Chrome displays different object contents on expand - google-chrome

Why does Chrome display two differing datasets depending on if you have the object view expanded?
In contracted view, my object has two properties:
In expanded view, my object has three properties:

The object you see in the console is a snapshot of the object at a particular point in time - the time when you logged it. When you expand the object, it will evaluate the properties again.
In the example below, I have created an object with two array properties. I logged it the console, and then I added a third property, c to it.
Only the first two properties are showing still, even though I just added a third property. After expanding the object in the console, I can see the third one. It is the latest state of the object.
If you hover over the little blue i icon, it explains what it has done:
Value below was evaluated just now.

#Gideon Pyzer is right. the properties were caculated and added after expanding the object in the console.
Just add one line code above your debug code and reopen the chrome dev tool, you will see the differences.
obj = Object.freeze(obj); //add this line before your console.log
console.log(obj);
Before:
After:
one similar question of mine:
Why can't I access the attr of the javascript object shown in chrome dev tool

You can clone your object to prevent re-evaluate.
console.log(Object.assign({}, obj));

You can get a real hard copy object by using this module. It will give you the snapshot of the object at moment when you call it.
https://www.npmjs.com/package/nest-object-deep-copy
const nestedHardCopy = require('nest-object-deep-copy');
console.log(nestedHardCopy(obj));

Related

DataVizExtention: issue with clearing viewables while a sprite is selected

In my code, I have this workflow:
When user wants to see some things, add Sprites using 'DataVizCore.addViewables()'
Use 'viewer.addEventListener(DataVizCore.MOUSE_CLICK, onDotClick)' to show info bubble
When user wants to show other things, call 'DataVizCore.removeAllViewables()' to clear Sprites
Repeat from step 1
This sequence works OK except in one situation.
If a sprite was selected (by clicking on it) before removeAllViewables() is called, I don't get MOUSE_CLICK event for newly added Sprites. In browser console, I see following error is thrown.
CustomViewables.js:318 Uncaught TypeError: Cannot read property 'style' of undefined at ViewableData.getViewableUV (developer.api.autodesk.com/modelderivative/v2/viewers/7.*/extensions/DataVisualization/DataVisualization.js:454)
As a workaround, I added 'event.hasStopped = true' to click event handler to prevent Sprite getting selected internally. That seems to work.
This seems like a bug in DataVizExtension to me. Or, my workflow is wrong?
Thanks
Bandu
Bandu. Thanks for the detailed steps to reproduce this issue. I tried with v7.46.0 version of the DataVisualization.js (latest as of my message) but was not seeing the same issue. I'd be curious if you are using this same version of the Forge Viewer (you can figure that out by looking at the viewer3D.js fetched under the Network tab of Chrome DevTools).
Setting event.hasStopped = true works because it internally avoided the code path calls into getViewableUV that threw the exception, but the flag is meant for other use cases (e.g. overriding default sprite selection behavior).
In any case, I've just tweaked our internal code to make use-cases like yours more robust. The changes will be released with the upcoming v7.47.0. Thank you for your feedback 🙂

Property '_popup' does not exist on type 'Marker<any>'

So, I am building a map using angular and leaflet. One of the things that I use is leaflet.markercluster. When i click on the cluster I want the popup content of a random marker of a cluster to be written somewhere. To access the popup content of some random cluster I did this:
cluster.getAllChildMarkers()[0]._popup._content
and got an error: Property '_popup' does not exist on type 'Marker'.
But the thing is, if I do ng serve first time it failes to compile, but if I change anything and save all it compiles sucessfully with the errors and I can see the content of the popup.
Also, if I do console.log(cluster.getAllChildMarkers()[0]) and I inspect element on webpage I get the regular console log of a marker with latlng andall other atributtes, including _popup.
Does anybody know why does typescript/vscode log an error, but html console sees it normally?
Because TypeScript is more strict than JavaScript, it warns you of potential issues that may actually work just fine once transpiled in JS.
In this specific case, this is simply due to the pseudo private properties ("_popup" follows the usual JS libraries convention of using an underscore _ prefix to denote pseudo private members) not being declared on the TS types of Leaflet, since you are not expected to use them.
But of course this is still technically valid in JS, so you can tell the TS compiler "I know what I am doing" by using the //#ts-ignore comment directive just above that line.
Or longer but much better, since you can remain under TS watch: use actual Leaflet API to achieve what you are doing:
getPopup() method
getContent() method
cluster.getAllChildMarkers()[0].getPopup()?.getContent()

