Evaluate a Cocoa Scripting object from NSAppleEventDescriptor - cocoa-scripting

In my sdef, I have a command that accepts a parameter of type "Any".
In the script, I pass the reference to a scriptable object:
tell application "myApp"
set theArg to first subItem of appElement -- appElement is an element of the app object
myCommand theArg
end
In my command handler code, when fetching the parameter, I get back an object like this:
<NSAppleEventDescriptor: 'obj '{ 'form':'ID ', 'want':'Subi', 'seld':10900, 'from':'obj '{ 'form':'ID ', 'want':'Elem', 'seld':10900, 'from':null() } }>
Now, I like to resolve that back into an NSObject that represents the actual scripting object of "theArg". How do I do that? I can't find any evaluation functions in NSAppleEventDescriptor, other than for simple types such as text, numbers and file references.

Turns out I need again a private function that's been mentioned here as well.
#interface NSScriptObjectSpecifier (NSPrivate)
+ (id) _scriptingSpecifierWithDescriptor:(NSAppleEventDescriptor*) descriptor;
#end
With that, I'll get an NSScriptObjectSpecifier, on which I then invoke objectsByEvaluatingSpecifier to get my object.

Related

wxDataViewListCtrl and wxVariant

I have a simple setup, a wxDataViewListCtrl, the first column uses wxDataViewCustomRenderer and the second column is just text.
class MyCustomRenderer : public wxDataViewCustomRenderer
I add a line to the wxDataViewListCtrl like this:
wxVector<wxVariant> item;
item.push_back(wxVariant(/*a raw pointer of MyClass goes here*/));
item.push_back(wxVariant("some string goes here"));
m_data_view_list_ctrl->AppendItem(item);
item.clear();
And this is MyClass:
class MyClass final : public wxObject
And this is how my SetValue method looks like:
bool MyCustomRenderer::SetValue(const wxVariant& value)
{
MyClass* temp = static_cast<MyClass*>(value.GetWxObjectPtr());
/*Do stuff with temp here...*/
return true;
}
It worked, now it does not. It fails with the following error:
https://www.dropbox.com/s/acxbzthp3ltadny/wxwidgets.png?dl=0
The only thing I changed is that I updated my static libs of wxWidgets from 3.0.4 to 3.1.2.
Why has it stopped working? What am I missing here?
Please help me :-)
Update
Thank you all for answering. The problem was solved here. In short I needed to change this line like this:
MyCustomRenderer::MyCustomRenderer() : wxDataViewCustomRenderer("void*", wxDATAVIEW_CELL_INERT, wxALIGN_CENTER)
And this one like this:
item.push_back(wxVariant(static_cast<void*>(/*Raw pointer to an instance of MyClass*/)));
I'm not sure which change exactly is responsible for this, but the value, returned by your model for the cell being drawn, is null, so your renderer can't just use it blindly and should check if ( !value.IsNull() ) before doing it (and maybe just return in this case or do whatever is appropriate to show the absence of a value in your case).

Blockly How to create a Variable to the workspace (developer variable)

I want to create a Developer Variable to the workspace in Blockly, but I cannot find the necessary function/method.
I do not want to create the variable over a button. The variable should be included even if there is no block in the workspace.
With these two functions I can get the already created variables:
var variables = workspace.getAllVariables();
var dev_var = Blockly.Variables.allDeveloperVariables(workspace);
But what is the setting function?
Developer variables are variables that will never be visible to the user, but will exist in the generated code. If that's what you're looking for: there's no API for it, but here are some things you can do.
If you want to reserve the name so that users can't accidentally override your variable, call yourGenerator.addReservedWords('var1,var2,...'). You can initialize the variable in your wrapper code.
If you really want Blockly to both reserve and declare the variable for you, you could override the init function on your generator.
On the other hand, if what you want is a user-visible variable that always shows up in the toolbox, without the user creating it, you should call yourWorkspace.createVariable('variable_name').
The unit test blocks all assume that the variable unittestResults exists and can be written to. To indicate this, the block definition includes the function getDeveloperVars, which returns an array of strings. Each string is a variable name.Follow this issue in gtihub
Blockly.Blocks['unittest_fail'] = {
// Always assert an error.
init: function() {
this.setColour(65);
this.setPreviousStatement(true);
this.setNextStatement(true);
this.appendDummyInput()
.appendField(new Blockly.FieldTextInput('test name'), 'MESSAGE')
.appendField('fail');
this.setTooltip('Records an error.');
},
getDeveloperVars: function() {
return ['unittestResults'];
}
};
LINK : https://github.com/google/blockly/issues/1535

