How to pass a String from a SWF into another SWF - string

hoping this is an easy enough question :)
Some details:
I am using Flash CS5, never touched Flex. Also the SWF that is doing the loading will be a client SWF, so hoping for a solution that could work with a simple couple of lines.
Basically inside the SWF I am working on contains just a simple string:
var theString = "theString";
trace("theString = "+theString);
Now I've been working on a test loader SWF that will load my String SWF and get the variable in the simplest way. Any thoughts? Below is my current broken code:
function loaderComplete(event:Event)
{
trace("... in loaderComplete");
getString = loader.content.toString();
trace("loader.content = "+loader.content);
trace("... getString = "+getString);
}
This is my output window:
theString = theString
... in loaderComplete
loader.content = [object MainTimeline]
... getString = [object MainTimeline]
I've searched on Stack and found similar questions, but none are exactly what I need:
tracking video files - embedding flv to swf
^ Basically what I'm trying to do as well, no answers yet
to pass variable from one swf to another swf in as3
^ sounded just like my problem, but answer was a Flex application example
pass var values from one swf to another swf who is loaded inside the firts one in AS3
^ This was close, but am not sure how to implement the chosen answer, also seems a bit more intricate then I need
Please help!

Let's clarify a bit:
1. The loader swf, we will call the parent.
2. The swf loaded by the parent we will call the child.
The Child contains a string, and you want the parent to be able to read that string>
So...
The Child must define a public variable for the string. (This means you have to use a Class file for it, since you cannot declare a property public on the timeline.)
Finally, the parent will try and get that property. You may want to wrap that in a try/catch to handle cases where the string will not be present.
Here is an example Child Class.
package
{
import flash.display.Sprite;
/**
* ...
* #author Zach Foley
*/
public class Child extends Sprite
{
public var value:String = "This is the child Value";
public function Child()
{
trace("Child Loaded");
}
}
}
And here is the parent loader class:
package
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
/**
* ...
* #author Zach Foley
*/
public class Parent extends Sprite
{
private var loader:Loader;
public function Parent()
{
trace("PArent Init");
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoaded);
loader.load(new URLRequest("child.swf"));
}
private function onLoaded(e:Event):void
{
trace("Child Loaded");
trace(loader.content['value']);
}
}
}
The Output will be:
PArent Init
Child Loaded
Child Loaded
This is the child Value

you can access variables and code from the loaded swf. First, make sure that both the loader and the loaded content use the same AVM, this means that both project use the same version of language (both as3 or both as2)
Thank in the loader complete handler:
loaderComplete(evt:Event):void{
var mc:MovieClip = loader.content as MovieClip;
if(!mc){
trace("Error loading");
return;
}
trace("Your string: " + mc.theString);
}
I haven't tested this code but it should works

Related

node/typescript: how to ensure imports with side effects are run?

I am writing a node app in typescript. I have written a class decorator #myDecorator, and the purpose of #myDecorator is such that I need to keep track of all the classes to which it's applied.
My question: how do I make sure all of those decorated classes are loaded before making use of that behavior? Some example code will help to make this more concrete:
Declaration of the decorator in file myDecorator.ts:
type ConstructorType = { new (...args: any[]): any };
// keep track of decorated classes
const registeredClasses: Map<string, ConstructorType> = new Map();
// class decorator
export function myDecorator<T extends ConstructorType>(targetConstructor: T) {
// create the modified class
const newClass = class extends targetConstructor { /* ... */ }
// register the modified class
registeredClasses.set(targetConstructor.name, newClass);
// and return it
return newClass;
}
export function doSomethingWithMyDecoratedClasses() {
//... some behavior that relies on `registeredClasses`
}
Declaration of a decorated class in file someClass.ts
import {myDecorator} from 'myDecorator.ts'
#myDecorator
class SomeClass { /* ... */ }
Making use of doSomethingWithMyDecoratedClasses in anotherFile.ts:
import { doSomethingWithMyDecoratedClasses } from 'myDecorator.ts`
//...
doSomethingWithMyDecoratedClasses()
//...
The problem is that I need to make sure that SomeClass has been added to registeredClasses before I make this call to doSomethingWithMyDecoratedClasses. And, in fact, I've written a number of such classes in my app, and I need to make sure they are all registered.
My current best understanding is that I need to call import 'someClass.ts' in anotherFile.ts (and, in fact, import all files where decorated classes are declared), so really I need to import someClass1.ts, import someClass2.ts, ...
Is that the best/only approach? Is there a recommended pattern for doing so?
Most applications have an index file that is responsible for importing the top level things. If you import doSomethingWithMyDecoratedClasses there, you'll guarantee that everything else is imported first.
An alternative would be to not call it in the root level of a module, and instead wait for an event.

