Covert a String to an Object which has a variable name - arrays

I searched for two hours, here on Stackoverflow and on other forums. But i can't find a solution for my problem. I have to be able to change the properties of an object that has a name that I don't know. Now i try to explain better:
The user drag some files in a form, and i get in a array() all the paths of the dragged files. For each path in files() i add to a panel a usercontrol that is the interface of an uploader. (My application it's kind of an uploader). Good, imagine that the user dragged 4 files, i have 4 different usercontrols, named "Uploader1", "Uploader2", "Uploader3" and "Uploader4". I need to change the text of a label in the uploader1, but i can't write:
Uploader1.LabelExample.Text = "Example"
Becouse it doesn't exist! (Not yet!)
So i tryed this method.
Dim UploadCounter as Integer = 1
Dim CurrentUploader = CType(Panel.Controls("Uploader" & UploaderCounter.ToString), UploadBanner)
CurrentUploader.LabelExample.Text = "Example"
I write the same with DirectCast and TryCast, but nothing.
I try also:
For Each Uploader With{.Name = "Uploader1"} as UploaderControl in Panel.Controls
Uploader.LabelExample.Text = "Example"
Next
I searched everywhere for "convert string to an object in vb.net" but i can't find anything that work! They all return "System.NullReferenceException: 'Object reference not set to an instance of an object.'"
Sorry for my bad bad english, thanks for all that will help me! need really!

