I have several cities, and when I click on on a specific city I want that the next page shows the model from that city. As each city contains alot of models, I have a seperate class for each models in the city.
List<City> cities = City.fetchAll();
for (i = 0; i < cities.length; i++) {
if (cityID == cities[i].id) {
// returns 'Paris' when paris is clicked on
String city = cities[i].name;
}
}
// Then I want to call the class TestParis and fetch the the list from that model:
final test = TestParis.fetchAll();
// or it could be another city:
final test = TestMadrid.fetchAll();
//
final test = 'Test${city}'.toClass.fetchAll();
So basically convert string to initate a class. How can I do that?
Not possible in Flutter because reflactions not available in flutter ... in dart only there is the mirror package ... but here you can only build a map with constructor functions something like that
final test = {
'TestParis' : TestParis.fetchAll
}['Test${city}'].call() ;
Related
I am a beginner in Unity and I am currently making a simple game. I have a problem managing the flow of my minigame. The minigame is simply finding an object, when I found and tap on the item name below will be shaded or marked or there can be animation just to indicate that the item is found.
What I want to do is to get the name of the objects that need to be found and set them randomly in the three (3) item names below. like every time this minigame opens the names of the items are randomly placed in the 3 texts. And when the item is found the name below will be marked or shaded or anything that will indicate it is found, but for now I will just set it inactive for easier indication. How can I properly do this whole process?
The objects inside the scene are button for them to have onCLick() events
Correction: the term choices are wrong because they just display the name of the items that you need to find, just in case you get confused with the term choice in my minigame. I will fix it.
Here is the visuals for the minigame:
The script I currently have for when the objects was clicked:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
[SerializeField] Button pillowBtn, pcBtn, lampBtn;
// [SerializeField] TextMeshProUGUI choice1, choice2, choice3;
// FROM THE SOLUTION
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] List<TextMeshProUGUI> textBoxes;
// METHOD NAMES IS TEMPORARY
public void pillowClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void desktopClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void lampClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
}
You asked for a lot and I hope I understood your intention.
first, if you want to randomly choose an amount of game objects from your game, I think the best way to do it is by adding the refernece of all the game objects you want to choose from radomly inside a list of game objects and then randomly take a game object of the list and make it a child of another game object I call "fatherGoTranform" on my code like that:
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] float numOfGO = 4;
[SerializeField] Transform fatherGoTranform;
void Start()
{
for(int i=0;i<numOfGO;i++)
{
int index = Random.Range(0, gameObjectWanted.Count-1);
GameObject currentGO = gameObjectWanted[index ];
currentGO.transform.parent = fatherGoTranform;
gameObjectWanted.RemoveAt(index);
}
}
and then to click on a game object and the do with what you want try this:
void Update()
{
//Check for mouse click
if (Input.GetMouseButtonDown(0))
{
RaycastHit raycastHit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out raycastHit, 100f))
{
if (raycastHit.transform != null)
{
//Our custom method.
CurrentClickedGameObject(raycastHit.transform.gameObject);
}
}
}
}
I have not checked the code so if there is an error tell me and I will fix it
This is the solution that worked for my problem. I randomly placed numbers to the list according to childCount and every index indicate the index of the text that I want to put them on which I get as a Transform child.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
// [SerializeField] Button pillowBtn, pcBtn, lampBtn;
[SerializeField] GameObject choices, v1, finishPanel;
// RANDOM NUMBER HOLDER FOR CHECKING
private int randomNumber, foundCount;
// RANDOMIZED NUMBER LIST HOLDER
public List<int> RndmList = new List<int>();
private void Awake()
{
foundCount = 0;
RndmList = new List<int>(new int[v1.transform.childCount]);
for (int i = 0; i < v1.transform.childCount; i++)
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
while (RndmList.Contains(randomNumber))
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
}
RndmList[i] = randomNumber;
// Debug.Log(v1.transform.GetChild(randomNumber-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text = v1.transform.GetChild(randomNumber - 1).name;
}
}
public void objectFound()
{
string objectName = EventSystem.current.currentSelectedGameObject.name;
Debug.Log("you found the " + objectName);
for (int i = 0; i < choices.transform.childCount; i++)
{
if (objectName == choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text)
{
// Debug.Log(i);
// choices.transform.GetChild(i).gameObject.SetActive(false);
// choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
if(RndmList.Contains(i+1))
{
// Debug.Log(i);
// Debug.Log(v1.transform.GetChild(RndmList[i]-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
v1.transform.GetChild(RndmList[i]-1).GetComponent<Button>().enabled = false;
foundCount++;
}
}
}
if(foundCount == v1.transform.childCount)
{
finishPanel.SetActive(true);
}
}
}
i have a function called in ngInit(), that fills an array with objects of a class with values generated in a for loop, using array.push().
