Blazor component is initialized, but not visible? - razor

I am working a bit with blazor right now and got to a pretty weird fault.
So, I´ve got a parent component, which is having a child component and this is having a child component itself, both giving an Object to the child component. Something like that:
Parent.razor
<ChildComponent #bind-Model="Model" ObjectListConverted="ObjectListConverted"/>
#code {
List<Object> ObjectListConverted = new List<Object>();
}
and
Childcomponent.razor
<MyOwnChild Item="#((Item)obj)"/>
So far, so good. Now, there is the interesting thing happening. The Parent and the Childcomponent are both being initialized straight at loading the page. The MyOwnChild-Component can only be loaded after converting some stuff, which happens in the onInitialized()-method of Childcomponent.razor. I checked, if the conversion is working and in fact the MyOwnChild-component is being initialized (which I checked via logging), but it´s not visible. I tried to use a testComponent, just containing a -Tag with some content, but it´s also not displayed. Also checked the html, that´s generated for hidden-divs, either due to css or due to a missassigned hidden attribute, but nothing like that is found.
It´s pretty weird. What´s probably important to know is, that the MyOwnChild is using itself recursive if obj is expanded, but this is false by default.
Additionally it is bound in a bigger context, so the ChildComponent.razor is actually containing two foreach-loops, one with the converted stuff, one with another list, that´s only getting items added on user interaction:
Childcomponent.razor
#foreach (Object obj in ObjectListConverted)
{
if (obj.IsFolder) //This evaluates to true in all cases right now.
{
<MyOwnChild Item="#((Item)obj)"/>
Console.WriteLine("Hey, it´s a folder!"); //This is logged.
}
}
#if (Model.OtherList != null)
{
#foreach (DetailedObject obj in Model.OtherList)
{
if (obj.IsFolder)
{
<MyOwnChild Item="#((Item)obj)"/>
}
}
}
#code {
[Parameter]
List<Object> ObjectListConverted {get; set;}
[Parameter]
Model Model {get; set;} = new Model();
protected override void OnInitialized() {
ObjectListConverted = ConvertToStructuredList(Model.List);
base.StateHasChanged();
}
}
So while the upper version on the MyOwnChild.razor is not displayed at any time at all, though initialized, there´s no problem with it being displayed after adding a new item to the otherList. The inheritance is as follows:
Item:DetailedObject:Object
But I don´t think that´s the problem, cause the extension DetailedObject is only having a additional attribute content, which is not used at all here.
Thanks for help. :)

So I fixed the issue myself now.
It was pretty tricky.
So the problem was as follows:
The ObjectlistConverted in the ChildComponent is a parameter, cause it is planned to be bound to a parents list.
At the state of the error it was not bound yet.
So OnInitialization of the ChildComponent the Parent is giving the empty list to it to prevent the ModelListConverted of being null. As the OnInitialized-method calls the conversion method it changes the ModelListConverted to another reference. Cause it is not bound to the parent, the parent is still holding the old list not updating the reference. When base.StateHasChanged()is called everything is rerendered. The parent sees, that the reference of the childcomponent is not the actual one anymore and gives it the old reference a second time. Cause it is only rerendered and not initialized again, it is not converting the list a second time, preventing the program from throwing a stack overflow error or getting into an endless loop. It´s just taking the empty list now, so right after initializing the MyOwnChild-component it removes it again, cause there´s no item in the list for it anymore.

Related

What, other the .row() can cause a libgdx table to start a new row?

