Observable collection in MVVMLIght doesn't upadate UI - windows-phone-8.1

I have a ViewModel extending Galasoft.MvvmLight.ViewModelBase. In it i have this:
public ObservableCollection<Association> Delegation { get; set; }
private async void LoadDelegations()
{
Delegation.Clear();
var delegations = await NetworkManager.GetDelegations();
if(delegations== null)
{
return;
}
for (int i = 0;i< delegations.Count;i++)
{
Delegation.Add(delegations[i]);
}
}
private async void RemoveDelegation(string delegationId)
{
var response = await NetworkManager.RemoveDelegation(delegationId);
if (response.Result)
{
int i;
for (i = 0; i < Delegation.Count; i++)
{
if (Delegation[i].Id == delegationId) break;
}
await CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
Delegation.RemoveAt(i);
});
}
}
This property is bound to a ListView:
<ListView ItemTemplate="{StaticResource AssociationTemplate}"
ItemsSource="{Binding Delegation}"/>
My problem is that LoadDelegation update the UI only sometimes, instead the RemoveDelegation never update the UI.
What am I doing wrong?

I am not sure about the MVVM-Light procedure but in the MVVM pattern, The issue here would be that you are using auto-implemented property. So the auto-implemented properties do not raise the INotifyPropertyChanged event. You can simply change the Auto-Implemented property of Delegation. You can change it to a full property by `private ObservableCollection delegation;
public ObservableCollection<Association> Delegation
{
get { return delegation; }
set { delegation = value; RaisePropertyChanged("Delegation")}
}`
While RaisePropertyChanged is the method that's called as soon as the property changes and lets the view know about it. And as MVVM-Light simply provides the base class which implements the INotifyPropertyChanged interface

Related

Options pattern, configuration, in Legacy .NET Application with Simple Injector

This article, https://medium.com/#dmitryzaets/legacy-net-applications-configuration-management-net-framework-4-5-1-68220335d9d8, describe how to use Options pattern together with Autofac. I have tried to translate this to use with Simple Injector. But I have no luck.
Here is my IOC code
public class IocBootstrap2
{
private Container Container { get; }
public IocBootstrap2()
{
Container = new Container();
var configurationBuilder = new ConfigurationBuilder()
.SetBasePath(Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory, "Configuration"))
.AddJsonFile("settings.json", optional: false, reloadOnChange: true);
var configuration = configurationBuilder.Build();
//Register Options
Container.Register(typeof(IOptions<>), typeof(OptionsManager<>));
Container.Register(typeof(IOptionsMonitor<>), typeof(OptionsMonitor<>));
Container.Register(typeof(IOptionsFactory<>), typeof(OptionsFactory<>));
Container.Register(typeof(IOptionsMonitorCache<>), typeof(OptionsCache<>));
// Register ConfigurationOptions
Container.RegisterConfigurationOptions2<MailingOptions>(configuration.GetSection("mailing"));
#if DEBUG
Container.Verify();
#endif
}
}
public static class ConfigurationSetupExtensions2
{
public static void RegisterConfigurationOptions2<TOptions>(this Container container, IConfiguration config)
where TOptions : class
{
container.Register(typeof(IOptionsChangeTokenSource<TOptions>),
() => new ConfigurationChangeTokenSource<TOptions>(config), Lifestyle.Transient);
container.Register(typeof(IConfigureOptions<TOptions>),
() => new ConfigureFromConfigurationOptions<TOptions>(config), Lifestyle.Transient);
}
}
public class MailingOptions
{
public MailingOptions()
{
BatchSize = 1;
}
public int BatchSize { get; set; }
public int BatchDelay { get; set; }
}
settings.json
{
"mailing": {
"batchSize": 15,
"batchDelay": 1
}
}
Then I inject it in a ViewModel:s constructor like this
public class BlockViewModel
{
private readonly MailingOptions _options;
#region Constructor
public BlockViewModel(IOptions<MailingOptions> options)
{
_options = options.Value;
}
#endregion
}
When I run it I get Exceptions in Container.Verify.
The constructor of type OptionsFactory<MailingOptions> contains the parameter with name 'setups' and type IEnumerable<IConfigureOptions<MailingOptions>> that is not registered. Please ensure IEnumerable<IConfigureOptions<MailingOptions>> is registered, or change the constructor of OptionsFactory<MailingOptions>. There is, however, a registration for IConfigureOptions<MailingOptions>; Did you mean to depend on IConfigureOptions<MailingOptions>?
StackTrace:
at SimpleInjector.Container.ThrowParameterTypeMustBeRegistered(InjectionTargetInfo target)
How will I Register an IEnumerable<IConfigureOptions<MailingOptions>>?
Can someone tell my what I'm doing wrong, or more precise, what is it that I don't understand?
The short answer is: don't inject IOptions<T> into your application components. As explained here, that will only complicate your components, their unit tests, and, as you already noticed, your configuration.
Instead, let BlockViewModel depend on MailingOptions directly:
public class BlockViewModel
{
private readonly MailingOptions _options;
public BlockViewModel(MailingOptions options)
{
_options = options ?? throw new ArgumentNullException(nameof(options));
}
}
This allows you to simplify your configuration to the following:
Container = new Container();
var configutation = new ConfigurationBuilder()
.SetBasePath(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Configuration"))
.AddJsonFile("settings.json", optional: false);
.Build();
MailingOptions options = configuration.GetSection("mailing").Get<MailingOptions>();
Container.RegisterInstance<MailingOptions>(options);
// Register View Models
Container.Register<BlockViewModel>();
Container.Verify();

