I have a problem with Lua and I don't know if I going in the right direction. In C++ I have a dictionary that I use to pass parameter to a resource manager. This dictionary is really similar to a map of hash and string.
In Lua I want to access to these resource so I need a representation of hashes. Also hashes must be unique cause are used as index in a table. Our hash function is 64bit and I'm working on 32bit enviroment (PS3).
C++ I have somethings like that:
paramMap.insert(std::make_pair(hash64("vehicleId"), std::string("004")));
resourceManager.createResource(ResourceType("Car"), paramMap);
In Lua want use these resources to create a factory for other userdata.
I do stuff like:
function findBike(carId)
bikeParam = { vehicleId = carId }
return ResourceManager.findResource('car', bikeParam)
end
So, sometime parameter are created by Lua, sometime parameter are created by C++.
Cause my hashkey ('vehicleId') is an index of a table it need to be unique.
I have used lightuserdata to implement uint64_t, but cause I'm in a 32bit enviroment I can't simply store int64 in pointer. :(
I have to create a table to store all int64 used by the program and save a reference in userdata.
void pushUInt64(lua_State *L, GEM::GUInt64 v)
{
Int64Ref::Handle handle = Int64Ref::getInstance().allocateSlot(v);
lua_pushlightuserdata(L, reinterpret_cast<void*>(handle));
luaL_setmetatable(L, s_UInt64LuaName);
}
but userdata are never garbage collected. Then my int64 are never released and my table will grow forever.
Also lightuserdata don't keep reference to metadata so they interfere with other light userdata. Checking the implementation the metadata table is added in L->G_->mt_[2].
doing that
a = createLightUserDataType1()
b = createLightUserDataType2()
a:someFunction()
will use the metatable of b.
I thought that metatable where bounded to type.
I'm pretty confused, with the current implementation lightuserdata have a really limited use case.
With Python you have a hash metafunction that is called anytime the type is used as index for a dictionary. It's possible to do something similar?
Sorry for my english, I'm from Italy. :-/
Related
Getting wired issue like main array has been changed if changed value of another array. I think issue is about copying same address, not sure but just thinking of it. I have tried from last 3 hours but unable to get rid from it.
Look at below illustration to get better idea.
List<page> _pageList;
List<page> _orderList = [];
_pageList = _apiResponse.result as List<page>;
_orderList.add(_pageList[0].element);
_orderList[0].title = "XYZ"
//--> Here if I change the `_orderList[0].title` then it also change the `title` inside "_pageList"
How can we prevent the changes in main array?
I got same issue in my one of the project. What I have done is, use json to encode and decode object that help you to make copy of the object so that will not be affected to the main List.
After 3rd line of your code, make changes like below
Elements copyObject = Elements.fromJson(_pageList[0].element.toJson());
// First of all you have to convert your object to the Map and and map to original object like above
_orderList.add(copyObject);
Hope that will help you.
You can use a getter function to create a copy of your list and use that instead of
altering your actual list.
example:
List<Page> get orderList{
return [..._orderList];
}
Lists in Dart store references for complex types, so this is intended behaviour.
From your code:
_orderList.add(_pageList[0].element);
_orderList[0] and _pageList[0].element point to the same reference (if they are non-primitive).
There is no general copy() or clone() method in dart, as far as i know. So you need to copy the object yourself, if you want a separate instance. (see this question)
After realizing that you can't really use UnityEvents in Scriptable Objects (they don't read global variable values correctly). I had to move to another solution for where to store my Dialogs.
The best solution I could find was to just store them in the corresponding NPC-prefab. This is really convenient. However this leaves a bad taste in my mouth, it just feels wrong to store data in a prefab like this. Is it a bad practice?
For example if I were to refactor something in the DialogObject, everything would be lost.
Since I can't seem to successfully store UnityEvents anywhere (can't serialize them as Json and as mentioned Scriptable Objects don't seem to handle them well) I feel like this is the only solution if I want to be able to use the Editor to create Dialogs.
Just checking here first, is this stupid? is there another way?
I am trying to save a List of this:
[System.Serializable]
public class DialogObject {
public List<PageData> conversations = new List<PageData>();
public UnityEvent postEvent; //Invoked on last page of Dialog
}
I would say yes, prefabs are meant to be a template to create new items of a type. You are trying to save data states.
Even though you cannot serialize the UnityEvent, you could serialize its content.
If you assign via inspector, you can use https://docs.unity3d.com/ScriptReference/Events.UnityEventBase.GetPersistentMethodName.html
But then you would not have problem of storage if you know from the start where it goes.