Call LitElement method from outside the element

I have a simple LitElement component like so:
class MyElement extends LitElement {
constructor() {
super();
}
customMethod(data) {
// do something with the passed parameter
}
render() {
return html`<div id="element"></div>`;
}
}
customElements.define('my-element', MyElement);
And I want to be able to call that customMethod from outside of my element.
So for example if I add the element to web page like so:
<my-element></my-element>
I then want to be able to add some JavaScript to the page and call that customMethod.
I tried:
var element = document.getElementById('element');
element.shadowRoot.customMethod('example data');
But it claims it's not available... How can I call a method on an instance of LitElement?
You don't need to use shadowRoot in the call :
var element = document.getElementById('element');
element.customMethod('example data');
but you need to be able to locate your element
<my-element id='element'></my-element>
I had a very similar problem and the existing answers did not seem to fix it. The reason for my issue was caused by the fact that LIT Element scripts are exported as modules, meaning that they are loaded and executed after the initial DOM has been parsed. So if you are using a script to access the public method - make sure that it is also in a module (or you can alternatively place the code into an appropriate timeout).
So when defining an element in LIT Element as follows:
#customElement('my-element')
export class MyElement extends LitElement {
#state()
text = '';
customMethod(data) {
this.text = 'Custom method was called!';
}
render() {
return html`<div id="element">${this.text}</div>`;
}
}
And adding a script in my index.html page:
<my-element id='element'></my-element>
<script type="module">
const element = document.getElementById('element');
element.customMethod();
</script>
Make sure that the script tag contains type="module". Otherwise you will see the following error in the console: Uncaught TypeError: element.customMethod is not a function
Link to LIT Element Playground.
Also, here is a great article that explains how scripts are loaded in detail.

Haxe - Why can I not access a child's attribute without getting an error that the parent does not have the given attribute?

I've recently been getting into Haxe and just started to use HaxeFlixel to load a Tiled .TMX file.
I am creating a TiledMap object and passing it the TMX file path, then I want to iterate over the layers in that object to add them to the game scene. However when I try to access .tileArray (which is a property of TiledTileLayer) I get the following error :-
flixel.addons.editors.tiled.TiledLayer has no field tileArray
Here is the code:
package;
import flixel.FlxState;
import flixel.tile.FlxTilemap;
import flixel.addons.editors.tiled.TiledMap;
import openfl.Assets;
class PlayState extends FlxState
{
private var _tiled_map:TiledMap;
override public function create():Void
{
_tiled_map = new TiledMap("assets/data/Map1.tmx");
for(layer in _tiled_map.layers){
var layerData:Array<Int> = layer.tileArray;
}
super.create();
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
}
}
I've found the following example - http://coinflipstudios.com/devblog/?p=182 which seems to work fine for people.
So I wanted to check whether the layer object was a TiledTileLayer as it should be, or TiledLayer, with the following:
trace(Type.typeof(layer));
Which sure enough yields:
PlayState.hx:24: TClass([class TiledTileLayer])
So if it is a TiledTileLayer which has the field tileArray why is it moaning?
I had a look at the source code (https://github.com/HaxeFlixel/flixel-addons/blob/dev/flixel/addons/editors/tiled/TiledMap.hx#L135) and TiledTileLayer inherits from TiledLayer. Layers is an array of type TiledLayer, so I think this is why it is moaning. I can clearly see that the array is storing child objects of TiledLayer, but as soon as I access any props/methods of those children, it complains that the parent does not have that field? Very confusing!
To run I'm using this command: C:\HaxeToolkit\haxe\haxelib.exe run lime test flash -debug -Dfdb
Thank you!
So if it is a TiledTileLayer which has the field tileArray why is it moaning?
It may be a TiledTileLayer in this case, but that may not always be the case. layers is an Array<TileLayer> after all, so it could be a TiledObjectLayer or a TiledImageLayer as well (which don't have a tileArray field). This can nicely be seen in the code you linked. The concrete type can only be known at runtime, but the error you get happens at compile-time.
If you know for sure there won't be any object or image layers, you can just cast it to a TiledTileLayer. However, just to be safe, it's good practice to check the type beforehand anyway:
for (layer in _tiled_map.layers) {
if (Std.is(layer, TiledTileLayer)) {
var tileLayer:TiledTileLayer = cast layer;
var layerData:Array<Int> = tileLayer.tileArray;
}
}
It works without this for the tutorial you linked because it was made for an older version of flixel-addons.

