Kentico Global Events (ObjectEvents) Causes Loop - loops

I'm using ObjectEvents to give ActivityPoints to current user based on fields user filled.
Now for example if user register and fill FirstName I will give 10 points to user.
The problem is that I'm handling ObjectEvents.Update.After and inside it I'm updating userSettings.This causes a unlimited loop and application stops working.
is there any work around?
this is the code block:
var className = e.Object.TypeInfo.ObjectClassName;
DataClassInfo dci = DataClassInfoProvider.GetDataClass(className);
if (dci != null)
{
var fi = new FormInfo(dci.ClassFormDefinition);
if (fi != null)
{
var stopProccess = true;
var fields = new List<FormFieldInfo>();
foreach (var changedColumn in e.Object.ChangedColumns())
{
var field = fi.GetFormField(changedColumn);
var activityPointMacro = ValidationHelper.GetString(field.Settings["ActivityPointMacro"], "");
if (!string.IsNullOrEmpty(activityPointMacro))
{
fields.Add(field);
stopProccess = false;
}
}
if (!stopProccess)
{
var contextResolver = CMSContext.CurrentResolver.CreateContextChild();
foreach (FormCategoryInfo info in fi.ItemsList.OfType<FormCategoryInfo>())
{
contextResolver.SetNamedSourceData(info.CategoryName, info);
}
EditingFormControl data = new EditingFormControl();
foreach (FormFieldInfo info2 in fi.ItemsList.OfType<FormFieldInfo>())
{
contextResolver.SetNamedSourceData(info2.Name, data);
}
foreach (var field in fields)
{
{
var activityPointMacro = ValidationHelper.GetString(field.Settings["ActivityPointMacro"], "");
var activityPoint =
ValidationHelper.GetInteger(contextResolver.ResolveMacros(activityPointMacro), 0);
CMSContext.CurrentUser.UserSettings.UserActivityPoints += activityPoint;
CMSContext.CurrentUser.UserSettings.Update();
}
}
}
}
}

If you just need to give points for user fields then you could just use ObjectEvents.Update.Before, check fields are not empty and assign points. But i can see from the code, you want to have something more complex bulit over macro expressions. So I have a few suggestions for you.
1) ObjectEvents.Update.Before instead of ObjectEvents.Update.After still may be a good idea. Ideally you set your additional values and all is set during one update.
2) Watch only the class names you need
3) Always prefer Provider.SetInfo methods over info.Update(). In case of user settings it's best to set whole user info, so UserInfoProvider.SetUserInfo. Provider methods may add some additional important logic.
4) The code seems like it'll add the points with every update of a user
5) if you are still running into a loop, you need to flag somehow, that some part of code should not be executed again. The best way is to use RequestStockHelper class - add a bool value with a specificname like "PointsProcessed".

Related

Firebase Unity - Get all children into an array/generic list after GetValueAsync?

