Is there difference in defining DropTarget in View and in Editor? - drag-and-drop

The code is:
DropTarget target = new DropTarget(sqlViewer.getTextWidget(),
DND.DROP_DEFAULT | DND.DROP_COPY | DND.DROP_MOVE | DND.DROP_LINK);
Transfer[] types = new Transfer[] {TreeLeafListTransfer.getInstance(),
TextTransfer.getInstance(), FileTransfer.getInstance()};
target.setTransfer(types);
target.addDropListener(new DropTreeLeafAdapter(sqlViewer));
And it works normally for a view, but fails in an editor. What's the difference?
upd: Whtat is most strange - if I surround it with a try/catch block, it still fails without exception.
edit: The problem is bigger than just DnD not working. The whole editor fails to instantiate because of this block. Just an empty window appears.

it works normally for a view, but fails in an editor. What's the difference?
The difference should be in the transfert type:
To recap, transfer types allow drag sources to specify what kinds of object they allow to be dragged out of their widget, and they allow drop targets to specify what kinds of objects they are willing to receive.
For each transfer type, there is a subclass of org.eclipse.swt.dnd.Transfer. These subclasses implement the marshaling behavior that converts between objects and bytes, allowing drag and drop transfers between applications.
May be the list of Transfer type you are using is not quite compatible with the target (an Editor)? See this thread for more test around that.
Another item to consider is the proper setup of a TransferDropTargetListener (like in this thread).
Since I have not yet fully tested eclipse DnD, I cannot give you much more details on this topic, but hopefully that will give you something to start your own analysis.

Related

NSTextStorage easily / background attribute change

I'm finishing a nice app with a relatively small text editor. During implementation of the syntax highlight I found myself in need to change foreground colour attribute of recognized tokens. I noticed that there is a property of NSTextStorage:
var fixesAttributesLazily: Bool { get }
The documentation, regarding it is:
A Boolean value indicating whether the text storage object fixes attributes lazily. (read-only)
Discussion
When subclassing, the default value of this property is NO, meaning that your subclass fixes attributes immediately when they are changed. The system’s concrete subclass overrides this property and sets it to YES.
I really don't know how to interpret this ... but this is what I did:
I'm changing the attributes of th recognised tokens inside textStorage(textStorage: NSTextStorage, didProcessEditing editedMask: NSTextStorageEditActions, range editedRange: NSRange, changeInLength delta: Int) (which is a delegate method of NSTextStorage). Here I'm checking the value of this property - it's FALSE.
I subclassed NSTextStorage exactly as Apple suggest (https://developer.apple.com/library/mac/documentation/Cocoa/Conceptual/TextStorageLayer/Tasks/Subclassing.html) and overrode the property. The text view started to behave very strange. Actually with small text it performs OK, but as soon as I open a 4 Mbytes file - it hangs and ... well ... bad things start to happen to my mac. Actually this behaviour doesn't depend on the value of the fixesAttributesLazily property. Maybe my implementation of NSTextStorage is bad or at least not sophisticated.
Any trick of applying attributes in background or lazily or ... something like this is welcomed.
In additional: I know that there are many ways to optimise a syntax highlighted. It may highlight partially, use some kind of logic, based on the changed range ... etc. What I'm looking for is a way to process attribute changes in background. For example currently when I paste 4 Mbyte file to the text view, it first highlights it (which takes 2-3 seconds) and then it visualises it. The effect I'm looking for is the text to appear right away and after time - the colors.
The project I'm working on is written in Swift.
Thanks to everyone in advance for the help. You may reach me via ivailon at gmail dot com for specifics, since I don't want to expose the app here ... at least not yet ;-)

GetClassifier() from IClassifierProvider called twice?

I implemented a VS2013 extension in a form of VSPackage that also exports a classifier for a particular file extension. Everything is working fine, and the only thing that bothers me is that i get GetClassifier() called twice in my implementation of IClassifierProvider. That leads to creation of two classifiers both processing same changes. The implementation of IClassifierProvider is as simple as it is shown below.
[Export(typeof(IClassifierProvider))]
[ContentType(MyConstants.MyContentType)]
public sealed class MyClassifierProvider : IClassifierProvider
{
public IClassifier GetClassifier(ITextBuffer textBuffer)
{
return new MyClassifier(textBuffer);
}
}
I tried to minimize my package by removing everything not related to classification to no avail. Would really appreciate an advice on this one.
UPDATE: I was wrong about text buffers being different in GetClassifier calls. Updated this post accordingly.
One thing you should describe is what gesture resulted in multiple calls with different buffers. You'll most definitely get a call for GetClassifier for each file that is open, and you could possibly get multiple calls for the same text buffer as well. For the same text buffer, the common pattern is to have some other component be watching for file changes, process it once, and then report the changes via all classifiers.
There's also "fancy" cases where text buffers can contain the contents of other text buffers, which get used for various features. That might also explain what you're seeing too.

