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how to read data from QML page using signals
how to wite received data in another QML page using signals
i excatly expect qtsignals and slots concepts. please anybody tell how to read and wrote data from qml page.
Try the following syntax and get sample from github
1.HPP FILE
Q_PROPERTY(QString companyname READ companyname WRITE setcompanyname NOTIFY companynameChanged)
void companynameChanged();
void setcompanyname(const QString &company);
QString companyname() const;
QString m_company;
2.CPP FILE
void ApplicationUI::setcompanyname(const QString &company)
{
if (m_company == company)
return;
m_company = company;
emit companynameChanged();
}
QString ApplicationUI::companyname() const
{
return m_company;
}
------------------- Get sample full code from here (CLICK HERE)-----------
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How can I make a check for the correctness of the entered data?
For example, the user needs to enter a digit, and until this is done, the program will not skip it further
In my case, you need to make sure that the user entered an integer, and not a string, double, etc.
Just create an infinite loop. If your read is successful break it. Something like:
while true {
if let line = readLine(), let value = Int(line) {
print("value", value)
break
}
}
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byte[] Renderer(String path)
{
File file = new File(path);
byte [] byteArray=null;
String ans="empty";
try
{
for(int i=0;i<count;i++)
{
//code for converting pages to images
}
return byteArray;
}
catch(Exception e)
{
byte[] h=null;
return h;
}
}
I have Created Renderer method for converting 10 pages to PNG image and send to the main.dart I have received only the last page but I want to display all the pages in my dart file.
In your Java for loop, you process each page but discard all but the last - you make a new byteArray for each page.
One solution is to return a list of all of the pages. In Java first declare an ArrayList
ArrayList bitmaps = new ArrayList();
Inside the for loop, add the compression result to the list:
bitmaps.add(outStream.toByteArray());
Finally, return bitmaps, rather than byteArray.
At the Dart end, you'll now get a List<Uint8List> rather than a single Uint8List, so change the signature of the method to:
Future<List<Uint8List>> pdfAsset() async
Obviously, you'll have to change the build method to deal with a list of bitmaps (one for each page) rather than a single bitmap (the last page).
(You may find that you need to change the signature to Future<List<dynamic>>, but you'll find that each of them is a Uint8List. Also, change the Java catch code to return an empty list.)
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Is there some way to write/download rules for how VS. Code should format the code?
Example:
I have this nicely formatted (JavaScript) code:
var boundingBox = Object.create(null);
boundingBox.top = 0;
boundingBox.left = 0;
boundingBox.right = window.innerWidth;
boundingBox.bottom = window.innerHeight;
But after I do: Right-click --> Format Document
It destroys it into this (relatively) ugly & "unreadable" mess:
var boundingBox = Object.create(null);
boundingBox.top = 0;
boundingBox.left = 0;
boundingBox.right = window.innerWidth;
boundingBox.bottom = window.innerHeight;
Is there some plugin/.edditorconfig rules/settings/other thing I can do to tell VS. Code how it should format the code? (or at least not destroy the existing formating?)
I think what you want is this extension:
https://marketplace.visualstudio.com/items?itemName=wwm.better-align
It allows you to align your code lines by colon(:), assignment(=,+=,-=,*=,/=) and arrow(=>)
However, my personal opinion is that it would likely be worth it to get used to other code formatting styles. From my experience, aligning code by specific characters is not common practice.
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I'm making a math game. Every time I click a button a new question should appear with different results to choose from.
However every time I click the button which I think is the result it doesn't update the text but the others do.
See github: https://github.com/Combii/BrainTrainerSwift
Use UIButton.setTitle(, for:) method. I suggest you to change code in ViewController.swift:
func setNumbers(numberDic: Dictionary<String, Int>) {
let btns = [bt1, bt2, bt3, bt4]
UIView.performWithoutAnimation {
for (position, number) in numberDic {
btns[(Int(position) ?? 0) - 1]?.setTitle(String(number), for: .normal)
}
}
}
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I have two buttons create and join. Both button's on click event I move to next scene, but in next scene I have two scripts networkmanager and networkclient.
Now if I press create button I want to call only networkmanger not networkclient. So how can I disable the networkclient script and join I want to disabled networkmanger?
How can I know which button is been pressed?
public void OnPress(){
string name = this.gameObject.name;
switch(name){
case "Create":break;
case "Join":break;
}
}
You can read the name of the object the script is attached to.
If this is not suitable for any given reason (both scripts are on same object), you can pass a parameter to the method.
public void OnPress(string name){
switch(name){
case "Create":break;
case "Join":break;
}
}
then you give the name in the inspector.
The final way is to use two different methods for each button.