How can I get data back as an array or generic list from a Firebase database in Unity3D without knowing ahead of time what the name (key) of the children are?
I have been trying out the new Unity Firebase plugin, and I am having an issue figuring out how to get all the children in a specific location, and put the names (the key) and the values into arrays or generic lists so that I can work on the data locally. Forgive me for being so new to Firebase and probably using bad techniques to do this, and this plugin being so new its pretty hard for me to get much outside help, as there are not a lot of docs and tutorials out there on Firebase Unity.
In this particular case I am trying to create "instant messaging" like functionality, without the use of Firebase messaging, and just using regular Firebase database stuff instead. It might have been easier to use Firebase messaging, but mostly for the sake of learning and customization I want to do this on my own with just the Firebase database.
I insert data into the database like this:
public void SendMessage(string toUser, string msg)
{
Debug.Log(String.Format("Attempting to send message from {0} to {1}", username, toUser));
DatabaseReference reference = FirebaseDatabase.DefaultInstance.GetReference("Msgs");
string date = Magnet.M.GetCurrentDate();
// send data to the DB
reference.Child(toUser).Child(username).Child(date).SetValueAsync(msg);
// user receiving message / user sending message > VALUE = "hello dude|20170119111325"
UpdateUsers();
}
And then I try and get it back like this:
public string[] GetConversation(string userA, string userB)
{
// get a conversation between two users
string[] convo = new string[0];
FirebaseDatabase.DefaultInstance.GetReference("Msgs").GetValueAsync().ContinueWith(task =>
{
Debug.Log("Getting Conversation...");
if (task.IsFaulted || task.IsCanceled)
{
Debug.LogError("ERROR: Task error in GetConversation(): " + task.Exception);
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
string[] messagesA = new string[0], messagesB = new string[0];
if(snapshot.HasChild(userA))
{
// userA has a record of a conversation with other users
if(snapshot.Child(userA).HasChild(userB)) // userB has sent messages to userA before
{
Debug.Log("Found childA");
long count = snapshot.Child(userA).Child(userB).ChildrenCount;
messagesA = new string[count];
var kids = snapshot.Child(userA).Child(userB).Children;
Debug.Log(kids);
for (int i = 0; i < count; i++)
{
// this won't work, but is how I would like to access the data
messagesA[i] = kids[i].Value.ToString(); // AGAIN.... will not work...
}
}
}
if(snapshot.HasChild(userB))
{
if(snapshot.Child(userB).HasChild(userA)) // userA sent a message to userB before
{
Debug.Log("Found childB");
long count = snapshot.Child(userB).Child(userA).ChildrenCount;
messagesA = new string[count];
var kids = snapshot.Child(userB).Child(userA).Children;
Debug.Log(kids);
// messy incomplete testing code...
}
}
// HERE I WOULD ASSIGN ALL THE MESSAGES BETWEEN A AND B AS 'convo'...
}
Debug.Log("Done Getting Conversation.");
});
return convo;
}
But obviously this won't work, because DataSnapshot won't let me access it like an array or generic list using indices, and I can't figure out how to treat the data when I don't know the names (the keys) of all the children, and just want to get them out one by one in any order... and since they are named by the date/time they are entered into the DB, I won't know ahead of time what the childrens names (keys) are, and I can't just say "GetChild("20170101010101")" because that number is generated when its sent to the DB from any client.
FYI here is what the DB looks like:
Figured out the answer to your question. Here's my code snippet. Hope this would help!
void InitializeFirebase() {
FirebaseApp app = FirebaseApp.DefaultInstance;
app.SetEditorDatabaseUrl ("https://slol.firebaseio.com/");
FirebaseDatabase.DefaultInstance
.GetReference ("Products").OrderByChild ("category").EqualTo("livingroom")
.ValueChanged += (object sender2, ValueChangedEventArgs e2) => {
if (e2.DatabaseError != null) {
Debug.LogError (e2.DatabaseError.Message);
}
if (e2.Snapshot != null && e2.Snapshot.ChildrenCount > 0) {
foreach (var childSnapshot in e2.Snapshot.Children) {
var name = childSnapshot.Child ("name").Value.ToString ();
text.text = name.ToString();
Debug.Log(name.ToString());
//text.text = childSnapshot.ToString();
}
}
};
}
Firebase developer here.
Have you tried to use Value at the top level Snapshot? It should return to you an IDictionary where the values can also be lists or nested dictionaries. You will have to use some dynamic inspection to figure out what the values are.

Select random elements from an array without repeats?

