I have a sharedObject that contains several arrays:
sharedUploadObject:
[[4453] , [4454] , [4842] , [4999]];
How do i remove One of the array from the sharedObject?
Lets say i remove array [4453] from the object. So i end up with :
[[4454] , [4842] , [4999]];
First of all read the old value from the Shared object and Modified it in your code (as local variable) and modified new value just update the shared object.
you will find out the new value in the shared object.
Please provide me the your property name and shared object or give me your code snapshot. I will give you code for the same...
Please refer given below link
Click Here for Details
Take data in your application and clar shredobject and one again put your new data to shared object....
Related
I am looking to create an action type that can be used to create a variable number of objects of a given object type. In other words, a user should be able to use this action to create 3 objects at once, 5 objects at once, etc.
I tried to accomplish this using the action configuration UI in OMA, but ran into the following issues:
I noticed that in the “Rules” section, it is only possible to define a static number of objects to be created. In the example shown in the screenshot below, you’d only be able to create 2 objects rather than a variable number.
Similarly, there is no way to specify a variable number of parameters in the “Form” section, which would be necessary to capture the primary keys for each object the user would like to create. I thought of specifying a string parameter that takes in multiple values as an alternative, but that wouldn’t work because there is no way to assign a single value from this parameter to an object property.
How should I go about accomplishing this?
It would be possible to create a variable number of objects using a function backed action! In particular, you could take the following steps:
Create a new function that takes in a list of primary keys as input and creates an object for each primary key in the list. The code for this function could look something like this:
#Edits(ObjectA)
#OntologyEditFunction()
public createMultipleObjects(primaryKeys: string[]): void {
// Loop through pkeys and create a new object for each pkey
primaryKeys.forEach(k => {
Objects.create().objectA(k)
});
}
You can also reference the following documentation for more guidance on how to define Ontology edit functions.
Create an action in OMA that calls the function that you defined in step 1. You will need to define a multi-value string parameter for this action, which will be passed as an input to the function.
You can refer to the following documentation (https://www.palantir.com/docs/foundry/action-types/function-actions-getting-started/) for a step by step guide on how to configure a function backed action.
I have a variable area which stores a number.
When the app is restarted, it is reset back to it's original value. How can I keep area persistent after being closed?
I'm using Flash CS6 for Android
You'll have to save the variable. There's multiple ways to do this but using a SharedObject is the easiest IMO.
First thing is you don't actually create a new instance of the SharedObject class, you instead call the static function getLocal and this sets your variable. So somewhere near the start of your program you'll want something like this:
var gameSave:SharedObject = SharedObject.getLocal("gameSave");
This either creates a new locally persistent shared object if one does not exist or it grabs the one with the same initialized name ("gameSave") on your computer. This way you can access the saved variables across multiple playthroughs.
Now to save a variable you simply use the dataObject on the shared object and write values to it, then you call the function flush when you're done writing values to immediately save the shared object to your computer.
So saving your area value would look something like this:
gameSave.data.area = Main.area;
gameSave.flush();
After that you'll want to set the area value to whatever the saved value is when your game launches:
if (gameSave.data.area !== undefined) Main.area = gameSave.data.area;
We check if the value is undefined because it might not exist yet if you're playing the game for the first time and the area hasn't been saved yet.
Last thing in case you want to expand the scope of this and save more values: you can only write specific values to the shared object. The way I understand it is you can only write certain class types and primitives. If you try to write anything that's not a primitive or the exception classes, it'll automatically convert that item to an Object and it more or less becomes useless. The classes that it can accept that you'll probably use the most are: int, uint, Number, String, Boolean, Object, and Array. It has a few others like ByteArray and XML, but you'll either not use those at all or not use them very frequently. If you want to save any other class type you'll have to add that functionality yourself.
I was actually looking for a way to pass by reference in AS3 but then it seemed that adobe and lots of people's understanding of pass by reference is different from what I have been taught at the university. I was taught java was pass by value and C++ allowed pass by reference.
I'm not trying to argue what pass by value and reference are. I just want to explain why I'm using pass by object in the question...
