Is there a way to add macro definition to MonoDevelop? - macros

I need a special keyword in my code to be replaced by a consequence of symbols before the build.
For example, I want hello to be replaced by Debug.Log("Hello");
According to this, MonoDevelop didn't have this feature in 2006. Has anything changed?
If no, are there any plugins/external tools implementing it?
I don't think that switching to another IDE will be helpful unless it can use code completion for unity3d.
Please, don't answer that macro definitions are evil.
Update:
I understood that my example was too abstract. In fact, I want to replace read("name"); with
var name;
name=gameObject.Find("name");
if(!name)
return;
name=name.param;

1)Every script should have all needed variables declared + a variable called "self".
2)They should be public.
3)
public static function set_var(target,name:String,value)
{
var fi=typeof(target).GetField(name);
fi.SetValue(target,value);
}
public static function read(name:String,target):String
{
set_var(target,"self",target);
return "var rtmp=self.gameObject.GetComponent(\""+name+"\");"+"if(!rtmp)return;"+name+"=rtmp.param;";
}
4)eval(read("name",this));
5)As far as I know, it wouldn't work in unity C#
6)Probably, set_var can be replaced by assignment
Far better solution:
var component_names = ["hello","thing","foo"];
var component;
for(var name:String in component_names)
{
component = gameObject.GetComponent(name);
if(!component)
return;
set_var(this,name,component.param);
}
(Requires set_var() from the first one)

Related

AngelScript - Avoid implicit default constructor from running

I'm currently testing some simple AngelScript stuff, and noticed something I find a bit strange when it comes to how objects are initialized from classes.
Let's say I define a class like this:
class MyClass {
int i;
MyClass(int i) {
this.i = i;
}
}
I can create an object of this class by doing this:
MyClass obj = MyClass(5);
However it seems I can also create an object by doing this:
MyClass obj;
The problem here is that obj.i becomes a default value as it is undefined.
Additionally, adding a default constructor to my class and a print function call in each one reveals that when I do MyClass obj = MyClass(5); BOTH constructors are called, not just the one with the matching parameter. This seems risky to me, as it could initialize a lot of properties unnecessarily for this "ghost" instance.
I can avoid this double-initialization by using a handle, but this seems more like a work-around rather than a solution:
MyClass# obj = MyClass(5);
So my question sums up to:
Can I require a specific constructor to be called?
Can I prevent a default constructor from running?
What's the proper way to deal with required parameters when creating objects?
Mind that this is purely in the AngelScript script language, completely separate from the C++ code of the host application. The host is from 2010 and is not open-source, and my knowledge of their implementation is very limited, so if the issue lies there, I can't change it.
In order to declare class and send the value you choose to constructor try:
MyClass obj(5);
To prevent using default constructor create it and use:
.
MyClass()
{
abort("Trying to create uninitialized object of type that require init parameters");
}
or
{
exit(1);
}
or
{
assert(1>2,"Trying to create uninitialized object of type that require init parameters");
}
or
{
engine.Exit();
}
in case that any of those is working in you environment.
declaring the constructor as private seems not to work in AS, unlike other languages.

Skip declaration in setup? Skip const || let || var in setup? p5.js

Why I could not declare variable in setup and it still work and fine?
Where I could skip declaration, what is negative part of that skiping? - Main question
Here is example of code without declaration and it work fine:
function setup(){
canvas = createCanvas(innerWidth, innerHeight);
}
function mouseClicked(){
canvas.style('margin-top', '5px');
}
Here is same code with declaration how should it be:
let canvas;
function setup(){
canvas = createCanvas(innerWidth, innerHeight);
}
function mouseClicked(){
canvas.style('margin-top', '5px');
}
and I have also code in console that shows as it should be and I understand why it is so : declaration variables in console
It is working on any of DOM element (not only canvas)
This is a JavaScript thing. See here for more info:
Is using 'var' to declare variables optional?
What is the purpose of the var keyword and when to use it (or omit it)?
Basically, if you don't use var or let or const, then the variable is put in the global scope. In this case it doesn't really matter, since you're putting the variables in the global scope no matter what.
But it's a good idea to always use var or let or const to declare a variable, even if you don't technically need it.