Objective C : Expected Body of Lambda expression

I am working on a small xcode project (my first project) using objective C and am trying to display a variable onto my label in the UI. I have declared the label onto the header file by "ctrl + connecting" it and creating a weak outlet connection but when I try to assign the text value of the label to my variable I get an error saying Expected body of lambda expression
Here is the snippet of the code that throws this error. I essentially want to assign the the variable words as the text for my label:
- (void)speak:(NSString *)words {
NSLog(#"%#", words);
labelForCategory.text = [words];
}
Any suggestions on how to navigate through this will be very helpful. The error is shown on the line labelForCategory.text = [words];
Words is a NSString object so remove [] as
- (void)speak:(NSString *)words {
NSLog(#"%#", words);
labelForCategory.text = words;
}

Creating Lua globals in Objective C/C from userdata

I am working on a library to allow Lua (5.2) scripting of games in iOS 5.x. I have created a class and added bindings to allow it to be created and accessed form Lua. The C initializer method called from Lua is given below:
static int newGeminiObject(lua_State *L){
GeminiObject *go = [[GeminiObject alloc] initWithLuaState:L];
GeminiObject **lgo = (GeminiObject **)lua_newuserdata(L, sizeof(GeminiObject *));
*lgo = go;
luaL_getmetatable(L, GEMINI_OBJECT_LUA_KEY);
lua_setmetatable(L, -2);
lua_newtable(L);
lua_setuservalue(L, -2);
NSLog(#"New GeminiObject created");
// add this new object to the globall list of objects
[[Gemini shared].geminiObjects addObject:go];
return 1;
}
This assigns a metatable which is set up elsewhere to provide access to various methods. Additionally, it attaches a table as a uservalue to allow script code to assign attributes to the objects.
I can create these objects in Lua scripts with no problem:
require "gemini"
x = gemini.new()
x:addEventListener("touch", objectTouched)
Here objectTouched is a a Lua method defined elsewhere that handles a touch event. Here addEventListener binds it to touch events.
These objects work just fine. When I attempt to create one from C, however, I am running into problems. I can create the object, but trying to assign it to a global and then invoke it in a script fails.
The following C code runs
-(void) addRuntimeObject {
GeminiObject *rt = [[GeminiObject alloc] initWithLuaState:L];
GeminiObject **lruntime = (GeminiObject **)lua_newuserdata(L, sizeof(GeminiObject *));
*lruntime = rt;
// set the metatable - effectively declaring the type for this object
luaL_getmetatable(L, GEMINI_OBJECT_LUA_KEY);
lua_setmetatable(L, -2);
// add a table to hold anything the user wants to add
lua_newtable(L);
lua_setuservalue(L, -2);
// create an entry in the global table
lua_setglobal(L, "Runtime");
// empty the stack
lua_pop(L, lua_gettop(L));
}
This should define a global named "Runtime". Trying to access this variable from a script like this
Runtime:addEventListener("enterFrame", enterFrame)
Results in the following error:
attempt to index global 'Runtime' (a userdata value)
It is a userdata value, but this doesn't seem to matter when I create one in Lua directly. The metatable binding provides access to the methods and metamethods. Again, this works fine if the object is created from Lua, just not when it is created in C.
Any ideas as to what I'm doing wrong here, or what the correct way to make a global from userdata is?
EDIT
Based on comments below regarding confusion about GEMINI_OBJECT_LUA_KEY, I thought I would list the code that is actually used in the binding:
static const struct luaL_Reg geminiObjectLib_f [] = {
{"new", newGeminiObject},
{NULL, NULL}
};
static const struct luaL_Reg geminiObjectLib_m [] = {
{"addEventListener", addEventListener},
{"__gc", geminiObjectGC},
{"__index", l_irc_index},
{"__newindex", l_irc_newindex},
{NULL, NULL}
};
int luaopen_geminiObjectLib (lua_State *L){
// create the metatable and put it into the registry
luaL_newmetatable(L, GEMINI_OBJECT_LUA_KEY);
lua_pushvalue(L, -1); // duplicates the metatable
luaL_setfuncs(L, geminiObjectLib_m, 0);
// create a table/library to hold the functions
luaL_newlib(L, geminiObjectLib_f);
NSLog(#"gemini lib opened");
return 1;
}
This code registers the library of functions (not show here) that provide the methods and metamethods for the GeminiObjects. The call to luaL_newmetatable creates a new metatable and associates it in the registry with the key GEMINI_OBJECT_LUA_KEY. GEMINI_OBJECT_LUA_KEY is just a unique string defined in the header. luaL_setfuncs actually adds the function pointers to the metatable, making them available as methods of the objects.
In case anyone is still interested, I got the answer to my question from the kind folks on the Lua mailing list. The problem here is that the library binding function luaopen_geminiObjectLib is not called before my call to addRuntimeObject.
Since iOS does not support dynamic libraries, I had added my libraries in statically by adding pointers to them to the preloadedlibs array in linit.c of the Lua source. Unfortunately, libraries added this way are not loaded until require('libname') is executed in a Lua script. Since I was calling my addRuntimeObject method prior to executing the Lua script, the library was not yet loaded.
The solution is to add the pointer to luaopen_geminiObjectLib to the loadedlibs array in the same linit.c file. This causes the library to be loaded when Lua starts up with no need for scripts to require it.

