How to assign a global variable in Chromium? - c++

My goal is to pass a launch parameter to the startup method (WinMain), which will declare the contents of this parameter a global variable. Example chromium.exe --my-parameter parameter-data. Now, let's imagine I took this input data and assigned it to a variable string called myParameter. How do I make this variable accessible to the rest of the .cc files? The reason I need this is to differentiate between different instances of the browser (running simultaneously) inside the code, as the launch parameter will be a unique identifier for that session.

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Drupal preprocess_page variable passed to commerce-product-title.tpl.php does not load

I pass a variable in preprocess_page to the template files, so I think.
$vars['merk']=$merk;
It works fine when I call the variable in page.tpl.php . But when I call that variable in commerce-product-title.tpl.php it does not load, it returns null. I cannot find how to pass that variable to this tpl.php file.
Presuming that template is only used when displaying a product, which is a different entity to a page.
Try altering the vars in the product hook instead:
function hook_preprocess_commerce_product(&$vars) {
$vars['merk']=$merk;
}

Lazy evaluation of Lauterbach macro - is it possible?

I'm currently writing some kind of a "skeleton" for tests to be performed using Lauterbach scripts.
In this skeleton I want to have a part in which all test specific definitions shall be done, e.g. functions to set breaks on, variables to be altered etc. This part shall be just near the top of the script file, so that other users do not have to go through the complete script file, changing values here and there.
Some of the variables that'll be used are defined function-local within the C-code to be tested. So, these become available to the Lauterbach script only once the scope of that function has been entered - which is deeply within the skeleton script code.
Is there a way to define a macro for these variables just way before the scope has been entered?
Let's give some example structure:
LOCAL &funcToTest // the function we want to test
LOCAL &varToBeSet // a variable within the function we want to alter
LOCAL &valueToBeSet // the value we want to set &varToBeSet to
... // some more definitions here
&funcToTest=someFunc
&varToBeSet=status
&valueToBeSet=1
... // some test code following here that sets up log files, screen areas
... // start the program to be tested etc.
IF (Register(PC)==ADDRESS.OFFSET(&funcToTest))
(
// OK - we've hit the breakpoint inside the function to test
... // Run to some point where we can set the local variable
Var.Set &varToBeSet=&valueToBeSet
... // Go on with the program and see what happens - this will be logged
)
The problem is that Lauterbach complains at the line &varToBeSet=status
with Symbol not found in this context - which is correct, because it is a local variable.
Looking at the symbols via View->Symbols->SymbolsTreeView (or by giving the command Symbol.List.Tree) I can find the symbol (in this particular case found under the node some_module.some_function.status). Clicking on it gives the information in the TRACE32 status status line \\some_app\some_module\some_func\status with type (auto STATUS), scope local, location stack.
Changing my script to read &varToBeSet=\\some_app\some_module\some_func\status instead of &varToBeSet=status, however, does not help much. In this case Lauterbach complains with no access to that symbol.
Is there a way, I can delay evaluation of the macro to some point where it is actually used instead of having it evaluated when it is defined?
Use quotes:
&varToBeSet="\\some_app\some_module\some_func\status"

Efficient way to pass gui variables to classes?