Related

Export Struct-like objects for arrays

I have been bashing my head about this and can't seem to figure it out. In another engine, I could make a struct, then make an array of that struct that I could then edit in the inspector. There seems to be no way of doing this that I can find in Godot.
I want to have a Resource that holds the starting Value and Type of multiple faces on a dice. For example, one side could have "2 Damage" while another has "Heal 3." (this is a first-time godot experiment inspired by Slice&Dice). Every tutorial I watch however makes it seem like, if I want to do so, I'd have to make a completely new Resource for each combination of Value and Type (Damage 1 Resource, Damage 2 Resource, etc.)
class_name DiceResource extends Resource
class DiceFaceData:
export var BaseValue = 0
export(Resource) var Type = preload("Resources/DiceFaceTypes/Damage.tres")
func _init():
Type = 2
BaseValue = preload("Resources/DiceFaceTypes/Damage.tres")
export(Array) var Faces = [DiceFaceData.new()]
I cannot get DiceFaceData to show up in the Inspector's array, or be on the list of object types for an array. Extending Object doesn't work. Extending Node means I have to instantiate it, which I don't want to do for an editor-only Resource.
I find it hard to imagine Godot doesn't have anything like this available. Is there anything I can load in the inspector as just data and not have to instantiate it? Another option is create two arrays, one with int and another Resource, but that seems inconvenient to fill out. Or should I just give up with Resources and make everything a Node attached to a Node attached to a Node? Thanks!
Godot version 3.4.3
EDIT: If you're someone coming from Unity or Unreal, what you're looking for is Resource. While compared to ScriptableObjects or DataAssets from those other engines, that's not the complete answer. You would think, because of the way those game engines handle it, you can only create custom SO or DA as assets in the filesystem/content browser, but you can also use Resources as instanced classes. Instead of creating a new Resource in the filesystem, you can use
export(Resource) var n = preload("res://MyResourceScript.gd").new()
In the inspector, you can choose from the list New MyResourceScript and create it. You won't be referencing an externally made Reference file, you'll be creating a custom one right there. And look at the below answer as well on good tips for using Resources in cool ways.
First of all, I want to say that I sympathize. Custom resources and the inspector do not work well. There is a solution on the work… However that does not mean that the only thing we can do is keep Waiting For Godot.
Observations on your code
About your code, I want to point out that DiceFaceData is not a resource type. You could write it like this:
class DiceFaceData extends Resource:
export var BaseValue = 0
export(Resource) var Type = preload("Resources/DiceFaceTypes/Damage.tres")
func _init():
Type = 2
BaseValue = preload("Resources/DiceFaceTypes/Damage.tres")
And… That solves nothing.
And, also, by the way, I remind you can put it on its own file:
class_name DiceFaceData
extends Resource:
export var BaseValue = 0
export(Resource) var Type = preload("Resources/DiceFaceTypes/Damage.tres")
func _init():
Type = 2
BaseValue = preload("Resources/DiceFaceTypes/Damage.tres")
And… That is not the solution either.
Something else I want to point out is that GDScript has types. See Static typing in GDScript. Use them. To illustrate…
This is a Variant with an ìnt value
var BaseValue = 0
This is an int, typed explicitly:
var BaseValue:int = 0
And this is an int, typed implicitly with type inference:
var BaseValue := 0
And if you were using types Godot would tell you that this is an error:
BaseValue = preload("Resources/DiceFaceTypes/Damage.tres")
Because BaseValue is an int, and you setting a resource to it.
The Array of Resources problem
First of all, this is a Variant that happens to have an Array value, and it is exported as an Array:
export(Array) var Faces = []
Let us type it as an Array:
export(Array) var Faces := []
And sadly we cannot specify the type of the elements of the arrays in Godot 3.x (we need Godot 4.0 for that feature). However we can specify how we export it.
So, this is an Array exported as an Array of Resource:
export(Array, Resource) var Faces := []
See Exporting arrays.
Before you could not get your custom resource type to show up. And now you have the opposite problem: all the resource types show up. And this includes your custom resource type, if it in its own file.
You would guess that we need to specify the resource type we want:
export(Array, DiceFaceData) var Faces = []
And that would be correct if it were a build-in resource type. But it is a custom one. We are expecting this to be fixed in a future version. Meanwhile we will have to leave it with export(Array, Resource).
Mitigating the problem with an addon
To alleviate the pain of having all the possible resource types, consider using the addon "Improved resource picker" by MakovWait. You can find it on itch, or on github.
A proper solution
Anyway, we can do better. But you are going to need to make your script a tool script (you do that by putting tool on the top of the script, and it means that the code from the script can and will run on the editor).
We are going to define a setter with setget, and in there we are going to make sure the elements are of the correct type:
export(Array, Resource) var Faces = [] setget set_faces
func set_faces(new_value:Array) -> void:
Faces = []
for element in new_value:
element = element as DiceFaceData
if element == null:
element = DiceFaceData.new()
Faces.append(element)
Now, in the inspector panel when you increase the size of the array, Godot will insert a new null element to the array, which makes the setter we defined run, which will find that null and convert it to a new instance of your custom resource type, so you don't have to pick the resource type in the inspector panel at all.
A "hacky" solution
As you know, this does not work:
export(Array, DiceFaceData) var Faces = []
However, we can replace an export with _get_property_list. What happens is that Godot asks the object what properties it has to show up in the inspector panel. Godot does this by calling get_property_list And it will statically report the ones it found while parsing (the ones with export). However, Godot also defines a function _get_property_list where we can add more at run time.