edit: I can't believe I didn't catch this sooner. Turns out my problem was re-declaring my first variables over and over again, essentially starting the program fresh instead of continuing it. To fix it, I replaced the first two lines with this:
if (initialized === undefined) {
trace("INITIALIZING");
var MCs = [];
var lastPos = "intializer";
var initialized = 1;
}
Now it works like a charm. I feel like a noob for this one; sorry to anyone whose time I wasted. I'd post this as an answer to my own question, but it won't let me since I'm still new.
Original Post follows:
I'm trying to make a flash that will randomly choose an ad, play it, and then randomly play another. To that end, I've succeeded by shuffling an array, and then gotoAndPlay-ing the label in the first element of the array, and then removing that element. At the end of each ad is gotoAndPlay(1); with all the main code being on the first frame. If the array is empty, it rebuilds it and reshuffles it.
The problem is, I don't want it to repeat any ads until its run through all of them; I think I've got that down, but I'm not positive. Further, I don't want the last element in the array to be the same as the first in the new one, so the same ad won't ever show twice in a row. I'm trying to have it detect if the element it just used matches the one it's about to use, and reshuffle if that happens, but in my testing it continues to occasionally show the same ad twice in a row.
I'm obviously doing something wrong, but being entirely new to ActionScript3 (and in fact to flash) I'm having a lot of trouble identifying what it is. Here's what I have right now:
var MCs = [];
var lastPos = "intializer";
if (MCs.length == 0) {
MCs = reset();
if (lastPos == MCs[0]) {
while (lastPos == MCs[0]) {
MCs = reset();
}
}
}
if (MCs.length > 0) {
lastPos = MCs[0];
MCs.splice(0,1);
gotoAndPlay(lastPos+"MC");
}
function reset(){
var PrepMCs = new Array("Image1", "Image2", "Image3");
var WorkMCs = new Array(PrepMCs.length);
var randomPos:Number = 0;
for (var i:int = 0; i < WorkMCs.length; i++)
{
randomPos = int(Math.random() * PrepMCs.length);
WorkMCs[i] = PrepMCs.splice(randomPos, 1)[0];
}
return WorkMCs;
}
Personally, I'd rather just do this with JavaScript, HTML, and images; it'd be really simple. But for hosting/CMS reasons I don't have any control over, I'm limited to a single file or a single block of code; I can't host anything externally, which as far as I can tell leaves Flash as my best option for this.
Any help would be greatly appreciated, thanks! If I've done something horribly, horribly wrong, and it's a wonder this even runs at all, don't hesitate to tell me!
edit: It just occurred to me, it is perfectly fine if the second run is in the same order as the first run, etc. The main thing is, it needs to be random. This is probably much easier to implement.
edit 2: MASSIVE DERP HERE. Every time it runs, it re-initializes MCs and lastPos... in other words, it's shuffling every time and starting over. What I should be researching is how to only run a line of code if a variable hasn't been initialized yet.
Blatantly stealing from #32bitKid, this is my version.
The main problem I have with his solution is the push/splice idea. As much as possible, I like to create once, and reuse. Shrinking and growing arrays is bulky, even if effective.
Also, this method does not re-order the array, which may or may not be valuable.
BTW, I like the way that he prevents a repeat of the previous item ("almost empty").
So here is another method:
package
{
public class RandomizedList
{
private var _items:Array;
private var idxs:Array;
private var rnd:int;
private var priorItemIdx:int;
private var curIdx:int;
public function RandomizedList(inarr:Array)
{
items = inarr;
}
private function initRandomize():void
{
idxs = new Array();
//Fisher-Yates initialization (http://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle):
idxs[i] = 0;
for (var i:int = 1; i < items.length; i++)
{
rnd = int(Math.random() * (i + 1));
idxs[i] = idxs[rnd];
idxs[rnd] = rnd;
}
curIdx = 0;
priorItemIdx = -1;
}
private function randomize():void
{
var tempint:int;
//Fisher-Yates (http://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle):
for (var i:int = items.length; i >= 1; i--)
{
rnd = int(Math.random() * (i + 1));
tempint = idxs[i];
idxs[i] = idxs[rnd];
idxs[rnd] = tempint;
}
curIdx = 0;
}
public function next():void
{
if (curIdx >= idxs.length)
{
randomize();
}
if (items.length > 1 && priorItemIdx == idxs[curIdx])
{
curIdx++;
}
priorItemIdx = idxs[curIdx++];
return items[priorItemIdx];
}
public function get items():Array
{
return _items;
}
public function set items(value:Array):void
{
_items = value;
initRandomize();
}
}
}
I would use a utility class like this to abstract out the behavior I wanted:
import flash.text.TextField;
class Randomizer {
private var unused:Array = [];
private var used:Array;
public function Randomizer(playList:Array) {
used = playList;
}
public function next():* {
// If almost empty, refill the unused array
if(unused.length <= 1) refill();
// Get the first item off the playList
var item:* = unused.shift();
// Shove it into the bucket
used.push(item);
// return it back
return item;
}
public function refill():void {
var i:int;
// Fisher-Yates shuffle to refill the unused array
while(used.length > 0) {
i = Math.floor(Math.random() * used.length)
unused.push(used.splice(i,1)[0])
}
}
}
Notice that it refills the unused array when the unused array still has one item in it, this makes it impossible for the last result to repeat twice in a row. This will return each item once before before looping, and will never repeat the same item twice.
You would use it by saying something like:
var ads:Randomizer = new Randomizer(["Image1", "Image2", "Image3"]);
ads.next(); // will return something
ads.next(); // will return something
ads.next(); // will return something
ads.next(); // will return something
// Keep going into infinity...
There is a little test example of this code working here.
See if this makes any sense
//create your array of all your ad names/frame labels
var PrepMCs:Array = new Array("Image1", "Image2", "Image3");
var shuffledMCs:Array = [];
//store the name of the last played ad in this var
var lastAdPlayed:String;
//shuffle the array
shuffleArray(PrepMCs);
function shuffleArray(arrayToShuffle:Array):void {
//clear the array
shuffledMCs = [];
var len:int = arrayToShuffle.length;
for(var i:int = 0; i<len; i++) {
shuffledMCs[i] = arrayToShuffle.splice(int(Math.random() * (len - i)), 1)[0];
}
//test to see if the new first ad is the same as the last played ad
if (lastAdPlayed == shuffledMCs[0]) {
//reshuffle
shuffleArray(PrepMCs);
} else {
lastAdPlayed = [0];
trace(shuffledMCs);
playAds();
}
}
//after each ad has played, call this function
function playAds():void {
if (shuffledMCs.length > 0) {
gotoAndPlay(shuffledMCs[0]);
shuffledMCs.splice(0,1);
} else {
//array is empty so we have played all the ads
shuffleArray(PrepMCs);
}
}

