Combining coffeescript with requirejs - coffeescript

What is the best way to combine coffeescript with requirejs ?
I am confused with coffeescript self invoking function - by default all properties are not visible outside of that function (after compiling ). If I do something like this with requirejs using coffee:
// requirejs module
define=(do()->
this.app =
someproperty: "property" // export to global scope
)
Then app object will be globally accessible, and not just inside main require module.
So trying to access app object inside of main require module will fail:
require("modules/modulename",function(name){
name.app.some // this will fail
this.app.someproperty // this works but it is global
})
How to make module created with coffeescript visible only inside requirejs main script ?
Thanks

Solved with the help of An AMD loader plugin for CoffeeScript

Related

Is it possible in a Telosys template to call a function created specifically?

I use Telosys (https://www.telosys.org) to generate Python source code and it works fine. But I have a specific need that could be solved by calling a specific conversion function.
Is it possible to create a specific function and to call it inside a Telosys template?
For example: myFunction(“abc”) or $something.myFunction(“abc”) or anything else
If necessary it's possible for me to create this function in different languages ​​like Java, Python or JavaScript.
Telosys is designed to be extensible, so yes you can create your own functions and call them in your templates.
As Telosys is written in Java you will have to create these functions in Java, then use the "loader" object in the ".vm" file to load your class and call the methods defined in this class.
Here's how to do that step by step:
Use your preferred IDE to create a Java class defining your specific method(s). This class can be in any package (including the "default / unnamed package"), the method(s) can be "static" if you don't need an instance of the class.
Compile this class (the goal is to produce a simple ".class" file or a ".jar" file if you prefer)
Put the class (or the jar) in the templates bundle folder :
if you have a ".class" file put it in "classes" folder
if you have a ".jar" file put it in the "lib" folder
Examples :
TelosysTools/templates/my-bundle/classes/MyClass.class
TelosysTools/templates/my-bundle/lib/my-lib.jar
In the template file (".vm") use the "$loader" object to load your Java class and call any of its methods
See "$loader" reference here : http://www.telosys.org/templates-doc/objects/loader.html
If all your methods are “static” you don’t need an instance so just use “$loader.loadClass()”. Example :
## load the class and keep it in a new “$Math” object (no instance created)
#set( $Math = $loader.loadClass("java.lang.Math")
## use the static methods of this class
$Math.random()
If your methods are not “static” so you need an instance, then use “$loader.newInstance()”. Examples :
## create an instance of StringBuilder and put it in the context with #set
#set( $strBuilder = $loader.newInstance('java.lang.StringBuilder') )
## use the instance to call a method
$strBuilder.append('aa')
## create new instance of a specific class : MyTool.class
#set( $tool = $loader.newInstance('MyTool') )
## use the instance to call a method
$tool.myFunction()
So to sum up, you can use any class provided by Java-JRE (eg "Math", “StringBuilder”), you can reuse existing libraries by adding a “.jar” file (don't forget to add dependencies required if the jar file is not stand-alone) or just add a single “.class” file.

Dart Package - How to hide internal methods and classes?

