons.A)
{
this.ExitScreen();
AddScreen(new Background());
}
}
Note: this will only work for one controller. To extend the implementation, you'll need to do something like this:
private GamePadState[] currentGamePadStates;
private GamePadState[] lastGamePadStates;
// in your constructor
currentGamePadStates = new GamePadState[4];
currentGamePadStates[0] = new GamePadState(PlayerIndex.One);
currentGamePadStates[1] = new GamePadController(PlayerIndex.Two);
// etc.
lastGamePadStates[0] = new GamePadState(PlayerIndex.One);
// etc.
// in your update
foreach (GamePadState s in currentGamePadStates)
{
// update all of this as before...
}
// etc.
Now, you want to test every controller for input, so you'll need to generalise by writing a function that returns a Bool after checking each GamePadState in the arrays for a button press.
Check out the MSDN Game State Management Sample for a well developed implementation. I can't remember if it supports multiple controllers, but the structure is clear and can easily be adapted if not.