I am defining Strings in a class TextFile as
class TextFile {
..
..
**static const String TIMER = "Timer";**
}
And I am using this in another file as
TextFile.TIMER
There is no Text Widget Used
I am using it in a model defined as,
class SideMenuModel {
String name;
dynamic icon;
bool selected;
String imgpath;
String whiteimgpath;
SideMenuModel(this.name,
this.icon,
this.selected,
{this.imgpath,this.whiteimgpath});
}
and then appending that to a list. Like,
_navigationList.add(SideMenuModel(TextFile.TIMER, Icons.timer,
false,imgpath:"image/Timer.png",whiteimgpath:"image/newTimer.png"));
Now, how do I change the color of this String?
Please Respond. I am Stuck.
Related
I want to display a text widget using dynamic values in flutter app.
Here's my code.
class _DetailsPageState extends State<DetailsPage> {
var descVar;
#override
void initState() {
var pick = widget.classDesc;
var picker = "ClassesInfo."+pick;
setState(() {
descVar = picker;
print(descVar);
});
}
...
In the build:
Text('${this.descVar}')
I wish to get value from external file:
class ClassesInfo {
static const String desc_class1 = "Sahaja Yoga";
}
I am just getting the string output, but not the value from the variable!
Desired Output : Sahaja Yoga
Getting Now: ClassesInfo.desc_class1
Even if i print the value in class it is getting : ClassesInfo.desc_class1
as i understood you want to print in text field value of desc_class const. So you can simply write:
Text(ClassesInfo.desc_class1)
I want to create a custom lightning component to create new Case records and need to use fieldset to include fields in component. Need to use this only for one object. I never used fieldsets so dont have any idea on it. It would be really great if you can share some sample code or any link for the same.
You can use this utility class
This is the wrapper class to hold the meta info about the fields
public with sharing class DataTableColumns {
#AuraEnabled
public String label {get;set;}
#AuraEnabled
public String fieldName {get;set;}
#AuraEnabled
public String type {get;set;}
public DataTableColumns(String label, String fieldName, String type){
this.label = label;
this.fieldName = fieldName;
this.type = type;
}
}
Class FieldSetHelper has a method getColumns () this will return the list of DataTableColumns wrapper containing the information about the filedset columns
public with sharing class FieldSetHelper {
/*
#param String strObjectName : required. Object name to get the required filed set
#param String strFieldSetName : required. FieldSet name
#return List<DataTableColumns> list of columns in the specified fieldSet
*/
public static List<DataTableColumns> getColumns (String strObjectName, String strFieldSetName) {
Schema.SObjectType SObjectTypeObj = Schema.getGlobalDescribe().get(strObjectName);
Schema.DescribeSObjectResult DescribeSObjectResultObj = SObjectTypeObj.getDescribe();
Schema.FieldSet fieldSetObj = DescribeSObjectResultObj.FieldSets.getMap().get(strFieldSetName);
List<DataTableColumns> lstDataColumns = new List<DataTableColumns>();
for( Schema.FieldSetMember eachFieldSetMember : fieldSetObj.getFields() ){
String dataType =
String.valueOf(eachFieldSetMember.getType()).toLowerCase();
DataTableColumns datacolumns = new DataTableColumns(
String.valueOf(eachFieldSetMember.getLabel()) ,
String.valueOf(eachFieldSetMember.getFieldPath()),
String.valueOf(eachFieldSetMember.getType()).toLowerCase() );
lstDataColumns.add(datacolumns);
}
return lstDataColumns;
}
}
After you getting all those field set information the create lightning component dynamically
I am working on a C# class that imports text data from a web site. That works OK. Where I'm losing it is how to display the text in Unity 4.6 once I have all the text in a string variable. Any advice is appreciated.
Unity 4.6 UI system has component named Text. You can watch video tutorial here. Also I suggest you to check out its API.
As always, you have two options on how to add this component to the game object. You can do it from editor (just click on game object you want to have this component in hierarchy and add Text component). Or you can do it from script using gameObject.AddComponent<Text>().
In case you are not familiar with components yet, I suggest you to read this article.
Anyway, in your script you'll need to add using UnityEngine.UI; at the very top of it, because the Text class is in UnityEngine.UI namespace. Ok, so now back to script that will set the value of Text component.
First you need variable that refers to Text component. It can be done via exposing it to editor:
public class MyClass : MonoBehaviour {
public Text myText;
public void SetText(string text) {
myText.text = text;
}
}
And attaching gameObject with text component to this value in Editor.