How do I access a method that's in another method that's in a class in ECMA6Script?

How do I declare the method getYellowCycle() so that the variable game can access it? getYellowCycle is a method that's in another method called newGame(), that's in a class called model.game.
Here is where the method should be called.
let game = model.Game.newGame();
expect(game.getYellowCycle().getX()).to.equal(50);
Here is the class model.game
model.Game = class {
newGame() {
}
};
getYellowCycle() should go in newGame()
Something like this:
const model = {};
model.Game = class {
newGame() {
return {
getYellowCycle() {
return {
getX() {
console.log("In getX");
return 50;
}
};
}
};
}
};
const game = (new model.Game()).newGame();
console.log(game.getYellowCycle().getX());

Bind an Action to a property of a UserControl in XAML

I have a user control which has a button and a dependency property for the action the button is to execute. The page which contains the control sets the action in XAML.
MyUserControl.cs
A Button, and dependency property ButtonAction, of type Action. When the button is clicked it executes the ButtonAction.
MainPage.xaml.cs
Action Action1
Action Action2
MainPage.xaml
Present an instance of MyUserControl, with ButtonAction=Action1
The problem: The ButtonAction property is not assigned from the XAML
MyUserControl.cs
public sealed partial class MyUserControl : UserControl
{
public Action ButtonAction {
get { return (Action)GetValue(ButtonActionProperty); }
set { SetValue(ButtonActionProperty, value); }
}
public static readonly DependencyProperty ButtonActionProperty =
DependencyProperty.Register("ButtonAction", typeof(Action), typeof(MyUserControl), new PropertyMetadata(null,ButtonAction_PropertyChanged));
private static void ButtonAction_PropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) {
Debug.WriteLine("ButtonAction_PropertyChanged");
// Is not called!
}
public MyUserControl() {
this.InitializeComponent();
}
private void Button_Click(object sender, RoutedEventArgs e) {
if (ButtonAction != null) {
// Never reaches here!
ButtonAction();
}
}
}
MyUserControl.xaml
<Grid>
<Button Click="Button_Click">Do The Attached Action!</Button>
</Grid>
MainPage.xaml.cs
Action Action1 = (
() => { Debug.WriteLine("Action1 called"); });
Action Action2 = (() => { Debug.WriteLine("Action2 called"); });
MainPage.xaml
<Grid Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
<local:MyUserControl x:Name="myUserControl" ButtonAction="{Binding Action1}"/>
</Grid>
It does work if in the code-behind for MainPage (MainPage.xaml.cs) I assign the action in the Loaded event.
private void Page_Loaded(object sender, RoutedEventArgs e) {
this.myUserControl.ButtonAction = Action1;
}
In this case the PropertyChanged callback in the user control is also called. (This handler is provided only for diagnostic purposes. I can't see how it can be used to support the property in practice).
The issue is in your data binding. The Action1 in ButtonAction="{Binding Action1}" should be a public property while you defined it as a private variable.
Also, you cannot just declare a normal property directly in the code behind like that. You will need either a dependency property, or more commonly, a public property inside a viewmodel which implements INotifyPropertyChanged.
If we go with the second approach, we will need to create a viewmodel class like the following with an Action1 property. Note the OnPropertyChanged stuff is just the standard way of implementing INotifyPropertyChanged.
public class ViewModel : INotifyPropertyChanged
{
private Action _action1;
public Action Action1
{
get { return _action1; }
set
{
_action1 = value;
OnPropertyChanged("Action1");
}
}
public event PropertyChangedEventHandler PropertyChanged;
protected void OnPropertyChanged(string name)
{
var handler = PropertyChanged;
if (handler != null)
{
handler(this, new PropertyChangedEventArgs(name));
}
}
}
And then you just need to assign this to the DataContext of your main page.
public MainPage()
{
this.InitializeComponent();
var vm = new ViewModel();
vm.Action1 = (() =>
{
Debug.WriteLine("Action1 called");
});
this.DataContext = vm;
}
With these two changes, your ButtonAction callback should be firing now. :)

