React Native arrow functions and 'if' statements - if-statement

I have just been schooled on arrow functions, and how they can aid with visibility when you start using sub-functions on React Native and globally accessible objects.
I am not sure if this is different for "if" statements, but I can't get this to work at all. The issue:
myFunction() {
console.log('Welcome Flag: ' + this.props.welcomeFlag);
if (this.props.welcomeFlag == false) {
this.props.dispatch(setWelcomeFlag(true));
showMessage('Welcome back, ' + this.props.userName + '!', { duration: 3000 });
}
}
In this example, the console logs the initial value of welcomeFlag, which is "false". I would then like to, if it is false, display a message to the user and set it to true. Super simple stuff.
It falls over here:
this.props.dispatch(setWelcomeFlag(true));
Because my if statement is not an arrow statement.
Except I can't get the arrow statement to work for if statements. It is working for other kinds of statements, but just not for these.
I have tried the answers listed here:
How to use if-else condition in arrow function in JavaScript?
But none of these work.
How can I fix it?

myFunction() is a class level function. Binding anything to this is referring a class itself, therefore you need to bind it to access this property, otherwise you won't be able to access the class level props.
Although there are many ways to bind this as explained here, but the simplest one would be to use the shorthand arrow syntax as
myFunction = () =>

Related

Calling methods dynamically (Crystal-lang)

I understand that this may be a duplicate of Any equivalent of Ruby's public_send method?. I'd like to explain what I am doing, and perhaps someone could advice.
I've been porting a ruby app over the last few days to learn Crystal. I've had to cut out a lot of functionality due to lack of send but today I've hit a main artery in my program.
I have a Hash which contains keystroke as key, and method as value. Based on what key is struck, the appropriate method is called. This obviously uses the send to implement the same.
From the linked question, I understand that Crystal is compiled so dynamic method calls are not permitted. However, if you look at the Vim editor, a user can map keys to methods, too. And vi(m) is written in C.
I am wondering if I missed something.
I know I could probably hardcode a switch statement with each key and call the appropriate method, but that still does not allow the user to assign a key to a method. Is there any alternative to this very large switch-case method ?
(I am guessing that rather than check the key in the when part, I would check the binding and call the method.
binding = #bindings[key]
case binding
when :up
up
when :down
down
when .....
else
end
Any better solution ?
I'm not sure that this way most simple and convenient (perhaps more experienced developers will correct me below) but i would use the Proc:
def method1
puts "i'm method1"
end
def method2
puts "i'm method2"
end
def method3
puts "i'm method3"
end
hash = {
"ctrl": -> { method1 },
"shift": -> { method2 },
"alt": -> { method3 }
}
binding = ["ctrl", "shift", "alt"].sample
hash[binding].call #=> i'm method2
See working example

c++ best way to realise global switches/flags to control program behaviour without tying the classes to a common point