Second solution is when you assign the method to the UnityEvent, store it.
void AddListener (UnityAction ev)
{
MethodInfo mi = ev.Method;
// Use mi
postEvent.AddListener(ev);
}
With the mi reference, you have the name of the method, its type, the object it belongs to and anything you need.
In glade it is possible to set an unique ID to an object. In the code one can obtain a pointer to this object by searching for it's "glade ID" via gtk_builder_get_object().
However for my current use-case I just want to read out this ID from an GObject. What's the API to do so ?
You can't. The builder ID is stored in the builder internally, not in the GObject.
The reason for this is that IDs must be unique per builder, which would be impossible to enforce if you were able to get and set them via some GObject API.
You could use gtk_widget_get_name() to identify an object.
It is possible using Gtk.Buildable.get_name(object). This method will return the Glade object id.
This snippet will print all object ids in your Glade XML:
builder = Gtk.Builder()
builder.add_from_file("my-window.glade"))
for obj in builder.get_objects():
print(Gtk.Buildable.get_name(obj))
As stated by #ptomato it's seems not possible.
I found that in that line in the documentation:
All the fields in the GObject structure are private to the
implementation and should never be accessed directly.
But you can circumvent it because at one point in your code you were refering to it by the id that you typed in (or the code you wrote type in) so you just need to store it at that point. And link it somehow (with a variable or a data structure) to the name of the variable holding the object.
I am trying to implement a distributed cache with spring-memcached. The docs suggest that
to use an object as the key I need to have a method in my domain class with #CacheKeyMethod
annotation on it.
But the problem is I am using the same domain class in different scenarios and the key to be generated in each case has different logic. For examples for a User class one of the scenarios requires the key to be unique in terms of city and gender and but in the other case it requires to be unique in terms of the user's email, it's essentially what your lookup is based on.
Although a user's email would determine the city and gender, so I can use email as the key in first case as well but that would mean separate cache entries for each user while the cached data would be same as long as the gender and city are same, which is expected to increase the hit ratio by a huge margin(just think how many users you can expect to be males from bangalore).
Is there a way I could define different keys. Also it would be great if the logic of
generating the key could be externalised from the domain class itself.
I read the docs and figured out that something called CacheKeyBuilder and/or CacheKeyBuilderImpl could do the trick but I couldn't understand how to proceed.
Edit..
ok.. I got one clue! What CacheKeyBuliderImpl does is, it calls the generateKey method on defaultKeyProvider instance which looks for #cachekeyannotation on the provided domain class's methods and executes the method found to obtain the key.
So replacing either the CacheKeyBuilderImpl with custom Impl or replacing KeyProvider's default implementation within CacheKeyBuilderImpl with yours might do the trick... but the keyprovider reference is hardwired to DefaultKeyProvider.
Can anybody help me implement CacheKeyBuilder(with respect to what different methods do;the documentation doesn't clarify it) and also how do I inject it to be used instead of ususal CacheKeyBuilderImpl
Simple Spring Memcached (SSM) hasn't be designed to allow such low level customization. As you wrote one of way is to replace CacheKeyBuilderImpl with own implementation. The default implementation is hardwired but it can be easily replaces using custom simplesm-context.xml configuration.
As I understand your question, you want to cache your User objects under different keys depends on use case. It's supported out of the box because by default SSM uses method argument to generate cache key not the result.
Example:
#ReadThroughMultiCache(namespace = "userslist.cityandgenre", expiration = 3600
public List<User> getByCityAndGenre(#ParameterValueKeyProvider(order = 0) String city, #ParameterValueKeyProvider(order = 1) String genre) {
// implementation
}
#ReadThroughSingleCache(namespace = "users", expiration = 3600)
public User getByEmail(#ParameterValueKeyProvider String email) {
// implementation
}
In general the #CacheKeyMethod is only used to generate cache key if object that contains the method is passed as a parameter to the method and the parameter is annotated by #ParameterValueKeyProvider
Let's say the [managedObjectID URIRepresentation] uri is:
x-coredata://ABCDEF/Post/p1234567
At first, I thought I could use [[objectID URIRepresentation] lastPathComponent], but this returns
p1234567
instead of just 1234567. I can slice off the p, but this seems like not the proper way of doing things. Is there a better way?
There is no public API to obtain that value. The structure of an NSManagedObjectID is dependent upon the persistent store type for which it is generated (SQLite, XML, etc.).
I am also curious why you need it though, as its not actually possible to query for a managed object using only that number.