I am developing a package for Flutter Apps
There are methods and classes that are useful only for the package itself, and not for the programmer who will import my package, is possible to hide this methods and classes for further implementation?
Example:
DataService.dart
export class DataService{
//Must be visible only for my library
static notifyDataChanged(InternalEvent internalEvent){ ... }
//Must be visible for anyone
static addCallbackOnDataChange(onDataChangeCallback) { ... }
}
InternalEvent.dart
//Must be visible only for my library as well
export class InternalEvent {
...
}
The usual approach to having package-only declarations is to put them in a library in the lib/src/ directory, and not export that library. The other libraries in the package can import the package-only library, but users outside the package are discouraged from importing libraries in lib/src/ directly. (It's not impossible, just something that's discouraged because the package is free to change those libraries without warning).
If the package-only features require access to library private parts of public classes, then they need to be in the same library. The traditional way is then to declare both in a library in lib/src/ and export only the parts of that library which needs to be public:
library myPackage;
export "src/allDeclarations.dart" hide Private, Declarations;
// or, preferably,
export "src/allDeclarations.dart" show Public, Things;
Generally you should only put exported and non-exported declarations in the same library if absolutely necessary. Otherwise the hide/show lists become too cumbersome and it's to easy to forget a declaration in a hide list.
You have a few possibilities:
Making a method/variable private, by prefixing it with _:
class _InternalEvent {}
Use the hide/show directives:
// lib/src/event.dart
class InternalEvent {}
class VisibleEvent {}
// lib/my_package.dart
export 'src/event.dart' hide InternalEvent;
OR
export 'src/event.dart' show VisibleEvent;
For package-private members exists an annotation, #internal.
Using #internal the analyzer emit a warning when:
you export the annotated element (from a file under lib)
a consumer of your package imports the annotated element
Anyway, Dart seems to me to make things really complicated. The need to have members who are neither completely public nor inaccessible from outside the file is elementary, yet no solution provides certainties.
Note that:
the doc says to keep the package-private elements in files under lib/src, yet the consumers of your package will still be able to import them, without even the analyzer producing a warning; it's just a convection;
using the #internal annotation, the analyzer (ie the ide, which rely on the analyzer) produces a warning, but nothing prevents you from compiling the code anyway. The situation improves a little if you increase the severity level of the warning produced by the analyzer when the annotation is not respected. To do this, you need to create an analysis_options.dart file like the following:
analyzer:
errors:
invalid_use_of_internal_member: error #possible values: ignore, info, warning, error
Note that the #internal annotation, like other similar ones (#visibleForTesting, #protected) is part of the meta package, which is included in the Flutter Sdk, but which must be included as a dependency in pure-dart packages.
its so simple
suppose i have a below code in src folder of your lib,
class myClass1 {}
class myClass2 {}
class myClass3 {}
below export statement will make all 3 classes visible/accesible
export 'src/mylib_base.dart' ;
below export statement will make myClass3 visible/accessible and remaining not accessible
export 'src/mylib_base.dart' show myClass3 ;
below export statement will make myClass3 not visible/accessible and remaining accessible
export 'src/mylib_base.dart' hide myClass3 ;
So simply
with hide classes/function ,hide those that you mention and remaining will be shown to end user
with show classes/function ,show those that you mention and remaining will be hide to end user

Can I #define a constant solutionwide within c# code without project settings?

