Small AS2 OOP Issue - oop

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;

Related

using flatbuffers.Builder.Create*()

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?

img.lockFocus is inaccessible via ObjC bridge?

I'm trying to create a purely JXA-ObjC approach to getting pixel colors from image paths. Here's what I have currently:
ObjC.import('Foundation')
ObjC.import('AppKit')
var c_filePath = $(picturePath)
var c_img = $.NSImage.alloc.initWithContentsOfFile(c_filePath)
if(c_img==$()){
return []
}
var c_point = $.NSMakePoint(x,y)
c_img.lockFocus() //Error - Undefined is not a function...?
var c_color = NSReadPixel(c_point)
c_img.unlockFocus() //Error - Undefined is not a function...?
c_img.release()
var r; var g; var b; var a
c_img.getRegGreenBlueAlpha($(r),$(g),$(b),$(a))
r = ObjC.unwrap(r)
g = ObjC.unwrap(g)
b = ObjC.unwrap(b)
a = ObjC.unwrap(a)
This code is heavily based off of the code found here.
However, as shown above c_img.lockFocus() is undefined according to JXA. Oddly I can get access to c_img.lockFocusFlipped(), however I'm not sure how to use this and/or if it can be used for the same purpose as lockFocus().
Is there an obvious problem here? Or is there a better way to get the pixel colour of an image?
Any help would be grateful.
It looks like I am too used to methods requiring parenthesis. TylerGaw however told me that this is not necessarily the case.
ObjC.import('Foundation')
ObjC.import('AppKit')
var c_filePath = $(picturePath)
var c_img = $.NSImage.alloc.initWithContentsOfFile(c_filePath)
if(c_img==$()){
return []
}
var c_point = $.NSMakePoint(x,y)
c_img.lockFocus
var c_color = NSReadPixel(c_point)
c_img.unlockFocus
c_img.release
appears to work as expected.

dynamically change a part of the variable path

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

how to use serialization package

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.

