store data persistent for learn app with unity - unity3d

I'm currently working on a language learn app with unity. I want to implement that when you guessed a work (e.g. a number) incorrect, you need to guess the word again in the next iteration. I thought of a way that you store for each word in every play mode a value between +10 to -10 and when an item has a big negative number the word occurrence more often than if it has a big positiv number.
My Problem is that I don't know how to store the data properly. PlayerPrefs are too inconvenient for this problem, and I don't know how to modify a JSON file properly.
Currently, I store the data for the items in a class.
Maybe you could have a structure like:
Numbers
write
zero: -5
one: +3
match
zero: +5
one: +4
Alphabet
write:
A: -10
match:
A: +5
Does anyone have an idea how to solve this problem?

One of the best JSON serialization libraries is Newtonsoft.Json.
You can use your class and serialize an object to JSON object, and then save it as a string to file.
public static string Serialize(object obj)
{
var settings = new JsonSerializerSettings
{
MissingMemberHandling = MissingMemberHandling.Ignore,
NullValueHandling = NullValueHandling.Ignore
};
return JsonConvert.SerializeObject(obj, settings);
}
After that you can save it to file in the Application.persistentDataPath directory.
var text = Serialize(data);
var tmpFilePath = Path.Combine(Application.persistentDataPath, "filename");
Directory.CreateDirectory(Path.GetDirectoryName(tmpFilePath));
if (File.Exists(tmpFilePath))
{
File.Delete(tmpFilePath);
}
File.WriteAllText(tmpFilePath, text);
After that you can read the file at any time using File.ReadAllText and deserialize it to an object.
public static T Deserialize<T>(string text)
{
var settings = new JsonSerializerSettings
{
MissingMemberHandling = MissingMemberHandling.Ignore,
NullValueHandling = NullValueHandling.Ignore
};
try
{
var result = JsonConvert.DeserializeObject<T>(text, settings);
return result ?? default;
}
catch (Exception e)
{
Debug.Log(e);
}
return default;
}
T result = default;
try
{
if (File.Exists(path))
{
var text = File.ReadAllText(path);
result = Deserialize<T>(text);
}
}
catch (Exception e)
{
Debug.LogException(e);
}
return result;

Unfortunately, there is no easy way to store data persistently between play sessions in Unity. PlayerPrefs and creating your own JSON file are the simplest ways of doing this.
The good news is that JSON files are quite easy to make and modify, thanks to the builtin JSONUtility Unity provides.
If you make a separate class or struct to hold your scores, give that clas a [Serializable] tag and keep a reference to that in your current setup (which is probably a MonoBehaviour).
You can use the File class (specifically File.CreateText() and File.OpenText()) to write to/read from a file. If you do this every time a value changes, you should end up with persistent saved data across multiple play sessions.

