What is the syntax of keybinds.settings? - keyboard-shortcuts

What is the syntax of the keybinds.settings? I am a vim user, and I would ultimately like to:
bind shift-j to go down 8 lines (nnoremap J 8j)
the same with k (nnoremak J 8k)
Use , as a "leader", i.e. I would like to bind ",b" to "build", and perhaps ",g" to run "ghci file-name" in a terminal.

keybinding.settings file works only for cloud9 commands for now, for customizing vim commands you will have to use init script (see Open Your Init Script item in Cloud9 menu)
You can use following snippet
require(["plugins/c9.ide.ace.keymaps/vim/keymap"], function(vim) {
var defaultKeymap = vim.aceKeyboardHandler.defaultKeymap;
function ideCommand() { services.commands.exec(this.name); }
function map(keys, action, context) {
var mapping;
if (!action) {
return defaultKeymap.forEach(function(x) {
if (x.keys == keys) {
x.defaultKeys = keys;
x.keys = "";
}
});
} else if (/^c9:/.test(action)) {
var commandName = action.substr(3);
mapping = {
keys: keys, type: "action", action: "aceCommand",
actionArgs: { exec: ideCommand, name: commandName }
};
} else {
mapping = { keys: keys, type: "keyToKey", toKeys: action };
}
if (context)
mapping.context = context;
mapping.user = true;
defaultKeymap.unshift(mapping);
}
map("J", "8j", "normal");
map("K", "8k", "normal");
map(",", ""); // remove default mapping of ,
map(",b", "c9:build", "normal");
map(",g", "c9:run", "normal");
});
note that for ,g you need to create ghci runner, see https://docs.c9.io/custom_runners.html for details.

Related

Karate 2 seperate configs karate-config.js and karate-config-env.js

Trying to figure out, how to use multiple karate-config.js and karate-config-.js file
like below File 1: karate-congig.js
function fn() {
var env = karate.env; // get system property 'karate.env'
karate.log('karate.env system property was:', env);
if (!env) {
env = 'dev';
}
var config = {
}
if (env == 'dev') {
// customize
// e.g. config.foo = 'bar';
} else if (env == 'e2e') {
// customize
}
return config;
}
File 2: karate-config-SysVar.js
function fn() {
var config = {
dbUserName : 'UserName',
dbPassword : 'password',
HostURL : 'URL'
}
return config;
}
Tried to refer this documentation: https://github.com/karatelabs/karate#environment-specific-config
And example Not Found https://github.com/karatelabs/karate/blob/master/karate-demo/src/test/java/karate-config-contract.js
Thanks in Advance

Custom directive to check the value of two or more fields

I tried my best to write a custom directive in Apollo Server Express to validate two input type fields.
But the code even works but the recording of the mutation already occurs.
I appreciate if anyone can help me fix any error in the code below.
This is just sample code, I need to test the value in two fields at the same time.
const { SchemaDirectiveVisitor } = require('apollo-server');
const { GraphQLScalarType, GraphQLNonNull, defaultFieldResolver } = require('graphql');
class RegexDirective extends SchemaDirectiveVisitor {
visitInputFieldDefinition(field) {
this.wrapType(field);
}
visitFieldDefinition(field) {
this.wrapType(field);
}
wrapType(field) {
const { resolve = defaultFieldResolver } = field;
field.resolve = async function (source, args, context, info) {
if (info.operation.operation === 'mutation') {
if (source[field.name] === 'error') {
throw new Error(`Find error: ${field.name}`);
}
}
return await resolve.call(this, source, args, context, info);
};
if (
field.type instanceof GraphQLNonNull
&& field.type.ofType instanceof GraphQLScalarType
) {
field.type = new GraphQLNonNull(
new RegexType(field.type.ofType),
);
} else if (field.type instanceof GraphQLScalarType) {
field.type = new RegexType(field.type);
} else {
// throw new Error(`Not a scalar type: ${field.type}`);
}
}
}
class RegexType extends GraphQLScalarType {
constructor(type) {
super({
name: 'RegexScalar',
serialize(value) {
return type.serialize(value);
},
parseValue(value) {
return type.parseValue(value);
},
parseLiteral(ast) {
const result = type.parseLiteral(ast);
return result;
},
});
}
}
module.exports = RegexDirective;