Coffeescript "#" variables

What does it mean in Coffeescript when a variable name begins with an "#" sign?
For example, I've been looking through the hubot source code and just in the first few lines I've looked at, I found
class Brain extends EventEmitter
# Represents somewhat persistent storage for the robot. Extend this.
#
# Returns a new Brain with no external storage.
constructor: (robot) ->
#data =
users: { }
_private: { }
#autoSave = true
robot.on "running", =>
#resetSaveInterval 5
I've seen it several other places, but I haven't been able to guess what it means.
The # symbol is a shorcut for this as you can see in Operators and Aliases.
As a shortcut for this.property, you can use #property.
It basically means that the “#” variables are instance variables of the class, that is, class members. Which souldn't be confused with class variables, that you can compare to static members.
Also, you can think of #variables as the this or self operators of OOP languages, but it's not the exact same thing as the old javascript this. That javascript this refer to the current scope, which causes some problems when your are trying to refer to the class scope inside a callback for example, that's why coffescript have introduced the #variables, to solve this kind of problem.
For example, consider the following code:
Brain.prototype = new EventEmitter();
function Brain(robot){
// Represents somewhat persistent storage for the robot. Extend this.
//
// Returns a new Brain with no external storage.
this.data = {
users: { },
_private: { }
};
this.autoSave = true;
var self = this;
robot.on('running', fucntion myCallback() {
// here is the problem, if you try to call `this` here
// it will refer to the `myCallback` instead of the parent
// this.resetSaveInterval(5);
// therefore you have to use the cached `self` way
// which coffeescript solved using #variables
self.resetSaveInterval(5);
});
}
Final thought, the # these days means that you are referring to the class instance (i.e., this or self). So, #data basically means this.data, so, without the #, it would refer to any visible variable data on scope.

Declaring and using custom attributes in Swift

I would like to be able to annotate my types and methods with meta-data and read those at runtime.
The language reference explains how to declare attribute usages, but is it actually possible to declare your own attributes?
Reading would require some kind of reflection mechanism, which I was not able to find in the reference at all, so the second part of the question probably is - is there reflection possible. If these features are not available in Swift, can they be done with Objective-C code (but on Swift instances and types)?
A relatively unrelated note: The decision of what has been modelled as an attribute and what has been added to the core syntax strikes me as pretty arbitrary. It feels like two different teams worked on the syntax and on some attributes. E.g. they put weak and unowned into the language as modifiers, but made #final and #lazy attributes. I believe that once they actually add access modifiers, they will probably be attributes likes final. Is all of this somehow related to Objective-C interoperability?
If we take the iBook as definitive, there appears to be no developer-facing way of creating arbitrary new attributes in the way you can in Java and .NET. I hope this feature comes in later, but for now, it looks like we're out of luck. If you care about this feature, you should file an enhancement request with Apple (Component: Swift Version: X)
FWIW, there's really not a way to do this in Objective-C either.
You can now do something like this! Check out "Property Wrappers" - https://docs.swift.org/swift-book/LanguageGuide/Properties.html
Here's an example from that page:
#propertyWrapper
struct TwelveOrLess {
private var number = 0
var wrappedValue: Int {
get { return number }
set { number = min(newValue, 12) }
}
}
struct SmallRectangle {
#TwelveOrLess var height: Int
#TwelveOrLess var width: Int
}
var rectangle = SmallRectangle()
print(rectangle.height)
// Prints "0"
rectangle.height = 10
print(rectangle.height)
// Prints "10"
rectangle.height = 24
print(rectangle.height)
// Prints "12"

How to filter files when opening using NetBeans?

I'm looking for a way to filter files in an "Open" window. I'm using NetBeans IDE 6.5.
I did some research, and this is what i came up with, but for some reason it's not working.
//global variable
protected static FileFilter myfilter;
//in declaration of variables
fchoLoad.setFileFilter(myfilter);
//inside main
myfilter = .... (i actually delted this part by accident, i need to filter only .fwd files. can anybody tell me what goes here?)
If I understand it correctly, you want to create your own file chooser and be able to filter just some files (.fwd in your case). I guess this is more general Java question (not only NetBeans) and I suggest reading this tutorial
Anyway, your "myfilter" should look like this:
myfilter = new FileFilter() {
public boolean accept(File f) {
return f.getName().toLowerCase().endsWith(".fwd")
|| f.isDirectory();
}
public String getDescription() {
return "FWD Files"; //type any description you want to display
}
};
Hope that helps