Let me elaborate on the title:
I want to implement a system that would allow me to enable/disable/modify the general behavior of my program. Here are some examples:
I could switch off and on logging
I could change if my graphing program should use floating or pixel coordinates
I could change if my calculations should be based upon some method or some other method
I could enable/disable certain aspects like maybe a extension api
I could enable/disable some basic integrated profiler (if I had one)
These are some made-up examples.
Now I want to know what the most common solution for this sort of thing is.
I could imagine this working with some sort of singelton class that gets instanced globally or in some other globally available object. Another thing that would be possible would be just constexpr or other variables floating around in a namespace, again globally.
However doing something like that, globally, feels like bad practise.
second part of the question
This might sound like I cant decide what I want, but I want a way to modify all these switches/flags or whatever they are actually called in a single location, without tying any of my classes to it. I don't know if this is possible however.
Why don't I want to do that? Well I like to make my classes somewhat reusable and I don't like tying classes together, unless its required by the DRY principle and or inheritance. I basically couldn't get rid of the flags without modifying the possible hundreds of classes that used them.
What I have tried in the past
Having it all as compiler defines. This worked reasonably well, however I didnt like that I couldnt make it so if the flag file was gone there were some sort of default settings that would make the classes themselves still operational and changeable (through these default values)
Having it as a class and instancing it globally (system class). Worked ok, however I didnt like instancing anything globally. Also same problem as above
Instancing the system class locally and passing it to the classes on construction. This was kinda cool, since I could make multiple instruction sets. However at the same time that kinda ruined the point since it would lead to things that needed to have one flag set the same to have them set differently and therefore failing to properly work together. Also passing it on every construction was a pain.
A static class. This one worked ok for the longest time, however there is still the problem when there are missing dependencies.
Summary
Basically I am looking for a way to have a single "place" where I can mess with some values (bools, floats etc.) and that will change the behaviour of all classes using them for whatever, where said values either overwrite default values or get replaced by default values if said "place" isnt defined.
If a Singleton class does not work for you , maybe using a DI container may fit in your third approach? It may help with the construction and make the code more testable.
There are some DI frameworks for c++, like https://github.com/google/fruit/wiki or https://github.com/boost-experimental/di which you can use.
If you decide to use switch/flags, pay attention for "cyclometric complexity".
If you do not change the skeleton of your algorithm but only his behaviour according to the objets in parameter, have a look at "template design pattern". This method allow you to define a generic algorithm and specify particular step for a particular situation.
Here's an approach I found useful; I don't know if it's what you're looking for, but maybe it will give you some ideas.
First, I created a BehaviorFlags.h file that declares the following function:
// Returns true iff the given feature/behavior flag was specified for us to use
bool IsBehaviorFlagEnabled(const char * flagName);
The idea being that any code in any of your classes could call this function to find out if a particular behavior should be enabled or not. For example, you might put this code at the top of your ExtensionsAPI.cpp file:
#include "BehaviorFlags.h"
static const enableExtensionAPI = IsBehaviorFlagEnabled("enable_extensions_api");
[...]
void DoTheExtensionsAPIStuff()
{
if (enableExtensionsAPI == false) return;
[... otherwise do the extensions API stuff ...]
}
Note that the IsBehaviorFlagEnabled() call is only executed once at program startup, for best run-time efficiency; but you also have the option of calling IsBehaviorFlagEnabled() on every call to DoTheExtensionsAPIStuff(), if run-time efficiency is less important that being able to change your program's behavior without having to restart your program.
As far as how the IsBehaviorFlagEnabled() function itself is implemented, it looks something like this (simplified version for demonstration purposes):
bool IsBehaviorFlagEnabled(const char * fileName)
{
// Note: a real implementation would find the user's home directory
// using the proper API and not just rely on ~ to expand to the home-dir path
std::string filePath = "~/MyProgram_Settings/";
filePath += fileName;
FILE * fpIn = fopen(filePath.c_str(), "r"); // i.e. does the file exist?
bool ret = (fpIn != NULL);
fclose(fpIn);
return ret;
}
The idea being that if you want to change your program's behavior, you can do so by creating a file (or folder) in the ~/MyProgram_Settings directory with the appropriate name. E.g. if you want to enable your Extensions API, you could just do a
touch ~/MyProgram_Settings/enable_extensions_api
... and then re-start your program, and now IsBehaviorFlagEnabled("enable_extensions_api") returns true and so your Extensions API is enabled.
The benefits I see of doing it this way (as opposed to parsing a .ini file at startup or something like that) are:
There's no need to modify any "central header file" or "registry file" every time you add a new behavior-flag.
You don't have to put a ParseINIFile() function at the top of main() in order for your flags-functionality to work correctly.
You don't have to use a text editor or memorize a .ini syntax to change the program's behavior
In a pinch (e.g. no shell access) you can create/remove settings simply using the "New Folder" and "Delete" functionality of the desktop's window manager.
The settings are persistent across runs of the program (i.e. no need to specify the same command line arguments every time)
The settings are persistent across reboots of the computer
The flags can be easily modified by a script (via e.g. touch ~/MyProgram_Settings/blah or rm -f ~/MyProgram_Settings/blah) -- much easier than getting a shell script to correctly modify a .ini file
If you have code in multiple different .cpp files that needs to be controlled by the same flag-file, you can just call IsBehaviorFlagEnabled("that_file") from each of them; no need to have every call site refer to the same global boolean variable if you don't want them to.
Extra credit: If you're using a bug-tracker and therefore have bug/feature ticket numbers assigned to various issues, you can creep the elegance a little bit further by also adding a class like this one:
/** This class encapsulates a feature that can be selectively disabled/enabled by putting an
* "enable_behavior_xxxx" or "disable_behavior_xxxx" file into the ~/MyProgram_Settings folder.
*/
class ConditionalBehavior
{
public:
/** Constructor.
* #param bugNumber Bug-Tracker ID number associated with this bug/feature.
* #param defaultState If true, this beheavior will be enabled by default (i.e. if no corresponding
* file exists in ~/MyProgram_Settings). If false, it will be disabled by default.
* #param switchAtVersion If specified, this feature's default-enabled state will be inverted if
* GetMyProgramVersion() returns any version number greater than this.
*/
ConditionalBehavior(int bugNumber, bool defaultState, int switchAtVersion = -1)
{
if ((switchAtVersion >= 0)&&(GetMyProgramVersion() >= switchAtVersion)) _enabled = !_enabled;
std::string fn = defaultState ? "disable" : "enable";
fn += "_behavior_";
fn += to_string(bugNumber);
if ((IsBehaviorFlagEnabled(fn))
||(IsBehaviorFlagEnabled("enable_everything")))
{
_enabled = !_enabled;
printf("Note: %s Behavior #%i\n", _enabled?"Enabling":"Disabling", bugNumber);
}
}
/** Returns true iff this feature should be enabled. */
bool IsEnabled() const {return _enabled;}
private:
bool _enabled;
};
Then, in your ExtensionsAPI.cpp file, you might have something like this:
// Extensions API feature is tracker #4321; disabled by default for now
// but you can try it out via "touch ~/MyProgram_Settings/enable_feature_4321"
static const ConditionalBehavior _feature4321(4321, false);
// Also tracker #4222 is now enabled-by-default, but you can disable
// it manually via "touch ~/MyProgram_Settings/disable_feature_4222"
static const ConditionalBehavior _feature4222(4222, true);
[...]
void DoTheExtensionsAPIStuff()
{
if (_feature4321.IsEnabled() == false) return;
[... otherwise do the extensions API stuff ...]
}
... or if you know that you are planning to make your Extensions API enabled-by-default starting with version 4500 of your program, you can set it so that Extensions API will be enabled-by-default only if GetMyProgramVersion() returns 4500 or greater:
static ConditionalBehavior _feature4321(4321, false, 4500);
[...]
... also, if you wanted to get more elaborate, the API could be extended so that IsBehaviorFlagEnabled() can optionally return a string to the caller containing the contents of the file it found (if any), so that you could do shell commands like:
echo "opengl" > ~/MyProgram_Settings/graphics_renderer
... to tell your program to use OpenGL for its 3D graphics, or etc:
// In Renderer.cpp
std::string rendererType;
if (IsDebugFlagEnabled("graphics_renderer", &rendererType))
{
printf("The user wants me to use [%s] for rendering 3D graphics!\n", rendererType.c_str());
}
else printf("The user didn't specify what renderer to use.\n");

