Jess -> How to change execution between modules freely? - module

I'm working on a game project where I have 3 modules in Jess. The MAIN module, then an Environment module and a Movement module.
I've been trying to change execution between these 3 modules with no success. My idea is the following:
Execute the MAIN Module, firing a rule using the initial-fact. Give focus to Environment Module first and then the Movement Module
Execute the rules from the Environment Module
Execute the rules from the Movement Module
Repeat until Halt
I've been using the (focus) function in the MAIN Module (focus Environment Movement), it then executes the Environment Module correctly and goes to the Movement Module. Again, this one also executes correctly.
I then give focus to the MAIN Module (I have also tried to assert the initial-fact again to try to force the initial rule to fire. However, it doesn't work).
Independently of what I do, it does not execute the MAIN Module again.
Could anyone please give me some insight on this?

A given rule will fire only once for a given match, regardless of module focus. If you need the rules in MAIN to fire again, you need to remove the initial conditions that led them to fire in the first place, and then recreate them. This may be as simple as retracting (initial-fact) and then reasserting it. The retracting part is important!

Related

Odoo 9 - cannot load custom module

I am brand new to odoo, just installed version 9 and made a module 'aidentest' using
.>>python odoo.py scaffold aidentest addons
That created the aidentest module in the addons folder. Uncommented everything in the autogenerated files
but when I went to check out my 'Hello World' page at
http://localhost:8069/aidentest/aidentest
I got a 404 not found
So I went to apps to try and load my module, but I could not find it.
Does anyone know what I need to do on Odoo 9 to load up and start coding my custom module?
Briefly: You have to activate developer mode by going to Top right menu>about>activate developer mode
I had basically given up, and was mindlessly clicking about when I hit the 'About' link on the generic-whiteguy dropdown. I had to actually stop thinking before I was able to locate the completely senseless place where they put the thing I need.
The About modal window popped up, and in it was an activate the developer mode button
Some things changed immediately, but I still couldn't find my custom module.
Then I walked away, came back and when I returned I had some auto-generated emails (new things had loaded - slowly). Did this mean that maybe my module had also become accessible? I checked, and sure enough, there it was.
ZERO DOCUMENTATION about this
Please check the config file.Then send the last error it has.

How to change variables between scripts in UnityScript?

I made a game have two objects in the hierarchy panel. One called GameScreen and another called Clock I set up. Each has its own script attached. GameScreen uses game.js and the other uses clock.js.
When I win the game a popup box appears and says, "You've won!" This is caused by the game.js script. However, the clock.js is still running, so my clock is still counting down. When the time is up the clock.js makes a popup box saying, "you lose!"
This causes for a "you win" screen to pop up when you win and then later a you lose screen to appear. As you can probably guess, this is super annoying. If there was a way I could change variables in one script from another,, I could get the clock to stop when you won or I could get the game to stop when the time ran out.
Is there some way to do this??
For example here are two javascript files one on clock and the other on GameScreen . I want the first one to change the variable changeMe in the second to two.
1.js:
function start(){
}
2.js:
var changeMe:int;
When you win the game, you can change clock's variable from game.js this way:
GameObject.Find("Clock").GetComponent("clock.js").variable_name = new_value;
, where [variable_name] and [new_value] obviously depend on your project. variable_name has to be an exposed variable.
You can simply use SendMessage() it will make you able to call a function from another object easily.Basically you need to write a function to destroy the clock after wining the game,let's say your function is called destroyClock so you should add that to your game.js script:
gameobject.Find("here goes the name of your clock obj").sendMessage("destroyClock")

events to be triggered by Reosurce change listener for move

I am using Resource Change Listener to track the changes done to my java project. When i move a class from one package to another, it some times triggers Remove even and some time Add event. Is this correct. I was expecting add event on the 2nd package and remove event on the 1st package. I need to track both add and remove, please let me know how this can be done...
I would expect you to get two IResourceDelta with ADDED and REMOVED kinds. Depending on exactly how the class move is done these might be in two separate IResourceChangeEvent events or they may be in one. The resource delta flags may also have MOVED_FROM and MOVED_TO set.

Code not working once deployed

I've got the following code in a thread in my application:
while (true) {
if (ready) {
progressIndicatorController.value++;
return;
}
}
The ready variable is changed from a delegate method. This code works great when I open the application by clicking the "Run" button in Xcode's toolbar. However, if I open this application's .app (which I create by clicking Product > Archive and then following the steps) this code somehow doesn't work anymore.
progressIndicatorController.value is never incremented and this if-statement never evaluates to true. What could cause this problem?
This is probably caused by optimization from the compiler.
When you build with Archive, XCode enabled optimization in the compiler that could throw this kind of code away. I think setting the ready variable to volatile could fix your problem, altough if I were you I'd just try to rewrite it so it doesn't trigger this problem.
You can test with optimization turned on by choosing Edit Schemes in the scheme dropdown. Then set Build Configuration to Release in the Run MyApp.app. Don't forget to set it back to Debug when you're done though, as the debugger gets somewhat confused when optimization are on (i.e. you can't see the value of most variables, some breakpoints may behave erratically, etc...)

Storyboard/Modules

I have made like an "Asteroid" copy, that works pretty well! I made it with different modules (enemies, controls and background). Now I have also made like a starting screen, where the player can choose to play the game, view highscores etc.
The problem is that I have no clue how to implement this into a storyboard.. I might have misunderstood the use of modules.
I am starting in a Scene1, which is the intro+buttons to start the game. Next, I want to move to scene2(when player presses start button), and that seems to be no problem, and scene 1 gets purged. But when I die, I want to move to scene1 again. Problem is that some listeners dont get removed, and the game crashes shortly after scene switch.
I guess the main problem is that in my scene2, I have put in require("background"), enemies and controls in my enterscene, which I dont know how to remove when it should be purged.
Ive entered all of the modules and put them in the same group that gets purged on exitscene, but not everything gets removed.
How do you think I would fix this the easiest way? I am very new to Corona and still in a early learning stage.
Display objects, like display.newImageRect()'s and display.newText() that are created in the createScene() function and added to the "group" display group will be automatically removed when the scene is purged.
Any timers, transitions, or audio.plays that have onComplete handlers, as well as network requests and any event handler that attaches to the Runtime must be removed by hand. If you're various object you are creating are doing any of these things, their remove functions should undo these actions so that removing them will clean them up.
I find it best if I'm adding runtime handlers, timers, etc. to do it in enterScene() and make sure I undo them in exitScene(). Then if its something that is done in createScene() it should be cleaned up in destoryScene().
modules are kind deprecated to start.
Second, putting stuff in other files and calling them with "require" is supposed to be used to call libraries, not code that will run. "require" is not a dofile, or a eval, it will run once, and only once (when the first "require" of the file is made).
If you still want to put things in other files, like loading your background, you need to do a "background.lua" file that has a "background.load()" function and a "background.unload()" function, and call them in appropriate places.