Iterating through objects in project tree - anylogic

As the title says: I wonder, whether it's possible to iterate through the object tree of an AnyLogic project.
Probably it would help, if I provide more information what I want to do. Take the following project tree:
I want to check for every delay object in my model, whether or not it currently contains agents. One possibility would be to add all delay objects manually to a collection object and to iterate through the elements of the collection. However, this approach would result in a lot of manual work, as I require to perform similar requests for other object types. In my opinion, the most convenient solution is to iterate through the project tree and to identify with 'isinstanceof' the objects I want to analyze.
Does anyone know a solution or another approach, which requires similar less effort?
Best regards,
Sebastian

You can loop through all objects in Main doing this:
for (Object currObject : ((Agent)getRootAgent()).getEmbeddedObjects()) {
if (currObject instanceof Delay) {
// you found a Delay object
}
}

Related

How to get an OrderedSet of OccurrenceSpecifications from a Lifeline in QVTo?

From the diagram on page 570 of the UML spec I concluded that a Lifeline should have the events property, holding an OrderedSet(OcurrenceSpecification). Unfortunately it is not there, at least in the QVTo implementation that I use.
All I have is the coveredBy property, serving me with an (unordered) Set(InteractionFragment). Since my transformation relies on the correct order of MessageOcurrenceSpecification I somehow need to implement myself what I expected to be implemented by the missing events property.
This is what I have so far:
helper Lifeline::getEvents (): OrderedSet(OccurrenceSpecification) {
return self.coveredBy->selectByKind(OccurrenceSpecification)->sortedBy(true);
}
Obviously sortedBy(true) does not get me far, but I don't know any further. Who can help?
All I could find so far were other people struggling with the same issue years ago, but no solution:
https://www.eclipse.org/forums/index.php/m/1049555/
https://www.eclipse.org/forums/index.php/m/1050025/
https://www.eclipse.org/forums/index.php/m/1095764/
Based on the answer by Vincent combined with input from a colleague of mine I came up with the following solution for QVTo:
-- -----------------------------------------------------------------------------
-- Polyfill for the missing Lifeline::events property
query Lifeline::getEvents (): OrderedSet(OccurrenceSpecification) {
return self.interaction.fragment
->selectByKind(OccurrenceSpecification)
->select(os: OccurrenceSpecification | os.covered->includes(self))
->asOrderedSet();
}
I don't know if it is possible, using directly coveredBy to get an ordered collection. As coveredBy is unordered, if you access it directly by the feature, you will have an unpredictible order and if you try to access it using the eGet(...) stuff, the same result will occur.
However, if I understood correctly, there is a "trick" that could work.
It relies on the assumption that each OccurrenceSpecification instance you need is held by the same Interaction that contains the Lifeline and uses the way EMF stores contained elements. Actually, each contained element is always kind of 'ordered' relatively to its parent (and for each collection so EMF can find elements back when XMI references are expressed using the element position in collections). So, the idea would be to access all the elements contained by the Interaction that owns the lifeline and filter the ones that are contained in coveredBy.
Expression with Acceleo
This is easy to write in MTL/Acceleo. In know you don't use it, but it illustrates what the expression does:
# In Acceleo:
# 'self' is the lifeline instance
self.interaction.eAllContents(OccurrenceSpecification)->select(e | self.coveredBy->includes(e))->asOrderedSet()
with self.interaction we retrieve the Interaction, then we get all the contained elements with eAllContents(...) and we filter the ones that are in the self.coveredBy collection.
But it is way less intuitive in QVT as eAllContents(...) does not exist. Instead you have to gain access to eContents() which is defined on EObject and returns an EList which is transtyped to a Sequence (in QVT,eAllContents() returns a ETreeIterator which is not transtyped by the QVT engine).
So, how to gain access to eContents() in the helper? There is two solutions:
Solution 1: Using the emf.tools library
The emf.tools library give you the ability to use asEObject() which casts your object in a pure EObject and give you more methods to access to (as eClass() for example...etc).
import emf.tools; -- we import the EMF tools library
modeltype UML ...; -- all your metamodel imports and stuffs
...
helper Lifeline::getEvents (): OrderedSet(OccurrenceSpecification) {
return self.interaction.asEObject().eContents()[OccurrenceSpecification]->select(e | self.coveredBy->includes(e))->asOrderedSet();
}
Solution 2: Using oclAstype(...)
If for some reason emf.tools cannot be accessed, you can still cast to an EObject using oclAsType(...).
modeltype UML ...; -- all your metamodel imports and stuffs
modeltype ECORE "strict" uses ecore('http://www.eclipse.org/emf/2002/Ecore'); -- you also register the Ecore metamodel
...
helper Lifeline::getEvents (): OrderedSet(OccurrenceSpecification) {
return self.interaction.oclAsType(EObject).eContents()[OccurrenceSpecification]->select(e | self.coveredBy->includes(e))->asOrderedSet();
}
Limitation
Ok, let's be honest here, this solution seems to work on the quick tests I performed, but I'm not a 100% sure that you will have all the elements you want as this code relies on the strong assumption that every OccurrenceSpecification you need are in the same Interaction as the Liteline instance. If you are sure that all the coveredBy elements you need are in the Interaction (I think they should be), then, that's not the sexiest solution, but it should do the work.
EDIT>
The solution proposed by hielsnoppe is more eleguant than the one I presented here and should be prefered.
You are correct. The Lifeline::events property is clearly shown on the diagram and appears in derived models such as UML.merged.uml.
Unfortunately Eclipse QVTo uses the Ecore projection of the UML metamodel to UML.ecore where unnavigable opposites are pruned. (A recent UML2Ecore enhancement allows the name to be persisted as an EAnnotation.) However once the true property name "events" has been pruned the implicit property name "OccurrenceSpecification" should work.
All associations are navigable in both directions in OCL, so this loss is a bug. (The new Pivot-based Eclipse OCL goes back to the primary UML model in order to avoid UML2Ecore losses. Once Eclipse QVTo migrates to the Pivot OCL you should see the behavior you expected.)

