Leave cell unchanged if condition is not met - if-statement

I need a function that will allow to recopy what is already written in a cell.
I'd call it NothingHasChanged() and I'd use this way:
In a cell chosen randomly I'd type:
if(A1="Yes"; "The cell A1 contained Yes at least once"; NothingHasChanged() )
This way i'd keep history of the cell value overtime.
I tried to do a script :
function FormulaToValueV2() {
var spreadsheet = SpreadsheetApp.getActive();
spreadsheet.getCurrentCell().offset(599, 0).activate();
spreadsheet.getCurrentCell().offset(-599, 0).copyTo(spreadsheet.getActiveRange(),
SpreadsheetApp.CopyPasteType.PASTE_VALUES, false);
spreadsheet.getCurrentCell().offset(-599, 0).activate();
spreadsheet.getCurrentCell().offset(599, 0).copyTo(spreadsheet.getActiveRange(),
SpreadsheetApp.CopyPasteType.PASTE_VALUES, false);
};
that I generated from a macro I did by copying as a value to override the formula but it throws me an error saying that I don't have the permission to "copyto".
I'm desperate actually, I'm not a programmer
Thanks for the help and stay safe
EDIT : Here is a link with no personal datas of what i'm trying to do.
https://docs.google.com/spreadsheets/d/19-Jv2kDUXxMXUid1EqDmwceZXU3w6U2Nd5uqwr3Swes/edit#gid=0
As you can see, i'd like to overcome the circular reference problem : if the condition is not met, you don't change the value that was in the cell. This way, i can keep track of the datas contained in "actual Day" into "saved Days".

Related

'identifier undefined' in C++11 for-loop with USTRUCT

I am implementing logging functionality in Unreal Engine 4.27 (in C++). A key part of my code is a function that is called once per game-tick. This function is responsible for iterating over an array of actors that I would like to log data for, checking whether a new log entry should be written at this point in time and calling the necessary functions to do that.
I am iterating over elements of a TArray of UStructs: LogObject->LoggingInfo = TArray<FActorLoggingInformation>. This array is defined as a UProperty of LogObject. In the loop I have to change the values of the elements so I want to work with the original items and "label" the current item as "ActorLoggingInfo". I have seen this done generally in cpp and also with TArrays. And yet my code does not work, there is no error message, but ActorLoggingInfo is undefined, thus the if-condition is never met.
This is the for-loop:
for (FActorLoggingInformation& ActorLoggingInfo : LogObject->LoggingInfo) {
if (ActorLoggingInfo.LogNextTick == true) {
ActorLoggingInfo.LogNextTick = false;
...
}
...
}
This is the definition of FActorLoggingInformation:
USTRUCT(BlueprintType)
struct FActorLoggingInformation
{
GENERATED_BODY()
public:
FActorLoggingInformation()
{
}
FActorLoggingInformation(int32 LogTimer, AActor* Actor, FString LogName)
{
this->LogTimer = LogTimer;
this->LogNextTick = false;
...
}
// Specifies Logging Frequency in ms
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
int32 LogTimer;
bool LogNextTick;
...
};
This is the debugger at run-time:
Additional Notes:
1. Something that consistently works for me is omitting the &, using:
for (FActorLoggingInformation ActorLoggingInfo : LogObject->LoggingInfo)
However, this is creating useless duplicates on a per-tick basis and complicates applying changes to the original objects from within in the for-loop, so it is not a viable option.
2. I have also tried auto& instead of FActorLoggingInformation& as used in the examples above, but I encountered the same issue, so I thought it would be best to be as explicit as possible.
I would be very thankful if you had any ideas how I can fix this :)
Thanks in advance!
Thanks to Avi Berger for helping me find my problem!
In fact, ActorLoggingInfo was actually never undefined and the code within the body of the if-clause was also executed (it just didn't do what it was intended to do).
When stepping through the code in the debugger it never showed the steps within the if-body and ActorLoggingInfo was shown as undefined so when no logs were written, I assumed it was something to do with that instead of my output function not working properly. So lesson learnt, do not blindly trust the debugger :)

How to check for existence of object in Roblox with lua?