How to register component interface in wxwebconnect?

I'm doing an experiment with wxWebConnect test application, incorporating the xpcom tutorial at "http://nerdlife.net/building-a-c-xpcom-component-in-windows/"
I adapt MyComponent class as necessary to compile together with testapp.exe (not as separate dll), and on MyApp::OnInit I have the following lines:
ns_smartptr<nsIComponentRegistrar> comp_reg;
res = NS_GetComponentRegistrar(&comp_reg.p);
if (NS_FAILED(res))
return false;
ns_smartptr<nsIFactory> prompt_factory;
CreateMyComponentFactory(&prompt_factory.p);
nsCID prompt_cid = MYCOMPONENT_CID;
res = comp_reg->RegisterFactory(prompt_cid,
"MyComponent",
"#mozilla.org/mycomp;1",
prompt_factory);
Those lines are copied from GeckoEngine::Init(), using the same mechanism to register PromptService, etc. The code compiles well and testapp.exe is running as expected.
I put javascript test as below :
try {
netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");
const cid = "#mozilla.org/mycomp;1";
obj = Components.classes[cid].createInstance();
alert(typeof obj);
// bind the instance we just created to our interface
alert(Components.interfaces.nsIMyComponent);
obj = obj.QueryInterface(Components.interfaces.nsIMyComponent);
} catch (err) {
alert(err);
return;
}
and get the following exception:
Could not convert JavaScript argument arg 0 [nsISupport.QueryInterface]
The first alert says "object", so the line
Components.classes[cid].createInstance()
is returning the created instance.
The second alert says "undefined", so the interface nsIMyComponent is not recognized by XULRunner.
How to dynamically registering nsIMyComponent interface in wxWebConnect environment ?
Thx
I'm not sure what is happening here. The first thing I would check is that your component is scriptable (I assume it is, since the demo you copy from is). The next thing I would check is whether you can instantiate other, standard XULRunner components and get their interface (try something like "alert('Components.interfaces.nsIFile');" - at least in my version of wxWebConnect this shows an alert box with string "nsIFile".
Also, I think it would be worth checking the Error Console to make sure there are no errors or warnings reported. A magic string to do that (in Javascript) is:
window.open('chrome://global/content/console.xul', '', 'chrome,dialog=no,toolbar,resizable');