Angular js directive dynamic template binding

I have a template which looks like:
scope:{
localClickFunc: "&click",
myLocalDbClickFunc: "&dblclick"
} ...
<myButton ng-click="localClickFunc($event)" ng-doubleckick="myLocalDbClickFunc($event)"/>
there are many other events (mouseover etc)
my localClickFunc are binded in scope directive with controller functions(they could be binded with "=" for my case It doesn't matter).
The problem is that in the usage of this 'myButton' directive not all attributes are necessary .If I use it with all the other events will get registered and fired through angular to a noop function.
I can have as many as 1000 buttons on the screen .What would be the solution to this ?. Are there conditional templates ?
The ? in the scope binding definition makes the attribute optional.
However, function bindings (&) are always optional, as far as Angular is concerned. I.e. Angular will not complain if you do not specify a function in this binding and it will put a function in the scope of the directive anyway. So you cannot write if( scope.localClickFunc == null ) to check for its existence.
I would suggest to use the optional binding =? to specify the callbacks. This way you will be able to check the scope for the existence of the binding and, only if it exists, bind it to the actual DOM event. Example code:
scope:{
localClickFunc: "=?click",
localDbClickFunc: "=?dblclick"
},
link: function(scope, element, attrs) {
...
if( scope.localClickFunc != null ) {
element.on("click", scope.localClickFunc);
}
...
}
Then use the directive as:
<myButton click="localClickFunc($event)"
dblclick="myLocalDbClickFunc($event)"
/>
You can specify any or all of the attributes and the handlers will be installed accordingly.
u can send the attr like say the directive name is mydir then and then in the link and compile functions one of the 3rd parameter is usually names as params and u get there by params.mydir (value will be ovidiu). you can send anything textbased like ';' seperated like "click;dbclick;onmouseout" and break it in the directive with params.mydir.split(';'). from there you can even go to groups of events like "allClicks", u just need in the link some dictionary or switch that will append the right stuff.

Visual Studio Breakpoint Macro to modify a value?