flash as3 how to prevent an item from being added to an array if it already exists in the array

I know how to remove duplicates from an array, but what I'm trying to do is prevent an item from ever being added to an array in the first place if it already exists. I'm pulling in data from an xml feed in a loop, and I thought that searching for that values index would work, but no matter what, the index is always -1. Here's my code:
var yearArr:Array = new Array();
for (var i=0;i<numCovers;i++){
var coverRef = xmlObj.cover[i];
var coverClip:MovieClip = new MovieClip();
coverClip.year = coverRef.#year;
if (yearArr.indexOf(coverClip.year === -1)){
yearArr.push (coverClip.year);
}
}
Maybe I'm misunderstanding the indexOf function, but I thought it was supposed to return -1 if a value did not exist in an array. What am I doing wrong?
Here's the solution I came up with:
var yearArr:Array = new Array();
for (var i=0;i<numCovers;i++){
var coverRef = xmlObj.cover[i];
var coverClip:MovieClip = new MovieClip();
coverYear = coverRef.#year;
addCoverYear(coverYear);
}
function addCoverYear(coverYear:int):void {
if (yearArr.indexOf(coverYear) == -1){
yearArr.push(coverYear);
}
}
you can reduce an array by passing everything to a dictionary, which will automatically remove redundancies. then pass the dictionary back as a new array.
//Reduce Array
private function reduceArray(array:Array):Array
{
var dictionary:Dictionary = new Dictionary();
for each (var element:String in array)
dictionary[element] = true;
var result:Array = new Array();
for (var key:String in dictionary)
result.push(key);
dictionary = null;
return result;
}
Your code is almost fine. The problem is that an E4X property .#year is not a literal string (I'm not sure right now, but I believe it's an XMLList object). That's why the indexOf call will keep returning -1, because it is looking for a duplicate of that object, not a string. E4X will convert it to a string as soon as you put it somewhere where only strings can go, but until that time it is something else.
If you rewrite your code like this, it should work right away:
var yearArr:Array = new Array();
for each (var coverRef : XML in xmlObj.cover){
var year : String = coverRef.#year; // force the property to be a string
if (yearArr.indexOf(year) < 0){
yearArr.push (year);
}
}
There were also a few other optimizations you could do to your code. The new MovieClip() part wasn't used, not all variables were strongly typed and by using a for each loop, you can state much clearer what objects you're looping through.
Here is what you could do, if for example, you have an array of strings.
var ItemList:Array = new Array();
for each(var Item:String in UseYourXMLFeed)
{
if(ItemList.indexOf(Item) == -1)
{
ItemList.push(Item);
}
}
Edit:
Anyways, your real answer is in the comment by Sam.

