Best practice to put GPIO logic in UWP - raspberry-pi

If I create a app in UWP for example with Template 10. I use C#
I want to have the GpioController logic in a class or somewhere that will handle all input and output business like set all pins and events.
Like an example, when a button is pressed it will send a POST request to the server, this must work in any view.
If I go to a view and I want to get the status of a pin to show like "The door is open"
Also if for an example a sensor is triggering a pin to HIGH, if i change view it cant trigger buttonPin_ValueChanged event and or set it to LOW for any reason unless the sensor is LOW.
Even if the pins Power-on Pull is PullDown.
pin = gpio.OpenPin(12);
pin.SetDriveMode(GpioPinDriveMode.InputPullUp);
pin.Write(GpioPinValue.Low);
pin.ValueChanged += buttonPin_ValueChanged;

You can create a GpioController object in your initial class, and pass it as an object to other classes.
Such as:
class BaseClass {
GpioController gpio;
void createGpioController(){
gpio = new GpioController(/*Constuctor arguments here.*/);
}
void moveToNextClass(NextClass next){
//Instantiate next class with any special constructors.
next.gpio = this.gpio;
//Launch next class with same gpio member values.
}
}
class NextClass: BaseClass {
GpioController gpio; //Will be assigned by last class.
}

Related

Unity3D How can I select multiple objects in 3D with a drag and select / lasso select?

I am struggling to find a good tutorial or informations that would allow me to select multiple objects in 3D in a user friendly manner.
So far, the best tutorial I found is this one : https://sharpcoderblog.com/blog/unity-3d-rts-style-unit-selection. The tutorial works by using the transform.position of the selectable objects and checking if it within the user's selection.
What I wish is to have the user be able to select a unit even if it is only partially within the user's selection such as most RTS games do ( both in 2D and 3D ).
One possibility would be to create a temporary mesh using the camera's clipping distances and the user's selection and then check for collisions but I was not able to find any tutorials using this method nor do I know if it is the best approach to the subject.
If I understand correctly you want to
somehow start a selection
collect every object that was "hit" during the collection
somehow end the collection
Couldn't you simply use raycasting? I will assume simple mouse input for now but you could basically port this to whatever input you have.
// Just a little helper class for an event in the Inspector you can add listeners to
[SerializeField]
public class SelectionEvent : UnityEvent<HashSet<GameObject>> { }
public class SelectionController : MonoBehaviour
{
// Adjust via the Inspector and select layers that shall be selectable
[SerializeField] private LayerMask includeLayers;
// Add your custom callbacks here either via code or the Inspector
public SelectionEvent OnSelectionChanged;
// Collects the current selection
private HashSet<GameObject> selection = new HashSet<GameObject>();
// Stores the current Coroutine controlling he selection process
private Coroutine selectionRoutine;
// If possible already reference via the Inspector
[SerializeField] private Camera _mainCamera;
// Otherwise get it once on runtime
private void Awake ()
{
if(!_mainCamera) _mainCamera = Camera.main;
}
// Depending on how exactly you want to start and stop the selection
private void Update()
{
if(Input.GetMouseButtonDown(0))
{
StartSelection();
}
if(Input.GetMouseButtonUp(0))
{
EndSelection();
}
}
public void StartSelection()
{
// if there is already a selection running you don't wanr to start another one
if(selectionRoutine != null) return;
selectionRoutine = StartCoroutine (SelectionRoutine ());
}
public void EndSelection()
{
// If there is no selection running then you can't end one
if(selectionRoutine == null) return;
StopCoroutine (selectionRoutine);
selectionRoutine = null;
// Inform all listeners about the new selection
OnSelectionChanged.Invoke(new HashSet<GameObject>(selection);
}
private IEnumerator SelectionRoutine()
{
// Start with an empty selection
selection.Clear();
// This is ok in a Coroutine as long as you yield somewhere within it
while(true)
{
// Get the ray shooting forward from the camera at the mouse position
// for other inputs simply replace this according to your needs
var ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
// Check if you hit any object
if(Physics.Raycast(ray, out var hit, layerMask = includeLayers ))
{
// If so Add it once to your selection
if(!selection.Contains(hit.gameObject)) selection.Add(hit.gameObject);
}
// IMPORTANT: Tells Unity to "pause" here, render this frame
// and continue from here in the next frame
// (without this your app would freeze in an endless loop!)
yield return null;
}
}
}
Ofcourse you could do it directly in Update in this example but I wanted to provide it in a way where you can easily exchange the input method according to your needs ;)
From UX side you additionally might want to call a second event like OnSelectionPreviewUpdate or something like this every time you add a new object to the selection in order to be able to e.g. visualize the selection outcome.
I might have understood this wrong and it sounds like you rather wanted to get everything inside of a drawn shape.
This is slightly more complex but here would be my idea for that:
Have a dummy selection Rigidbody object that by default is disabled and does nothing
don't even have a renderer on it but a mesh filter and mesh collider
while you "draw" create a mesh based on the input
then use Rigidbody.SweepTestAll in order to check if you hit anything with it
Typed on smartphone but I hope the idea gets clear
I think I would try to create a PolygonCollider2D because it is quite simple comparing to creating a mesh. You can set its path (outline) by giving it 2D points like location of your pointer/mouse. Use the SetPath method for it. You can then use one of its methods to check if another point in space overlaps with that collider shape.
While the PolygonCollider2D interacts with 2D components you can still use its Collider2D.OverlapPoint method to check positions/bounds of your 3D objects after translating it to 2D space.
You can also use its CreateMesh method to create a mesh for drawing your selection area on the screen.
You can read more about the PolygonCollider2D here.
Hope it makes sens and hope it helps.