See also Advanced exports.
Which begs the question, could we possibly make it work with _get_property_list? Kind of. The The code like this:
var Faces := []
func _get_property_list() -> Array:
return [
{
name = "Faces",
type = TYPE_ARRAY,
hint = 24,
hint_string = "17/17:DiceFaceData"
}
]
It will show up on the inspector as an array where the elements can only be of your custom resource type.
The issue is that it causes some error spam. Which you might or might not be OK with. It is your project, so it is up to you.
I know it looks like voodoo magic in part because we are using some undocumented stuff. If you want an explanation of that 24 and that 17/17: see How to add Array with hint and hint_string?.
About the sub-resources
Every tutorial I watch however makes it seem like, if I want to do so, I'd have to make a completely new Resource for each combination of Value and Type (Damage 1 Resource, Damage 2 Resource, etc.)
I'm not sure what you are getting to with "a completely new Resource", but yes. A resource is an instance of a resource type. And each of those combination would be a resource.
Perhaps "Damage", "Heal" and so on are resources too. Let us see… I'm guessing that is what the Type is for:
export(Resource) var Type = preload("Resources/DiceFaceTypes/Damage.tres")
Godot would be showing all the resource types it is aware of, which is a pain. I'm going to suggest a different approach than those above for this: Make an String enumeration.
export(String, "Damage", "Heal") var Type:String
That will show up as a drop down list on the inspector panel, with the options you specified.
Why String and not int? Ah, because you can then do this if you so desire:
var type_resource := load("Resources/DiceFaceTypes/" + Type + ".tres")
I'm assuming that those have the code that actually does damage or heal or whatever.
Alright, but when you add a new type of dice face, you would have to come here and update it… Or do you? With the power of tool scripts we are going to update that list to reflect the files that actually exist!
First of all, we are not going to use export, so it will be just:
var Type:String
And now we can export it from _get_property_list. There we can query the files. But before we do that, so we are clear what we have to do, the following code is equivalent to the export we had before:
func _get_property_list() -> Array:
return [
{
name = "Type",
type = TYPE_STRING,
hint = PROPERTY_HINT_ENUM,
hint_string = "Damage,Heal"
}
]
No undocumented stuff here.
Our task is to build that hint_string with the names of the files. And that looks like this:
const path := "res://"
func _get_property_list() -> Array:
var hint_string := ""
var directory := Directory.new()
if OK != directory.open(path) or OK != directory.list_dir_begin(true):
push_error("Unable to read path: " + path)
return []
var file_name := directory.get_next()
while file_name != "":
if not directory.current_is_dir() and file_name.get_extension() == "tres":
if hint_string != "":
hint_string += ","
hint_string += file_name
file_name = directory.get_next()
directory.list_dir_end()
return [
{
name = "Type",
type = TYPE_STRING,
hint = PROPERTY_HINT_ENUM,
hint_string = hint_string
}
]
Ah, yes, set the path constant to the path of the folder where the resources types you have are.
Addendum post edit
I want to elaborate on this example:
export(Resource) var n = preload("res://MyResourceScript.gd").new()
Here we are exporting a variable n as a Resource, which will appear in the Inspector panel. The variable is currently a Variant, we could type it Resource:
export(Resource) var n:Resource = preload("res://MyResourceScript.gd").new()
And then we don't need to tell Godot to export it as a Resource, because it is a Resource:
export var n:Resource = preload("res://MyResourceScript.gd").new()
Something else we can do is preload into a const. To be clear, preloads are resolved at parse time. Like this:
const MyResourceScript := preload("res://MyResourceScript.gd")
export var n:Resource = MyResourceScript.new()
This way, if you need to use the same script in multiple places, you don't need to repeat the path.
However, you might not need the path at all. If in the script res://MyResourceScript.gd we add a class_name (at the top of the script):
class_name MyResourceScript
Then we don't need to use preload at all. That name will be available everywhere, and you can just use it:
export var n:Resource = MyResourceScript.new()
Where is that resource stored?
Potentially nowhere. Above we are telling Godot to create a new one when our it initializes our object (e.g. which could be a Node, or another Resource - because, yes, Resources can have Resources) and those would only exist in RAM.
However, if you modify the Resource from the Inspector panel, Godot needs to store those changes somewhere. Now, if you are editing a Node, by default they go to the scene file. If you are editing another Resource, then it goes to wherever that Resource is stored. To be clear, scenes are resources too (PackedScene). And, yes, that means a file can have multiple Resources (A main resurce and sub-resources). You could also tell Godot to store the Resource in its own file from the Inspector panel. The advantage of giving a file to a Resource is in reusing it in multiple places (multiple scenes, for example).
So, a Resource could be stored in a file, or not stored at all. And a resource file could have a Resource alone, or it could also have sub-resources as well.
I'll take a moment to remind you that scenes can have instances of other scenes inside. So, there is no line between scenes and the so called "prefabs" in Godot.
… Did you know?
You can save the resources you created in runtime, using ResourceSaver. Which could be a way to save player progress, for example. You can also load them using load or ResourceLoader (in fact, load is a shorthand for ResourceLoader.load).
In fact, if you can use load or preload on something, it is a Resource. Wait a minute, we did this above:
const MyResourceScript := preload("res://MyResourceScript.gd")
Yep. The Script is a Resource. And yes, you can create that kind of resources in runtime too. Create a GDScript object (GDScript.new()), set its source_code, and reload it. Then you can attach it to an Object (e.g. a Node) with set_script. You can now start thinking of meta-programming, or modding support.

