Unity JSON creation showing error on array - arrays

When I am trying to create a JSON using the below code it is showing a null exception error here.
myObject.test[0]="0";
myObject.test[1]="1";
myObject.test[2]="2";
How to fix this
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JSON_Manager : MonoBehaviour
{
public string JSON;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Node myObject = new Node();
myObject.BrickName = "test";
myObject.LED=false;
myObject.test[0]="0"; //error
myObject.test[1]="1";
myObject.test[2]="2";
string JSON = JsonUtility.ToJson(myObject);
print(JSON);
}
}
[System.Serializable]
public class Node
{
public string BrickName;
public bool LED;
public string[] test;
}

This error happens since you are not initializing array. The initial capacity is 0, that is why it gives an error.
The easiest way to fix it is to write like that before accessing to the string or maybe create default constructor that will do it for you:
test = new string[size you need]

Related

How do I call this list from another class in C#?

I am still new to the whole C# thing but I found this code posted from grovesNL about 5 years ago which I believe will work.
namespace DataAccessClass
{
public class FileReader
{
static void Main(string[] args)
{
List<DailyValues> values = File.ReadAllLines("C:\\Users\\Josh\\Sample.csv")
.Skip(1)
.Select(v => DailyValues.FromCsv(v))
.ToList();
}
}
public class DailyValues
{
DateTime Date;
decimal Open;
decimal High;
decimal Low;
decimal Close;
decimal Volume;
decimal AdjClose;
public static DailyValues FromCsv(string csvLine)
{
string[] values = csvLine.Split(',');
DailyValues dailyValues = new DailyValues();
dailyValues.Date = Convert.ToDateTime(values[0]);
dailyValues.Open = Convert.ToDecimal(values[1]);
dailyValues.High = Convert.ToDecimal(values[2]);
dailyValues.Low = Convert.ToDecimal(values[3]);
dailyValues.Close = Convert.ToDecimal(values[4]);
dailyValues.Volume = Convert.ToDecimal(values[5]);
dailyValues.AdjClose = Convert.ToDecimal(values[6]);
return dailyValues;
}
}
}
I am trying to read a csv file skipping the header and get it into a list that is accessible from another class. So my Architecture is DataAccessClass that has a class called FileReader and a class called Values. My task is to read this csv file into class FileReader and then to create an object list to hold it in the class Values. When I go to the Values class to call it I can't figure it out. This is how I am trying to call it. It is saying DailyValues.FromCsv(string) is a method that is not valid.
public List<string> GetList()
{
return DataAccessClass.DailyValues.FromCsv.dailyValues;
}
I want to be able to access this list further up the stack.
Your expression DataAccessClass.DailyValues.FromCsv.dailyValues is the culprit.
DataAccessClass.DailyValues.FromCsv is valid, and references the static method named FromCsv in the class DataAccessClass.DailyValues. But then going on by adding .dailyValues is incorrect. It is a method, nothing to peek into and extract stuff using ..
You could (if that was the intention) call the function, and directly work with the result:
DataAccessClass.DailyValues.FromCsv(some_csv_string) is an expression of type DailyValues. There you could then access - as an example - 'High' with:
DailyValues dv;
dv = DataAccessClass.DailyValues.FromCsv(some_csv_string);
dosomething(dv.High);
But for that to work, High would have to have the visibility of public.

Unity3D - how to use arrays with custom inspector code?

I seem to be stuck in a catch 22 situation with the OnInspectorGUI method of Unity's UnityEditor class. I want to name array elements in the inspector for easy editing, currently I'm using, as per the documentation:
public override void OnInspectorGUI()
{
J_Character charScript = (J_Character)target;
charScript.aBaseStats[0] = EditorGUILayout.FloatField("Base Health", charScript.aBaseStats[0]);
}
In my J_Character script I initialise the aBaseStats array like so:
public float[] aBaseStats = new float[35];
The problem is that whenever I try to do anything in the editor (and thus OnInspectorGUI is called) I get an index out of range error pointing to the line
charScript.aBaseStats[0] = EditorGUILayout.FloatField("Base Health", charScript.aBaseStats[0]);
I'm guessing this is because my array is initialized on game start while the editor code is running all the time while developing.
How can I get round this situation?
Many thanks.
You have to initialize aBaseStats in an function that runs only once.
The code below is BAD:
public float[] aBaseStats = new float[35];
void Start(){
}
The code below is GOOD:
public float[] aBaseStats;
void Start(){
aBaseStats = new float[35];
}
Initialize it in an Editor callback function that runs once.
EDIT:
I don't know a Start callback function that will run before the OnInspectorGUI function(). The hack below should work.
public float[] aBaseStats;
bool initialized = false;
public override void OnInspectorGUI()
{
if (!initialized)
{
initialized = true;
aBaseStats = new float[35];
}
J_Character charScript = (J_Character)target;
charScript.aBaseStats[0] = EditorGUILayout.FloatField("Base Health",aBaseStats[0]);
}
As an addition to the answer by Programmer I would like to point you to the following:
http://docs.unity3d.com/ScriptReference/ExecuteInEditMode.html
This seems to be exactly what you are looking for in terms of functionality. (it runs the method even when playmode is not active)
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour {
public Transform target;
void Update() {
if (target)
transform.LookAt(target);
}
}