Unity - passing a param along with value in onValueChanged

Ok, so, a Slider in Unity has an "On Value Changed (Single)" property. As far as I've managed so far, you can set on it a callback function that can take a parameter (e.g. a string) which you hardcode in the Inspector, and/or a function that takes a float (the new value that the slider has been set to). However, I'd like to be able to pass both, and I haven't seen a way to do it. For example, I'd like to have a function saveValue(string name, float value), and several sliders feeding their values into it - each slider would have a different name written in the Inspector, and the updated value would be passed as value. I suspect Unity does not support that, but I haven't found any documentation explicitly describing this feature, so I'm not sure. Can this be done?
This should get you started:
Create a class that all of your sliders can access (for example by reference). And put the method you want them to call in there. The method should take the two parameters that you want to use (in my case I want it to take a GameObject and a float):
public class SliderManagerScript : MonoBehaviour
{
public void SliderValueChangeHandler(GameObject slider, float value)
{
Debug.Log("Slider name: " + slider.gameObject.transform.name);
Debug.Log("Slider value: " + value);
}
}
On each of the sliders that you want to call the above method, add a script that can access the above class and add an event listener for the Slider's onValueChanged property. Register a delegate for that listener which calls the method shown above and passes in the appropriate values. E.g
public class SliderScript : MonoBehaviour
{
public GameObject sliderManager;
void Start()
{
GetComponent<Slider>().onValueChanged.AddListener(delegate { sliderManager.GetComponent<SliderManagerScript>().SliderValueChangeHandler(this.gameObject, this.GetComponent<Slider>().value); });
}
}
And that should work fine. In fact, you should be able to simplify it a lot more depending on how you've architected your code.

Unity NetworkTransform, force update every Frame?

