I'm developing in AS3 for the Doubleclick platform, though this may be more of a generic programming question.
I am trying to determine whether a video is playing or paused. Doubleclick has the following method:
videoController.getPlayerState()
Which when traced, returns either:
[object PlayingState]
or
[object PausedState]
My question is, how do I do work with that result? I just want to turn it into a boolean that I can use in an if statement to call, or not call, another function.
Like:
if([object PlayingState]){ doSomething(); } else {doNothing(); }
Except that you can't do that, because whenever I try to do anything like that I get an error!! And I can't figure out how you're supposed to do this.
I'm sure this is super-basic. Can anyone enlighten me??
Thanks so much!!
Look at this doc PlayingState
The PlayingState and PausedState class extends AbstractPlayerState,
And AbstractPlayerState get a function getStateType said like this
getStateType() : String
Returns the player state as a string such as "InitialState","BufferingState",
"LoadingState", "PausedState", "PlayingState", or "StoppedState".
It is encouraged to use videoController.getPlayerState() and match against the
relevant class using instanceof or is.
So I think you can do like this
var state:AbstractPlayerState = videoController.getPlayerState();
if (state is PlayingState) {
} else if ( state is PausedState) {
}
Related
Is there any Way to skip the parsing of specific block while using Listener in ANTLR4 using enter or exit method.
I have read link here but unable to make it work.
Thank You!
By the time you're using the Listener pattern with your own Listener class, the input is already correctly lexed and parsed. Therefore, the answer to your question is no. When you're using the listener you're typically just walking the tree post-parse.
Does that mean all is lost though? Of course not. All you have to do is simply not code the Enter or Exit events for those constructs you want to "ignore." It's that easy.
As to if-else statements, I've always implemented them using the visitor pattern like this:
As to how to program an if statement, I'll give you a peek at they way I implement them:
public override MuValue VisitIfstmt(LISBASICParser.IfstmtContext context)
{
LISBASICParser.Condition_blockContext[] conditions = context.condition_block();
bool evaluatedBlock = false;
foreach (LISBASICParser.Condition_blockContext condition in conditions)
{
MuValue evaluated = Visit(condition.expr());
if (evaluated.AsBoolean())
{
evaluatedBlock = true;
Visit(condition.stmt_block());
break;
}
}
if (!evaluatedBlock && context.stmt_block() != null)
{
Visit(context.stmt_block());
}
return MuValue.Void;
}
Granted, this probably doesn't make much sense out of context, but rest assured it works. To see this in its full context, please visit Bart Kiers for an excellent example of grammar and implementation .
I'm trying to integrate App42 Leaderboard Service to my Cocos2D-X Game. The core functionality (Sending Scores to Server and retrieving them, just the way shown on the App42 site...) is working fine.
Now i want to visualize my leaderboard data using a CCTableView.
So I got a Leaderboard class (inherited from CCLayer) and am doing something like this :
bool Leaderboard::init() {
...
// Initialize and send App42 Scoreboard API call
App42API::Initialize(API_KEY, SECRET_KEY);
ScoreBoardService *scoreBoardService = App42API::BuildScoreBoardService();
scoreBoardService->GetTopNRankers(gameName,MAX_SCORES, this,app42callfuncND_selector(Leaderboard::onGetTopNRankings));
// responseArrived is boolean, indicates if onGetTopRankings was called
while(!responseArrived);
CCTableView* tableView = CCTableView::create(this, CCSizeMake(400, 100));
tableView->setDirection(kCCScrollViewDirectionVertical);
tableView->setPosition(winSize.width/3 , winSize.height/2);
tableView->setDelegate(this);
tableView->setVerticalFillOrder(kCCTableViewFillTopDown);
this->addChild(tableView,5);
tableView->reloadData();
return true;
}
void HelloWorld::onGetTopNRankings(App42CallBack *sender, void *response){
App42GameResponse *scoreResponse = (App42GameResponse*)response;
if (scoreResponse->isSuccess)
{
// Save User scores to Array
responseScores = scoreResponse->scores;
}
else
{
printf("\nerrordetails:%s",scoreResponse->errorDetails.c_str());
printf("\nerrorMessage:%s",scoreResponse->errorMessage.c_str());
printf("\nappErrorCode:%d",scoreResponse->appErrorCode);
printf("\nhttpErrorCode:%d",scoreResponse->httpErrorCode);
}
// Response Data is saved, or Error occured, go back to init()
responseArrived = true;
}
So as you see, I am waiting for onGetTopNRankings to get called, because the data for my TableView would be empty else. But what happens is, that the I can't get back to init() when onGetTopNRankings returns, it gets stuck.
So anybody got an idea why i can't return to Leaderboard::init() or got any good idea to solve this in any other way, I am open for each suggestion ?
while(!responseArrived);
This blocks the thread (endless loop). You need to fill your table view in the callback method when you have actual data. It will be empty until then. That's something your app's design has to deal with. For instance you could display a "loading" animation in the meantime, with a cancel button on it.