Back to the question, I would like to do something like:
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = cardA;
cardA = cardB;
cardB = temp;
}
...
swapCard(c1, c2);
EDIT: adding two examples on how I'm using the swapCard function
1) in the process of swaping a card between player1 and player2's hand
swapCard(player1.hand[s], player2.hand[t]);
2) in the process of swaping a card between player1's hand and deck
swapCard(player1.hand[s], player1.deck[rand]);
In C++, we only need to add a symbol before the parameters to make it work (and we call THIS pass by reference). But in AS3, cardA and cardB are just pointers to the formal parameters. Here in the function, changing the pointers does not do anything to the formal parameters :(
I have been searching for hours but I couldn't find a way to without knowing all the properties of the Cards.
If I have to change the properties of the cards one by one then maybe I should change swapCard to a static function in class Cards? (because I don't want to expose everything to another class) I'm not sure if this is a good practice either. This is like adding a swap_cars function into class Cars. If I let this happen, what will be next? Wash car, lend car, rent car... I really want to keep the Cards class clean and holds only the details of the card. Is there a possible way to do this properly in AS3?
The kind of swap function that you're trying to implement is not possible in AS3. The input parameters are references to the input objects but the references themselves are passed by value. This means that inside the function you can change the cardA and cardB but those changes will not be visible outside the function.
Edit: I added this portion after you edited your question with sample usage.
It seems like you're trying to swap two objects in 2 different arrays at given array positions in each - you can create a function for this in AS3 but not the way you attempted.
One possible implementation is to pass the arrays themselves and the positions that you're trying to exchange; something like this:
// Assumes arrays and indices are correct.
public function SwapCards(playerHand:Array, playerCardIndex:int,
playerDeck:Array, playerDeckIndex:int):void
{
var tempCard:Card = playerHand[playerHandIndex];
playerHand[playerHandIndex] = playerDeck[playerDeckIndex];
playerDeck[playerDeckIndex] = tempCard;
}
Note that you still exchange references and the arrays themselves are still passed by reference (and the array references are passed by value - you could, if you wanted, change the arrays to new arrays inside this function but you wouldn't see new arrays outside). However, because the array parameters refer to the same arrays inside and outside the function, you can make changes to the contents of the array (or other array properties) and those changes will be visible outside.
This solution is faster than cloning the card because that involves allocating memory for a new Card instance (which is expensive) and that temporary instance will also have to be freed by the garbage collector (which is also expensive).
You mentioned in a comment that you pass cards down to lower levels of code - if you don't have a back reference to the arrays (and the positions of the cards), you will not be able to easily swap cards - in AS3, all input parameters are copies (either the copy of the value for primitive types or the copy of the reference for complex objects - changes to the input parameters in a function will not be visible outside).
EDIT: renaming the function from clone to copyFrom as pointed out by aaron. Seems like clone is supposed to be used as objA = objB.clone()
At this point, I'm adding a copyFrom() function in the Cards class such that
var temp:Cards = new Cards(...);
var a:Cards = new Cards(...);
...
temp.copyFrom(a);
...
temp will be copying everything from a.
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = new Cards();
temp.copyFrom(cardA);
cardA.copyFrom(cardB);
cardB.copyFrom(temp);
}
I will wait for a week or so to see if there are any other options
You have some good answers already, but based on the comments back-and-forth with me, here's my suggestion (I use "left" and "right" naming because it helps me visualize, but it doesn't matter):
function swapCard(leftCards:Array, leftCard:Card, rightCards:Array, rightCard:Card):void {
var leftIndex:int = leftCards.indexOf(leftCard);
var rightIndex:int = rightCards.indexOf(rightCard);
leftCards[leftIndex] = rightCard;
rightCards[rightIndex] = leftCard;
}
Now you can swap the cards in the two examples you posted like this:
swapCard(player1.hand, player1.hand[s], player2.hand, player2.hand[t]);
swapCard(player1.hand, player1.hand[s], player1.deck, player1.deck[rand]);
However, note that while this swaps the cards in the arrays, it does not swap direct references to the cards in those arrays. In other words:
var a:Card = player1.hand[0];
var b:Card = player2.hand[0];
swapCard(player1.hand, a, player2.hand, b);
// does not change the references a and b, they still refer to the same card
a == player2.hand[0];
a != player1.hand[0];
b == player1.hand[0];
b != player2.hand[0];
Typically, this sort of thing is handled by dispatching a "changed" event so that any code that cares about the state of a player's hand array will know to re-evaluate the state of the hand.