Related

Salesforce trigger-Not able to understand

Below is the code written by my collegue who doesnt work in the firm anymore. I am inserting records in object with data loader and I can see success message but I do not see any records in my object. I am not able to understand what below trigger is doing.Please someone help me understand as I am new to salesforce.
trigger DataLoggingTrigger on QMBDataLogging__c (after insert) {
Map<string,Schema.RecordTypeInfo> recordTypeInfo = Schema.SObjectType.QMB_Initial_Letter__c.getRecordTypeInfosByName();
List<QMBDataLogging__c> logList = (List<QMBDataLogging__c>)Trigger.new;
List<Sobject> sobjList = (List<Sobject>)Type.forName('List<'+'QMB_Initial_Letter__c'+'>').newInstance();
Map<string, QMBLetteTypeToVfPage__c> QMBLetteTypeToVfPage = QMBLetteTypeToVfPage__c.getAll();
Map<String,QMBLetteTypeToVfPage__c> mapofLetterTypeRec = new Map<String,QMBLetteTypeToVfPage__c>();
set<Id>processdIds = new set<Id>();
for(string key : QMBLetteTypeToVfPage.keyset())
{
if(!mapofLetterTypeRec.containsKey(key)) mapofLetterTypeRec.put(QMBLetteTypeToVfPage.get(Key).Letter_Type__c, QMBLetteTypeToVfPage.get(Key));
}
for(QMBDataLogging__c log : logList)
{
Sobject logRecord = (sobject)log;
Sobject QMBLetterRecord = new QMB_Initial_Letter__c();
if(mapofLetterTypeRec.containskey(log.Field1__c))
{
string recordTypeId = recordTypeInfo.get(mapofLetterTypeRec.get(log.Field1__c).RecordType__c).isAvailable() ? recordTypeInfo.get(mapofLetterTypeRec.get(log.Field1__c).RecordType__c).getRecordTypeId() : recordTypeInfo.get('Master').getRecordTypeId();
string fieldApiNames = mapofLetterTypeRec.containskey(log.Field1__c) ? mapofLetterTypeRec.get(log.Field1__c).FieldAPINames__c : '';
//QMBLetterRecord.put('Letter_Type__c',log.Name);
QMBLetterRecord.put('RecordTypeId',tgh);
processdIds.add(log.Id);
if(string.isNotBlank(fieldApiNames) && fieldApiNames.contains(','))
{
Integer i = 1;
for(string fieldApiName : fieldApiNames.split(','))
{
string logFieldApiName = 'Field'+i+'__c';
fieldApiName = fieldApiName.trim();
system.debug('fieldApiName=='+fieldApiName);
Schema.DisplayType fielddataType = getFieldType('QMB_Initial_Letter__c',fieldApiName);
if(fielddataType == Schema.DisplayType.Date)
{
Date dateValue = Date.parse(string.valueof(logRecord.get(logFieldApiName)));
QMBLetterRecord.put(fieldApiName,dateValue);
}
else if(fielddataType == Schema.DisplayType.DOUBLE)
{
string value = (string)logRecord.get(logFieldApiName);
Double dec = Double.valueOf(value.replace(',',''));
QMBLetterRecord.put(fieldApiName,dec);
}
else if(fielddataType == Schema.DisplayType.CURRENCY)
{
Decimal decimalValue = Decimal.valueOf((string)logRecord.get(logFieldApiName));
QMBLetterRecord.put(fieldApiName,decimalValue);
}
else if(fielddataType == Schema.DisplayType.INTEGER)
{
string value = (string)logRecord.get(logFieldApiName);
Integer integerValue = Integer.valueOf(value.replace(',',''));
QMBLetterRecord.put(fieldApiName,integerValue);
}
else if(fielddataType == Schema.DisplayType.DATETIME)
{
DateTime dateTimeValue = DateTime.valueOf(logRecord.get(logFieldApiName));
QMBLetterRecord.put(fieldApiName,dateTimeValue);
}
else
{
QMBLetterRecord.put(fieldApiName,logRecord.get(logFieldApiName));
}
i++;
}
}
}
sobjList.add(QMBLetterRecord);
}
if(!sobjList.isEmpty())
{
insert sobjList;
if(!processdIds.isEmpty()) DeleteDoAsLoggingRecords.deleteTheProcessRecords(processdIds);
}
Public static Schema.DisplayType getFieldType(string objectName,string fieldName)
{
SObjectType r = ((SObject)(Type.forName('Schema.'+objectName).newInstance())).getSObjectType();
DescribeSObjectResult d = r.getDescribe();
return(d.fields.getMap().get(fieldName).getDescribe().getType());
}
}
You might be looking in the wrong place. Check if there's an unit test written for this thing (there should be one, especially if it's deployed to production), it should help you understand how it's supposed to be used.
You're inserting records of QMBDataLogging__c but then it seems they're immediately deleted in DeleteDoAsLoggingRecords.deleteTheProcessRecords(processdIds). Whether whatever this thing was supposed to do succeeds or not.
This seems to be some poor man's CSV parser or generic "upload anything"... that takes data stored in QMBDataLogging__c and creates QMB_Initial_Letter__c out of it.
QMBLetteTypeToVfPage__c.getAll() suggests you could go to Setup -> Custom Settings, try to find this thing and examine. Maybe it has some values in production but in your sandbox it's empty and that's why essentially nothing works? Or maybe some values that are there are outdated?
There's some comparison if what you upload into Field1__c can be matched to what's in that custom setting. I guess you load some kind of subtype of your QMB_Initial_Letter__c in there. Record Type name and list of fields to read from your log record is also fetched from custom setting based on that match.
Then this thing takes what you pasted, looks at the list of fields in from the custom setting and parses it.
Let's say the custom setting contains something like
Name = XYZ, FieldAPINames__c = 'Name,SomePicklist__c,SomeDate__c,IsActive__c'
This thing will look at first record you inserted, let's say you have the CSV like that
Field1__c,Field2__c,Field3__c,Field4__c
XYZ,Closed,2022-09-15,true
This thing will try to parse and map it so eventually you create record that a "normal" apex code would express as
new QMB_Initial_Letter__c(
Name = 'XYZ',
SomePicklist__c = 'Closed',
SomeDate__c = Date.parse('2022-09-15'),
IsActive__c = true
);
It's pretty fragile, as you probably already know. And because parsing CSV is an art - I expect it to absolutely crash and burn when text with commas in it shows up (some text,"text, with commas in it, should be quoted",more text).
In theory admin can change mapping in setup - but then they'd need to add new field anyway to the loaded file. Overcomplicated. I guess somebody did it to solve issue with Record Type Ids - but there are better ways to achieve that and still have normal CSV file with normal columns and strong type matching, not just chucking everything in as strings.
In theory this lets you have "jagged" csv files (row 1 having 5 fields, row 2 having different record type and 17 fields? no problem)
Your call whether it's salvageable or you'd rather ditch it and try normal loading of QMB_Initial_Letter__c records. (get back to your business people and ask for requirements?) If you do have variable number of columns at source - you'd need to standardise it or group the data so only 1 "type" of records (well, whatever's in that "Field1__c") goes into each file.