I tested your code and it is working fine in my App42Cocos2dXSample
The only possible reason for the issue you are getting is the owner class name of callback method in your code snippet.
scoreBoardService->GetTopNRankers(gameName,MAX_SCORES,
this,app42callfuncND_selector(Leaderboard::onGetTopNRankings));
In the above statement, onGetTopNRankings belong to the class Leaderboard, but while defining the callback method, it belongs to the class Helloworld:
void HelloWorld::onGetTopNRankings(App42CallBack *sender, void *response){
So, try changing the class name from Helloworld to Leaderboard in the above statement. I hope it will work.
I am using a s:TextInput in Flex 4.5. It shows it's prompt text if the underlying text value is null or empty String. Does anybody know if I can make either don't show the prompt on empty String or even show a different prompt?
I already found a way by extending the TextInput class and overriding some of the methods but I am still hoping anyone here knows an easier way ;-)
Ok, so based on the comments, here it is:
You store the current prompt value in a private variable, like so:
private var _inputPrompt:String = "";
Then you create a getter, so the value is accessible from outside of this class:
public function get inputPrompt():String
{
return _inputPrompt;
}
Now you can bind inputPrompt anywhere you need it, however, the problem is the getter won't be recalled once the private value changes. You can fix this very easily: Create an update method, for example like so:
public function updateInputPrompt(value:String):void
{
_inputPrompt = value;
}
Ok, nothing fancy so far. I'm guessing this is the point where you are right now. In order to "force" the getter to be recalled, you have to bind it to an event, like so:
[Bindable(event="inputPromptUpdated")]
public function get inputPrompt():String
{
return _inputPrompt;
}
Finally, you can simply dispatch this event when the value is update (i.e. in the updateInputPrompt method):
public function updateInputPrompt(value:String):void
{
_inputPrompt = value;
dispatchEvent("inputPromptUpdated"); // For binding
}
This way, the getter will be recalled every time you dispatch that event.
Hope this helps. Have a great day, and a great weekend!
I'm trying to implement a JPopupMenu over a text editor component. It should be activated on CTRL+m. Can I do that inside
#Override
public void keyPressed(KeyEvent arg0) {
}
and if yes, how? Because if I try
if(arg0.isControlDown()&&arg0.getKeyChar()=='m')
it doesn't work.
At first I thought it was something to do with CTRL+M being the same thing as a carriage-return/line feed, but that wasn't true. Try:
if(e.isControlDown() && e.getKeyCode() == KeyEvent.VK_M) {
System.out.println("pressed");
menu.setVisible(true);
}
I couldn't get it to work using chars with e.getKeyChar() either, but the getKeyCode() works for me. Great, it works. But I'm the type that has to know why. So I found this:
KEY_PRESSED and KEY_RELEASED events
are not intended for reporting of
character input. Therefore, the values
returned by this method are guaranteed
to be meaningful only for KEY_TYPED
events
I'm having quite some trouble to try and get an app I wrote in AS2 to AS3. The reason I need to go to AS3 is something icky, so I won't go into detail about it.
I've got 90% of the application running with the new code.
Now I've come to the point where I have to convert this code from AS2,
function setAnimation(theObject,id)
{
theObject.vensterid=id;
theObject.onEnterFrame = function()
{
var myHoriTween:Tween = new Tween (this,"_x",Strong.easeOut,this._x,(130+((theObject.vensterid-frameno)*260)),1,true);
}
}
setAnimation(venster0,0);
, to AS3. My attempt of doing this ended up like
function setAnimation(anObject,id) {
var theObject = this[anObject];
theObject.vensterid=id;
function slideHorizontal(event:Event)
{
var myTween:Tween = new Tween (theObject,"x",Strong.easeOut,this.x,(130+((theObject.vensterid-frameno)*260)),1,true);
}
theObject.addEventListener(Event.ENTER_FRAME,slideHorizontal);
}
setAnimation(venster0,0);
and gives me the following non-error (it doesn't show as a compiler error, but as output):
TypeError: Error #1010: A term is undefined and has no properties.
at sliding_windows_as3_fla::SlideMenu_1/setAnimation()
at sliding_windows_as3_fla::SlideMenu_1/frame1()
I think this is very strange since it doesn't say anything about which term (and there are quite a lot) and googling didn't find me an explanation either.
I didn't get the chance to test your code, because it's difficult to set up a context for it, but my thoughts would be:
You should declare the parameter types: function setAnimation(anObject:Object,id:uint):void. It's at least good practice.
var theObject = this[anObject]; is completely unnecessary if your variable anObject is an object. I think var theObject = this[anObject]; doesn't work, theObject ends up being null and that's why you get your error. If you have declared a variable called venster0, that is the instance of a class that extends Object, then you can pass the reference to it without any other trouble.
Depending on the object you work with, theObject.vensterid=id; might not work. The class that theObject instances must have the 'vensterid' property, or you will get `1119: Access of possibly undefined property vensterid through a reference with static type ...
I think your problem here is following string:
var theObject = this[anObject];
Just replace it with
var theObject = anObject;
I hope that's what you need.
Alternatively instead of
setAnimation(venster0,0);
you could pass an instance name (i.e. String):
setAnimation("venster0",0);
That will work because by this['propertyname'] you are actually accessing Object's property by name.
Just going to throw out that using the built-in Tween classes in Flash/Flex is a pain. Look into using Tweening libraries instead: Tweener, TweenLite, etc. They are much easier to work with, and you don't have to worry about maintaining references until the Tween completes.