There's a deep misunderstanding going on here. The question is about object reference but the PO is not trying to swap any Object reference at all.
The problem comes from the fact that the PO does not understand the difference between variable and objects. He's trying to swap variable/object reference which is not dynamically possible of course. He wants with a function to make the variable holding a reference to Object A, swap its object reference with another variable. Since Objects can be passed around but not variables (since they are just holders (not pointers)) the task is not possible without a direct use of the given variable.
To resume:
variables are not Objects!
variables hold a reference to an object.
variables cannot be passed in function or referenced in functions because THEY ARE NOT OBJECTS.
On initialization I read an oData service to get a small list of values and I store the model for further use in the application.
sap.ui.getCore().setModel(oODataJSONModel, "xlist");
At multiple stages, I want to make a copy of the original model, make changes to the values list and use it in a Select drop down. I've tried multiple different things, but every time I update/delete the copied model values, it is instantly reflected in the original model. This seems like a simple ask, but is there a way to break the link between the original model and the copied model, ideally I want to keep the original list intact so that list can be re-used over and over, regardless of what changes are made to the copies?
var oModelCpy = new sap.ui.model.json.JSONModel();
var cpyModelArray = oOrigModel.getData();
cpyModelJsonData = { results : [ cpyModelArray ] };
oModelCpy.setData(cpyModelJsonData );
When I remove entries from the copy model, it also removes entries from the original model, which in this case is not what i want.
Any suggestions?
A better approach is to save your data in the success handler:
oODataJSONModel.read("/yourService",
null,
null,
false,
function(oData, oResponse){
var oODataJSONModel = new sap.ui.model.json.JSONModel();
oODataJSONModel.setData(oData);
this.getView().setModel(oODataJSONModel, "jsonModel");
}
);
EDIT
I just stumbled upon this question while I was browsing through the list of UI5 questions, and it dawned to me what is causing your underlying copy issue! :-)
If you copy an array of objects to a new array (which is also happens if you copy model data to another model), you won't get a new array with new objects
Instead, you actually will get a new array, but with references to the old objects. So any change you make to a value in an object inside an array in model 1, will end up having that same value in model 2
So, in effect, you need to create new objects based on the old ones. Luckily, you don't need costly for loops and hardcoded value-copying logic to achieve this; one single line should be ok.
Let's say your original data is referenced by an array aData.
You then copy this data (a true copy) to a new array using JSON:
var aDataCopy = JSON.parse(JSON.stringify(aData));
If you now set this aDataCopy as the data for your second model, it will not have any references to the old model anymore.
Hope this helps!
Try using jquery extend() method to make a copy of the data. I had similar troubles earlier.
var newObject = $.extend({},oldObject);
Try this for once. Find the reference at http://api.jquery.com/jquery.extend/
I've been searching for this for few hours now and didn't get any result. I have a script called GameSetup.js that is attached to an empty game object (named GM) . It holds references to my current camera and has functions to get screen width and other stuff. I'd like to access these functions ( and variables) from other scripts. so for example I have another empty game object called "Blocks", one of its components is BlockGenerator.js , which has BlockGenerator() function. I want to be able to use screenWidth() in BlockGenerator() like this:
BlockGenerator.js
BlockGenerator(){
var Blocknumber : int = GameSetup.ScreenWidth / blockWidth;
}
GameSetup.js
function ScreenWidth() : float{
var screenWidth : float = (mainCam.ScreenToWorldPoint(new Vector3(Screen.width,0f, 0f)).x)* 2;
return screenWidth;
of course GameSetup is not recognized in BlockGenerator.js if I use GetComponent(), for example. I'm not sure if I can drag GM game object in the inspector and pass it to BlockGenerator.js , I haven't tried. but the thing is, it makes the game script very complicated for no good reason. how can I setup and access global functions and variables?
In the class that holds the BlockGenerator method you need to define a public variable of type GameSetup. Then in the inspector drag the object whose instance variables you wish to access. After that you can access the object in your BlockGenerator method and call its methods and access its instance variables.
Another way is to find the object by tag in BlockGenerator via https://docs.unity3d.com/Documentation/ScriptReference/GameObject.FindGameObjectsWithTag.html or search by type with http://docs.unity3d.com/Documentation/ScriptReference/Object.FindObjectOfType.html.