Bit of a mystery to me this, but I have a table in libgdx where everything is being positioned in new cells vertically;
I am not using .row() anywhere.
Probably doing something stupid here but I cant see it.
Clues as to what can cause this?
(I'll post the code if needed, but its not that neat, and seeing as I think knowing anything that can cause a newline will help me, it shouldn't necessarily be needed)
edit
Tried to cut the code down to all the bits that happen when an item gets added
Code;
//function that triggers on adding
//SSSNode is a semantic reference for the items details,it just justs made into a label like object
public void addItem(SSSNode itemsnode){
Item newitem = new Item(itemsnode); //Item extends label
allItems.add(newitem);
super.add(newitem).size(60, 30).top().left().fillY().expandY();
//pack();
//super.invalidate();
//super.validate(); (tried doing pack, validate, and none...neither helped)
//update the GUI bar in case the inventory tab isnt there yet
MainExplorationView.usersGUI.setDataVisible(true);
}
The following code is in "usersGUI", which creates and handles the popup called inventory which is whats in the picture and is the table I cant get to behave.
//ensures the interface for the inventory popup is setup and visible
//also refreshes the links
public void setDataVisible(boolean visible){
if (myContents.isVisible!=true){
myContents.isVisible=visible;
refreshlinks();
setupInventory();
}
}
private void refreshlinks() {
super.clearChildren();
super.addActor(backgroundobject);
super.addActor(ME.playersInventory); //re adds the inventory panel table?
int y = 440;
ME.playersInventory.validate(); //revalidated the table (I dumped this almost everywhere in frustration)
//below is not relevant, it updates other items in a onscreen gui
for (InterfaceButton link : allLinks) {
if (link.isVisible==true){
link.setPosition(5,y);
super.addActor(link);
y=y-30;
}
}
backgroundobject.setSize(85, 200);
backgroundobject.setPosition(0,y+20);
}
//ensures inventory is setup once.
public void setupInventory() {
if (setup){
return;
}
Log.info("setupInventory");
ME.playersInventory.setPrefWidth(super.getWidth());
Log.info("width is "+super.getWidth());
ME.playersInventory.setHeight(200);
ME.playersInventory.pack();
float X = myContents.getX();
float Y = myContents.getY()-ME.playersInventory.getHeight();
Log.info("popping up inventory at:"+X+","+Y);
ME.playersInventory.setPosition(X, Y);
super.validate();
setup=true;
}
The full code is also on GitHub;
https://github.com/ThomasWrobel/MeshExplorerGDX
The whole project is a game being made to demo/test and open source distributed semantic database system. The relevant bit is the inventory and the maybe the gui that creates it.
Anyone with good knowledge of LibGDXs workings should I think not need to look any of the code though if theres other things that can tell a table to start a new row. (ie, any layout restrictions that can cause it to happen automatically? )
layout ending the current row was a side effect to make the layout logic simpler. It is now fixed.
Note HorizontalGroup is still a better fit for your use case and has the benefit that you can add/remove actors at any index.
The answer seems to be that layout() causes new rows;
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15857&p=68533&hilit=layout#p68533
Adherently this is how its supposed to work, despite the docs not saying that.

MVVMCross - display view inside view

I cannot seem to find any simple examples of this.
I have a WPF UI that I wish to display a view as a child control within another view. The MvxWpfView inherits from UserControl so it should be possible, however I cannot seem to work out how to do the binding.
I get a BindingExpression path error, as it cannot find ChildView property in my ParentViewModel.
So how do I bind a view to control content?
Firstly it's possible that you just need to add the BViewModel you want displayed on AView as a property on ViewModelA
E.g.
public class AViewModel: MvxViewModel
{
public BViewModel ChildViewModel
{
get;set;//With appropriate property changed notifiers etc.
}
}
Then inside AView you just add a BView, and you can set the datacontext of BView as follows:
<UserControl DataContext="{Binding ChildViewModel}"/>
However, if you want something more flexible (and you want the presentation handled differently for different platforms) then you will need to use a Custom Presenter
Inside your setup.cs you override CreateViewPresenter:
protected override IMvxWpfViewPresenter CreateViewPresenter(Frame rootFrame)
{
return new CustomPresenter(contentControl);
}
Now create the class CustomPresenter you need to inherit from an existing presenter. You can choose between the one it's probably using already SimpleWpfPresenter or you might want to go back a bit more to basics and use the abstract implementation
The job of the presenter is to take the viewmodel you have asked it to present, and display it "somehow". Normally that mean identify a matching view, and bind the two together.
In your case what you want to do is take an existing view, and bind a part of it to the second view mode.
This shows how I have done this in WinRT - but the idea is very similar!
public override void Show(MvxViewModelRequest request)
{
if (request.ViewModelType == typeof (AddRoomViewModel))
{
var loader = Mvx.Resolve<IMvxViewModelLoader>();
var vm = loader.LoadViewModel(request, new MvxBundle());
if (_rootFrame.SourcePageType == typeof (HomeView))
{
HomeView view = _rootFrame.Content as HomeView;
view.ShowAddRoom(vm);
}
}
else
{
base.Show(request);
}
}
So what I'm doing is I'm saying if you want me to present ViewModel AddRoom, and I have a reference to the HomeView then I'm going to just pass the ViewModel straight to the view.
Inside HomeView I simply set the data context, and do any view logic I may need to do (such as making something visible now)
internal void ShowAddRoom(Cirrious.MvvmCross.ViewModels.IMvxViewModel vm)
{
AddRoomView.DataContext = vm;
}
Hopefully that makes sense! It's well worth putting a breakpoint in the show method of the presenters so you get a feel how they work - they are really simple when you get your head around them, and very powerful.