I need to pull the text of an image file name from an array but am only getting "pyimage#" or "tkinter.PhotoImage object at X" as replies

I'm trying to create an array with an assortment of different randomized image files in it to display on a set of buttons in Tkinter. When a given button is clicked I'd like to add the text of that file's name to a new array. Basically, when button with imageX is clicked add "imageX" to a new array.
Unfortunately, I always get a return that isn't the image's filename, or the variable that I've set to correspond to that image, but instead either:
"tkinter.PhotoImage object at X" (where is X is a location like "0x0000020FC894D2E0") if the command is populationbeta.append (population[0])
or
"pyimage#" (where # is an integer that seems to relate to the number of images in the source file), if I change the command to populationbeta.append (str(population[0]))
I feel like there should be a simple way of doing this and I've tried every work around I can think of but I'm not getting it to work. Any help would be very much appreciated! Thanks!
Here's a shortened/simplified version of the code in question:
master=tkinter.Tk()
master.title("Not working")
a1b1c1 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b1c1.png")
a1b1c2 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b1c2.png")
a1b1c3 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b1c3.png")
a1b2c1 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b2c1.png")
a1b2c2 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b2c2.png")
population = [a1b1c1, a1b1c2, a1b1c3, a1b2c1, a1b2c2]
populationbeta = []
populationbeta.append(population[0])
print(populationbeta)
This gives the result: "[<tkinter.PhotoImage object at 0x000001A419D4F070>]"
This gives the result: "[<tkinter.PhotoImage object at 0x000001A419D4F070>]"
Correct. That shows that you have a list of PhotoImage objects. If you want the filenames you can use .cget('file') on the objects. cget is a common tkinter method for getting the value of a configured option.
filenames = [image.cget('filename') for image in population]
Or, if you don't want to use a list comprehension to create a list of filenames, you can do it on an individual image like so:
populationbeta.append(population[0].cget("file"))

view *.txt files in listbox

Good day all, I have read through all the posts I could find, but none helped me.
I have a listbox that should list all the files in a folder called data that is in the same location as my app.
Problem is, I tried varies codes but i'm still failing to get the folder to show in my listbox.
The filepath is variable as the exe file is in diff locations on diff pc's.
Here is my code:
string Cust = System.AppDomain.CurrentDomain.BaseDirectory + #"data\";
string[] txtfiles = Directory.GetFiles(Cust, "*.txt");
foreach (string file in txtfiles)
custList.Items.Add(file);
When I finally get the files to list, I will need to be able to click on one and have its values display in labels on my form.
Any help would be great.
Thanx
Your code should work, your problem is most likely how you are concatenating your path:
Change:
string Cust = System.AppDomain.CurrentDomain.BaseDirectory + #"data\";
To:
string Cust = Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory, "data");

getting the file in a sub-folder # Isolated Storage - WP7

I would like to get all the files that a sub-folder holds in a string array.
So, I have tried something like the following:
var IOstore = IsolatedStorageFile.GetUserStoreForApplication();
string searchpath = System.IO.Path.Combine("product", ProductName);
string filesInSubDirs[] = IOstore.GetFileNames(searchpath);
But I got all the files in the "product" folder. I have also tried with "productname" only as the parameter.
Thanks for your help.
The search pattern for a sub-folder needs to include "*.*" at the end to pattern match any file, which would make your code something like the following:
var IOstore = IsolatedStorageFile.GetUserStoreForApplication();
string searchpath = System.IO.Path.Combine("product", ProductName);
searchpath = string.Format("{0}\\*.*", searchpath);
string filesInSubDirs[] = IOstore.GetFileNames(searchpath);
Something you might want to try. (this is sort of a left field answer, sorry). In my dropbox client http://sharpdropbox.codeplex.com/) I have a set of facades for System.IO.File, System.IO.FileInfo, System.IO.Directory, and System.IO.DirectoryInfo. They work pretty good and I have tested them.
Basically, you add a Using or Import for System.IO.IsolatedStorage and then PSFile, PSDirectory, PSFileInfo, or PSDirectoryInfo. It's saved me from having to remember all the nuances... for instance if you are querying a directory, it knows to add a slash, etc. BTW, the "PS" prefix stands for "Persisted Storage" which is what IsolatedStorage is sometimes called (starting them with an "I" implies they are interfaces.. and having no prefix makes things even more confusing).
Anyway, you can grab the code from source or I believe the last release had the DLLs for them (it's called something like "IsolatedStorageFacade-WP7")