However, once the for loop completes, all the array items are the last-added instance of the class.
Class def
class ABC{
time: number;
id: number;
}
Function def
addToArray(){
let arrayTemp : ABC[]= [];
let tempClass ={} as ABC;
for (let i = 0; i < 4; i++) {
tempClass.timei+1;
tempClass.id=i;
let val=i;
arrayTemp.push(tempClass);
console.log(arrayTemp[val]); // here class objects displayed correctly
}
console.log(arrayTemp); // here all elements are just the last added class object
}
}
Output of console.log(arrayTemp[val])
Output of console.log(arrayTemp) after the for loop
I'm not sure why this happens, any help would be appreciated.
When you modify Class directly, like here
tempClass.timei+1;
tempClass.id=i;
You are modifying the existing class instance.
Because you add this already existing instance in array with
arrayTemp.push(tempClass);
It means you edit the class you created in the beginning with
let tempClass ={} as ABC;
What you actually want to do, is create a new class instance for each iteration, like so
addToArray(){
let arrayTemp : ABC[]= [];
for (let i = 0; i < 4; i++) {
// create new instance of class for each iteration
let tempClass = new ABC();
tempClass.timei+1;
tempClass.id=i;
let val=i;
arrayTemp.push(tempClass);
console.log(arrayTemp[val]); // here class objects displayed correctly
}
console.log(arrayTemp); // here all elements are just the last added class object
}
}
Edit:
Don't forget to create your class with new keyword! If you do intialization directly as let tempClass ={} as ABC; you wont get actual representation of a class, you only get empty object that only looks like a ABC class to typescript.
I'm trying to access a class value by using a variable previously defined in dart, but I keep getting the error the operator [] isn't defined for the class
In Javascript I would access an object value using a variable like this:
let movie = {
movieTitle : 'Toy Story',
actor: 'Tom Hanks'
}
let actorName = 'actor';
console.log(movie[actorName]); // <- what I'm trying to replicate in dart
// expected output: Tom Hanks
Here is what I've tried and is throwing that error
class Movie {
String name;
String actor;
String producer;
}
void main() {
var movieTitle = new Movie();
movieTitle.name = 'Toy Story';
movieTitle.actor = 'Tom Hanks';
print(movieTitle.actor); <- prints out Tom Hanks as expected
var actorName = 'actor';
print(movieTitle[actorName]); <- throws error
}
I expect to be able to use a variable on the fly to access the value.
A trivial use case for me would be if I had a a list of Movie classes, where some actors and producers are null, I would like to filter on either non null actors or producer with a function like so:
List values = movieList.where((i) => i.actor != "null").toList(); // returns all Movies in movieList where the actor value isn't the string "null"
var actorIsNull = 'actor';
List values = movieList.where((i) => i[actorisNull] != "null").toList(); // throws error
You can createn a toMap() function in your Movie class and access properties using [] operator
class Movie {
String name;
String actor;
String producer;
Map<String, dynamic> toMap() {
return {
'name': name,
'actor' : actor,
'producer' : producer,
};
}
}
Now Movie class properties can be accessed as:
Movie movie = Movie();
movie.toMap()['name'];
You cannot access class members by a string containing their name. (Except with mirrors - outside the scope of this answer.)
You could remove the class altogether and just use a Map<String, String>.
Map<String, String> movie = {
'movieTitle': 'Toy Story',
'actor': 'Tom Hanks',
}
You could add some bool methods on the class.
bool hasNoActor() => actor == null;
...
List values = movieList.where((m) => !m.hasNoActor()).toList();
Or, you could pass a lambda to your mapper.