Another option:
public class MyClass : MonoBehaviour {
public void SetText(string text) {
// you can try to get this component
var myText = gameObject.GetComponent<Text>();
// but it can be null, so you might want to add it
if (myText == null) {
myText = gameObject.AddComponent<Text>();
}
myText.text = text;
}
}
Previous script is not a good example, because GetComponent is actually expensive. So you might want to cache it’s reference:
public class MyClass : MonoBehaviour {
Text myText;
public void SetText(string text) {
if (myText == null) {
// looks like we need to get it or add
myText = gameObject.GetComponent<Text>();
// and again it can be null
if (myText == null) {
myText = gameObject.AddComponent<Text>();
}
}
// now we can set the value
myText.text = text;
}
}
BTW, the patter of ‘GetComponent or Add if it doesn’t exist yet’ is so common, that usually in Unity you want to define function
static public class MethodExtensionForMonoBehaviourTransform {
static public T GetOrAddComponent<T> (this Component child) where T: Component {
T result = child.GetComponent<T>();
if (result == null) {
result = child.gameObject.AddComponent<T>();
}
return result;
}
}
So you can use it as:
public class MyClass : MonoBehaviour {
Text myText;
public void SetText(string text) {
if (myText == null) {
// looks like we need to get it or add
myText = gameObject.GetOrAddComponent<Text>();
}
// now we can set the value
myText.text = text;
}
}
make sure you import the ui library - using UnityEngine.UI
gameObject.GetComponent<Text>().text - replace .text with any other field for UI Text
I assume that the issue is creating dynamic sized "textbox" rather than just assigning the string to a GUIText GameObject. (If not - just put a GUIText GameObject into your scene, access it via a GUIText variable in your script and use myGUIText.text = myString in Start or Update.)
If I am correct in my assumption, then I think you should just be using a GUI Label:
http://docs.unity3d.com/ScriptReference/GUI.Label.html
If you need to split the string up to place text into different labels or GUITexts, you will need to use substrings
I have a class which holds the string I want to display and an id for that item.
ref class ListBoxItem {
private:
int id;
String ^ name;
public:
ListBoxItem(int id, const char * name) { this->id = id; this->name = gcnew System::String(name); }
virtual String ^ ToString() new { return name; }
};
And I add each item to the ListBox like this:
for(list<string>::iterator i = listItems.begin(); i != listItems.end(); i++)
listBoxItems->Items->Add(gcnew ListBoxItem(2, (*i).c_str()));
This will produce a ListBox with the correct number of items, but all the items are called "ListBoxItem".
Instead, I want the ListBox to display the string which is produced when the ToString method is invoked on ListBoxItem.
You didn't say whether you were using WinForms or WPF, but I believe this answer is valid for either.
(Note: There is a class named ListBoxItem in the framework. You might want to pick a different class name.)
I believe the issue is here:
virtual String ^ ToString() new { return name; }
^^^
This means you're creating a brand new ToString method, which doesn't have anything to do with the Object.ToString method. When the ListBox calls ToString, it doesn't have your class definition, so it just calls Object.ToString(), which you haven't changed.
Switch it to this, and you should be good:
virtual String ^ ToString() override { return name; }
^^^^^^^^
I have the following model:
Public Class MyModel
Public Property MyModelId As Integer
Public Property Description As String
Public Property AnotherProperty As String
End Class
Is there a method to get a property name of the Model as a string representation like the following code?
Dim propertyName as String = GetPropertyNameAsStringMethod(MyModel.Description)
So the propertyName variable has "Description" as value.
Check the Darin Dimitrov' answer on this SO thread - Reflection - get property name.
class Foo
{
public string Bar { get; set; }
}
class Program
{
static void Main()
{
var result = Get<Foo, string>(x => x.Bar);
Console.WriteLine(result);
}
static string Get<T, TResult>(Expression<Func<T, TResult>> expression)
{
var me = expression.Body as MemberExpression;
if (me != null)
{
return me.Member.Name;
}
return null;
}
}
Hope this help..
Here is a helper extension method you can use for any property:
public static class ReflectionExtensions
{
public static string PropertyName<T>(this T owner,
Expression<Func<T, object>> expression) where T : class
{
if (owner == null) throw new ArgumentNullException("owner");
var memberExpression = (MemberExpression)expression.Body;
return memberExpression.Member.Name;
}
}
However, this will only work on instances of a class. You can write a similar extension method that will operate directly on the type instead.
You need to do it using reflection.
There are already loads of posts on stack overflow like this:
How to get current property name via reflection?
Reflection - get property name
Get string name of property using reflection
Reflection - get property name
I believe that the answer will be along the lines of:
string prop = "name";
PropertyInfo pi = myObject.GetType().GetProperty(prop);
Create an extension method and then use it where needed.
Private Shared Function GetPropertyName(Of T)(exp As Expression(Of Func(Of T))) As String
Return (DirectCast(exp.Body, MemberExpression).Member).Name
End Function
have a look at this post as well.
I have solved this issue editing a bit #NiranjanKala's source example,
converting the code in vb.Net like this
<System.Runtime.CompilerServices.Extension()> _
Public Function GetPropertyName(Of T, TResult)(expression As Expression(Of Func(Of T, TResult))) As String
Dim [me] = TryCast(expression.Body, MemberExpression)
If [me] IsNot Nothing Then
Return [me].Member.Name
End If
Return Nothing
End Function
Then I am able to call the extension like this
Dim propertyName as String = GetPropertyName(Of MyModel, String)(Function(x) x.Description)
Then propertyName variable has "Description" as string value.