I woukld like to form an Array which contains the widths of each label inside the customTableCell. As illustrated in the attached image, I managed to extract all the widths I am interested in but they are not all in the same array. Any idea how can I extrac t all the widths in ONE array?
#BrunoPastre is correct, but appending is also not the way to assign the values in the array. This function will be run many times for some cells, as you scroll up and down. You will end up with the same widths listed many times at different places in the array.
You should create the array with the right dimension, then assign them as cellsWidthsArray[indexPath.row] = cell.cellTextLabel.frame.size.width.
You should create your array only once, not every time tableView(_: UITableView, cellForRowAt: IndexPath) -> UITableViewCell is called. This can be achieved by moving the declaration of your array, on line 83, to somewhere outside of the function scope, but inside the class scope, like line 92. When you do that, cellsWitdhsArray will become a class variable, or an attribute, that can be accessed from anywhere inside the class
That method is called once per cell, if you declare a local variable cellsWidthArray its not going to persist across multiple calls of that function.
What you need is to "save" this array somewhere that isn't a local, temporary scope. The best way to do this is to save it as a property on the class.
I can see in your code you already have another array thats a property: tableViewRowsInsideSectionsArray. Scroll up to (hopefully) the very top of the class declaration in the same scope add your own cellsWidthArray.
It should look something like
class MyViewController {
...
private var cellsWidthArray: [CGFloat] = []
...
That way that local array isn't lost every time the function ends - it's owned by the view controller and is available anywhere within that class as long as that class exists.
HOWEVER, it may not work as you expect because another issue with that method (tableView(cellForRowAt:) is that it's only called when a cell is being displayed (visible on the screen). And it will be called multiple times if you scroll a cell off and back on the screen.
You can solve potential duplication by creating a dictionary where the key is something uniquely identifying the cell (it seems like its just going to be the text here) and the value is the width. Something like:
class MyViewController {
...
private var cellsWidthDictionary: [String: CGFloat] = [:]
...
func tableView(cellForRowAt:) { // I didn't feel like typing it all out
...
cellsWidthDictionary[theTextYouAreUsing] = width
But you now have another issue, the way you are getting the width, accessing the frame of the label just after you set the text, might not actually be correct. This function just prepares the cell, auto layout and frame adjustments might happen later.
A simple one line solution one might be tempted to do is to force a layout on the cell, after setting the text on the label, something like:
cell.cellTextLabel.sizeToFit() or cell.layoutIfNeeded()
that will just adjust the frame of the label to perfectly wrap the existing content.. but a much better solution would be to actually calculate it..
You could use https://developer.apple.com/documentation/foundation/nsstring/1531844-size
something like
let labelSize = (label.text?.size(attributes: [NSFontAttributeName: UIFont(name: label.font.fontName , size: label.font.pointSize)!]))
then accessing labelSize.width
You're still left with the problem of only having that function called when a cell is about to be displayed on the screen. You can either manually scroll through every cell to build that table if you're using it for debugging/testing/informative purposes. But otherwise you would need to do something else...
Fortunately, Swift has a function that calculates the size a string would take - you just have to make sure you specify the text/font/size/any other styling elements. I pointed it out above... you can just iterate through all the strings that you're feeding into the cells and generate the dictionary right then and there as soon as you get the data.
Keep in mind this assumes a single line, if you have a max width for the label or other constraints that would cause the text to be cut off you would need to be even more explicit - I encourage you to google how to calculate the size of a label based off your needs if so.
Related
I am currently working on a Character Customization System where a HUDLayout dynamically create Widgets based on a set of Skins available for the Character Selected. A Skin is represented as a Struct called MaterialInstanceContainer and holds a TArray. Player can mix and match their selection according to the Body Parts they select. In order to achieve the final result, I want to create a TMap<string, MaterialInstanceContainer> so that I can map each BodyParts available for selection with the individual material instance targeting the same BodyPart.
ISSUE: My issue is as follow, when I try to foreach over my collection of Material Instances inside my Container, I do a string comparison and if the output is valid, I can then break my struct to access the Material Instance Array and ADD to it however, at the very end of the process, the length of the array inside Material Container is still at zero.
How can I add a new entry in the array that my Material Container Struct hold?
Thanks!
enter image description here
The issue here is actually pretty straight forward: in Blueprints when you 'Find' a member of Map you are not getting it by-reference, instead you get the copy.
This is exactly what happens at the end of your nested loop: You get a copy, you add item to it, and when another iteration kicks-in the copy gets terminated.