React Native: how can I achieve the dynamic keys with multiple objects

Here is my code I tried,
var array=[];
var list = this.state.list;
var getList = function(i){
var add = +i + 1;
return {
["value"+add]:{
Description:list[i].Description,
Length:list[i].Length,
Height:list[i].Height,
Weight:list[i].Weight,
VolumeWeight:list[i].VolumeWeight,
ActualWeight:list[i].ActualWeight,
}
}
}.bind(this)
for(var i in list){
array.push(getList(i));
}
var dataArray = array.map(function(e){
return JSON.stringify(e);
});
dataString = dataArray.join(",");
data1 = {
ConsigneeBranchName:this.state.searchText,
ConsigneeBranchCode:this.state.code,
ConsigneeBranchFullAddress:this.state.DAddress,
SenderBranchCode:this.state.code1,
SenderBranchName:this.state.searchTexts,
SenderBranchFullAddress:this.state.Address,
CreatedByEmployeeCode:id,
CreatedByEmployeeFullName:userName,
jsonString:{
JsonValues:{
id:"MyID",
values:dataString
}
}
}
But I want the result is exactly this
var result = {
"ConsigneeBranchName":"",
"ConsigneeBranchCode":"",
"ConsigneeBranchFullAddress":"",
"SenderBranchCode":"",
"SenderBranchName":"",
"SenderBranchFullAddress":"",
"CreatedByEmployeeCode":"",
"CreatedByEmployeeFullName":"",
"jsonString":"{
"JsonValues": {
"id": "MyID",
"values": {
"value1":{
"Description”:"testSmarter1",
"Length”:"60",
"Height”:"50",
"Weight”:"70",
"VolumeWeight”:"75",
"ActualWeight”:”78"
},
"value2:{
"Description":"Documents",
"Length":"120",
"Height":"68",
"Weight":"75",
"VolumeWeight":"122.4",
"ActualWeight":"123"
},
}
}
}
};
Please any one help me
I want the object with dynamic keys within a single object {key1:{des:1,value:as},key2:{des:2,value:aw},key3:{des:3,value:au}}
can you please help me I have tried so many times
see this below image I want this part, inside the single object, I can join multiple objects with dynamic keys
lodash already has a function called keyBy, you can use it to get this functionality. If adding lodash doesn't make sense in your project.
I have implemented a vanilla JS version.
function keyBy(array, mapperFn) {
const resultObj = {};
array.map(item => resultObj[mapperFn(item)] = item);
return resultObj;
}
function arrayToObject (array, keyName = 'id') {
return keyBy(array, function(element) {return element[keyName]});
}
API:
arrayToObject(targetArray, stringNameOfThePorpertyYouWantToUseAsKey);
USAGE:
const listOfUsers = [{name: 'Jenitha', reputation: 6}, {name: 'Chandan', reputation: 3}];
const mapOfUsersByName = arrayToObject(listOfUsers, 'name');

Mithril redraw only 1 module

If I have like 10 m.module on my page, can I call m.startComputation, m.endComputation, m.redraw or m.request for only one of those modules?
It looks like any of these will redraw all of my modules.
I know only module 1 will be affected by some piece of code, I only want mithril to redraw that.
Right now, there's no simple support for multi-tenancy (i.e. running multiple modules independently of each other).
The workaround would involve using subtree directives to prevent redraws on other modules, e.g.
//helpers
var target
function tenant(id, module) {
return {
controller: module.controller,
view: function(ctrl) {
return target == id ? module.view(ctrl) : {subtree: "retain"}
}
}
}
function local(id, callback) {
return function(e) {
target = id
callback.call(this, e)
}
}
//a module
var MyModule = {
controller: function() {
this.doStuff = function() {alert(1)}
},
view: function() {
return m("button[type=button]", {
onclick: local("MyModule", ctrl.doStuff)
}, "redraw only MyModule")
}
}
//init
m.module(element, tenant("MyModule", MyModule))
You could probably also use something like this or this to automate decorating of event handlers w/ local
Need multi-tenancy support for components ? Here is my gist link
var z = (function (){
//helpers
var cache = {};
var target;
var type = {}.toString;
var tenant=function(componentName, component) {
return {
controller: component.controller,
view: function(ctrl) {
var args=[];
if (arguments.length > 1) args = args.concat([].slice.call(arguments, 1))
if((type.call(target) === '[object Array]' && target.indexOf(componentName) > -1) || target === componentName || target === "all")
return component.view.apply(component, args.length ? [ctrl].concat(args) : [ctrl])
else
return {subtree: "retain"}
}
}
}
return {
withTarget:function(components, callback) {
return function(e) {
target = components;
callback.call(this, e)
}
},
component:function(componentName,component){
//target = componentName;
var args=[];
if (arguments.length > 2) args = args.concat([].slice.call(arguments, 2))
return m.component.apply(undefined,[tenant(componentName,component)].concat(args));
},
setTarget:function(targets){
target = targets;
},
bindOnce:function(componentName,viewName,view) {
if(cache[componentName] === undefined) {
cache[componentName] = {};
}
if (cache[componentName][viewName] === undefined) {
cache[componentName][viewName] = true
return view()
}
else return {subtree: "retain"}
},
removeCache:function(componentName){
delete cache[componentName]
}
}
})();