TestNg Assert.AssertTrue Always returns False - Selenium Webdriver

I have a util function as below:
public static boolean isWebElementEnabled(WebElement element) {
try {
return element.isEnabled();
} catch (Exception exx) {
return false;
}
}
public static boolean chkForThisElement(WebElement myElement) {
try {
return myElement.isDisplayed();
} catch (Exception e) {
// TODO Auto-generated catch block
return false;
}
}
I call it like this in the base class:
public static boolean isusernameBoxEnabled = isWebElementEnabled(unameBox);
public static boolean ispWordBoxEnabled = isWebElementEnabled(pwordBox);
public static boolean issubmitBtnEnabled = isWebElementEnabled(submitBtn);
public static boolean isctrsDrpdwnEnabled = isWebElementEnabled(multyCts);
When I test it in the Test class, it always returns false. I tried diff ways of testing for existence, but it only returns false.
#Test(priority=1)
public void verifyLoginpagecontrols() {
Assert.assertTrue(isusernameBoxEnabled);
Assert.assertTrue(ispWordBoxEnabled);
Assert.assertTrue(issubmitBtnEnabled);
Assert.assertTrue(isctrsDrpdwnEnabled);
}
i found a solution that works cool with Ff and Chromre driver nevertheless fails in Htmlunit driver.
Solution for the above problem -
// Initialize the home page elements and then check for assertions;
homePagePO searchPage = PageFactory.initElements(driver,
homePagePO.class);
Assert.assertTrue(chkForThisElement(searchPage.AccManagerHref));
Assert.assertTrue(chkForThisElement(searchPage.disHref));
Sorry to say but I find several things wrong with your code :-
You have not initialized the page factory. That is the reason why you are getting the null error.
In your comment, you have said that you are finding elements by using #findBy. But why have you decalared the WebElement as static?.
Why have you declared isusernameBoxEnabled and related boolean variables as global variables. You could use the isWebElementEnabled() function in your assert directly.
Basically your isWebElementEnabled() is not useful at all if you are using page factory.
Because the moment you use unameBox, selenium looks for the element in the webpage and if not found returns a noSuchElement Exception. So unameBox wont reach isWebElementEnabled() if it is not found in the webpage.
You said there is a base class and Test class. But I don't understand how your code works if there are different classes because you have not made a reference to static variable as Assert.assertTrue(baseClass.isusernameBoxEnabled). So I am assuming that you have only one class and different methods.
Try the following code :-
public class Base {
#FindBy()
WebElement unameBox;
#FindBy()
WebElement pwordBox;
#FindBy()
WebElement submitBtn;
#FindBy()
WebElement multyCts;
}
public class Test {
#Test(priority=1)
public void verifyLoginpagecontrols() {
//initialize page factory
Base base = PageFactory.initElements(driver, Base.class);
Assert.assertTrue(base.unameBox.isEnabled());
Assert.assertTrue(base.pwordBox.isEnabled());
Assert.assertTrue(base.submitBtn.isEnabled());
Assert.assertTrue(base.multyCts.isEnabled());
}
}
Hope this helps you.

How to deserialize several nested Json arrays (more than 2) using DataContractJsonSerializer (Windows Phone 7)

