I been using the WebService and Operation classes of Flex Framework for a while, and after some ups and downs (more downs than ups, haha) I'm in process of refactoring all its uses with some utility classes/wrappers.
After browsing a little of the code of mx.rpc.soap.Operation I noticed that when you use the method "send" and the web service is not ready then the call is queued to an internal array (pendingInvocations:Array in line 1142). But the funny thing is that the invocations in the queue are never called again.
This is a bug or there is something I'm doing wrong?
I'm considering extending mx.rpc.soap.Operation, overriding "send" and testing if there are invocation queued, calling invokeAllPending (a mx_internal method that pops all the queued invocations) my self.
But the other problem is that that method is mx_internal, so I don't know if Adobe is gonna change it any time soon.
Any advice?
Thanks in advance
It's not a bug. Take a look at the definition for AbstractWebService; it defines a method called unEnqueueCalls (which is right up near the top of the list of awkward method names that I've seen :)). This method loops through all the operations in the webservice and invokes the pending calls for each operation by calling that invokeAllPending method you found.
unEnqueueCalls is itself called from the WebService class, in the wsdlFault and wsdlHandler methods, one of which runs when your WSDL is finished loading.
So, everything is all accounted for; you don't need to override anything.
Related
I have used many discord API wrappers, but as an experienced python developer, unfortunately I somehow still do not understand how a command gets called!
#client.command()
async demo(ctx):
channel = ctx.channel
await channel.send(f'Demonstration')
Above a command has been created (function) and it is placed after its decorator #client.command()
To my understanding, the decorator is in a way, a "check" performed before running the function (demo) but I do not understand how the discord.py library seemingly "calls" the demo function.....?? Is there some form of short/long polling system in the local imported discord.py library which polls the discord API and receives a list of jobs/messages and checks these against the functions the user has created?
I would love to know how this works as I dont understand what "calls" the functions that the user makes, and this would allow me to make my own wrapper for another similar social media platform! Many thanks in advance.
I am trying to work out how functions created by the user are seemingly "called" by the discord.py library. I have worked with the discord.py wrapper and other API wrappers before.
(See source code attached at the bottom of the answer)
The #bot.command() decorator adds a command to the internal lists/mappings of commands stored in the Bot instance.
Whenever a message is received, this runs through Bot.process_commands. It can then look through every command stored to check if the message starts with one of them (prefix is checked beforehand). If it finds a match, then it can invoke it (the underlying callback is stored in the Command instance).
If you've ever overridden an on_message event and your commands stopped working, then this is why: that method is no longer being called, so it no longer tries to look through your commands to find a match.
This uses a dictionary to make it far more efficient - instead of having to iterate over every single command & alias available, it only has to check if the first letters of the message match anything at all.
The commands.Command() decorator used in Cogs works slightly different. This turns your function into a Command instance, and when adding a cog (using Bot.add_cog()) the library checks every attribute to see if any of them are Command instances.
References to source code
GroupMixin.command() (called when you use #client.command()): https://github.com/Rapptz/discord.py/blob/24bdb44d54686448a336ea6d72b1bf8600ef7220/discord/ext/commands/core.py#L1493
As you can see, it calls add_command() internally to add it to the list of commands.
Adding commands (GroupMixin.add_command()): https://github.com/Rapptz/discord.py/blob/24bdb44d54686448a336ea6d72b1bf8600ef7220/discord/ext/commands/core.py#L1315
Bot.process_commands(): https://github.com/Rapptz/discord.py/blob/master/discord/ext/commands/bot.py#L1360
You'll have to follow the chain - most of the processing actually happens in get_context which tries to create a Context instance out of the message: https://github.com/Rapptz/discord.py/blob/24bdb44d54686448a336ea6d72b1bf8600ef7220/discord/ext/commands/bot.py#L1231
commands.Command(): https://github.com/Rapptz/discord.py/blob/master/discord/ext/commands/core.py#L1745
When working on a SolidJS project you might start seeing the following warning message in your JS console:
computations created outside a `createRoot` or `render` will never be disposed
There are some information available on this in SolidJS' Github repository issues. But after reading them I was still not quite sure what this was all about and whether my code was really doing something wrong.
I managed to track down where it came from and find a fix for it based on the documentation. So I'm providing the explanation and the solution for those Googling this warning message.
In essence this is a warning about a possibility of a memory leak due to a reactive computation being created without the proper context which would dispose of it when no longer needed.
A proper context is created a couple of different ways. Here are the ones I know about:
By using the render function.
By using the createRoot function. Under the hood render uses this.
By using the createContext function.
The first is by far the most common way, because each app has at least one render function call to get the whole show started.
So what makes the code go "out of context"?
Probably the most common way is via async calls. The context creation with its dependency tree happens only when the synchronous portion of the code finishes running. This includes all the export default function in your modules and the main app function.
But code that runs at a later time because of a setTimeout or by being in an async function will be outside of this context and any reactive computations created will not be tracked and might stick around without being garbage collected.
An example
Let's say you have a data input screen and have a Save button on it that makes an API call to your server to save the data. And you want to provide a feedback to the user whether the operation succeeded or not, with a nice HTML formatted message.
[msg,setMsg] = createSignal(<></>)
async function saveForm(){
...
setMsg(<p>Saving your data.<i>Please stand by...</i></p>)
const result=await callApi('updateUser',formData)
if(result.ok){
setMsg(<p>Your changes were <b>successfully</b> saved!</p> )
} else {
setMsg(<p>There was a problem saving your data! <br>Error: </p><pre>{result.error}</pre> )
}
}
...
<div>
...
<button onClick={saveForm} >Save</button>
{msg()}
</div>
This will produce the above mentioned warning when the API call returns an error, but not the other times. Why?