How to pass a reference to class into another class

The question is a bit silly. I am trying to implement a skill updating system. So to explain.
There is a class
class AppInfo
{
public static var power:int = 10;
public static var speed:int = 20;
}
and class SmartButton which should take a reference to one of the static variables e.g. power in a constructor and increment it on the given value.
e.g.
class SmartButton
{
public function onClick(skillReference:int = <AppInfo.power>, incrementVAlue:int = 10)
{
skillReference += incrementVAlue
}
}
I want this code to update the value of the power in AppInfo class. But this doesn't happen... I assume because the skill was passed as value not as reference...
Can you suggest a way of solving the task?
Thanks
Your assumption is correct, ints are passed by value rather than reference. One direct approach would be to encapsulate power into a reference type (a class) rather than a value type:
class Skill {
public var value:int;
public function Skill(val:int) {
this.value = val;
}
}
class AppInfo
{
public static var power:Skill = new Skill(10);
public static var speed:Skill = new Skill(20);
}
Then passing power should pass it as a reference to the instance. Though you would have to change your implemenation a bit to use skillReference.value instead.
Aside from that, I think there are a couple of ways to abstract what you want out. One way would be use an interface and leverage some dependency injection.
interface ISkills
{
function get power():int;
function set power(val:int):void;
}
class AppInfo implements ISkills
{
private static _power:int = 0;
public function get power():int { return _power; }
public function set power(val:int):void { _power = val; }
}
class SmartButton
{
public function onClick(skills:int = ISkills, skill:String = "power", incrementVAlue:int = 10)
{
skills[skill] += incrementVAlue
}
}
The idea here that you want to decouple your usage from your implementation. In this case SmartButton doesn't need to know how Skills work just how to operate on them. It loses its reference to the static class AppInfo in favor of an injectable instance. There are some advantages to this approach, it makes it easier to test and easier to swap implementations later if you decide that a static class isn't the best implementation idea without having to update a bunch of classes/code. Also, rather than injecting ISkills into the method, you could inject it into the constructor of SmartButton, and keep a private reference to the skill container.
Another approach would be to use a functional approach.
class SmartButton
{
public var defaultWorker:Function = function(val:int):void {
AppInfo.power += val;
}
public function onClick(worker:Function = undefined, incrementValue:int = 10):void
{
if(worker == undefined) worker = defaultWorker;
worker.call(this, incrementValue);
}
}
Again, in this case, rather than tightly coupling your implementation to use the AppInfo class directly, you inject a "worker" for it do the work for you (if the worker is undefined then use the default worker. You can then swap out which property gets changed by changing the closure that gets passed in. For instance if you wanted to change speed instead then you would call:
var smartButton:SmartButton;
smartButton.onClick(function(val:int):void { AppInfo.speed += val});
Not quite as succinct as it could be, but it gets the job done.
The obligatory "elegantly sophisticated" approach using the command pattern:
Interface Command {
function execute():void;
}
Class UpdatePower implements Command {
private var appInfo:AppInfo;
private var delta:int;
public function UpdatePower(appInfo:AppInfo, delta:int) {
this.appInfo = appInfo;
this.delta = delta;
}
public function execute():void {
appInfo.delta += delta;
}
}
Class SmartButton {
var command:Command;
public function SmartButton(command:Command) {
this.command = command;
}
public function onClick(event:Event):void {
command.execute();
}
}
I would probably implement this in a slightly different way.
Maybe something like;
class Properties {
private var _properties:Dictionary = new Dictionary();
public function setValue(key:String, value:int) {
_properties[key] = value;
}
public function getValue(key:String):int {
if( !_properties[key] ) return 0;
else return _properties[key];
}
public function modifyValue(key:String, value:int) {
setValue(key, getValue(key) + value);
}
}
class SmartButton
{
public function onClick(target:Properties, key:String, incrementValue:int = 10) {
target.modifyValue(key, incrementValue);
}
}
Or something along those lines.