And here on my side it returns exactly the same result as expected:
The fix for that would be easy:
After editing a Copy, you can overwrite the Map member by its copy (via 'Add' node).
But in your case it will be more tricky. You cannot just plug the same BreakStruct/Array node that you just used because it would call whole Find sequence again which creates another copy. Look
If you are confused. This code actually looks like this for Unreal's point of view.
So you have to store the the Struct in local variable first, then perform any operations on it and after everything is done - overwrite the Map member by its locally stored copy. And the result is
Map member gets overwritten every time and everything is as it should be.
Well, almost... For some reason your code is stored in Macro. I think you have to change it to a Function to be able to create local struct variable. But it shouldn't be a problem in this specific case because in your code there is no logic that needs to be done in macro.
Hope, it helps
I need some guidance on how to add a drop down list from an array of data after the read info from the MP4 Tag data is parsed. The mechanism I'm using is 100% operational, this is a creature feature addition. The MP4 tag I'm working with is Genre using the ID3V1 standard. There are 191 choices. The way my app was inherited, there are 2 columns, property/value and multiple rows. All of that works. The Genre tag was setup willy nilly so you could basically type whatever and it would store it. I want to remove that and have the 191 elements in the array to choose from using the drop down list. Part of the loading process is that it will pull in whatever was in the MP4 file. So, I want the user to be able to leave as is (most likely tagged by something that supports ID3V2), or select from the populated 191 elements in the dropdown list.
The object looks like this information.h:
protected:
CMFCPropertyGridCtrl m_wndProperties;
The information.cpp looks like this:
void CInformationView::OnInitialUpdate()
{
// create property grid
VERIFY(m_wndProperties.Create(WS_CHILD|WS_VISIBLE|WS_TABSTOP| WS_BORDER, CRect(0,0,0,0), this, 0));
// get document
CMovieDoc *lpkDoc = GetDocument();
ASSERT_VALID_PTR(lpkDoc);
// add properties //Information ORDER Loading <<<<< List shortened Stack overflow question
m_wndProperties.AddProperty(lpkDoc->m_pkArtist);
m_wndProperties.AddProperty(lpkDoc->m_pkTempo);
m_wndProperties.AddProperty(lpkDoc->m_pkGenre);
CView::OnInitialUpdate();
}
The way it pulls the data in from mp4.cpp:
// Genre
m_pkGenre = new CMFCPropertyGridProperty(_T("Genre"),
COleVariant(AfxStringFromUtf8(lptTags->genre), VT_BSTR));
The pointers in mp4.h:
CMFCPropertyGridProperty *m_pkArtist;
CMFCPropertyGridProperty *m_pkTempo;
CMFCPropertyGridProperty *m_pkGenre;
Now I know that pull downs in the 2nd column (Values) can be done because other tags have simple TRUE/FALSE that can be selected, so that tells me it should be possible to create the drop down list I'm looking to do. An example of the TRUE/FALSE looks like this:
// Compilation
m_pkCompilation = new CMFCPropertyGridProperty(_T("Compilation"),
COleVariant((!VALID_PTR(lptTags->compilation)) ? (short)0 : (short)*lptTags->compilation, VT_BOOL));
I've done arrays in C for things like microcontrollers, but not entirely sure if it is the same in C++. I'm thinking it should look like this:
// Initialize Genre Array
const char *genre[4] = { "Rock", "Rap", "Soul", "House" };
The questions are:
How do I create an the array (or does my example above look correct?) to house fixed strings like "Rock", "Rap", "Soul", etc. etc?
How to modify the VALUE row to have the pull down that contains the parsed Genre tag present and then when opened, show the 191 Genre tags where one can be selected to choose from (and ultimately save which is already working).
Actual code, not references to the learn.microsoft.com, the few things I've tried crashes when I try to alter the AddProperties I assume because of the lpkDoc pointers being used.
You should not use a plain old C-style array if you do not have a strong reason to. Use a std::vector instead. You don't even need to indicate the [size].
The same goes for char *. Use a CString or astd::string instead.
const std::vector<CString> = { L"Rock", L"Rap", L"Soul", L"House" };
Don't make your life harder than it needs to be.
2.
for (size_t i= 0; i < genre.size(); i++)
{
auto gnr= genre[i];
lpkDoc->m_pkGenre->AddOption(gnr);
}
or even better
for (auto it : genre)
{
lpkDoc->m_pkGenre->AddOption(it);
}
Important note: You should not have code about properties in your doc object. You are mixing business logic with user interaction logic. Your code in the future will be a nightmare to maintain.