MS Access - open a form taking a field value from a previous form

I have a form in an MS Access database which lists all the landowners consulted with for a new electricity line. At the end of each row is a button which opens another form, showing the details of all consultation, offers made etc.
I am trying to use vb in MS Access to take the contactID and automatically put it in a field in the details form, so that landowner's consultation details will pop up automatically. I am not a vb programmer at all (I have a comp sci degree mostly in Java and I'm currently working as a GIS analyst but it's a small company so I've been asked to get an Access database working).
I want to say
[detailsForm]![contactID] = [landownerlist]![ID]
in a way that vb and access will be happy with. Then I can see if I'm on the right track and if it will actually work! What I have above does not actually work. It won't compile.
From Kaliana
If you wish to open a form to a new record and to set the ID there, you can use Openargs, an argument of Openform:
DoCmd.OpenForm "FormName",,,,acFormAdd,,Me.ID
The opened form would also need some code:
If Me.Openargs<>vbNullstring Then
Me.Id = Me.Openargs
End If
It is also possible to find:
Forms!LandownersList.Recordset.FindFirst "ID=" & Me.ID
or fill in a value:
Forms!LandownersList!Id = Me.ID
on the form being opened from the calling form.
You may want to look into the code that is behind these buttons. If you are using a docmd.openform you can set the 4th Setting to a where clause on openning the next form.
DoCmd.OpenForm "OpenFormName", acNormal, , "[contactID] = " _
& [detailsForm]![contactID] , acFormEdit, acWindowNormal
This assumes contact ID is numeric and doesn't require any quotes.
Using open args is the generally accepted solution, as alluded to by others. This just falls under the category of "For you edification":) One of the problems with using open args is that unless you are careful with your comments it's easy to forget what they were supposed to mean. Were you passing more than one? Which is which? How did I do it here? How did I do it there etc. For my own money, I standardized to this (below) so I can always pass more than one argument without fear, and when I review my code a year from now, I can still see what's what without a huge hassle:
Option Explicit
'Example use: DoCmd.OpenForm "Example", OpenArgs:="Some Filter|True"
Public Enum eForm1Args
eFilter = 0
eIsSpecial = 1
End Enum
Private m_strArgs() As String
Public Property Get Args(ByVal eForm1Args As eForm1Args) As String
Args = m_strArgs(eForm1Args)
End Property
Private Sub Form_Open(Cancel As Integer)
m_strArgs = Split(Nz(Me.OpenArgs, vbNullString), "|")
If LenB(Me.Args(eFilter)) Then Me.Filter = Me.Args(eFilter)
End Sub
Private Sub Command1_Click()
If LCase$(Me.Args(eIsSpecial)) = "true" Then
'Do something special
End If
End Sub
As previously posted OpenArgs is great for this. One trick I have learned is that it is easy to pass in multiple parameters if required as a delimited string (comma for example), the target form can then access these values using the Split() function thus:
StringArrayVariable()= Split(me.OpenArgs,",")
Me.textbox= StringArrayVariable(0)
Me.textbox1= StringArrayVariable(1)
etc.
This is air code so check out the helpfile for Split().
It is also possible to pass objects in OpenArgs as well, it requires some manual memory pointer manipulation and I don't have the code to hand but I'm sure a Google search will find some examples. This technique can cause some random crashes though. Be Warned!

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