How to override the transform.matrix setter

I have a class which extends the Sprite object in as3. I need to be able to override the transform.matrix setter in this class but haven't been successful in doing so.
I've tried many things, along with creating my own separate class which extends the Transform class and then overrides its set matrix function, and set my transform = new CustomTransform(). Sadly this didn't work.
In code this is what i tried:
public class MyClass extends Sprite
{
public function MyClass()
{
super(); transform = new MyTransform(this);
}
}
class MyTransform extends Transform
{
public function MyTransform(dp:DisplayObject)
{
super();
}
override public function set matrix(value:Matrix)
{
super.matrix = value;
customcode();
}
}
All help is greatly appreciated!
This seems to work:
public class MyClass extends Sprite
{
public function MyClass()
{
super();
transform = new MyTransform(this,super.transform);
// i'm drawing a rect just to see the results of scaling
graphics.beginFill(0xff0000);
graphics.drawRect(0,0,100,100);
graphics.endFill();
}
override public function get transform():Transform {
var tmp:Transform;
if(super.transform is MyTransform) {
tmp = super.transform;
} else {
tmp = new MyTransform(this,super.transform);
}
return tmp;
}
override public function set transform(value:Transform):void {
var tmp:Transform;
if(value is MyTransform) {
tmp = value;
} else {
tmp = new MyTransform(this,value);
}
super.transform = tmp;
}
}
public class MyTransform extends Transform
{
public function MyTransform(dp:DisplayObject,transf:Transform = null)
{
super(dp);
if(transf) {
for(var prop:String in transf) {
this[prop] = transf[prop];
}
}
}
override public function set matrix(value:Matrix):void
{
super.matrix = value;
// customcode();
}
}
Use:
var sp:MyClass = new MyClass();
var mat:Matrix = sp.transform.matrix;
mat.scale(3,3);
trace(sp.transform);
sp.transform.matrix = mat;
addChild(sp);
The problem is that, even if you create and assign your tranform to be of type MyTransform, the getter returns a regular Transform object. There's something weird about how transform objects work in Flash (this is also true for SoundTransform, for instance). There's some kind of cache mechanism implemented in a rather lame way that forces you to reassign the instance if you want to commit your changes.
I mean this pattern:
var t:Transform = mc.transform;
// do something with t
mc.transform = t;
So I think this is related to why your code doesn't work as expected.
To get around this, I'm checking both in the setter and the getter if the trasnform object passed is of type MyTransform. If it is, I use it as is. If it's not, I create a MyTransform object and copy all of the properties from the original Transform. It'd be nice if the Transform class had a clone method, but it doesn't, so I implemented this simple copy mechanism. Not sure if this doesn't mess up with some internal state in Transform (could be the case). I haven't tested it apart from applying a scale, once. You might want to do it, as there could be other side effects I'm not considering. Also, this is probably not the most performant. But I can't think of another way to have your matrix setter called.
Edit
Using a static/global dispatcher is not a good idea except you really need it to be global. Implementing IEventDispatcher, since you can't directly extend EventDispatcher, is what you want.
The code needed for that is a bit verbose, but it's a no-brainer anyway. All you need is having an internal instance of event dispatcher and implement the methods of the interface. In said methods, you forward the parameteres to the actual dispatcher.
public class MyTransform extends Transform implements IEventDispatcher
{
private var _dispatcher:EventDispatcher;
public function MyTransform(dp:DisplayObject,transf:Transform = null)
{
super(dp);
_dispatcher = new EventDispatcher(this);
if(transf) {
for(var prop:String in transf) {
this[prop] = transf[prop];
}
}
}
override public function set matrix(value:Matrix):void
{
super.matrix = value;
// customcode();
}
public function dispatchEvent(event:Event):Boolean {
return _dispatcher.dispatchEvent(event);
}
public function addEventListener(type:String,listener:Function,useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void {
_dispatcher.addEventListener(type,listener,useCapture,priority,useWeakReference);
}
public function removeEventListener(type:String,listener:Function,useCapture:Boolean = false):void {
_dispatcher.removeEventListener(type,listener,useCapture);
}
public function hasEventListener(type:String):Boolean {
return _dispatcher.hasEventListener(type);
}
public function willTrigger(type:String):Boolean {
return _dispatcher.willTrigger(type);
}
}