On a purposed LAN setup, I want Unity's NetworkTransform to simply send every single frame. (Mode is "Sync Transform", not rigidbody, etc.)
I'm wondering how to do this .. if you just set the send rate to 0.00001 will it in fact do it every frame that the object is moving?
(The Inspector interface only allows up to 29Hz, simply set it in code if you want smaller values.)
I was also thinking something like on a script......
void Update() { .. SetDirtyBit( ? ); }
would that do it?
(And, what do you use as a bitmask there?)
It really takes forever to determine this sort of thing experimentally. Obviously Unity's doco is a joke. And I couldn't google anyone who'd already figured it. Any experience in this?
Secondly...
Further information. We did some experiments and indeed if you set it to a very small value, it does seem to sync the NetworkTransform every single frame.
(Of course, it doesn't bother sending if it has not moved, as #Programmer points out below.)
H O W E V E R this does not produce smooth results for kinematic objects or camera positions. I don't know why; it has to do with the Update loop and exactly when the change takes place. But what you get is a "very fine jitter".
Thirdly...
I did an experiment, simply using Commands and Rpcs, to send some information every frame (actually from one client to another).
I specifically used a purpose solo ethernet network and the apps do little or nothing other than send the info every frame (ie "manually" just using Command/Rpc), ie on Update().
In fact, it still drops many frames, it's often not sent. (Let's say, it misses 10 or 20 in 10 seconds worth.)
Good grief!
Do not bother doing this if you need some info sent "every frame", say on a LAN system.
if you just set the send rate to 0.00001 will it in fact do it every
frame that the object is moving?
Yes, but when the Object's transform is not moving or rotating, it's not updated over the network regardless of the value of NetworkTransform.sendInterval.
I was also thinking something like on a script......
void Update() { .. SetDirtyBit( ? ); }
Yes. You need to call SetDirtyBit every frame if you need the network update to be sent for the object.
And, what do you use as a bitmask there?
The SetDirtyBit function is technically the function version of the SyncVar attribute. The argument is not really documented that much but if SyncVar marked variable is changed, its dirty mask is changed to 1. This also means that you should pass 1 to the SetDirtyBit function if you want network update to be sent for the object.
You should also use it from a function marked with the [Command] attribute instead of directly from the Update function. Something like below:
void Update()
{
if (isLocalPlayer)
{
CmdUpdateTransform();
}
}
[Command]
void CmdUpdateTransform()
{
SetDirtyBit(1u);
}
While Unity claims you can update the transform by simply using the SetDirtyBit function. I don't think this is true. The statement is missing lots of information. You will need OnSerialize to serialize and send the data and OnDeserialize to receive and de-serialize it. The SetDirtyBit function is simply used to determine which data to send. It's used to reduce bandwidth issues that comes from using uNET.
The code below shows what the use of SetDirtyBit should look like. It might need few changes to work on your side.
public class Example : NetworkBehaviour
{
private const uint SEND_POSITION = 1u;
private const uint SEND_ROTATION = 2u;
private const uint SEND_SCALE = 3u;
void Update()
{
uint dirtyBit = syncVarDirtyBits;
dirtyBit |= SEND_POSITION;
dirtyBit |= SEND_ROTATION;
dirtyBit |= SEND_SCALE;
if (isLocalPlayer)
{
CmdUpdateTransform(dirtyBit);
}
}
[Command]
void CmdUpdateTransform(uint dirtyBit)
{
SetDirtyBit(dirtyBit);
}
public override bool OnSerialize(NetworkWriter writer, bool initialState)
{
if ((this.syncVarDirtyBits & SEND_POSITION) != 0u)
{
writer.Write(this.transform.position);
}
if ((this.syncVarDirtyBits & SEND_ROTATION) != 0u)
{
writer.Write(this.transform.rotation);
}
if ((this.syncVarDirtyBits & SEND_SCALE) != 0u)
{
writer.Write(this.transform.localScale);
}
return true;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
if ((this.syncVarDirtyBits & SEND_POSITION) != 0u)
{
Vector3 pos = reader.ReadVector3();
}
if ((this.syncVarDirtyBits & SEND_ROTATION) != 0u)
{
Quaternion rot = reader.ReadQuaternion();
}
if ((this.syncVarDirtyBits & SEND_SCALE) != 0u)
{
Vector3 scale = reader.ReadVector3();
}
}
}
In the Unity Docs It says
If sendInterval is zero, updates will be sent at the end of the frame when dirty bits are set for that script. Note that setting the value of a SyncVar will automatically set dirty bits.
So you could use your own script using NetworkSettings
using UnityEngine.Networking;
[NetworkSettings(channel = 1, sendInterval = 0.0f)]
class MyScript : NetworkBehaviour
{
[SyncVar]
int value;
}
However SyncVar only works Server -> Client.
But you can use SetDirtyBit to manually set the behaviour dirty.
Or you probably could also use InvokeSyncEvent to synchronize some values directly.
Here I found a bit more information on Dirty bits.

How can I set a public variable using getChildIndex in as3?