I do not see your lpkDoc->m_pk variable init'ed anywhere, and I bet those pointers are pointing to no man's land.
Im having a problem on putting my received data(from backendless) to a tableview.
As you can see on the image i have get data from Backendless and i have checked the data with print and it works.
Now i want to put the data to my tableView, but it does not work as you usually do with making an array in the beginning and then just put return.Sub.count.
Any idea how to do it?
You should declare
var Sub = [String]()
underneath your tableView class declaration (At the very top)
Then, in your function,
fetchingAllUsers()
delete the "var" keyword, and you should be fine.
Also, it'd help if you posted all of your code if you need me to be more specific.
I am interested if it is possible to make variable name in PowerBuilder using a loop and a string. For example:
long ll_go
string lst_new
for ll_go = 1 to 8
lst_new = "text" + ll_go
lst_new.tag = 5500
next
So, it should give me variables text1, text2..,.,text8 and I would be able to assign values for them. Let me know if anybody succeeded, thanks in advance
Your description is lacking some term precision.
If you actually want to dynamically create new variables as "variable in a powerscript subroutine or function" this is simply not possible.
If instead you want to create dynamically some new controls statictext or textedit objects in a window or visual userobject this is possible:
use a local variable of the type of the new object you need to create, e.g. static text
make it a live object (instantiate) with create
set the object properties to whatever you need
"attach" the new object to its parent (either a window or a visual userobject - though any graphicobject is possible with using the win32api SetParent function) with the OpenUserObject() method. Note that you cannot simply add it directly to the parent's Control[] array.
you can also keep the object in your own array for later convenience access to the created objects instead of looping on the Control[] array
once the object is attached it its parent, you can reuse the local variable to create another one
Here is an example:
//put this in a button clicked() event on a window
//i_myedits is declared in instances variables as
//SingleLineEdit i_myedits[]
SingleLineEdit sle
int i
for i = 1 to 8
sle = create singlelineedit
sle.text = string(i)
sle.tag = "text_" + string(i)
sle.height = pixelstounits(20, ypixelstounits!)
sle.width = pixelstounits(100, xpixelstounits!)
parent.openuserobject(sle, pixelstounits(10, xpixelstounits!), pixelstounits(22 * i, ypixelstounits!))
i_myedits[i] = sle //keep our own reference
next
An exemple of values access:
//put that in another button clicked() event
SingleLineEdit sle
int i
string s_msg
for i = 1 to upperbound(i_myedits[])
sle = i_myedits[i]
if i > 1 then s_msg += "~r~n"
s_msg += "edit #" + string(i) + " (" + sle.tag + ") says '" + sle.text + "'"
next
messagebox("Edits values", s_msg)
As you can see, one practicality problem is that you cannot refer to these controls by constructing the control's name like "text"+2, instead you must access the my edits[] array or loop through the controls and test their .tag property if you set it to something specific.
I do not think that it is possible. Workaround could be an array maybe.
Br. Gábor
I'd see two ways to do this, but they aren't as easy as it seems that you were hoping:
1. Control Array
First method would be to go through the control arrays (on windows, tabs and user objects). I'd create a function that took the control name as a string, then another that overloaded the same function and took control name and an array of windowobject. The string-only method would just call the string/array method, passing the string through and adding the window.Control as the second parameter. The string/array method would go through the array, and for each element, get the ClassDefinition. Pull the name off of it, and parse it apart the way you want it to match the string parameter (e.g. for w_test`tab_first`tabpage_first`cb_here, do you want cb_here to match, or tab_first`tabpage_first`cb_here?). Deal with matches as appropriate. When you find a control of type tab or user object, call the string/array function again with the Control array from that object; deal with success/fail returns as appropriate.
2. DataWindow
What you're describing works extremely well with DataWindows, and their Describe() and Modify() functions. Since you pass these functions only a string, you can build not only the control names, but the values they're set to as you would build any string. In fact, you can build multiple Modify() strings together (delimited by a space) and make a single call to Modify(); this is not only faster, but reduces window flicker and visible activity.
Don't fall into the trap of thinking that, since your data isn't from a database, you can't use a DataWindow. Create an external DataWindow, and simply use it with one row inserted during the Constructor event.
As you might guess, I'd strongly favour the DataWindow approach. Not only is it going to perform better, but it's going to provide a lot more flexibility when you want to move on and tag more control types than just static text. (You'll have to do some type casting even with one control type, but if you want to get into multiples, you'll need to start a CHOOSE CASE to handle all your types.)