I'm debugging an application (C++), and I've found a point in the code where I want to change a value (via the debugger). So right now, I've got a breakpoint set, whereupon I do:
Debugger reaches breakpoint
I modify the variable I want to change
I hit F5 to continue running
lather, rinse, repeat
It's hitting this breakpoint a lot, so I would like to automate this. I would like to set the Breakpoint to run a macro, and continue execution.
However, I have no experience writing VisualStudio macros, so I don't know the commands for modifying a variable of the executing program. I've looked around, but haven't found anything helpful online so far.
I found how to do this with a macro. Initially, I tried using Ctrl-Shift-R to record a macro of keystrokes, but it stopped recording when I did Ctrl-Alt-Q. But I was able to edit the macro to get it to work. So here's what I did, in case anyone else wants to do something similar.
Tools -> Macros -> Macro Explorer
Right Click -> New macro
Public Module RecordingModule
Sub setvalue()
DTE.Debugger.ExecuteStatement("variable_name=0")
End Sub
End Module
This macro will execute the assignment statement, setting my variable (in this case, making it a NULL pointer).
Right Click on a BreakPoint -> When Hit...
Check "Run a macro"
Select Macros.MyMacros.RecordingModule.setvalue
Check "Continue execution"
Click OK
Then, I was able to run my program, automatically adjusting a pointer to NULL as it went. This was very useful for testing, and did not require recompiling.
Looking for similar today and found that you can also use the 'Print a message:' option instead of a macro. Values from code can be printed by placing them inside {}. The key is that VS will also evaluate the content as an expression - so {variable_name=0} should achieve the same as the macro example.
If you are think of a macro in the same way as Microsoft excel, then you're out of luck. It doesn't quite work that way.
In C++, a macro refers to a small inline function created with #define. It is a preprocessor, so a macro is like using a replace on all its references with its body.
For example:
#define add(a,b) ((a)+(b))
int main() {
int a=3, b=4, c=5, d=6, e, f;
d = add(a,b);
e = add(c,d);
}
Would like to the c++ compiler as:
int main() {
int a=3, b=4, c=5, ...;
d = ((a)+(b));
e = ((c)+(d));
}
Now, back to your question. If the variable is within scope at this breakpoint, just set it from within your code:
myVar = myValue;
If it is not, but it is guaranteed to exist, you may need a little hack. Say that this variable is an int, make a global int pointer. If this variable is static, make sure to set it to its address, and back to NULL inside it's scope. If it is dynamic, you may need some extra work. Here is an example:
int* globalIntPointer;
void func() {
*globalIntPointer = 3;
//...
}
int main() {
int a = 5;
globalIntPointer = &a;
func();
//...
globalIntPointer = NULL; // for safety sake
return 0;
}
You can execute a VS macro when a breakpoint is hit (open the breakpoints window, right click on the breakpoint in question, and select "When Hit..." off the popup menu). I'm less certain about writing a macro that modifies a variable of the program under debug though -- I've never done that, and a quick try with attempting to record a macro to do it doesn't seem to work (all it records is activating the right window, not changing the value).
Select "Condition..." and write an assignment for the variable in question in the "Condition:" textbox. This will naturally resolve to "true" with it not being an actual conditional test. Therefore, the breakpoint is never hit, and your variable has been set accordingly.

Error while calling member function

Hi I have just started using C++ today, and I am working on checkboxes. I have tried using CheckBox1->Checked in an if statement or whatever, but it isn't working.
The error is:
Error 2 error C2227: left of '->Checked' must point to class/struct/union/generic type
EDIT: The Code is:
void function ()
{
if (1001->Checked)
{
Sleep(2000);
}
}
Without seeing some of your code, it's very difficult to offer targeted assistance.
However, that error message usually comes about because the item you're de-referencing is not a pointer.
Check to ensure it's of the correct type. It should be something along the lines of:
tCheckBox *CheckBox1;
One possibility is that you've declared it not as a pointer to the checkbox but as a checkbox itself:
tCheckBox CheckBox1;
Note the lack of the asterisk there that would otherwise mark it as a pointer. In that case, you would use CheckBox1.Checked rather than CheckBox1->Checked, if it's allowed by the framework (this isn't standard C++ since that beast has no concept of GUI libraries).
If that doesn't help, please post the code so we can offer better suggestions.
Update:
if (1001->Checked) ?????
1001 is not a pointer - it's not a variable of any description, it's an integer constant.
You need to declare and use a variable of some description. First step is, I think, to read up on the documentation for your framework and/or get some sample code that does compile and work, basing your initial work of that.
Use CButton::GetCheck() to determine the state of the checkbox - like so...
CButton* pButton = (CButton*) GetDlgItem(IDC_CHECKBOX_RESOURCE_ID);
if ( BST_CHECKED == pButton->GetCheck() )
{
// button is checked
}