Getting value with javascript and use it in controller - scala

First of all i am using play framework with scala,
What i have to do is , using the data which i am getting with that function;
onClick: function(node) {
if(!node) return;
alert(node.id);
var id = node.id;
}
So what the question is how i can call the methods from controller with this id ? Since js is client-side but scala works with server-side , i need something creative.
This is the function i need to call from my controller.
def supertrack(id:Long) = Action {
}

I have just found out that i need use ScalaJavaScriptRouting in order to send a ajax request to the server.
For the documentation
http://www.playframework.com/documentation/2.1.1/ScalaJavascriptRouting

Related

Kuzzle - inter-plugins communication (via method calls)

Is there a way with Kuzzle, to make two plugins communicate with each other?
Let's say a plugin A wants to call a method of a plugin B at boot time, or even runtime for some use cases. How can I do that ?
For now, there is no way to retrieve a particular plugin instance from another plugin. Plugins manager isn't reachable at plugin initialization, but in some way via a Kuzzle request (not the proper way of doing it)
function (request) {
const kSymbol = Object.getOwnPropertySymbols(request.context.user)[0];
request.context.user[kSymbol].pluginsManager.MyPlugin.someMethod(...args);
...
}
The idea behind this question would be to do something like this, when initializing the plugin
function init (customConfig, context) {
const { pluginsManager } = context;
const result = pluginsManager.MyPlugin.someMethod(...args);
// make something with the result ?
// For later use of plugins manager perhaps ?
this.context = context
}
Looks like Kuzzle Pipes would be the right thing to do it, cause they are synchronous and chainable, but pipes don't return anything when triggering an event
function init (customConfig, context) {
const result = context.accessors.trigger('someEvent', {
someAttribute: 'someValue'
});
console.log(result) // undefined
}
Thanks for your help !
full disclosure: I work for Kuzzle
Even if accessing the pluginManager like this may work at this time, we may change the internal implementation without warning since it's not documented so your plugin may not work in next version of Kuzzle.
The easiest way to use a feature from another plugin is exposing a new API method through a custom controller and then call it with the query method of the embedded SDK.
For example if your plugin name is notifier-plugin in the manifest:
this.controllers = {
email: {
send: request => { /* send email */ }
}
};
Then you can call it in another plugin like this:
await this.context.accessors.sdk.query({
controller: 'notifier-plugin/email',
action: 'send'
});
Please note that you can't make API calls in the plugin init method.
If you need to make API calls when Kuzzle start, then you can add a hook/pipe on the core:kuzzleStart event.
this.hooks = {
'core:kuzzleStart': () => this.context.accessors.sdk.query({
controller: 'notifier-plugin/email',
action: 'send'
});
};
Finally I noticed that you can't use pipes returns like in your example but I have proposed a feature to allow plugin developers to use the pipe chain return.
It will be available in the next version of Kuzzle.

Get newly created id of a record before redirecting page

I would like to retrieve the id of a newly created record using javascript when I click on save button and just before redirecting page.
Do you have any idea please ?
Thank you !
One way to do this in Sugar 7 would be by overriding the CreateView.
Here an example of a CustomCreateView that outputs the new id in an alert-message after a new Account was successfully created, but before Sugar gets to react to the created record.
custom/modules/Accounts/clients/base/views/create/create.js:
({
extendsFrom: 'CreateView',
// This initialize function override does nothing except log to console,
// so that you can see that your custom view has been loaded.
// You can remove this function entirely. Sugar will default to CreateView's initialize then.
initialize: function(options) {
this._super('initialize', [options]);
console.log('Custom create view initialized.');
},
// saveModel is the function used to save the new record, let's override it.
// Parameters 'success' and 'error' are functions/callbacks.
// (based on clients/base/views/create/create.js)
saveModel: function(success, error) {
// Let's inject our own code into the success callback.
var custom_success = function() {
// Execute our custom code and forward all callback arguments, in case you want to use them.
this.customCodeOnCreate(arguments)
// Execute the original callback (which will show the message and redirect etc.)
success(arguments);
};
// Make sure that the "this" variable will be set to _this_ view when our custom function is called via callback.
custom_success = _.bind(custom_success , this);
// Let's call the original saveModel with our custom callback.
this._super('saveModel', [custom_success, error]);
},
// our custom code
customCodeOnCreate: function() {
console.log('customCodeOnCreate() called with these arguments:', arguments);
// Retrieve the id of the model.
var new_id = this.model.get('id');
// do something with id
if (!_.isEmpty(new_id)) {
alert('new id: ' + new_id);
}
}
})
I tested this with the Accounts module of Sugar 7.7.2.1, but it should be possible to implement this for all other sidecar modules within Sugar.
However, this will not work for modules in backward-compatibility mode (those with #bwc in their URL).
Note: If the module in question already has its own Base<ModuleName>CreateView, you probably should extend from <ModuleName>CreateView (no Base) instead of from the default CreateView.
Be aware that this code has a small chance of breaking during Sugar upgrades, e.g. if the default CreateView code receives changes in the saveModel function definition.
Also, if you want to do some further reading on extending views, there is an SugarCRM dev blog post about this topic: https://developer.sugarcrm.com/2014/05/28/extending-view-javascript-in-sugarcrm-7/
I resolved this by using logic hook (after save), for your information, I am using Sugar 6.5 no matter the version of suitecrm.
Thank you !

