Show 'expand' control on JTree nodes after children are removed? - swing

I have a DefaultTreeModel containing a subclass of DefaultMutableTreeNode. I have only overridden isLeaf() to always return true because I lazily load the children when the node is expanded. Then, when the node is collapsed, I remove the children (firing the proper treeNodesRemoved event) because I have unsubscribed from updates from the server.
The problem is that after the user collapses a node and I remove the children, the stupid little expand circle disappears (but clicking that area still works to expand the node). How can I always show the expand control when the children have been removed?
Related: Add 'expand' button to JTree node that has no children?. Is adding a fake child the only way?

The way I did it is I add a fake child and expansion listener when children are removed. When I get notification that the node with fake child is going to be expanded I replace the fake child with actual lazily loaded children.
This way the node always has children and expand control is always presented

Related

Host vs Target in Polymer

I'm trying to understand host and target (and element) in the following context taken from the Polymer Path and Polymer Data Flow documentation.
Consider the following diagram:
Now consider the following statement (from the same documentation):
"When two elements in the local DOM are bound to the same property data appears to flow from one element to the other, but this flow is mediated by the host."
So far, so good. Then it goes on to say:
"A change made by one element propagates up to the host, then the host propagates the change down to the second element."
The first part: "A change made by one element propagates up to the host..." Does this mean that a change to the first element propagates to its own host first? And does "element" actually mean the element's data properties?
The second part "then the host propagates the change down to the second element." Are we propagating down to the second element's data properties? It's extra confusing here as there is only one element or data object that is shared between the two ehhh elements??
I'm thinking that the change made in the first element's data property goes to its own host first and then the first host propagates the change back down to the second element's data element (which so happens to be the first element's data object as well).
<parent-el>
<user-profile primary-address="{{addr}}"></user-profile>
<address-card address="{{addr}}"></address-card>
</parent-el>
If either element changes addr (the child elements can use whatever name they want), the change will be propagated to the parent and then to the other element.
If either binding used [[addr]] instead, changes would only propagate from parent to child.
Note that both child elements should have notify: true set on the relevant property (primaryAddress or address) so that the parent is notified of changes and the two-way binding is fully setup.
Also note that this listens for the object to change as a whole only. To listen for changes to sub-properties e.g. addr.street the parent should add an observer. For more info on that see complex observers.

Container in Construct 2 doesn't make all objects visible

I thought that the action you apply to one object of a container is automatically applied to every object in the container, but this doesn't seem to be the case in my project:
By making 1_br_ok_e visible, I would axpect the other two objects in the container to be made visible too, but nothing happens, only 1_br_ok_e becomes visible.
What am I missing?
No this isn't how containers work.
I am quoting from the Scirra documentation (https://www.scirra.com/manual/150/containers):
Placing objects in a container has the following effects:
If one object in a container is created, every other object in its container is also automatically created.
If one object in a container is destroyed, every other associated object in its container is also destroyed.
If a condition picks one object in a container, every other associated object in its container is also picked.
And that's it. Nothing else should be expected from containers.
In your case, destroying the object (and consecutively the whole container) could be an option if you never need them to reappear.
To support Scirra on this, I want to add that maybe in your case this could be a positive feature, but in most cases it's not a desirable functionality. Imagine creating a tank container where you have the tank's body and its turret. Rotating the turret would make the whole tank rotate, since the body would share the same action. You would have no way to make this work.

removeChild() on parent will remove its child?

I have a construction as below:
parent
+ child
+ child
+ child
+ sub-parent
+ sub-child
+ sub-child
For now, I use multiply of "removeChild()", to remove elements from scene one by one. Like this:
removeChild(sub-child);
removeChild(sub-child);
removeChild(sub-parent);
//and so on
It's okay, but I found out that if I remove a parent all its children will disappear from scene too. (For now I do not know for sure ...)
How do you remove elements from a scene in the correct way ? As I do it now (one by one), or I could remove just a parent and my code will be a little bit shorter. Or is it the same thing?
Removing a display object from the stage will also remove all of that object's children. Think of it as a container that holds those children object. If you remove the container, you also remove the objects inside of it.
However, if you still have references to those children objects, or have event listeners attached to them, they won't be garbage collected (they will stick around in memory executing any code associated with them). So you still need to make sure you clean up everything when you remove the parent object.
The "display list" is a tree structure that looks like this:
When you add children to a container (DisplayObjectContainer), those children will remain as children of that container unless they are specifically removed from it.
When a container or DisplayObject is attached to the stage, they will render. If the object is a container, all of its descendants (children, children of children and so on) will also render.
If you remove an object from the stage, it and all of its descendants will stop rendering but their existing parent/child relationships remain in tact. This means if you add a container with children to the stage again, all of those children will begin to render again as well.
So to more accurately answer your question: removing a container does not actually remove its children. The children will not have a connection to the stage and will not render, but they are still children of the container.
With all that said, there is not often a reason that you would need to remove each individual child from a container. So long as the children do not have event listeners attached or are not referenced by the main application in any other way, they will all be eligible for garbage collection when their connection to the stage is severed. Removing the topmost possible container from the stage is perfectly normal.
You can remove the "sub-parent" and its child's will be removed as well from the scene (stage).

Javafx TabPane with StackPane and custom Controls

I'm developing an app in JAVAFX. Mainly, the app is using a TabPane controller. In the first tab, i'm loading a controller for a StackPane. In the StackPane i'm loading as a default, one list view with custom cells. In each cell i'm having some buttons. I want to add a new pane in the stack pane and bring it to front when a button is clicked.
I tried with the toFront() and toBack() but i can't get anything working.
I've check, and both panes are loaded and their content is the right one.
I can't attach photos because i don`t have enough rep.
Any suggestion is appreciated.
It's hard to know exactly what's going wrong since you didn't post any code, but from the StackPane Javadocs:
The z-order of the children is defined by the order of the children
list with the 0th child being the bottom and last child on top. If a
border and/or padding have been set, the children will be layed out
within those insets.
So to move a Node to the front, you should move it to the end of the list:
StackPane stackPane = ... ;
Node node = ... ;
// move node to front:
// remove node from current location in child list"
stackPane.getChildren().remove(node);
// add node back in at end of child list:
stackPane.getChildren().add(node);

control child action with or without parent's action

When parent do any action, its children do same action also. But sometimes, I don't want child do the action. For example, a sprite like a man have a blood bar, when it moving, the bar should moving along with man also, that's OK. But when I shake or rotate the man, the bar should do nothing.
So, is a simple way to control it? The only one way I though is remove those child from parent, after action complete, re-add them.
you can control each child action using its separate tag.when ever you define child then set its tag and after when you want to get action of particular child then get child [self getActionByTag:childTag]; and perform action on it.
As you said removing and reattaching to another node works.
Or don't make that bar as child of man and add it to another node ,handle actions for that separately.
I don't think that there is any way to make child static and move only parent.