How to determine if something was copied or cut to the clipboard

in my #execute method I am able to get the selection out of the clipboard / LocalSelectionTransfer. But I have no idea how to react on that based on how the user has put the content to the clipboard.
I have to decide whether I duplicate or not the content.
This is what I have:
#Execute
public void execute(#Named(IServiceConstants.ACTIVE_SHELL) Shell shell, #Named(IServiceConstants.ACTIVE_PART) MPart activePart) {
Clipboard clipboard = new Clipboard(shell.getDisplay());
TransferData[] transferDatas = clipboard.getAvailableTypes();
boolean weCanUseIt= false;
for(int i=0; i<transferDatas.length; i++) {
if(LocalSelectionTransfer.getTransfer().isSupportedType(transferDatas[i])) {
weCanUseIt = true;
break;
}
}
if (weCanUseIt) {
#SuppressWarnings("unchecked")
List<Object> objects = ((StructuredSelection)LocalSelectionTransfer.getTransfer().getSelection()).toList();
for(Object o: objects) {
System.out.println(o.getClass());
}
}
}
any Ideas???
You only get something in the clipboard using LocalSelectionTransfer if you code a part in your RCP to use this transfer type for a Copy operation. It provides a way to transfer the selection directly.
This transfer type will not be used if something is copied to the clipboard any other way (in this case it might be something like TextTransfer or FileTransfer).
So you will only be using LocalSelectionTransfer to deal with a selection from another part in which case you presumably know how to deal with the objects.
If you are trying to do Copy and Cut then you should do the Cut in the source viewer - but this will remove the selection so you can't use LocalSelectionTransfer for that. Use a transfer such as FileTransfer or TextTransfer which doesn't rely on the current selection.

saving player information in an external file

This is the main menu in my first test 2d game in the world of unity :
I want to save high scores and if the player pressed the "Best Scores" button I want to show them the best scores yet ^^ , so I think I need to use an external file to save this type of information and open it at run time ... How ? which kind of files is the best to perform that ?
In addition to the answer above:
PlayerPrefs doesn't handle and store custom types and collections unless you cast those types to strings or other data, though. It's really useful to convert desired data to JSON and store the JSON string in PlayerPrefs, then fetch and parse that data when you need it again. Doing this will add another layer of complexity, but will also add another layer of protection and the ability to encrypt the data itself. Also, the Web Player is currently the only platform that has limits on PlayerPrefs according to Unity's docs:
There is one preference file per Web player URL and the file size is
limited to 1 megabyte. If this limit is exceeded, SetInt, SetFloat and
SetString will not store the value and throw a PlayerPrefsException.
Source:
http://docs.unity3d.com/Documentation/ScriptReference/PlayerPrefs.html
Writing:
PlayerPrefs.SetInt("score",5);
PlayerPrefs.SetFloat("volume",0.6f);
PlayerPrefs.SetString("username","John Doe");
// Saving a boolean value
bool val = true;
PlayerPrefs.SetInt("PropName", val ? 1 : 0);
PlayerPrefs.Save();
Reading:
int score = PlayerPrefs.GetInt("score");
float volume = PlayerPrefs.GetFloat("volume");
string player = PlayerPrefs.GetString("username");
bool val = PlayerPrefs.GetInt("PropName") == 1 ? true : false;
The simplest solution is using PlayerPrefs. It has limited space and a small set of data that can be saved (int, float, string), but it could be enough for a simple game.
If you need more space or more complex data structures to be saved, than you have to store them on the file system itself (or in a server if you have some backend support). Unity doesn't provide any built-in support for this.
C# is like this
//these variables will send the values in.
public static string exampleString = "hi youtube"; //it needs to be public ans static
public static int exampleInt = 1;
public static float exampleFloat = 3.14;
//these vaibles will collect the saved values
string collectString;
int collectInt;
float collectFloat;
public static void Save () { //this is the save function
PlayerPrefs.SetString ("exampleStringSave", exampleString);
// the part in quotations is what the "bucket" is that holds your variables value
// the second one in quotations is the value you want saved, you can also put a variable there instead
PlayerPrefs.SetInt ("exampleIntSave", exampleInt);
PlayerPrefs.SetFloat ("exampleFloatSave", exampleFloat);
PlayerPrefs.Save ();
}
void CollectSavedValues () {
collectString = PlayerPrefs.GetString ("exampleStringSave");
collectInt = PlayerPrefs.GetInt ("exampleIntSave");
collectFloat = PlayerPrefs.GetFloat ("exampleFloatSave");
)
void Awake () { //this is simialar to the start function
Save ();
CollectSavedValues ();
}
void Update () {
Debug.Log (collectString);
Debug.Log (collectInt);
Debug.Log (collectFloat);
}