Revit Api Load Command - Auto Reload

I'm working with the revit api, and one of its problems is that it locks the .dll once the command's run. You have to exit revit before the command can be rebuilt, very time consuming.
After some research, I came across this post on GitHub, that streams the command .dll into memory, thus hiding it from Revit. Letting you rebuild the VS project as much as you like.
The AutoReload Class impliments the revit IExteneralCommand Class which is the link into the Revit Program.
But the AutoReload class hides the actual source DLL from revit. So revit can't lock the DLL and lets one rebuilt the source file.
Only problem is I cant figure out how to implement it, and have revit execute the command. I guess my C# general knowledge is still too limited.
I created an entry in the RevitAddin.addin manifest that points to the AutoReload Method command, but nothing happens.
I've tried to follow all the comments in the posted code, but nothing seems to work; and no luck finding a contact for the developer.
Found at: https://gist.github.com/6084730.git
using System;
namespace Mine
{
// helper class
public class PluginData
{
public DateTime _creation_time;
public Autodesk.Revit.UI.IExternalCommand _instance;
public PluginData(Autodesk.Revit.UI.IExternalCommand instance)
{
_instance = instance;
}
}
//
// Base class for auto-reloading external commands that reside in other dll's
// (that Revit never knows about, and therefore cannot lock)
//
public class AutoReload : Autodesk.Revit.UI.IExternalCommand
{
// keep a static dictionary of loaded modules (so the data persists between calls to Execute)
static System.Collections.Generic.Dictionary<string, PluginData> _dictionary;
String _path; // to the dll
String _class_full_name;
public AutoReload(String path, String class_full_name)
{
if (_dictionary == null)
{
_dictionary = new System.Collections.Generic.Dictionary<string, PluginData>();
}
if (!_dictionary.ContainsKey(class_full_name))
{
PluginData data = new PluginData(null);
_dictionary.Add(class_full_name, data);
}
_path = path;
_class_full_name = class_full_name;
}
public Autodesk.Revit.UI.Result Execute(
Autodesk.Revit.UI.ExternalCommandData commandData,
ref string message,
Autodesk.Revit.DB.ElementSet elements)
{
PluginData data = _dictionary[_class_full_name];
DateTime creation_time = new System.IO.FileInfo(_path).LastWriteTime;
if (creation_time.CompareTo(data._creation_time) > 0)
{
// dll file has been modified, or this is the first time we execute this command.
data._creation_time = creation_time;
byte[] assembly_bytes = System.IO.File.ReadAllBytes(_path);
System.Reflection.Assembly assembly = System.Reflection.Assembly.Load(assembly_bytes);
foreach (Type type in assembly.GetTypes())
{
if (type.IsClass && type.FullName == _class_full_name)
{
data._instance = Activator.CreateInstance(type) as Autodesk.Revit.UI.IExternalCommand;
break;
}
}
}
// now actually call the command
return data._instance.Execute(commandData, ref message, elements);
}
}
//
// Derive a class from AutoReload for every auto-reloadable command. Hardcode the path
// to the dll and the full name of the IExternalCommand class in the constructor of the base class.
//
[Autodesk.Revit.Attributes.Transaction(Autodesk.Revit.Attributes.TransactionMode.Manual)]
[Autodesk.Revit.Attributes.Regeneration(Autodesk.Revit.Attributes.RegenerationOption.Manual)]
public class AutoReloadExample : AutoReload
{
public AutoReloadExample()
: base("C:\\revit2014plugins\\ExampleCommand.dll", "Mine.ExampleCommand")
{
}
}
}
There is an easier approach: Add-in Manager
Go to Revit Developer Center and download the Revit SDK, unzip/install it, the check at \Revit 2016 SDK\Add-In Manager folder. With this tool you can load/reload DLLs without having to modify your code.
There is also some additional information at this blog post.
this is how you can use the above code:
Create a new VS class project; name it anything (eg. AutoLoad)
Copy&Paste the above code in-between the namespace region
reference revitapi.dll & revitapiui.dll
Scroll down to AutoReloadExample class and replace the path to point
your dll
Replace "Mine.ExampleCommand" with your plugins namespace.mainclass
Build the solution
Create an .addin manifest to point this new loader (eg.
AutoLoad.dll)
your .addin should include "FullClassName" AutoLoad.AutoReloadExample
This method uses reflection to create an instance of your plugin and prevent Revit to lock your dll file! You can add more of your commands just by adding new classes like AutoReloadExample and point them with seperate .addin files.
Cheers