I am trying to code a gui that is dynamically assigned. I have four teams. I am getting stuck at a certain point. I want to make a function that, when a player joins the game, checks if the other teams have already scored to update their labels. It looks like this:
local function updateAllLabelsLateArrival(redPoints, bluePoints, yellowPoints, greenPoints)
game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyRedTeam.Points.Text = redPoints
game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyBlueTeam.Points.Text = bluePoints
game.Players.LocalPlayer.PlayerGui.ScreenGui.NewYellerTeam.Points.Text = yellowPoints
game.Players.LocalPlayer.PlayerGui.ScreenGui.LimeGreenTeam.Points.Text = greenPoints
end
The function is remotely triggered from a server-side script when a player joins. The problem I have is that not all four labels might exist. Suppose a green team player joins in when there is only a red team player already playing. It will come back with the error
ReallyBlueTeam is not a valid member of ScreenGui
I thought wrapping each line in an if statement to check if the label exists, like so:
if game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyRedTeam then game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyRedTeam.Points.Text = redPoints end
But this is giving the same error. So my question is, how do I check that a label has been created before updating the points? thanks
Assuming this is a localcsript, you can use WaitForChild() which will yield until the label has been created!
game.Players.LocalPlayer.PlayerGui:WaitForChild("ScreenGui"):WaitForChild("ReallyRedTeam"):WaitForChild("Points").Text = redPoints
More information about WaitForChild here!
Alternatively, if you don't know for definite they will be created, you can use FindFirstChild. This won't yield.
if game.Players.LocalPlayer.PlayerGui.ScreenGui:FindFirstChild("ReallyRedTeam") then
print("it exists")
end
More information about FindFirstChild here!
Hope that helps!
If you want them all on one line each then the best to use would be FindFirstChild() as #jjwood1600 has said. I would also recommend making use of a variable to shorten your GUI paths as you can see below:
local function updateAllLabelsLateArrival(redPoints, bluePoints, yellowPoints, greenPoints)
local userGui = game.Players.LocalPlayer.PlayerGui.ScreenGui
if userGui:FindFirstChild("ReallyRedTeam") then userGui.ReallyRedTeam.Points.Text = redPoints end
if userGui:FindFirstChild("ReallyBlueTeam") then userGui.ReallyBlueTeam.Points.Text = bluePoints end
if userGui:FindFirstChild("NewYellerTeam") then userGui.NewYellerTeam.Points.Text = yellowPoints end
if userGui:FindFirstChild("LimeGreenTeam") then userGui.LimeGreenTeam.Points.Text = greenPoints end
end
In normal Lua you can indeed do the if statements the way you did where you don't use FindFirstChild but Roblox's own version RBX.Lua doesn't.

list package `MoveToFront` not working for me

New to Go and building a simple LRU cache in Go to get used to syntax and Go development.
Having an issue with the MoveToFront list method, it fails on the following check in the MoveToFront body
if e.list != l || l.root.next == e
I want to move the element (e) to the front of the list when I retrieve it from cache , like this
if elem, ok := lc.entries[k]; ok {
lc.list.MoveToFront(elem) // needs fixing
return elem
}
return nil
The Code can be seen here on line 32 the issue occurs
https://github.com/hajjboy95/golrucache/blob/master/lru_cache/lrucache.go#L32
There seem to be two problems, to me. First, this isn't how the List data type is meant to be used: lc.list.PushFront() will create a List.Element and return a pointer to it. That's not fatal, but at the least, it is kind of annoying—the caller has to dig through the returned List.Element when using Get, instead of just getting the value.
Meanwhile, presumably the failure you see is because you remove elements in Put when the LRU-list runs out of space, but you don't remove them from the corresponding map. Hence a later Put of the just-removed key will try to re-use the element in place, even though the element was removed from the list. To fix this, you'll need to hold both key and value. (In my simple experiment I did not see any failures here, but the problem became clear enough.)
I restructured the code somewhat and turned it into a working example on the Go Playground. I make no promises as to suitability, etc.