I know this was aksed and answered a a couple of times e.g.
Solution-wide #define, Is There anyway to #define Constant on a Solution Basis? and How to define a constant globally in C# (like DEBUG).
But in my case I can not use any of the suggested methods:
I'm writing on different "modules" (or plugins if you want so) for UnityProjects (kind of a package providing a certain functionality). The idea is that a developer can load a certain "module" to use in his project by importing a UnityPackage with all scripts and resources in it.
But some of these modules themselves depend on other modules. So what I tried so far was having a class Constants in each module with seperated namespaces and preprocessor definitions.
Module A
#if !MODULE_A
#define MODULE_A // BUT I WOULD NEED THIS GLOBAL NOT ONLY HERE
#endif
namespace Module_A
{
public static class Constants
{
// some constants for this namespace here
}
}
Module B
#if !MODULE_B
#define MODULE_B // BUT I WOULD NEED THIS GLOBAL NOT ONLY HERE
#endif
#if !MODULE_A // WILL BE NOT DEFINED OFCOURSE SINCE #define IS NOT GLOBAL
#error Module A missing!
#else
namespace Module_B
{
public static class Constants
{
// some constants for this namespace here
}
// and other code that might require Module A
}
#endif
But ofcourse this cannot work like this since #defines are not global but only in the current file.
Problem
For this whole idea of modules and a simple "load your modules" I can not ask the user to first make changes to the project or solution settings how e.g. suggested by this answer but instead have to use only the (c#) resources that come imported with the UnityPackage (at least with my current know-how).
Is there any way to somehow set/define those constants for the entire Unity-Project by only importing the module's UnityPackage?
Edit:
I could find a solution for 1 definition in Unity using Assets/msc.rsp. But this still wouldn't work for multiple modules since they would have to write into the same file.
After a lot of searches I've finally been able to put together a surprisingly simple solution I'ld like to share with you:
InitializeOnLoad
Unity has an attribute [InitializeOnLoad]. It tells Unity to initialize according class as soon as
Unity is launched
After any re-compiling of scripts => also after importing a new unitypackage with scripts
static Constructor
In their Running Editor Code On Launch example, they show, how to combine this with a static constructor.
From static-constructors:
A static constructor is called automatically to initialize the class before the first instance is created or any static members are referenced.
While usually you still would have to create an instance of the class, the static constructor is "instanciated/executed" instantly when the class is initliazed, which we force using the [InitializeOnLoad] attribute.
Scripting Define Symbols
Further Unity actually has project wide defines in the PlayerSettings.
And the good part is: We also have access to them via scripting API:
PlayerSettings.GetScriptingDefineSymbolsForGroup
PlayerSettings.SetScriptingDefineSymbolsForGroup.
So what I did now is the following
Module A
This module has no dependencies but just defines a "global define" in the PlayerSettings. I placed this script somewhere e.g. in Assets/ModuleA/Editor (important is the last folder's name).
using System.Linq;
using UnityEditor;
namespace ModuleA
{
// Will be initialized on load or recompiling
[InitializeOnLoad]
public static class Startup
{
// static constructor is called as soon as class is initialized
static Startup()
{
#region Add Compiler Define
// Get the current defines
// returns a string like "DEFINE_1;DEFINE_2;DEFINE_3"
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
// split into list just to check if my define is already there
var define = defines.Split(';').ToList();
if (!define.Contains("MODULE_A")
{
// if not there already add my define
defines += ";MODULE_A";
}
// and write back the new defines
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, defines);
#endregion
}
}
}
Module B
This module depends on Module A. So itself defines a "global define" (so later Modules can check their dependecies on Module B) but additionally it checks first, if Module A is imported. If Module A is missing, it prints an error to the Debug Console.
(You could as well throw a compiler error using #error SOME TEXT, but for some reason this is not capable of printing out the URL correctly so I decided for the Debug.LogError)
I placed this script somewhere e.g. in Assets/ModuleB/Editor
#if MODULE_A
using System.Linq;
#endif
using UnityEditor;
#if !MODULE_A
using UnityEngine;
#endif
namespace ModuleB
{
// Will be initialized on load or recompiling
[InitializeOnLoad]
public static class Startup
{
// static constructor is called as soon as class is initialized
static Startup()
{
#if !MODULE_A
Debug.LogErrorFormat("! Missing Module Dependency !" +
"\nThe module {0} depends on the module {1}." +
"\n\nDownload it from {2} \n",
"MODULE_B",
"MODULE_A",
"https://Some.page.where./to.find.it/MyModules/ModuleA.unitypackage"
);
#else
// Add Compiler Define
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
var define = defines.Split(';').ToList();
if (!define.Contains("MODULE_B"))
{
defines += ";MODULE_B";
}
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, defines);
#endif
}
}
}
So later in other scripts of Module B I have two options (both do basically the same)
I can either check everywhere #if MODULE_A to check exactly the module this script relies on
or I can instead check #if MODULE_B to rather check with one line if all dependecies are fulfilled since otherwise I don't define MODULE_B.
On this way I can completely check all dependencies between certain modules which is awesome. The only two flaws I saw until now are:
We have to know how the define (e.g. MODULE_A) looks like for every module and if it is changed in the future it has to be changed in all depending modules as well
The "global define" isn't getting removed in case the module is deleted from the project
But well - which solution is perfect?
In general, the way I would solve this problem in C# is by defining a common set of interfaces that all your modules would contain. I think you can do this with Unity by placing the files from each module in the same location, thus allowing later installations to overwrite those same files (with, obviously, the same content). You would then put editor controls that expose properties to hold instances of those interfaces and then wire them up in the UI. You would test those properties for a value of null to determine which ones are missing.
Common.cs:
public interface IModuleA {}
public interface IModuleB {}
ModuleA.cs
public class ModuleA : IModuleA {}
ModuleB.cs
public class ModuleB : IModuleB
{
public IModuleA ModuleAInstance {get; set;}
private bool IsModuleAPresent()
{
return !ModuleAInstance == null;
}
}
The ideal way to solve it would be with a package manager and proper dependency injection, but doing that with Unity is not straightforward.

Zend addScriptPath in postDispatch?

is it a good idea to add a script path in postDispatch of a controller? Or is the init() or preDispatch() function a better place for it?
public function postDispatch() {
$this->view->addScriptPath( path/to/scripts );
}
In fact adding a script path in postDispatch does not work correctly.
So where I should put it - init() or preDispatch()?
I would vote for init() in your case. As there is nothing changed in dispatching loop there is no sense using preDispatch. But it's going to work in both cases.
In my zf project we have modules so we have addScriptPath calls in module initialization files.

How to define own functions in zend framework

Actually I wanted to know that is there any way to define and call a function in Zend framework which does not need to put with $this like pr() function in cake php. I want to define a such a function which can be called directly in all controllers and views in zend framework. Can it be done by putting all functions in helper and use them without writing $this in front of them.
For example I wanted to make a function arrprint() to print the array in helper and use it globally with only by writing simply arrprint();
Please help me
You could just create a file anywhere and put the function in there. The just include it like you would any other files.
Or create a library called Utils and put your custom functions there as static and call them using:
Utils::myFunction();
Contrary to cake zf does not enforce much anything. You can leverage the framework to do whatever you want.
BTW $this is just a pointer to the current class and when you use $this->myFunction(); it's because that function is a member of the current class (or its parent).