C#<-->JScript: invisible array?

I have a bit of a complex program which is giving me this apparently phantom error...
I'll start explaining with the help of this little example program I rigged that can throw my beautiful exception for anyone who runs it.
<!-- language: c# -->
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace so_redux {
static class Program {
[STAThread]
static void Main(){
CS2JS _class=new CS2JS();
}
}//class Program
class CS2JS{
public CS2JS(){
Func<String,Object> js_eval=initJS();
Object cs_ic=initCS();
string xc;
object res;
cs_ic.GetType().GetMethod("init").Invoke(cs_ic,null);
AppDomain.CurrentDomain.SetData("trespasser",cs_ic);
xc=#"function edata(fieldname:String,ival:String):Object{
var sob=System.AppDomain.CurrentDomain.GetData('trespasser');
var v1=sob.GetType().GetField(fieldname).GetValue(sob);
function HASH(s1:String,s2:String):Object{
var q1=sob.GetType().GetField(s1).GetValue(sob);
return q1.ITEM(s2);
}
var v2=v1.ITEM(ival);
return eval(v2);
}
edata('HT','foo');";
res=js_eval(xc);
// var xx;xx=new Hashtable();xx['sda']='1';eval(xx['sda']); OK
}
Func<String,Object> initJS(){
System.CodeDom.Compiler.CodeDomProvider jcc;
System.CodeDom.Compiler.CompilerParameters jcp;
System.CodeDom.Compiler.CompilerResults jcr;
System.Reflection.Assembly jas;
object jis;
string code;
Type t_ii;
code=#"#set #debug(off)
import System;
import System.Collections;
import System.Collections.Generic;
package internal_namespace{class internal_class{
public function internal_method(_code:String):Object{
return eval(_code);
}
}
}";
jcc=Microsoft.JScript.JScriptCodeProvider.CreateProvider("JScript");
jcp=new System.CodeDom.Compiler.CompilerParameters();
jcp.CompilerOptions="/fast-";
jcp.GenerateExecutable=false;
jcp.GenerateInMemory=true;
jcp.IncludeDebugInformation=false;
jcp.ReferencedAssemblies.Add("System.dll");
jcp.ReferencedAssemblies.Add("System.Core.dll");
jcp.WarningLevel=4;
jcr=jcc.CompileAssemblyFromSource(jcp,code);
jas=jcr.CompiledAssembly;
jis=jas.CreateInstance("internal_namespace.internal_class");
t_ii=jas.GetType("internal_namespace.internal_class");
return (s1)=>t_ii.InvokeMember("internal_method",System.Reflection.BindingFlags.InvokeMethod,null,jis,new object[]{s1});
}//initJS
Object initCS(){
var v1= Microsoft.CSharp.CSharpCodeProvider.CreateProvider("CSharp");
System.CodeDom.Compiler.CompilerParameters v2=new System.CodeDom.Compiler.CompilerParameters();
v2.GenerateExecutable=false;
v2.GenerateInMemory=true;
v2.IncludeDebugInformation=false;
v2.WarningLevel=4;
v2.ReferencedAssemblies.Add("System.dll");
v2.ReferencedAssemblies.Add("System.Core.dll");
string _code="public Hashtable2 HT;"+
"public void init(){"+
"HT=new Hashtable2();"+
"HT[\"foo\"]=\"1\";"+
"HT[\"bar\"]=\"HASH('HT','foo')\";"+
"}";
var v3="using System;using System.Collections;using System.Collections.Generic;"+
"namespace internal_namespace{public class Hashtable2:Hashtable{"+