How to store and compare annotation (with Gold Standard) in GATE

I am very comfortable with UIMA, but my new work require me to use GATE
So, I started learning GATE. My question is regarding how to calculate performance of my tagging engines (java based).
With UIMA, I generally dump all my system annotation into a xmi file and, then using a Java code compare that with a human annotated (gold standard) annotations to calculate Precision/Recall and F-score.
But, I am still struggling to find something similar with GATE.
After going through Gate Annotation-Diff and other info on that page, I can feel there has to be an easy way to do it in JAVA. But, I am not able to figure out how to do it using JAVA. Thought to put this question here, someone might have already figured this out.
How to store system annotation into a xmi or any format file programmatically.
How to create one time gold standard data (i.e. human annotated data) for performance calculation.
Let me know if you need more specific or details.
This code seems helpful in writing the annotations to a xml file.
http://gate.ac.uk/wiki/code-repository/src/sheffield/examples/BatchProcessApp.java
String docXMLString = null;
// if we want to just write out specific annotation types, we must
// extract the annotations into a Set
if(annotTypesToWrite != null) {
// Create a temporary Set to hold the annotations we wish to write out
Set annotationsToWrite = new HashSet();
// we only extract annotations from the default (unnamed) AnnotationSet
// in this example
AnnotationSet defaultAnnots = doc.getAnnotations();
Iterator annotTypesIt = annotTypesToWrite.iterator();
while(annotTypesIt.hasNext()) {
// extract all the annotations of each requested type and add them to
// the temporary set
AnnotationSet annotsOfThisType =
defaultAnnots.get((String)annotTypesIt.next());
if(annotsOfThisType != null) {
annotationsToWrite.addAll(annotsOfThisType);
}
}
// create the XML string using these annotations
docXMLString = doc.toXml(annotationsToWrite);
}
// otherwise, just write out the whole document as GateXML
else {
docXMLString = doc.toXml();
}
// Release the document, as it is no longer needed
Factory.deleteResource(doc);
// output the XML to <inputFile>.out.xml
String outputFileName = docFile.getName() + ".out.xml";
File outputFile = new File(docFile.getParentFile(), outputFileName);
// Write output files using the same encoding as the original
FileOutputStream fos = new FileOutputStream(outputFile);
BufferedOutputStream bos = new BufferedOutputStream(fos);
OutputStreamWriter out;
if(encoding == null) {
out = new OutputStreamWriter(bos);
}
else {
out = new OutputStreamWriter(bos, encoding);
}
out.write(docXMLString);
out.close();
System.out.println("done");

What is the better way to do the below program(c#3.0)

Consider the below program
private static bool CheckFactorPresent(List<FactorReturn> factorReturnCol)
{
bool IsPresent = true;
StringBuilder sb = new StringBuilder();
//Get the exposure names from Exposure list.
//Since this will remain same , so it has been done outside the loop
List<string> lstExposureName = (from item in Exposures
select item.ExposureName).ToList<string>();
foreach (FactorReturn fr in factorReturnCol)
{
//Build the factor names from the ReturnCollection dictionary
List<string> lstFactorNames = fr.ReturnCollection.Keys.ToList<string>();
//Check if all the Factor Names are present in ExposureName list
List<string> result = lstFactorNames.Except(lstExposureName).ToList();
if (result.Count() > 0)
{
result.ForEach(i =>
{
IsPresent = false;
sb.AppendLine("Factor" + i + "is not present for week no: " + fr.WeekNo.ToString());
});
}
}
return IsPresent;
}
Basically I am checking if all the FactorNames[lstFactorNames] are present in
ExposureNames[lstExposureName] list by using lstFactorNames.Except(lstExposureName).
And then by using the Count() function(if count() > 0), I am writing the error
messages to the String Builder(sb)
I am sure that someone can definitely write a better implementation than the one presented.
And I am looking forward for the same to learn something new from that program.
I am using c#3.0 and dotnet framework 3.5
Thanks
Save for some naming convention issues, I'd say that looks fine (for what I can figure out without seeing the rest of the code, or the purpose in the effort. The naming conventions though, need some work. A sporadic mix of ntnHungarian, PascalCase, camelCase, and abbrv is a little disorienting. Try just naming your local variables camelCase exclusively and things will look a lot better. Best of luck to you - things are looking good so far!
- EDIT -
Also, you can clean up the iteration at the end by just running a simple foreach:
...
foreach (var except in result)
{
isPresent = false;
builder.AppendFormat("Factor{0} is not present for week no: {1}\r\n", except, fr.WeekNo);
}
...