is there any way to iterate two lists parallely in sightly?

Consider this code in java
for(int i=0,j=0;i<list1.size() && j<list2.size();i++,j++){
//do something
}
Can we do the similar thing in sightly? I tried best on my level but I couldn't find a way to do it. Please help on this.
There is no support for this kind of iteration and this is intended (in order to avoid putting your business logic in the HTL/Sightly template). You should instead invoke an Use-Api object which applies this logic and returns a collection of tuples from the two lists.
Adding to the answer posted by Vlad, You could either use
Sling Models
WCMUse class
server side javascript to perform such business logic
I would say it is better to use nodejs for such simple problems as it is more productive, easy to write and lives in the same folder as the sightly/HTL code.
For example, if your component name is 'componentA'
your HTL/sightly code is componentA.html residing inside componentA folder
and your business logic can be componentA.js residing in the same folder.
use(function() {
/*
Business logic
*/
return {
name: valueName,
list: listObject
};
});
Sling Models are very effective when you need to perform business logic using injected properties and resources. For example, a component that has several primitive and derived (from resource) properties.

How to know if a Catpart is used in some product or not

I have hundreds of Catia V5 catparts and catproducts in a folder on hard disc. I want to know if a particular catpart is used in some catproduct or not. If it is not used in any product, I want to delete it and clean my hard disc. One way to do it is to open all catproducts one by one and check carefully they contain this model. This is cumbersome process and can lead to serious mistakes. Is there some automatic way to check it? If not, is it possible to write some macro for that purpose?
It is possible with a VBA script. If it's just Catpart file that your looking for in a product, then your script would work as follows
query your folder(s) for all catparts and catproducts.(use 2 dictionaries or arrays, one for each file type each)
Via a loop, Individually open and load each catproduct and essentially walk the tree and compare each child Catpart to your compiled list of catparts. If a match is found, movethe part to a new "white list"(dictionary or array)
Close the catproduct and check the next one.
Then, when all done, your original list(dictionary or array) will be your unused parts.
I'm not sure exactly how your models are built, but you may need to check for additional references/links in your catproducts (additional logic) before doing something like this.