"public Hashtable2():base(){} public Hashtable2(int N):base(N){}"+
"public Object ITEM(Object K){return this[K];} }"+
"[Serializable]public class internal_class{"+
"public internal_class(){}"+
_code+
"\n}}";
var v4=v1.CompileAssemblyFromSource(v2,v3);
var v5=v4.CompiledAssembly;
var v6=v5.GetType("internal_namespace.internal_class");
var v7=v5.CreateInstance("internal_namespace.internal_class");
return v7;
}//initCS
}//class CS2JS
}//namespace so_redux
The exception that is thrown is "index out of bounds", and it's thrown from JScript. The problem? It's that there is no array!
What this code is doing: first a JScript interpreter is initialized by compiling at runtime a class that "exports" an eval (one could do a dll, but in this case I didn't).
Then a C# assembly is compiled, an assembly that "exports" some user code (the variable _code in initCS is originally loaded by reading a text file).
After the initialization of the newly compiled class (the invoking of init()), I need the two assemblies (JScript and C#) to interact, so I need to pass data between them, and I thought of using AppDomain.
Note: in the C# assembly an Hashtable2 is defined because I put in there an ITEM method that one can use in alternative to the common property this[]: in this way debugging is easier (for examply by showing a holy MessageBox when accessing the values).
So, I pass the class instantiated in initCS to JScript, and JScript reads the internal Hashtable (HT). What I need to do is evaluate the data in the Hashtable, because it is supposed to be able to alter itself dynamically.
Everything works fine if I eval a string not taken from the Hashtable -- in the moment I take whatever is in the Hashtable and pass it to eval, then exceptions happen. Attention: the strings are absolutely the same (even comparing them with Equals) and they work, the difference is only from where they come from.
When the JScript function edata evals a string taken from the Hashtable, JScript says "index out of bounds", but as I was saying: I don't see any array there... (and maybe the problem is exactly that, dunno).
I admit I have my limitations in JScript, so if anybody could lend a hand to help understand WTF is going on, I would be really happy.
Temporary solution/workaround splitting the JScript function:
xc=#"function odata(fieldname:String,ival:String):Object{
var sob=System.AppDomain.CurrentDomain.GetData('trespasser');
var v1=sob.GetType().GetField(fieldname).GetValue(sob);
return v1.ITEM(ival);
}
odata('HT','bar');";
res=js_eval(xc);
xc=#"function HASH(s1:String,s2:String):Object{
var sob=System.AppDomain.CurrentDomain.GetData('trespasser');
var q1=sob.GetType().GetField(s1).GetValue(sob);
return q1.ITEM(s2);
}
eval("+res.ToString()+");";
res=js_eval(xc);
but if anybody really got any idea of why is wrong in the first example, please explain me!

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