Linq to SQL - Turn off UpdateCheck in code

I am wanting to turn off the UpdateCheck functionality for all members (except their primary keys). Now I was following the example below as guidance, however my MetaDataMembers of the table are still set to Always.
http://www.the-lazy-coder.com/2013/04/set-updatecheck-to-never.html
The above code snippet just gets you to change the attribute, however it seems to never get picked up, as I can debug the code when it is running and I see all the properties being set, so I am presuming that the attributes changing does not change the underlying object.
Now if I were to change approach and just get the MetaDataMembers directly from the RowType I notice they have the UpdateCheck property, however only a getter. So is there a way to (via reflection if needed) overwrite this property once it is set? Even after looking at decompiled source it is an abstract class and I cannot find any implementations to use for reference.
I am using SQLMetal to generate the Context files, so there is no designer tinkering available, and although some people will say that I should run some text editing macros to parse and change the attributes, it all sounds too long winded when I should just be able to go into the object in memory and tell it to ignore whatever it has been told previously.
SO! Is there a way to override the property in the entities? I have tried running the original code in that link in both constructor, after the objects created and just before I am about to do an update, however none of the changes seem to stick or at least propagate to where it matters, and there is hardly any material on how to do any of this progmatically.
After searching around the internet I found no nice way to do it, and although there is the link I mentioned originally it doesn't work as it works on the attributes which are partly right but in the case above they are working on the attributes which are not in memory and are just the decorations, anyway the code below seems to work but is not nice:
public static void SetUpdateCheckStatus(this IDataContext dataContext, UpdateCheck updateCheckStatus)
{
var tables = dataContext.Mapping.GetTables();
foreach (var table in tables)
{
var dataMembers = table.RowType.DataMembers;
foreach (var dataMember in dataMembers)
{
if (!dataMember.IsPrimaryKey)
{
var dataMemberType = dataMember.GetType();
if (dataMemberType.Name == "AttributedMetaDataMember")
{
var underlyingAttributeField = dataMember.GetType().GetField("attrColumn", BindingFlags.Instance | BindingFlags.NonPublic);
if (underlyingAttributeField != null)
{
var underlyingAttribute = underlyingAttributeField.GetValue(dataMember) as ColumnAttribute;
if (underlyingAttribute != null)
{ underlyingAttribute.UpdateCheck = updateCheckStatus; }
}
}
else
{
var underlyingField = dataMember.Type.GetField("updateCheck", BindingFlags.Instance | BindingFlags.NonPublic);
if (underlyingField != null)
{ underlyingField.SetValue(dataMember, updateCheckStatus); }
}
}
}
}
}
The IDataContext is just a wrapper we put around a DataContext for mocking purposes, so feel free to change that to just DataContext. It is written extremely defensively as this way pulls back lots of members which do not have all the desired data so it has to filter them out and only work on the ones which do.

SmartGWT TabSet.destroy() and recreation

I was having ID collision of tab IDs when trying to recreate the same TabSet.
My case is the following : I have 3 Tabs in general, then some action creates a 4th one, some action happens in this 4th tab which is then closed, and I need to relaunch my app and redraw again the 3 general Tabs fetching new info from the database. Everything was working well, except this warning of collision which was not a blocking one anyway.
In order to clean it, I followed Isomorphic's advice from this thread
and tried destroying the TabSet in order to recreate it.
I do:
if (myTabSet != null) {
myTabSet.destroy();
}
myTabSet = new TabSet();
// setting TabSet properties
// creating Tabs and adding them to the TabSet
I noticed, however, in debug, that the TabSet is not being desroyed completely, just some of its properties, and that a new ID is being given to it. As a result, there are no more warnings, the tabs are created, but they're not populated.
My question is : why the TabSet is not becoming null upon destruction, and how can I recreate it with no collision of IDs?
Thanks in advance
I used to have the same problem and fixed it with:
myTabSet.addCloseClickHandler(new CloseClickHandler() {
#Override
public void onCloseClick(TabCloseClickEvent event) {
event.getTab().getPane().destroy();
}
});
Apparently the tabset is not completely destroyed unless you destroy its pane.
Maybe it will work for you !

AS3 Object indexing causing Flixel misbehaviour--what's wrong with this code?

I'm getting my feet wet with AS3, Flixel and component/entity systems (yes, all at the same time), and my entities (which subclass FlxSprite) aren't being added correctly (i.e., not at all). I've just spent a good two hours nailing down the offending line. If I remove it, the rest of the game chugs along happily.
What's wrong with this code?
public function addComponent(c:Component):void
{
var type:String = Object(c).constructor.toString();
FlxG.log("type=" + type);
this._components[type] = c; // The evil line
FlxG.log("now type=" + _components[type]);
c.setData(this);
}
components is an Object field being used as a map/dictionary. type gets set to [class PlayerComponent]. Based on googling, this is valid and should work as intended.
Based on the output from the console, it's just bailing after that line--not crashing entirely. What's going on? More details gladly offered upon request.
I'm not certain about Component - not my forte - but I do know that FlxGroup and its children (which include FlxState) have a method called add() which adds children to them.
So if you have an FlxSprite, the correct way (in flixel) to add it to the chain of things to update/draw is to use that; you can add it directly to your state or to a group that is a child of the state.
Function docs: http://flixel.org/docs/org/flixel/FlxGroup.html#add()