I'm using the program Maya to make a rather large project in python. I have numerous options that will be determined by a GUI and input by the user.
One example of an option is what dimensions to render at. However I did not make a GUI yet and am still in the testing faze.
What I ultimately want is a way to have variables be able to be looked up and used by various classes/methods within multiple modules. And also that there be a way that I can test all the code without having an actual GUI.
Should I directly pass all data to each method? My issue with this is if method foo relies on variable A, but method bar needs to call foo, it could get real annoying passing these variables to Foo from everywhere its called.
Another way I saw was passing all variables through to each class instance itself and using instance variables to access. But what if an option changes, then i'd have to put reload imports every time it runs.
For testing what I use now is a module that gets variables from a config file with the variables, and i import that module and use the instance variables throughout the script.
def __init__(self):
# Get and assign all instance variables.
options = config_section_map('Attrs', '%s\\ui_options.ini' %(data_path))
for k, v in options.items():
if v.lower() == 'none':
options[k] = None
self.check_all = int(options['check_all'])
self.control_group = options['control_group']
Does anyone have advice or can point me in the right direction dealing with getting/using ui variables?
If the options list is not overly long and won't change, you can simply set member variables in the class initializer, which makes the initialization easy for readers to understand:
class OptionData(object):
def __init___(self):
#set the options on startup
self.initial_path = "//network"
self.initial_name = "filename"
self.use_hdr = True
# ... etc
If you expect the initializations to change often you can split out the initial values into the constructor for the class:
class OptionData(object):
def __init___(self, path = "//network", name = "filename", hdr=True)
self.initial_path = path
self.initial_name = name
self.use_hdr = hdr
If you need to persist the data, you can fill out the class reading the cfg file as you're doing, or store it in some other way. Persisting makes things harder because you can't guarantee that the user won't open two Maya's at the same time, potentially changing the saved data in unpredictable ways. You can store per-file copies of the data using Maya's fileInfo.
In both of these cases I'd make the actual GUI take the data object (the OptionData or whatever you call yours) as an initializer. That way you can read and write the data from the GUI. Then have the actual functional code read the OptionData:
def perform_render(optiondata):
#.... etc
That way you can run a batch process without the gui at all and the functional code will be none the wiser. The GUI's only job is to be a custom editor for the data object and then to pass it on to the final function in a valid state.

Firemonkey: How to iterate through all forms in the application using TScreen.Forms

I am attempting to iterate through the forms I have open in my application. I have found the documentation for FMX.Forms.TScreen.Forms, which looks like it can be used to accomplish my goal. However, I am confused on how I am supposed to use it.
At first I tried this in a function within my form's CPP file:
ShowMessage( Forms::TScreen::FormCount );
This produced the error 'Member TScreen::FormCount cannot be used without an object'
I figured that to mean that I need to attempt to access this property from my form, or from the global Application variable. I tried both
this->Forms...
Application->Forms...
and
this->TScreen...
Application->TScreen...
However, neither Forms nor TScreen exist within either of these objects.
How do I go about accessing Forms.TScreen.Forms?
The error gives you a clue:
Member TScreen::FormCount cannot be used without an object
TScreen is a class, not an object. FormCount is not a static member of the class, so you need an object instance of the TScreen class. And such an object is provided for you - the global Screen object:
ShowMessage( Screen->FormCount );
This is stated in the documentation:
FMX.Forms.TScreen
There is a global variable, Screen, of type TScreen, which is instantiated for use by any application with a GUI. Use Screen to obtain information about the current state of the screen in an application.
FMX.Forms.Screen
extern DELPHI_PACKAGE TScreen* Screen;
Here's what works well:
ShowMessage(Screen->FormCount);
Screen is a global object, like Application. The compiler said that FormCount is not static method or smth.

ColdFusion function variable name and CfBuilder

I need to call a function of an object and pass it a variable. Because I need to make multiple call to function of this object I've tried to make one only handler that invoke the specific function by the form value I pass it. The code works, but CFBuilder show me that there is an error (missing semicolon on the last row). I'm on Railo.
local.myReport = seoUtility.init();
local.func = form.action;
local.report = local.myReport[local.func](form.user);
So the question is: this code is correct? I could simply ignore the cfbuilder error icon?
If you don't want CFBuilder to nag you about the syntax, you can change to this:
local.myReport = seoUtility.init();
local.func = local.myReport[form.action];
local.myReport.func = local.func;
local.report = local.myReport.func(form.user);
This sets local.func to the instance of seoUtility as a reference to the actual function you want to call, preserving its relationship to the parent object. This way the offending []() syntax isn't needed.
However, this only works if seoUtility.init() is returning a fresh instance every time, as opposed to a singleton shared by the application, in which case there would be a race condition on all calls to local.myReport.func().