How to calculate square root in sqlite

I need to calculate an euclidean distance in a sqlite database.
Does anyone know how to calculate square roots in sqlite beside writing and loading a dynamic library for math functions?
I am close to resorting to the fast inverse square root algorithm in here http://en.wikipedia.org/wiki/Fast_inverse_square_root though it might to turn into more fun than I need right now.
And as a side note, it'd be great to figure out how to do power (which is the generalized question, and is cleaner coding than multiplying a number by itself).
Thanks,
Simone
Well, I have a semi-answer.
Yes it involves a 3rd party, but you don't have to write it yourself : did you check the last extension on this page ?
It includes several math functions, and amongst them is sqrt().
Warning: this answer is dependent on the coding language. In my case C#.
User defined SQLite functions was for me a pain to implement. Finally, after a long time of searching I was able to implement it in my C# code. Main function looks like this:
[SQLiteFunction(Arguments = 1, FuncType = FunctionType.Scalar, Name = "Sqrt")]
class Sqrt : SQLiteFunction
{
public override object Invoke(object[] args)
{
return Math.Sqrt(Double.Parse(args[0].ToString()));
}
}
Registration of custom function:
SQLiteFunction.RegisterFunction(typeof(Sqrt));
And using in select:
SQLiteCommand com = new SQLiteCommand("select sqrt(10.42)", connection);
You can download full example here: http://db.tt/qzeNXwso
Or, if you want only view code (or get through all parts of my code), I paste below full working example code for calculate square root in SQLite database, because is very hard to find any working code for this. To create and run this example do this 6 steps:
Create new project (my name is Sqrt)
Include SQLite reference to your project: Solution Explorer -> References (right click: Add reference) -> Assemblies - Extensions - System.Data.SQLite (check) -> OK
Open App.config and replace to this (without this step you maybe get Mixed mode assembly error):
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup useLegacyV2RuntimeActivationPolicy="true">
<supportedRuntime version="v4.0"/>
</startup>
</configuration>
Replace your Form1.Designer.cs with this code:
namespace Sqrt
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.txb_Input = new System.Windows.Forms.TextBox();
this.txb_Output = new System.Windows.Forms.TextBox();
this.label1 = new System.Windows.Forms.Label();
this.label2 = new System.Windows.Forms.Label();
this.btn_Calcualte = new System.Windows.Forms.Button();
this.SuspendLayout();
//
// txb_Input
//
this.txb_Input.Location = new System.Drawing.Point(131, 12);
this.txb_Input.Name = "txb_Input";
this.txb_Input.Size = new System.Drawing.Size(201, 20);
this.txb_Input.TabIndex = 0;
//
// txb_Output
//
this.txb_Output.BackColor = System.Drawing.Color.WhiteSmoke;
this.txb_Output.Location = new System.Drawing.Point(131, 38);
this.txb_Output.Name = "txb_Output";
this.txb_Output.ReadOnly = true;
this.txb_Output.Size = new System.Drawing.Size(201, 20);
this.txb_Output.TabIndex = 0;
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(12, 15);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(31, 13);
this.label1.TabIndex = 1;
this.label1.Text = "Input";
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(12, 41);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(39, 13);
this.label2.TabIndex = 1;
this.label2.Text = "Output";
//
// btn_Calcualte
//
this.btn_Calcualte.Location = new System.Drawing.Point(257, 64);
this.btn_Calcualte.Name = "btn_Calcualte";
this.btn_Calcualte.Size = new System.Drawing.Size(75, 23);
this.btn_Calcualte.TabIndex = 2;
this.btn_Calcualte.Text = "Calculate";
this.btn_Calcualte.UseVisualStyleBackColor = true;
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(344, 98);
this.Controls.Add(this.btn_Calcualte);
this.Controls.Add(this.label2);
this.Controls.Add(this.label1);
this.Controls.Add(this.txb_Output);
this.Controls.Add(this.txb_Input);
this.Name = "Form1";
this.Text = "Root square example";
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.TextBox txb_Input;
private System.Windows.Forms.TextBox txb_Output;
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label2;
private System.Windows.Forms.Button btn_Calcualte;
}
}
Open Form1.cs (code) and replace code with this:
using System;
using System.Data.SQLite;
using System.Windows.Forms;
namespace Sqrt
{
// definition of custom sqlite function
[SQLiteFunction(Arguments = 1, FuncType = FunctionType.Scalar, Name = "Sqrt")]
class Sqrt : SQLiteFunction
{
public override object Invoke(object[] args)
{
return Math.Sqrt(Double.Parse(args[0].ToString())); // return result of math sqrt function
}
}
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
this.btn_Calcualte.Click += new System.EventHandler(this.btn_Calcualte_Click);
}
private void btn_Calcualte_Click(object sender, EventArgs e)
{
if (txb_Input.Text.Length == 0)
return;
try { SQLiteConnection.CreateFile(AppDomain.CurrentDomain.BaseDirectory + "test.s3db"); }
catch { }
SQLiteConnection con = new SQLiteConnection("Data Source=test.s3db");
SQLiteFunction.RegisterFunction(typeof(Sqrt)); // register custom function
con.Open();
SQLiteCommand com = new SQLiteCommand("select sqrt(" + txb_Input.Text.Replace(',', '.') + ")", con); // select result
string res = com.ExecuteScalar().ToString();
txb_Output.Text = res;
}
}
}
Run, try and enjoy.
This is an approximation of sqrt for numbers under 10000. It can be extended for arbitrary numbers, and can be extended to arbitrary precision as needed. This kind of tabular interpolation is what happens in most fast implementations anyway:
case when weight >= 1 and weight<=10 then 1+0.240253073*(weight-1)
when weight>=10 and weight<=100 then 3.16227766+0.075974693*(weight-10)
when weight>=100 and weight<=1000 then 10+0.024025307*(weight-100)
else 31.6227766+0.007597469 *(weight-1000) end
And there's the curious fact that each factor you use in such a power-of-10 square root interpolation table is 0.316227766 times the previous one - so you can make this work for an arbitrarily large number, or even stuff a table full of these values to make it work for any number. (Could that lead to some compression here?)
Or this cute one for log10 of integers, using the length function (an interpolation table might work better here, but I like that log10 and length() are similar, and that this works for any integer - no interpolation needed.
((length(x)+length(x*2)+length(x*3)
+length(x*4)+length(x*5))/5.0)-1.0
A better math head than I can probably come up with better and denser approximations. Considering that most sqrt functions in c use approximations anyway - this is a pretty good solution.
This is the only native way of doing it.
As far as I know - you can't do that using only core functions.
Here is the list of native functions Core functions and a list of aggregate functions Aggregate functions.
To solve your problem, you can write your own UDF (user defined function) as illustrated HERE
Only if math functions are not available... and really only in desperation because this isn't gonna be fast...
-- bisect to find the square root to any tolerance desired
with
input(n) as (select 500), --input
sqrt(lo, hi, guess, n, i) as (
select 1, n, n/2, n, 0 from input
union all
select case when guess*guess < n then guess else lo end,
case when guess*guess < n then hi else guess end,
case when guess*guess < n then (hi+guess)/2.0 else (lo+guess)/2.0 end,
n ,
i +1 from sqrt
where abs(guess*guess - n) > 0.0001), -- tolerance
sqrt_out(x, n) as (select guess, n from sqrt order by sqrt.i desc limit 1)
select * from sqrt_out
2021-03-12 (3.35.0)
Added built-in SQL math functions(). (Requires the -DSQLITE_ENABLE_MATH_FUNCTIONS compile-time option.)
Built-In Mathematical SQL Functions
sqrt(X) Return the square root of X. NULL is returned if X is negative.