I need to deserialize the next Json string that has several nested Json arrays:
{"d1":[["11791452",[["980",""]]],["11791453",[["1060",""],["1140",""],["1220",""],["1300",""]]],["11791454",[["1070",""]]]]}
I try to do it in several steps, so far I'm able to deserialize three levels of nested arrays. As follow:
{"aOaOa":[[["1060",""],["1140",""],["1220",""],["1300",""]]]}
public class ThreeSimpleNestedArrays
{
public List<List<string[]>> aOaOa; //array of arrays of arrays
public ThreeSimpleNestedArrays()
{
aOaOa = new List<List<string[]>>();
}
}
But the problem arise when I add the extra string in the array structure:
{"TEST": [["11791453",[["1060",""],["1140",""],["1220",""],["1300",""]]],["123456",[["0","1"],["2","3"]]]]}
public class ComplexNestedArray
{
public List<Dictionary<string,List<string[]> >> TEST;
public ComplexNestedArray()
{
TEST = new List<Dictionary<string, List<string[]>>>();
}
}
I'm getting the next error message:
"Unable to cast object of type 'System.String' to type 'System.Collections.Generic.Dictionary`2[System.String,System.Object]'."
What am I missing?
Can anybody suggest a way to deserialize an object like this nested within Json arrays using DataContractJsonSerializer?
The code I use to deserialize is the next:
//Works
DataContractJsonSerializer dcJsonSer = new DataContractJsonSerializer(typeof(ThreeSimpleNestedArrays));
ThreeSimpleNestedArrays root = (ThreeSimpleNestedArrays)dcJsonSer.ReadObject(str);
//Don't work
DataContractJsonSerializer dcJsonSer = new DataContractJsonSerializer(typeof(ComplexNestedArray));
ComplexNestedArray root = (ComplexNestedArray)dcJsonSer.ReadObject(str);
Btw, I'm able to deserilize the object when it is serilized as a Json Object as follow:
{"TEST": [{"s": "11791453","aOa": [["1060",""],["1140",""],["1220",""],["1300",""]]},{"s": "123456","aOa":[["0","1"],["2","3"]]}]}
using a class with two members (a string "s" and a List of string[] "aOa"), but without the names, when the object is serialized as an array, I'm unable to do it.
Any suggestion?
Ok, it looks like the DataContractJsonSerializer is smarter than I though .
It turns out that the way to deserialize that kid of nested objects array is with a class like this:
public class ComplexNestedArray
{
//{"TEST": [["11791453",[["1060",""],["1140",""],["1220",""],["1300",""]]],["123456",[["0","1"],["2","3"]]]]}
public List<List<object>> TEST { get; set; }
}
After that, it is only a mater to do a couple of for cycles and casts to the appropriate class structure.
Btw, This is a MUST in your toolbox in case you have to deal with Json:
json2csharp
Here is my solution. However I'll try to add later a way for your full json:
class Program {
static void Main(string[] args) {
new Program();
}
public Program() {
string full = "{\"d1\":[[\"11791452\",[[\"980\",\"\"]]],[\"11791453\",[[\"1060\",\"\"],[\"1140\",\"\"],[\"1220\",\"\"],[\"1300\",\"\"]]],[\"11791454\",[[\"1070\",\"\"]]]]}";
string simple1 = "{\"aOa\":[[\"1060\",\"\"],[\"1140\",\"\"],[\"1220\",\"\"],[\"1300\",\"\"]]}";
string simple2 = "{\"aOaOa\":[[[\"1060\",\"\"],[\"1140\",\"\"],[\"1220\",\"\"],[\"1300\",\"\"]]]}";
DataContractJsonSerializer d1 = new DataContractJsonSerializer(typeof(S1));
S1 r1 = (S1)d1.ReadObject(new MemoryStream(Encoding.Default.GetBytes(simple1)));
DataContractJsonSerializer d2 = new DataContractJsonSerializer(typeof(S2));
S2 r2 = (S2)d2.ReadObject(new MemoryStream(Encoding.Default.GetBytes(simple2)));
Console.WriteLine("done");
Console.ReadKey();
}
[DataContract]
class S1 {
[DataMember]
List<List<String>> aOa;
}
[DataContract]
class S2 {
[DataMember]
List<List<List<string>>> aOaOa;
}
}

C#/WinForms: Sets and Gets Value of Static Variable

I have the following Global class file:
Global.cs
public static class Global
{
private static string _globalVar = "";
public static string GlobalVar
{
get { return _globalVar; }
set { _globalVar = value; }
}
}
I set the new value of string GlobarVar in Form1.cs as '1234'.
Form1.cs
public Form1()
{
InitializeComponent();
Global.GlobalVar = "1234";
}
I tried to display the value to Form2.cs using the message box
public Form2()
{
InitializeComponent();
MessageBox.Show(Global.GlobalVar); // displays blank values
}
Am I missing something?
Four options:
You're not constructing Form1 before you construct Form2
Something else is setting Global.GlobalVar back to null or an empty string
Your forms are in different app domains, so they'll have entirely separate Global types
You're running the application twice; static variables don't live on across different processes
It's hard to tell which of these is the case, but personally I'd try to avoid using global state to start with. It's a pain for testability and reasoning about how your program works.
Try your property page (file Global.cs) like these:
public class Global
{
private static string _globalVar;
public string GlobalVar
{
get { return _globalVar; }
set { _globalVar = value; }
}
}

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