In kernel operations, an OpKernelConstruction pointer is given to the OpKernel constructor, for example
I would like to change some attributes in the context before passing it to the parent constructor.
For example, something like
explicit StreamQueueOp(OpKernelConstruction* context) :
TypedQueueOp(private_modifying_method(context))
But it appears in the description of OpKernelConstruction, that no modifying method exists. Is there a way to modify it?
EDIT:
I want to modify the attributes because I am attempting to make a FIFOQueue that pulls data from a database. I only want the user to have to specify the data stream id and then the queue would hit the database for the shape and type of the data. As such, I want to modify the context to add the shape and type info after I get it from the DB, but before I pass the context onto the base class. The base class makes use of shape and type, so I need to make sure it is in correspondence with the DB.
Related
I have a game object (a cube, let's say) which exists in the scene, and I want it to have an injectable component. I want to be able to say, for example: My cube has an IShotFirer member, which can resolve to either a BoomShotFirer or a BangShotFirer MonoBehavior component, both of which implement IShotFirer. When binding happens, I want this component to be added to the cube object.
public class CubeBehavior : MonoBehaviour
{
[Inject]
private IShotFirer shotFirer;
}
Is it possible to do this without 1) needing an existing prefab which contains one of these Bang/Boom components, or 2) needing an existing scene object which has one of these components attached?
In other words, I want to be able to dynamically add the component to my game object depending on the bindings, and not relying on anything other than the script files which define either BoomShotFirer or BangShotFirer. But the docs seem to imply that I need to find an existing game object or prefab (e.g. using .FromComponentsInChildren(), etc.)
Is it possible to do this without 1) needing an existing prefab which
contains one of these Bang/Boom components, or 2) needing an existing
scene object which has one of these components attached?
Yes, it is.
Zenject provides a host of helpers that create a new components and bind them -- quoting the docs:
FromNewComponentOnRoot - Instantiate the given component on the root of the current context. This is most often used with GameObjectContext.
Container.BindInterfacesTo<BoomShotFirer>().FromNewComponentOnRoot();
FromNewComponentOn - Instantiate a new component of the given type on the given game object
Container.BindInterfacesTo<BoomShotFirer>().FromNewComponentOn(someGameObject);
FromNewComponentOnNewGameObject - Create a new game object at the root of the scene and add the Foo MonoBehaviour to it
Container.BindInterfacesTo<BoomShotFirer>().FromNewComponentOnNewGameObject();
For bindings like this one that create new game objects, there are also extra bind methods you can chain:
WithGameObjectName = The name to give the new Game Object associated with this binding.
UnderTransformGroup(string) = The name of the transform group to place the new game object under.
UnderTransform(Transform) = The actual transform to place the new game object under.
UnderTransform(Method) = A method to provide the transform to use.
That list is not even exhaustive, be sure to check the readme and the cheatsheet (from both of which I have extracted the info above).
Also understand that, as usual, you can append .AsSingle(), .AsTransient() and .AsCached() to achieve the desired result.
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.
The following is an API reference for a method in "QmlDocument" class(Blackberry10).
Builder create (const QString &qmlAsset, boolautoLoad )
Creates and returns a builder for constructing a QmlDocument instance
with a parent object and an asset name to load the document from.
Parameters qmlAsset The QML asset name load the document from,
specified relative to the assets root. autoLoad if true the document
is automatic loaded, otherwise it is required to call load function
explicitly. The default is true . Since: BlackBerry 10.0.0
Now what is exactly meant by a "Builder" here. What is its purpose? what is the difference of creating an object from QmlDocument class with "new" keyword, and creating the object with the method defined above?
Builders are usually classes defined locally to the associated class (ie QmlDocument::Builder) that allow chaning of methods with operator . () in a way similar to that done with iostreams and operator << (). What it gets you is a more readable way of createing objects (and potentially their childre) in one statment rather than creating with a new operator and a number of function calls. A better example than QmlDocument might be the Container class:
Container *container1 = Container::create()
.preferredSize(200, 200)
.background(Color::Blue);
This creates a new Container, sets the preferred size and background color. The implementations details are hidden. Somewhat simmilar to an opaque type in C.
I have an object called X with a method GET_BANK, like in the picture below:
I want to call the function GET_BANK and I am trying to set the input parameter BLZ with a certain value.
I don't quite understand the data structure that is presented here and how I can access it.
At this point my code looks like this (simple version):
data: testobj type ref to ZCO_BLZSERVICE_PORT_TYPE .
data: input type ZGET_BANK .
input-BLZ = '10070000'.
I think the error that I am getting "The data object "INPUT" does not have a component called "BLZ"." is not relevant as I obviously have no idea on how to set the BLZ parameter.
Edit: Getting to BLZ can be done by chaining multiple parameters / objects:
input-PARAMETERS-BLZ = '10070000'.
As far as I can see, your input data should refer to TYPE ZGET_BANK_TYPE. Try double-clicking the field with that content in the screen you showed to see whether it leads to a structure with a component named BLZ.
I have a model class "Action" that get's extended by several other classes. I am new to django and assumed that if I called pre_save.connect(actionFunc, sender=Action) that actionFunc would get called anytime the save method in the Action class was called (including by any derived class).
My observation is that this function only gets triggered when the instance is a direct match of the Class type defined in Sender. Is there anyway to get this to recieve signals for all derived instances of Action as well?
No, you have to call the pre_save.connect as many number of times.
However, you can use python to get all the classes that extend the class of your interest, and loop over the pre_save connect statement.
Say, if the extended classes of the Action are all in a given file, you can do the following:
global_dict = globals().copy()
[el for el in global_dict.values() if getattr(el,'__base__',None)==Action]
one thing you can do is modify the signal sender in django so that instead of matching against a specific type it instead does
if isinstance(sender, filter):
send_signal()
(pseudocode)