Play Framework Search Bar

I'm trying to make a search bar with only one variable - the search input. I'm sure there's a fairly simple way to do this, but everything that I've found about getting input from the DOM (the views file) has been about using a Form and getting multiple variables. Is there a simpler way to do this if it's just a single variable?
I have a function in my Applications
def singleElement = Action { implicit request =>
val databaseSupport = new InteractWithDatabase(comm, db)
val put = Future {
while (true) {
val data = databaseSupport.getFromDatabase()
if (data.nonEmpty) {
comm.communicator ! data.head
}
}
}
Ok(views.html.singleElement)
}
I want to take some input from the user on the page singleElement and pass it into getFromDatabase which calls a MySQL query. How do I do this?
You can use restful and do something like this
routs file
GET /content/search/:search controllers.ContentController.search(search:String)
and in controller:
public Result search(String saerch) {}

How to PUT (save) object to REST endpoint using Restangular

Given I have resource id and data as plain JSON, how do I save that JSON to /cars/123/ ???
There seem to be no clear explanation. I don't have restangular element.
restangularizeElement might be the option, but it lacks any meaningful documentation.
All I know is that I want to save {make: 'honda', color: 'now blue, was red'} for car_id == 123.
Thanks.
If you have plain object you cannot use Restangular save function to update (it will make put request as object has id) object.
Easiest way to achieve it construct your end point url then call put function...
Restangular.one('cars', 123).customPUT(carObject).then(function(response){
TO-DO
})
If you want to restangularized your plain object you can use this one...
Restangular.restangularizeElement(null,carObject, 'cars').put().then(function (response) {
TO-DO
})
The comman way should be like this. Whenever you get object from backend with get or getList your object will be Restangularized unless you do not choose to turn them plain object by calling .plain() method of Restangular response. Then you can safely call .save() and it will automatically will be put or post accordingly...
Here is what worked for me. Thanks to #wickY26:
updateGroup: function (group, id_optional) {
if (!group.hasOwnProperty('restangularCollection')) {
// safe to assume it is NOT restangular element; sadly instanceof won't work here
// since there is no element class
// need to restangularize
group = Restangular.restangularizeElement(null, group, ENDPOINT);
group.id = id_optional;
}
return group.put();
},

Unity: Javascript callbacks, delegates

I would like to use Player.IO from Yahoo Games Network in my Unity javascript code. PlayerIO provides example project for unity written only in C# so I am having problems with getting the callbacks work.
PlayerIO.Connect description from Player.IO documentation for Unity (available here):
public void Connect (string gameId, string connectionId, string userId, string auth,
string partnerId, String[] playerInsightSegments,
Callback<Client> successCallback, Callback<PlayerIOError> errorCallback)
So how to make these callbacks work?
The following part of the question shows the ways I have already tried, but didn't work.
Firstly I've tried this way (as I know from javascript):
function success(client : Client) {
//function content
}
PlayerIOClient.PlayerIO.Connect(pioGameId, pioConnectionId, pioUserId, pioAuth, pioPartnerId, success, failed);
.
That was not right and I've learned that I should use delegates.
From Unity3D official tutorials (available here), the right use of delegates in JS would be like this (using the Function type):
var successDelegate : Function;
function success(client : Client) {
//function content
}
function Start () {
successDelegate = success;
PlayerIOClient.PlayerIO.Connect(pioGameId, pioConnectionId, pioUserId, pioAuth, pioPartnerId, success, failed);
}
This is causing the following error:
InvalidCastException: Cannot cast from source type to destination type.
Main+$Start$2+$.MoveNext ()
.
After that I've found a topic on Player.IO forum (available here) called Utilizing Player.IO in Unity Javascript. Suggested approach of creating delegates in JS by the author of that topic: go straight to the .Net type and declare them as System.Delegate.
var pioConnectSuccessCallback : System.Delegate;
function success(client : Client) {
//function content
}
function Start () {
pioConnectSuccessCallback = System.Delegate.CreateDelegate(typeof(PlayerIOClient.Callback.<PlayerIOClient.Client>), this, "success");
PlayerIOClient.PlayerIO.Connect(pioGameId, pioConnectionId, pioUserId, pioAuth, pioPartnerId, pioConnectSuccessCallback, pioConnectErrorCallback);
}
This is unfortunately also not working for me, although the guys on the forum present it as a working solution (but it may be outdated).
The error I'm getting:
Assets/Main.js(51,35): BCE0023: No appropriate version of
'PlayerIOClient.PlayerIO.Connect' for the argument list '(String,
String, String, String, String, System.Delegate, System.Delegate)' was
found.
So it seems like Connect method doesn't like System.Delegate as a parameter or those were not initialized well.
The 3rd way is working, the function is expecting 8 parameters and that was why it didn't work for me.