I was coding a very simple program that lets you move around a circle, with also a rectangle in the stage. I wanted to make the circle get in front of the rectangle while you are dragging it, but when you released the mouse, the circle would be sent back.
I don't know how to set a public variable using the getChildIndex method. I don't really care about the rest of the code. I'm mainly interested in how can I make the getChildIndex method work with a public variable.
package code
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.Sprite;
public class Main extends MovieClip
{
public var myCircleIndex:int = getChildIndex(myCircle);
public function Main()
{
myCircle.addEventListener(MouseEvent.MOUSE_DOWN, mouseClicking);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseReleased);
}
public function mouseClicking(e:MouseEvent): void
{
myCircle.startDrag();
setChildIndex(myCircle, numChildren-1);
}
public function mouseReleased(e:MouseEvent): void
{
myCircle.stopDrag();
setChildIndex(myCircle, myCircleIndex);
}
}
}
I'm using an instance ("myCircle") that I created directly in the stage as a movie clip.
The problem is in the public var I set at the beginning, it doesn't let me get the child index of myCircle, but if I put the same line inside a function, it works.
I know I could directly put the index number of myCircle in the last line (and erasing the public var myCircleIndex), but I figured out that there would be a way of using the getChildIndex for a public var in a class.
How do you use getChildIndex in a public variable inside a class?
The reason it doesn't work, is because your timeline objects don't yet exist when the line public var myCircleIndex:int runs.
You shouldn't try and access non-primitive objects in your class level variable declarations for this very reason, as nothing else in the class is available yet when those vars are created.
Here is how you can refactor this (see the code comments):
public class Main extends MovieClip
{
public var myCircleIndex:int; //just create the reference here, don't assign it
public var myCircle:flash.display.DisplayObject; //this line is just for better compile time checking and code completion, completely optional
public function Main()
{
//wait for all the display stuff to be created before trying to access it. The constructor function can run before timeline stuff is created, so it's not safe to reference stage or timeline objects here.
if(!stage){
this.addEventListener(Event.ADDED_TO_STAGE, timelineCreated);
}else {
timelineCreated(null);
}
}
private function timelineCreated(e:Event):void {
//now that we're certain the timeline stuff has been created, we can reference timeline objects and stage:
//store the initial z-index of myCircle
myCircleIndex = getChildIndex(myCircle);
//the rest of your code that was in the construction -Main()- before
myCircle.addEventListener(MouseEvent.MOUSE_DOWN, mouseClicking);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseReleased);
}
//no change to any of the following stuff
public function mouseClicking(e:MouseEvent): void
{
myCircle.startDrag();
setChildIndex(myCircle, numChildren-1);
}
public function mouseReleased(e:MouseEvent): void
{
myCircle.stopDrag();
setChildIndex(myCircle, myCircleIndex);
}
}
All you need to do to put the circle behind the square is on release do addChild(myRectangle) or addChildAt(myCircle, 0);
You are overcomplicating things by trying to track a variable in my opinion. Let flash sort it out behind the scenes.
If you want a little more finesse and want to just put the circle directly behind the square (if there were 100 layers and the square is at level 12, but you aren't sure which level the square is at) you could do
addChildAt(myCircle, getChildIndex(myRectangle)-1);
note
setChildIndex(myCircle, numChildren-1);
That's fine to do it that way. The more common way to do this is just
addChild(myCircle);
It does the exact same thing. Many people are confused by this thinking this would add a new myCircle but it just brings it to the front if it's already in the display list, and if it's not in the display list, it adds it to the display list at the top z-order (numChildren-1).

Setting a textfield in a class in but displaying a number?

I'm learn as3, and building some exercises from the adobe online tutorials. I'm trying to do a very simple task and I think my code is exactly the same as the tutoriala nd it's not working! I just can't work it out...
I'm trying to change the textfield in a button from that buttons class.
The button is called GameButton, the textfield is called blabel and is classic text and dynamic text. Here is the code for the GameButton class. Instead of displaying "Click" as below it just changes the label to the number 1. The trace statement is working etc it is going there, but the text isn't passing through or something. Please help!!!
package {
import flash.display.MovieClip;
public class GameButton extends MovieClip {
public function GameButton() {
trace("Gamebutton has been created");
this.blabel.text = "Click";
stop();
}
}
}
The long and short of it is you can create the button in code, or else you can try listening for added to stage events coming from the parent object you're adding the children to (maybe the stage, maybe another DisplayObjectContainer). The problem with the listening method is I'm not sure how you would know which child just dispatched the event without making some messy code. I think the first option is generally easier and makes more sense, the only caveat is that you have to place the instances using x/y coordinates or apply scaleX, scaleY to stretch or shrink objects instead of doing it using the authoring tool. You can still use the drag and drop parts of flash to figure out coordinates and build individual movie clips etc.
Enough talk on to some code:
package
{
import flash.display.MovieClip;
public class GameButton extends MovieClip {
private var blabel:TextField; //This can be any display object class or a class that extends from a display object class (Sprite, MovieClip, MyCustomButton etc.)
public function GameButton() {
blabel = new TextField(); //The type after new, should be the same, or a sub-class (extension) of the type used in the variable declaration above
addChild(blabel);
//blabel.x=10; //optional over ten pixels from left
//blabel.y=10; //optional down ten pixels from top
//blabel.scaleX=.5; //optional half the width
//blabel.scaleY=2; //optional 2 times taller
trace("Gamebutton has been created");
blabel.text = "Click";
stop();
}
}
}