Movie movieTitle = Movie()
..name = 'Toy Story'
..actor = 'Tom Hanks';
Function hasActor = (Movie m) => m.actor != null;
List values = movieList.where(hasActor).toList();
Is there a way to programmatically access the Label & Value fields that has been created as a custom Field in MS CRM Dynamics please?
I have added a custom field called "new_producttypesubcode" which, for example, has 2 options, Trophy = 1000000 and Kit = 10000001.
I am writing an import utility that mirrors products between the customers website and their CRM and I want to get a list of all possible product options in the CRM to see if they are matched in the website.
So, in essence I want to...
get the list of possible new_producttypesubcodes and their corresponding values.
Iterate through the product variants in the website.
if the product variant name matches any name in the list of new_producttypecodes then add the value 1000000
So, if I find a product added to the website and its marked as a "Trophy" and "Trophy" exists in the CRM then new OptionSetValue(100000001)
I hope that makes sense...
Thanks
This function retrieves a dictionary of possible values localised to the current user. Taken from: CRM 2011 Programatically Finding the Values of Picklists, Optionsets, Statecode, Statuscode and Boolean (Two Options).
static Dictionary<String, int> GetNumericValues(IOrganizationService service, String entity, String attribute)
{
RetrieveAttributeRequest request = new RetrieveAttributeRequest
{
EntityLogicalName = entity,
LogicalName = attribute,
RetrieveAsIfPublished = true
};
RetrieveAttributeResponse response = (RetrieveAttributeResponse)service.Execute(request);
switch (response.AttributeMetadata.AttributeType)
{
case AttributeTypeCode.Picklist:
case AttributeTypeCode.State:
case AttributeTypeCode.Status:
return ((EnumAttributeMetadata)response.AttributeMetadata).OptionSet.Options
.ToDictionary(key => key.Label.UserLocalizedLabel.Label, option => option.Value.Value);
case AttributeTypeCode.Boolean:
Dictionary<String, int> values = new Dictionary<String, int>();
BooleanOptionSetMetadata metaData = ((BooleanAttributeMetadata)response.AttributeMetadata).OptionSet;
values[metaData.TrueOption.Label.UserLocalizedLabel.Label] = metaData.TrueOption.Value.Value;
values[metaData.FalseOption.Label.UserLocalizedLabel.Label] = metaData.FalseOption.Value.Value;
return values;
default:
throw new ArgumentOutOfRangeException();
}
}
So you would then need to do something like:
Dictionary<String, int> values = GetNumericValues(proxy, "your_entity", "new_producttypesubcode");
if(values.ContainsKey("Trophy"))
{
//Do something with the value
OptionSetValue optionSetValue = values["Trophy"];
int value = optionSetValue.Value;
}
Yes, that data is all stored in the metadata for an attribute (SDK article). You have to retrieve the entity metadata for the entity and then find the attribute in the list. Then cast that attribute to a PicklistAttributeMetadata object and it will contain a list of options. I would mention that typically retrieving Metadata from CRM is an expensive operation, so think about caching.
private static OptionSetMetadata RetrieveOptionSet(IOrganizationService orgService,
string entityName, string attributeName)
{
var entityResponse = (RetrieveEntityResponse)orgService.Execute(
new RetrieveEntityRequest
{ LogicalName = entityName, EntityFilters = EntityFilters.Attributes });
var entityMetadata = entityResponse.EntityMetadata;
for (int i = 0; i < entityMetadata.Attributes.Length; i++)
{
if (attributeName.Equals(entityMetadata.Attributes[i].LogicalName))
{
if (entityMetadata.Attributes[i].AttributeType.Value ==
AttributeTypeCode.Picklist)
{
var attributeMD = (PicklistAttributeMetadata)
entityMetadata.Attributes[i];
return attributeMD.OptionSet;
}
}
}
return null;
}
Here is how to write the options to the console using the above call.
var optionSetMD = RetrieveOptionSet(orgService, "account", "accountcategorycode");
var options = optionSetMD.Options;
for (int i = 0; i < options.Count; i++)
{
Console.WriteLine("Local Label: {0}. Value: {1}",
options[i].Label.UserLocalizedLabel.Label,
options[i].Value.HasValue ? options[i].Value.Value.ToString() : "null");
}
I believe this works for global option set attributes as well, but if you know it is a global option set there is a different message for it that would probably a bit more efficient (SDK article).