The reason for this is that SolidJS considers the code inserts inside JSX to be reactive, ie: need to be watched and re-evaluated. So inserting the error message from the API call creates a reactive computation.
The solution
I found the solution at the very end of the SolidJS doc. It's a special JSX modifier: /*#once*/
It can be used at the beginning of a curly brace expression and it tells the SolidJS compiler to explicitly not to make this a reactive expression. In other words: it will evaluated once and only once when the DOM nodes are created from the JSX.
In the above example here's how to use it:
setMsg(<p>There was a problem saving your data! <br>Error: </p><pre>{/*#once*/ result.error}</pre> )
After this there will be no more warning messages :)
In my case, I had an input and when that input changed I re-created an SVG drawing. Because the SVG creation was an expensive operation, I added a debounce in the createEffect function which ran when the input changed. debounce is a technique to defer the processing until the input stops changing for at least X amount of time. It involved running the SVG generation code inside the setTimeout function, thus being outside of the main context. Using the /*#once*/ modifier everywhere where I inserted an expression in the generated JSX has fixed the problem.
1. Problem and Context
I'm trying to create a browser extension with Dart, more specifically, one that deals with adding keyboard shortcuts to certain websites.
To guarantee better TDD, I'm trying to simulate keyboard events during the tests. However, it seems like many things have changed when it comes to Dart's HTML APIs and I haven't been able to figure out how to make them work.
2. What I'm Trying
I would like to register a specific keystroke — so the generic KeyboardEvent won't cut it apparently, only the KeyEvent class can handle that. So far, I'm trying something like this:
document.body.dispatchEvent(KeyEvent('keypress', keyCode: 65, charCode: 97));
From which I receive an error close to this:
Error: Failed to execute 'dispatchEvent' on 'EventTarget': parameter 1 is not of type 'Event'.
I've also tried the code above with document, document.window and window, none worked. Something similar can be found in the KeyEvent documentation. However, they mention adding to a Stream, which I don't think is possible. It would have to be a Sink instead.
If I'm not able to solve this via dispatching events, I think I'll have to simply inject mocks into the tests.
3. More Resources
2 outdated answers which have helped me so far were:
dart how to create, listen, and emits custom event?
How do I listen for custom events in Dart?
I've a View and Utility classes and wanted to hook-in the Utility method once View's job is done. So wanted to call the utility method (to add behavior to the view) once View's render call is done.
Using ES6 Proxy API, Is there a way to execute a method before / after executing the main method ? (aka method interceptions)
Similar to YUI3 Do API.
http://yuilibrary.com/yui/docs/api/classes/Do.html
Yes there is a way. Actually I'm trying to build the same thing and as long as you use a synchronous context I already got it working. Have a look at the code examples in the issue I created for my problem: stack overflow when returning an ES6 proxy through a promise
What you need to do to intercept the call is to use the ES6 proxy to get notified of the get-call that takes place to retrieve the function before the method is actually called.
In my example you can see that you get all the information about the call like what method was called with which parameters and also who called it and on which target it was originally called.
I'm new to programming and I've been checking a lot of game coding tutorials. I've noticed that on most of them they use custom events to trigger methods instead of calling a method directly.
What's the reasoning behind this practice? Why aren't they just calling the method?
For example:
We have two objects: A and B. A has method A.methodA() that B needs to use when X condition is triggered.
Why implement:
B dispatches an event to A that tells A to run A.methodA()
Instead of:
B uses A.methodA()
The main reason is separation of interests. When using events, class A doesn't need to know about the existence of class B (and vice versa).
Some benefits to this are:
Much easier unit testing (you can test Class A without class B)
Less chance of breaking your code when you change class A or B
Less references to other classes in your code, which reduces the potential for memory leaks
Cleaner code
More flexible/reusable code (a bunch of other classes could all listen/respond to the event without any additional code in the your dispatcher)
Typically in bigger applications using events will help abstract everything. When you have 15+ classes and they're all ditpatching events to a controller, it's a lot easier to figure out what's going on than reading through all different parts of the code to trace functions. Using callbacks begins to create spaghetti code.
However, direct function calls are going to be executed faster than events.
Personally, I use custom events simply for the ease of use. I can have one class dispatch an event when something happens (say an animation finishes or an error occurs in a download) and any number of other classes run any number of other functions based on that event. In addition, I code for reusability. The goal of each class is complete independence so that it can run in any project without needing other packages. So rather than have one class call a method of another class, I dispatch an event from the first class that the second class listens for and then run that method. Then when I need that first class for another project, I can just copy/paste it without having to modify it and without losing any functionality.
EDIT:
Also, it's worth noting that sometimes people do what you describe to get around having to pass in event arguments.
Say you have a button on the stage and you need to be able to click it, but you also need to be able to manually call that method. Some people don't realize you can pass in a null event and have only the single method. Or you can set it as a null default argument, see below:
private function onClickHandler( e:MouseEvent = null ):void{
//as long as you never reference "e" within this method, this method can be used both for MouseEvent listeners and manually calling it elsewhere in the code
}
That technique can help avoid having an event handler that only calls another method and nothing else. At this point in my programming, every single AS3 event handler I write sets the event argument to null by default. It just makes things easier later on.
You might want to read this.
And also note using the callback method allows you to pass parameters to it directly and not via a custom event model.
I built my own, very simplified, events dispatcher system. AS Event model is very powerful, but in 99% of situations you don't need that power. A simple callback with parameters fired as an event is more than enough. You can still retain the versatility from an event model, but don't need to write too many lines of code for, let's say, a simple button.
I can setup a simple event like this:
Buttonizer.autoButton(_buttQuit, this, "onPress");
public function onPressQuit(c:Sprite) {
// Execution goes here
}
You can build your own event model, it will make life simpler, and your code much more concise.