How to build assetBundle without using Selection

I want to write my own editor that would allow me to search the whole Assets folder for object type of X and make an AssetBundle from them.
I went through all the manuals and docs and it seems that they all use the Selection class to build the Assets Bundle.
But what if there are 10 000+ objects scattered in different folders and I don't want to select each manually, yet I still want to track their dependencies. Is there a way to do so?
I have already tried editing Selection.objects, but as much as I understand it's limited to one concrete scene.
Is it possible to skip the whole Selection class and just use BuildPipeline.BuildAssetBundle() method? If yes, how to get the correct list of objects that can be used? Do I need to write my own deep threading loop to get the dependencies?
All you need is a list of objects. That's it. How you get them is irrelevant. You can do that with the Selection class, but if you have other means of finding the assets, that's no problem either.
As for dependencies, keep in mind that your final call will be something like:
BuildPipeline.BuildAssetBundle(main_asset, objects_array, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
See that BuildAssetBundleOptions.CollectDependencies? It will make sure that all the necessary dependencies for the objects you've specified get included as well.

Game: General Structure and Game Item Structure

I am making a graphically simple 3D game in C++ using DirectX. The main problem I am having is with how to structure some things efficiently. Right now I know my goal for certain areas but not how to ideally perform them.
For instance, right now I am storing all meshes and textures in an Asset class with enumerated definitions pointing to each asset. All meshes and textures are loaded when the game starts by creating an Asset object and initializing it. From there I load meshes and textures to objects by assigning the pointer given by the Asset object. Is this the best way to go about this?
A harder topic is that of items. For the sake of argument I am going to say we are dealing with scenery. Right now my scenery needs the following:
A name
A mesh
Textures (optional)
Flags (such as Destructible, Flammable, etc.)
Status (such as Burning, Locked, Cursed, etc.)
Abilities (things the object actually does, such as becoming damaged when burning)
The first 5 things on this list are simply variables. But abilities are bothering me. The first 5 can all exist in one item class. But what I do not know how to do is somehow attach abilities to the object.
For example; I want the object to have the "Fire Nova" ability. At the start of each turn, the object damages anything near it.
For me, this means each object would need a "Trigger_Phase_TurnStart()" or some similarly named method and would then need a new "Fire Nova" class with its own unique action for that trigger and its own extra variables (Damage, Range, etc). So now I have the base object class and a new Fire Nova class that inherits from it.
But now what if I needed an object that has Fire Nova and Frost Nova and also Slowing Aura and other such abilities. Basically I need a way to add triggered effects to an object without needing a new object class for each of them.
So by the end I would be able to have say:
(pseudo code of the object's components)
name = Elemental Orb
mesh = "Mesh_Sphere"
textures[] = "Tex_Ice", "Tex_Fire"
flags = OF_Destructible
status = SF_Cursed | SF_Burning
abilities[] = Fire_Nova, Frost_Nova, Slowing_Aura
And this orb would simply be the object class with all these attributes. The object would then activate each stored ability's trigger at the appropriate turn phase for any actions to perform.
Right now I am thinking I might need to make a class for each ability possessing every turn-phase or action trigger (inherited from a base ability class) and have them perform the appropriate action when the object calls them from it's array of abilities. Would this be the best way to do this?
As a separate issue. Some flags would require additional variables that would otherwise be unnecessary. For example, Destructible would mean the object would have health whereas without the flag it wouldn't need it, or an Openable item would need an array of contents. What would be a good way to ration these variables to when they are needed? I do not need every wall to have health and an empty contents array for example.
Finally. Assuming the bullet-listed attributes above are all an item needs, how might you suggest I best store them? To clarify, I would like to be able to write:
CreateItem(ITEM_CHAIR);
and have this return the created object with name, mesh, textures, flags, status and abilities. What structure might be suitable for achieving such an end effect?
To summarise:
Does my current Asset storage seem feasible?
What is the best way to create abilities to attach to the object class without making numerous separate object classes?
Is there a way to limit the variables (or at least memory usage) when the associated flag is not present?
What structure or format would be best for storing fixed item definitions?
Sorry if this is a little long winded. If you cannot answer all the questions then an answer to one would still be appreciated. Question two is probably the largest priority for me right now.
Thanks for your time :)
I want only answer question 2 and it looks like you need a decorator pattern. In OOP a decorator pattern is useful when you have many ingredients and wants to decorate an object, for example a pizza. Unfortunately you need to create for each ingredient a separate class hence I think you have the right approach. The good thing is that with the decorator pattern you can wrap the object over and over with abilites classes and call only one method at the end to do all the stuff.