I am building an asp.net site in .net framework 4.0, and I am stuck at the method that supposed to call a .cs class and get the query result back here is my method call and method
1: method call form aspx.cs page:
helper cls = new helper();
var query = cls.GetQuery(GroupID,emailCap);
2: Method in helper class:
public IQueryable<VariablesForIQueryble> GetQuery(int incomingGroupID, int incomingEmailCap)
{
var ctx = new some connection_Connection();
ObjectSet<Members1> members = ctx.Members11;
ObjectSet<groupMember> groupMembers = ctx.groupMembers;
var query = from m in members
join gm in groupMembers on m.MemberID equals gm.MemID
where (gm.groupID == incomingGroupID) && (m.EmailCap == incomingEmailCap)
select new VariablesForIQueryble(m.MemberID, m.MemberFirst, m.MemberLast, m.MemberEmail, m.ValidEmail, m.EmailCap);
//select new {m.MemberID, m.MemberFirst, m.MemberLast, m.MemberEmail, m.ValidEmail, m.EmailCap};
return query ;
}
I tried the above code with IEnumerable too without any luck. This is the code for class VariablesForIQueryble:
3:Class it self for taking anonymouse type and cast it to proper types:
public class VariablesForIQueryble
{
private int _emailCap;
public int EmailCap
{
get { return _emailCap; }
set { _emailCap = value; }
}`....................................
4: and a constructor:
public VariablesForIQueryble(int memberID, string memberFirst, string memberLast, string memberEmail, int? validEmail, int? emailCap)
{
this.EmailCap = (int) emailCap;
.........................
}
I can't seem to get the query result back, first it told me anonymous type problem, I made a class after reading this: link text; and now it tells me constructors with parameters not supported. Now I am an intermediate developer, is there an easy solution to this or do I have to take my query back to the .aspx.cs page.
If you want to project to a specific type .NET type like this you will need to force the query to actually happen using either .AsEnumerable() or .ToList() and then use .Select() against linq to objects.
You could leave your original anonymous type in to specify what you want back from the database, then call .ToList() on it and then .Select(...) to reproject.
You can also clean up your code somewhat by using an Entity Association between Groups and Members using a FK association in the database. Then the query becomes a much simpler:
var result = ctx.Members11.Include("Group").Where(m => m.Group.groupID == incomingGroupID && m.EmailCap == incomingEmailCap);
You still have the issue of having to do a select to specify which columns to return and then calling .ToList() to force execution before reprojecting to your new type.
Another alternative is to create a view in your database and import that as an Entity into the Entity Designer.
Used reflection to solve the problem:
A: Query, not using custom made "VariablesForIQueryble" class any more:
//Method in helper class
public IEnumerable GetQuery(int incomingGroupID, int incomingEmailCap)
{
var ctx = new some_Connection();
ObjectSet<Members1> members = ctx.Members11;
ObjectSet<groupMember> groupMembers = ctx.groupMembers;
var query = from m in members
join gm in groupMembers on m.MemberID equals gm.MemID
where ((gm.groupID == incomingGroupID) && (m.EmailCap == incomingEmailCap)) //select m;
select new { m.MemberID, m.MemberFirst, m.MemberLast, m.MemberEmail, m.ValidEmail, m.EmailCap };
//select new VariablesForIQueryble (m.MemberID, m.MemberFirst, m.MemberLast, m.MemberEmail, m.ValidEmail, m.EmailCap);
//List<object> lst = new List<object>();
//foreach (var i in query)
//{
// lst.Add(i.MemberEmail);
//}
//return lst;
//return query.Select(x => new{x.MemberEmail,x.MemberID,x.ValidEmail,x.MemberFirst,x.MemberLast}).ToList();
return query;
}
B:Code to catch objects and conversion of those objects using reflection
helper cls = new helper();
var query = cls.GetQuery(GroupID,emailCap);
if (query != null)
{
foreach (var objRow in query)
{
System.Type type = objRow.GetType();
int memberId = (int)type.GetProperty("MemberID").GetValue(objRow, null);
string memberEmail = (string)type.GetProperty("MemberEmail").GetValue(objRow, null);
}
else
{
something else....
}