Coffeescript Array Indexing - arrays

If I have an array of photos in coffeescript
photos = [ly.p1, ly.p2, ly.p3, ly.p4, ly.p5, ly.p6, ly.p7, ly.p8, ly.p9, ly.p10, ly.p11, ly.p12]
for photo, i in photos
photoMask = new Layer
How can I write my for loop so that the resulting photoMask objects are outputted as photoMask1, photoMask2, photoMask3 .. photoMask12 ?
EDIT: Further elaboration
Maybe the best way to explain this is what I am trying to do in psuedocode:
for photo, i in photos
photoMask[i] = new Layer
photoMask[i].addSubLayer(photo)
So ly.p1 would have a corresponding photoMask1. That way, I can access photoMask1 separately and independently.

While I agree to the commenters about this being a bit strange, you could use something like this:
photos = [ly.p1, ly.p2, ly.p3, ly.p4, ly.p5, ly.p6, ly.p7, ly.p8, ly.p9, ly.p10, ly.p11, ly.p12]
masks = {}
for photo, i in photos
photoMask = new Layer
masks["photoMask#{i}"] = photoMask
This will create dynamic keynames within the masks object. If you really need them globally (in the browser) you could do the same thing with the window object.
But without knowing what exactly you're trying to do, I wouldn't recommend any of the above.

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.

Creating Relation one - to - one Parse User

I state that Parse.com use for my app
Does anyone know what 's the right way to create a list of friends?
The user must be able to create a relationship with another user.
I tried to take a look at AnyPic but I could not follow. seems very complicated for me ... I know there is the possibility of creating a relationship with PFRelation but did not find much nl web
Can you help?
Thank's Rory
If you want to have both sides be able to see the friendship you have two options:
duplicate the relationship, i.e. a PFRelation on each PFUser
us a many-to-many table, i.e. a new Class with two PFUser references, and possibly other information
Given that you might want more information about the relationship (e.g. status=requested/accepted/rejected, etc), I would suggest option two.
Here's a similar question on managing friend requests and friend lists using Parse.
then, I had to make a query where I drew all the posts of my users (Timeline) and their names ... I had a problem (same as what I here to do this' you suggested) or call in a query of the Pointer ...
I solved so
This is the content of the cell
NSString *user = [[object objectForKey:#"Utente"] valueForKey:#"Nome_Cognome"];
cell.FFNomeLabel.frame=CGRectMake(15, -35, 270, 100);
cell.FFNomeLabel.textAlignment = NSTextAlignmentRight;
cell.FFNomeLabel.text = user;
[cell.BiancaView addSubview:cell.FFNomeLabel];
NSString *img = [[object objectForKey:#"Utente"] valueForKey:#"foto"];
cell.FFImmagineUtente.file = (PFFile *)img;
cell.FFImmagineUtente.frame = CGRectMake(10, 10, 70, 70);
[cell.FFImmagineUtente.layer setMasksToBounds:YES];
[cell.FFImmagineUtente.layer setCornerRadius:35.3f];
cell.FFImmagineUtente.contentMode = UIViewContentModeScaleAspectFill;
[cell.FFImmagineUtente loadInBackground];
What do you think?
Also how can I save a pointer that is not a Current User?
I saw the documentation parse, but having little experience I was not entirely clear :)

Setting array equal to JSON array - Xcode

I'm trying to figure out how to populate a table from a JSON array. So far, I can populate my table cells perfectly fine by using the following code:
self.countries = [[NSArray alloc]initWithObjects:#"Argentina",#"China",#"Russia",nil];
Concerning the JSON, I can successfully retrieve one line of text at a time and display it in a label. My goal is to populate an entire table view from a JSON array. I tried using the following code, but it still won't populate my table. Obviously I'm doing something wrong, but I searched everywhere and still can't figure it out:
NSURL *url = [NSURL URLWithString:#"http://BlahBlahBlah.com/CountryList"];
NSURLRequest *request = [NSURLRequest requestWithURL:url];
AFJSONRequestOperation *operation = [AFJSONRequestOperation JSONRequestOperationWithRequest:request success:^(NSURLRequest *request, NSHTTPURLResponse *response, id JSON)
{
NSLog(#"%#",[JSON objectForKey:#"COUNTRIES"]);
self.countries = [JSON objectForKey:#"COUNTRIES"];
}
failure:nil];
[operation start];
I am positive that the data is being retrieved, because the NSLog outputs the text perfectly fine. But when I try setting my array equal to the JSON array, nothing happens. I know the code is probably wrong, but I think I'm on the right track. Your help would be much appreciated.
EDIT:
This is the text in the JSON file I'm using:
{
"COUNTRIES": ["Argentina", "China", "Russia",]
}
-Miles
It seems that you need some basic JSON parsing. If you only target iOS 5.0 and above devices, then you should use NSJSONSerialization. If you need to support earlier iOS versions, then I really recommend the open source JSONKit framework.
Having recommended the above, I myself almost always use the Sensible TableView framework to fetch all data from my web service and automatically display it on a table view. Saves me a ton of manual labor and makes app maintenance a breeze, so it's probably something to consider too. Good luck!