Reordering an array in flash as3

I have an array of objects, each of which is assigned an ID when it is first created. I give the user the ability to visually reorder the objects, which changes their position in the array. They then have the option to save that order using a flash sharedObject or "cookie" and then later, if they reopen the flash file, I want them to be able to hit a button to restore that order. I'm just not sure what the syntax would be to set the object's index within the array. Here's my code:
VARIABLES:
var project_settings = SharedObject.getLocal("settings"); //saves all project settings for the next time the file is opened
var project_order:Array = []; //saves project order for the next time the file is opened
var project_display:Array = []; //saves whether each project should be displayed or hidden for the next time the file is opened
SAVE CODE:
function saveOrder(){
for (var i=0;i<project_array.length;i++){
project_order[i] = project_array[i].id;
project_display[i] = project_array[i].projectThumb.thumbActive;
}
project_settings.data.order = project_order;
project_settings.data.active = project_display;
//trace (project_settings.data.active[1]);
project_settings.flush(); //saves most recent "cookie"
}
RESTORE CODE:
function loadOrder(){
for (var i=0;i<project_array.length;i++){
/* NEED THE CODE THAT GOES HERE. BASICALLY, PROJECT_ARRAY[i] SHOULD BE THE ITEM WITH AN ID EQUAL TO PROJECT_SETTINGS.DATA.ORDER[i] */
}
}
Something like this should work:
function loadOrder()
{
var dict = new Dictionary();
for (var i = 0; i < project_array.length; i++)
dict[project_array[i].id] = project_array[i];
project_array = [];
for (var i = 0; i < project_settings.data.order.length; i++)
project_array[i] = dict[project_settings.data.order[i]];
}
Just load in your array and sort on the ID. Something like this should work:
private function _loadArray():void
{
// fill in your array
project_array.sort( this._sortFunc );
}
// replace the * by whatever your object type is
private function _sortFunc( a:*, b:* ):int
{
return a.id - b.id;
}
More info: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/Array.html#sort()
Or even the sortOn() function (which might be easier) should work:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/Array.html#sortOn()

How would I remove a "row" in an array depending on the value of an element?

Here's what I'm currently doing/trying to do to accomplish my goal. But it is not removing the "row" the way I would like it too.
So, I'm making an object, then pushing it into an array. And the adding to the array part works fine and just as I expect.
var nearProfileInfoObj:Object = new Object();
nearProfileInfoObj.type = "userInfo";
nearProfileInfoObj.dowhat = "add";
nearProfileInfoObj.userid = netConnection.nearID;
nearProfileInfoObj.username = username_input_txt.text;
nearProfileInfoObj.sex = sex_input_txt.selectedItem.toString();
nearProfileInfoObj.age = age_input_txt.selectedItem;
nearProfileInfoObj.location = location_input_txt.text;
nearProfileInfoObj.headline = headline_input_txt.text;
theArray.push(nearProfileInfoObj);
So after that later on I need to be able to remove that object from the array, and it's not working the way I'm expecting. I want to take a variable whoLeft and capture their ID and then look in the array for that particular ID in the userid part of the object and if its there DELETE that whole "row".
I know you can do a filter with an array collection but that doesnt actually delete it. I need to delete it because I may be adding the same value again later on.
whoLeft = theiruserIDVariable;
theArray.filter(userLeaving);
public function userLeaving(element:*, index:int, arr:Array):Boolean
{
if (element.userid == whoLeft)
{
return false;
}
else
{
return true;
}
}
But this doesnt seem to be deleting the whole row like it implies. Does anyone know what i'm doing wrong?
Instead of modifying the original array, the new filtered array is returned by the filter method. So you need to assign the returned array to theArray.
Try this
theArray = theArray.filter(userLeaving);
EDIT This turned out to be slower than for loop:
An alternative to the hand coded loop could be something like this:
theArray.every(searchAndDestroy);
public function searchAndDestroy(element:*, index:int, arr:Array):Boolean
{
if (element.userid == whoLeft)
{
arr.splice(index,1);
return false;
}
return true;
}
As far as I know, every() terminates the first time the test function returns false. So the question is: for a big list, which is faster, the for loop or the loop that every() does with the overhead of the test function call.
EDIT #2 But this was faster than a for loop for a test I ran on an array of a million Points:
for each(var element:Object in theArray)
{
if (element.userid==whoLeft)
{
theArray.splice(theArray.indexOf(element),1);
break;
}
}
I think this is what you're looking for:
for(var i:uint = 0, len:uint = theArray.length; i<len; i++)
{
if(thisArray[i].id == whoLeft.id)
{
thisArray.splice(i, 1);
break;
}
}
However, do you really need it in an Array because you could always use a Dictionary which would mean accessing it by id which would be a lot simpler to remove.

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