Good luck,
Terry
You can't create a variable name in a script because the variables have to be declared before you can use them. With PBNI it's possible to generate a name the way you describe and then get a reference to a variable of that name that already exists but I don't think that's what you want. If you want to keep track of additional properties for your controls, just inherit a new user object from whatever it is (sle, mle, etc.) and add the properties you want. Then you can place your user object on a window and use the properties. Another approach is to use the control's Tag property. It holds a string that you can put whatever you want in. PFC uses this technique. Terry's DataWindow solution is a good approach for storing arbitrary data.
Yes, and there are more than one way to skin a cat.
Sounds like you have several properties so I'd use an array of custom non visual user objects, or an array of structures. Otherwise you could probably use something from the .NET framework like a dictionary object or something like that, or a datawidnow using an external datasource, where you can refer to column names as col + ll_index.ToString().
SIMPLE Example:
Make custom NVO with following instance variables, plus getter/setter functions for each, name it n_single_field
// add the properties and recommend getter and setter functions
public string myTag
public string myText
public int myTabOrder
...
// To USE the NVO define an unbounded array
n_single_field fields[]
// to process the populated fields
integer li_x, li_max_fields
// loop through field 1 through max using array index for field number
li_max_fields = upperbound(fields)
for li_x = 1 to li_max_fields
fields[li_x].myTag = 'abc'
fields[li_x].myText = 'text for field number ' + li_x.ToString()
fields[li_x].myTabOrder = li_x * 10
next
Maybe I'm oversimplifying if so let me know, if there is a will there is always a way. ;)
K. I'm getting stuck here.
I'm trying to make an array with different color values.
My problem is that when I do...
teamColor[i] = currentColor... all color values in my array turn into the currentColor.
(I would upload more code, but that would be a massive mess, considering that I have code everywhere with references from movie clips that are as far as 3 layers deep. HOWEVER, this would be irrelevant anyways (probably), because I tested this with color values on my main timeline, without any references to or from anything deeply nested)
I'm GUESSING that this is just some horrible bug, but if it's not (and I hope it isn't), please guide me in what to do to fix this problem.
I would like to add that I tried adding strings in there and that the strings remained their original, intended, value, while the color exhibited the same phenomenon.
[Partially resolved]:
I changed my code by creating separate variables for each color instead of putting the variables into an array (not what I really wanted to do, but it works). My code looks like this:
`
if (teamColor != 0)
{
this["team"+teamColor+"Color"] = new ColorTransform(0,0,0,1,currentColor.redOffset,currentColor.greenOffset,currentColor.blueOffset,0)
teamColor = 0
namebox.addboxes()//function in a movieclip
}`
teamColor is now an int that is changed based on which box a user clicks from a movie clip that has a dynamically generated name, based off of what the variable value in a loop was when it was created. (E.G: 'tempboxname[ttns].name = i;')
teamColor is then equal to that name when the user clicks it.
I have another movieclip with colors in it and the above function is called to check if any teamColor change has occurred, and if it has, act accordingly. (The idea of having teamColor equal to 0 is so that if the user clicks twice, nothing changes. I other conditionals for other colors, all within the same function).
That is how I fixed me code.
It's not what I wanted, because it's not an array (meaning a seemingly infinite number of teamColors, and thus, teams) but it'll do for me. If anyone has any suggestions, feel free to suggest.
I'm no ActionScript wiz, but what it looks like to me is that currentColor is an object that is being passed into the array by reference. This means that all array entries that you assigned currentColor will be pointing at the same currentColor object, not a copy. My advice is to make a copy and then assign that into the array.
It would be much better if you could give me more code to look at. For instance, the loop that contains that code segment would be nice. If I find a different error I'll edit my answer.
here i'm creating and then adding simple 0xRRGGBB color objects into a vector. the color objects are then parsed into 0xRRGGBB hexadecimal strings and traced.
certainly it's not exactly what your looking for, but hopefully it will help you.
var red:uint = 0xFF0000;
var green:uint = 0x00FF00;
var blue:uint = 0x0000FF;
var colors:Vector.<uint> = new Vector.<uint>()
colors.push(red, green, blue);
for each (var color:uint in colors)
{
var output:String = color.toString(16);
while (output.length < 6)
output = "0" + output;
trace("0x" + output.toUpperCase());
}
Output:
//0xFF0000
//0x00FF00
//0x0000FF