Changing materials in Forge

We are currently making the client retrieve the object states when the page loads (which will cause the 'pending' objects in the model to turn into different colors). Then we poll for changes to update the coloring (Firstly: pending object gets colored when the viewer loads, and then we keep polling to check and change state again, to make Forge render those in a different color and store their old color/material. When the polling received a change that an object should no longer be colored, it tells Forge to use the old color/material again.
The problem:
We've found out what the problem is, but we couldn't find out how to fix it. The problem is that changing materials in Forge doesn't work after startup anymore, it only works in the first ~3 seconds or so (the materials were used to show the colors).
However, setting overlays works even after the first ~3 seconds, (showing overlays instead of materials to show the colors).
This is not what we want to achieve. This looks unoptimized, because overlays will be shown through everything.
The materials, however, seem to be 'locked', as in, they cannot be changed anymore after the first ~3 seconds. It seems like they aren't refreshed or something
In the examples, we found they used viewer.impl.invalidate(true) to refresh the Forge viewer, but that doesn't do anything after ~3 seconds.
We've also tried every combination of viewer.impl.invalidate(true, true, true) as well as setting material.needsUpdate to true, as well as trying to re-render the entire scene.
We also found this: https://github.com/mrdoob/three.js/issues/790, but we couldn't find a good way to do that in Forge, we tried viewer.requestSilentRender() but that didn't do anything either.
Anyway, we've tried everything we could come up with and could find online to make the materials work, but nothing made a difference.
We are looking to find someone that's more experienced with how Forge works that can see what the material code is doing wrong.
As for the content, here is all the code you will need to understand what is happening:
DROPBOX LINK
And here is a small part of the "index.html" file that sets the color:
try
{
viewer.restoreAllColorOverlays(); //for materials instead of overlays: viewer.restoreAllColorMaterials();
$.each(colors, function(color, selectionIds)
{
viewer.setColorOverlay(selectionIds, color); //for materials instead of overlays: viewer.setColorMaterial(selectionIds, color);
});
}
catch(error)
{
console.error(error);
}
I have no idea how you implement your app, so I only tell what I found in your codes. If you want to resolve the issue you addressed, you can consider providing a reproducible case demonstrating that, I will gladly pass it to our dev team. Those following items should be in the reproducible case:
A short exact description of what you are trying to achieve. The behavior you observe versus what you expect, and why this is a problem.
A complete yet minimal sample source model to run a test in.
A complete yet minimal Forge app that can be run and debugged with a simple procedure to analyze its behavior lives in the sample model.
A complete yet minimal pure three.js app that can be run and demonstrated the shader effect you want. Note. Forge Viewer is using r71 three.js.
Detailed step-by-step instructions for reproducing the issue, e.g. which element to pick, what command to launch etc.
If your reproducible case could not be posted here publicly, please send it to the forge.help#autodesk.com and remove sensitive data or information before you send.
=== Something I found in your codes:
I found here are some wrong types and missing actions in your ColorMaterial extension. The color property of an material should the a type of the THREE.Color. Here is my modification:
Autodesk.Viewing.Viewer3D.prototype.setColorMaterial = function(objectIds, color)
{
if( !(color instanceof THREE.Color) ) throw 'Invalid argument: Color';
var material = new THREE.MeshPhongMaterial
({
color: color,
opacity: 0.8,
transparent: true
});
viewer.impl.matman().addMaterial( 'ColorMaterial-' + new Date().getTime(), material, true );
// ...........
};
Its' result is here:
In the ColorOverlay extension, The type of material color property is also wrong, it should be a type of THREE.Color, too. Changing it into THREE.Color should work fine. In addition, overlay is covers on 3D objects, so you should call viewer.hide() with your setColorOverlay() together. Otherwise, it won't look like a transparent object.
Without hidding 3D object of the wall:
hide 3D object of the wall:

Extract information from XCUIElement

If I'm trying to write a generic test that isn't dependent on labels or other value-specific elements, how do I get that information? Like if I were to tap a tableview cell and need some information from there later. Like to identify which cell was tapped. How could I grab a label from it using an XCUIElement?
The information you can extract from XCUIElement is limited to those in the XCUIElementAttributes protocol. The most notable of these are, identifier, value, and title.
You can set the identifier via -accessibilityIdentifier in your production code. The value property can be set from a couple of different paths, but it's usually the the active state of a control. For example, a picker's selected element.
You can try using the Accessibility Inspector to see what's already set on your element and then using a query to find that element.
You can extract some states for example, accessibilityIdentifier, isHitable, value or whatever but, unfortunately you cannot set/change any of these. So apparently you cannot detect if an XCUIElement is already tapped or not. Thats a big limitation in ui test fw.
Joe was sorta on to the right answer but he left out how to actually get the values for the properties he specified.
Lets assume I want to get the string that gets printed for the nav bar of my app
What I did was I created a XCUIElement for my nav bar:
XCUIApplication *app = [[XCUIApplication alloc] init];
XCUIElement *navBarTitle = [app.navigationBars elementBoundByIndex:0];
I then put a breakpoint after the creation of the navBarTitle object and used the debug console to print out the details of the navBarTitle object:
You see in the print out of the debug console that there is a key called identifier.
To extract that string from that object, I created an NSString object using the following method:
NSString *nameofuser = [navBarTitle valueForKey:#"identifier"];
I used the XCUIElement navBarTitle and then used the method valueForKey. valueForKey extracts the string value for the key identifier.
You can read up about this method here:
NSKeyValueCoding
valueForKey is the KEY to unlocking the answer to this question....pun intended :)

What is the complementary event of 'show' for flex displayobjects

Since flex memory management is poor, objects once instantiated dont die very easily (even when they go out of scope), one would need to check on various properties of components. I am using one such thing to know if the screen (which is a display object) is in current view. For this I am turning on a boolean property (currently visible), and I am setting it true on show event of the display object.
What I need to know is, which event (something opposite of show, e.g left?) could be used when the screen is replaced by another display object?
Something like focusIn and focusOut from dotnet.
Or if there is some property which could directly tell me if the display object is currently in view (hasFocus doesnt seem to be giving me expected results).
Thanks.
You can Use PropertyChageEvent check the documentation and base of the newValue and kind property you can do some action :
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/mx/events/PropertyChangeEvent.html
hope this help
Name of the event is: removedFromStage.