Pausing a game with ActionScript 2

I'm making a game where the player must avoid random falling objects. I dont know how to implement pausing. I've been stuck on this for 2 days!
I tried using gotoAndPlay and such, but the objects continue to run in the background. When I resume the game, they're still falling and it seems like the frame resets and loads new random falling objects.
var steps:Number = 10;
var spriteX:Number = 280;
var spriteY:Number = 650;
var alienCounter=1;
var asteroidCounter=1;
var live:Number=3;
var depthLevel=3000;
var score:Number = 0;
var gamePaused;
dropTimer=setInterval(createAlien,2000);
drpTimer2=setInterval(createAsteroid,1000);
//---- functions ----
function checkKeys()
{
if (Key.isDown(Key.RIGHT))
{
spriteX += steps;
}
else if (Key.isDown(Key.LEFT))
{
spriteX -= steps;
}
}
function updateSpaceship()
{
ship._x = spriteX;
ship._y = spriteY;
}
function createAlien()
{
var curr_alien;
curr_alien=attachMovie("alien","alien"+alienCounter,depthLevel);
curr_alien._y=40;
curr_alien._x=Math.random()*510+20;
curr_alien._xscale=curr_alien._yscale=50;
curr_alien.speed=Math.random()*10+3;
alienCounter+=1;
depthLevel+=1;
curr_alien.onEnterFrame=alienMove;
}
function alienMove()
{
if(!gamePaused)
{
this._y+=this.speed;
if(this.hitTest(ship))
{
score += 1;
trace(score);
removeMovieClip(this);
}
}
}
function createAsteroid()
{
var curr_asteroid;
curr_asteroid=attachMovie("asteroid","asteroid"+asteroidCounter,depthLevel);
curr_asteroid._y=40;
curr_asteroid._x=Math.random()*510+20;
curr_asteroid._xscale=curr_asteroid._yscale=50;
curr_asteroid.speed=Math.random()*10+3;
asteroidCounter+=1;
depthLevel+=1;
curr_asteroid.onEnterFrame=asteroidMove;
}
function asteroidMove()
{
if(!gamePaused)
{
this._y+=this.speed;
if(this.hitTest(ship))
{
live -= 1;
trace(live);
removeMovieClip(this);
if(live<=0)
{
gotoAndPlay(5);
}
}
}
}
this.onEnterFrame = function()
{
checkKeys();
updateSpaceship();
if(Key.isDown(80))
{
if(!gamePaused)
{
gamePaused=true;
gotoAndPlay(4);
}
else
{
gamePaused=false;
gotoAndStop(3);
}
}
};
i decided to use a key instead because i cannot find any solutions when trying to use a button. The pause function is not working as i expected, i need to enter key 'p' several times to pause it, but i dont want the frame resets and loads more random objects when i resume it.
try this:
remove your:
this.onEnterFrame = function()
{
checkKeys();
updateSpaceship();
if(Key.getCode() == 80)
{
if(!gamePaused)
{
gamePaused=true;
gotoAndPlay(4);
trace("AAA")
}
else
{
gamePaused=false;
gotoAndStop(3);
trace("BBB")
}
}
};
Add this (pause by pressing the 'P' key on your keyboard):
var keyListener:Object = new Object();
keyListener.onKeyUp = function() {
if(Key.getCode() == 80) {
gamePaused = !gamePaused;
mainLoop();
}
};
Key.addListener(keyListener);
function mainLoop() {
if (gamePaused) {
gotoAndStop(4); // update game actions here
trace("game is paused");
return;
}
gotoAndStop(3); // update game actions here
trace("game is running");
}
Alternatively if you need to pause using a button:
my_pause_Button.onRelease = function() { // your button instance name 'my_pause_Button'
gamePaused = !gamePaused;
mainLoop();
};
Put this in your button function or keydown function:
stage.frameRate = 0.01;