Create widget array using Qt Designer?

In Qt Designer I'm creating multiple labels (for instance):
my_label1
my_label2
my_label3
...
my_label n
Then if I want to hide them I do this:
ui->my_label1->hide();
ui->my_label2->hide();
ui->my_label3->hide();
...
ui->my_labeln->hide();
However I would like to define the labels like
my_label[n]
So then I would be able to do this:
for(i=0;i<n;i++)
{
ui->my_label[n]->hide();
}
I read that I can define the widget like:
QLabel* my_label[5];
but is there any way to do the same from Qt Designer?
Thanks in advance!
Finally I decided to do direct assignment:
QLabel* my_label_array[5];
my_label_array[0] = ui->my_label1;
my_label_array[1] = ui->my_label2;
my_label_array[2] = ui->my_label3;
my_label_array[3] = ui->my_label4;
my_label_array[4] = ui->my_label5;
Then I can do for instance:
for(idx=0;idx<6;idx++) my_label_array[idx]->show();
for(idx=0;idx<6;idx++) my_label_array[idx]->hide();
for(idx=0;idx<6;idx++) my_label_array[idx]->setEnabled(1);
for(idx=0;idx<6;idx++) my_label_array[idx]->setDisabled(1);
etc...
Then I was able to perform iterations. I believe is not the cleanest way to do it but given my basic knowledge of Qt is ok for me.
Thank you very much for your answers and your support! This is a great site with great people.
Instead of creating an explicit array, you may be able to name your widgets using a particular scheme and then use QObject::findChildren() on the parent widget to get a list of the widgets you are after.
If you only want to hide widgets, you can put all the widgets you want to hide in an invisible QFrame (set frameShape to NoFrame) and hide them all by calling setVisible(false) on the QFrame. This may cause some unwanted side effects with layouts so you may have to tweak some size policy settings.
In case you are wanting to hide controls so that you can simulate a wizard type UI, you may want to check into QStackedWidget.
I have another dirty workaround for this:
in header file
// .hpp
class UiBlabla : public QWidget {
...
QLabel** labels;
};
in source file
// constructor
ui->setupUi(this);
labels = new QLabel*[10]{ui->label_0, ui->label_1, ui->label_2, ui->label_3,
ui->label_4, ui->label_5, ui->label_6,
ui->label_7, ui->label_8, ui->label_9};
I haven't seen anything in QtDesigner to do that, but there are a couple of relatively easy ways to get that behavior.
1) Simply store the my_labelx pointers (from QtDesigner) in an array (or better, a QVector):
QVector<QLabel*> my_labels;
my_labels.push_back(ui->my_label1);
my_labels.push_back(ui->my_label2);
Then you can iterate through the QVector.
for(int i=0; i < my_labels.size(); ++i) {
my_labels[i]-> hide();
}
// or with QFOREACH
foreach(QLabel* label, my_labels)
label->hide();
There is a little setup needed in terms of adding all the labels to the QVector, but on the plus side you only do that once.
2) Depending on the layout of your gui, you could have all your labels be children of a container object and iterate through the children

CakePHP and set:combine with a default value

i have an array.
At some stage, i'm adding more data to it.
So we have:
$editable = someArrayGeneratingFunctionHere();
$points = preg_split('/,/',$this->data['Video']['points']);
lovely. Now, the "points" array has a bunch of data that may or may not already be in the editable array.
What i want is to check if the data is in editable, and add if not.
I'd like to do this efficiently too.
So, i have this method:
private function associateWithRelatedBodyParts($editable, $keysAlreadyPresent, ...){
$point = getOtherPointsThatAreRelatedToThisPoint();
if (!isset($keysAlreadyPresent[$point])){
insertDataIntoEditable();
} //else the value is already here. Do not add it again!
return $editable;
}
so the whole thing looks like this:
$editable = someArrayGeneratingFunctionHere();
$points = preg_split('/,/',$this->data['Video']['points']);
$valuesInEditable = ...
foreach ($points as $point){
$editable = $this->associateWithRelatedBodyParts($editable, $valuesInEditable,...);
}
What a lot of setup! The whole point of all this is thus:
i want to flatten the original $editable array, because that way, i can quickly test if a point is in the editable. If it is not, i'll add it.
My current way to retrive the valuesInEditable array is
$valuesInEditable = Set::combine($editable, 'BodyPartsVideo.{n}.body_part_id','BodyPartsVideo.{n}.body_part_id');
This is moronic. I'm sticking the same value twice into the array. What i'd really like is just:
$valuesInEditable = Set::combine($editable, 'BodyPartsVideo.{n}.body_part_id',True);
or something like that. So the whole point of this question is:
how do i set a default value using Set:combine in cakephp. If you have a better suggestion, i'd love to hear it.
Without seeing the structure of your array, it seems like you are going through a lot of work to combine the two arrays. Is there a reason you cannot use
$final_array = array_merge($points, $editable);
before running the set combine?

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