SCIP: How to resolve LP after catching a 'node infeasibility' event,

I have a working column generation algorithm in SCIP. Due to specific constraints that I include while generating columns, it might happen that the last pricing round determines that the root node is infeasible (by the Farkas pricer of course).
In case that happens, I would like to 1) relax those specific constraints, 2) resolve the LP, and 3) start pricing columns again.
So, I have created my own EventHandler class, catching the node infeasibility event:
SCIP_DECL_EVENTINITSOL(EventHandler::scip_initsol)
{
SCIP_CALL( SCIPcatchEvent(scip_, SCIP_EVENTTYPE_NODEINFEASIBLE, eventhdlr, NULL, NULL));
return SCIP_OKAY;
}
And, corresponding, the scip_exec virtual method:
SCIP_DECL_EVENTEXEC(EventHandler::scip_exec)
{
double cur_rhs = SCIPgetRhsLinear(scip_, *d_varConsInfo).c_primal_obj_cut);
SCIPchgRhsLinear (scip_, (*d_varConsInfo).c_primal_obj_cut, cur_rhs + DELTA);
return SCIP_OKAY;
}
Where (*d_varConsInfo).c_primal_obj_cut is the specific constraint to be changed, DELTA is a global parameter, and cur_rhs is the current right hand side of the specific constraint. This function is neately called after the node infeasibility proof, however, I do not know how to 'tell' scip that the LP should be resolved and possible new columns should be included. Can somebody help me out with this?
When the event handler catches the NODEINFEASIBLE event, it is already too late to change something about the infeasibility of the problem, the node processing is already finished. Additionally, you are not allowed to change the rhs of a constraint during the solving process (because this means that reductions done before would potentially be invalid).
I would suggest the following: if your Farkas pricing is not able to identify new columns to render the LP feasible again, the node will be declared to be infeasible in the following. Therefore, at the end of Farkas pricing (if you are at the root node), you could just price an auxiliary variable that you add to the constraint that you want to relax, with bounds corresponding to your DELTA. Note that you need to have marked the constraint to be modifiable when creating it. Then, since a variable was added, SCIP will trigger another pricing round.
maybe you should take a look into the PRICERFARKAS method of SCIP (https://scip.zib.de/doc/html/PRICER.php#PRICER_FUNDAMENTALCALLBACKS).
If the current LP relaxation is infeasible, it is the task of the
pricer to generate additional variables that can potentially render
the LP feasible again. In standard branch-and-price, these are
variables with positive Farkas values, and the PRICERFARKAS method
should identify those variables.

What is valPtr in ctor of wxTextValidator good for?

I'm using a simple numeric text validator wxTextValidator along with a wxTextControl. I wonder what the 2nd parameter is good for:
wxTextValidator(long style = wxFILTER_NONE, wxString* valPtr = NULL)
I simply passed the reference to a member variable:
myTextControl_->SetValidator( wxTextValidator(wxFILTER_NUMERIC, &myValue_) );
I'm using wxWidgets 2.8.12, from the documentation I figured that the myValue_ variable would receive the validated content of the text control, but this does not happen in my application.
Am I doing something wrong or does the valPtr parameter not receive the content of the text control?
The myvalue_ variable should receive the value entered if you call wxValidator::Validate or wxValidator::TransferFromWindow. This happens automatically if you close the dialog with the default OnOK() handler. Otherwise you have to do it yourself.
Ravenspoint has already answered the initial question but I'd just like to add that wxValidator can be used either for validating or for data transfer -- or for both at once. In fact, some validators, such as wxGenericValidator are only used for data transfer (it doesn't make much sense to validate a check box or a radio button!). So the name of this class is somewhat misleading as it describes at most half, and probably less than that, of its uses.