Why does the Function Module name of a Smartform change (sometimes)?

Not really critical question, but i'm curious
I am working on a form and sometimes the generated function name is /1BCDWB/SF00000473, and sometimes /1BCDWB/SF00000472. This goes back and forth.
Does anyone know what's the idea behind this? Cuz i'm quite sure it's not a bug (or i might be wrong on that).
It is not a bug. You always have to use SSF_FUNCTION_MODULE_NAME to determine the actual function module name and call it dynamically using CALL FUNCTION l_function_module.
Smartform FMs are tracked by internal numbering and thats saved in the table STXFADMI. You would always notice the different number in Development System if you have deleted any existing Form. Similarly, you would also notice the different number in your Quality system based on the sequence the forms are imported in QAS and the forms as well (as test forms are not migrated to QAS.
Similar behavior is also true for Adobe Form generated FMs.
You need to understand that every smartform has a different interface and hence the automatically generated function module needs to have different import parameters.
Due to this reason the 'SSF*' FMs generate a FM specific for your smartform. The name of the 'generated' FM changes when you migrate from one system to another. And that's the reason why you should use a variable while calling the 'generated' fm and not hardcode it.
The same goes with Adobe form as someone has rightly said in this thread.

Game: General Structure and Game Item Structure

I am making a graphically simple 3D game in C++ using DirectX. The main problem I am having is with how to structure some things efficiently. Right now I know my goal for certain areas but not how to ideally perform them.
For instance, right now I am storing all meshes and textures in an Asset class with enumerated definitions pointing to each asset. All meshes and textures are loaded when the game starts by creating an Asset object and initializing it. From there I load meshes and textures to objects by assigning the pointer given by the Asset object. Is this the best way to go about this?
A harder topic is that of items. For the sake of argument I am going to say we are dealing with scenery. Right now my scenery needs the following:
A name
A mesh
Textures (optional)
Flags (such as Destructible, Flammable, etc.)
Status (such as Burning, Locked, Cursed, etc.)
Abilities (things the object actually does, such as becoming damaged when burning)
The first 5 things on this list are simply variables. But abilities are bothering me. The first 5 can all exist in one item class. But what I do not know how to do is somehow attach abilities to the object.
For example; I want the object to have the "Fire Nova" ability. At the start of each turn, the object damages anything near it.
For me, this means each object would need a "Trigger_Phase_TurnStart()" or some similarly named method and would then need a new "Fire Nova" class with its own unique action for that trigger and its own extra variables (Damage, Range, etc). So now I have the base object class and a new Fire Nova class that inherits from it.
But now what if I needed an object that has Fire Nova and Frost Nova and also Slowing Aura and other such abilities. Basically I need a way to add triggered effects to an object without needing a new object class for each of them.
So by the end I would be able to have say:
(pseudo code of the object's components)
name = Elemental Orb
mesh = "Mesh_Sphere"
textures[] = "Tex_Ice", "Tex_Fire"
flags = OF_Destructible
status = SF_Cursed | SF_Burning
abilities[] = Fire_Nova, Frost_Nova, Slowing_Aura
And this orb would simply be the object class with all these attributes. The object would then activate each stored ability's trigger at the appropriate turn phase for any actions to perform.
Right now I am thinking I might need to make a class for each ability possessing every turn-phase or action trigger (inherited from a base ability class) and have them perform the appropriate action when the object calls them from it's array of abilities. Would this be the best way to do this?
As a separate issue. Some flags would require additional variables that would otherwise be unnecessary. For example, Destructible would mean the object would have health whereas without the flag it wouldn't need it, or an Openable item would need an array of contents. What would be a good way to ration these variables to when they are needed? I do not need every wall to have health and an empty contents array for example.
Finally. Assuming the bullet-listed attributes above are all an item needs, how might you suggest I best store them? To clarify, I would like to be able to write:
CreateItem(ITEM_CHAIR);
and have this return the created object with name, mesh, textures, flags, status and abilities. What structure might be suitable for achieving such an end effect?
To summarise:
Does my current Asset storage seem feasible?
What is the best way to create abilities to attach to the object class without making numerous separate object classes?
Is there a way to limit the variables (or at least memory usage) when the associated flag is not present?
What structure or format would be best for storing fixed item definitions?
Sorry if this is a little long winded. If you cannot answer all the questions then an answer to one would still be appreciated. Question two is probably the largest priority for me right now.
Thanks for your time :)
I want only answer question 2 and it looks like you need a decorator pattern. In OOP a decorator pattern is useful when you have many ingredients and wants to decorate an object, for example a pizza. Unfortunately you need to create for each ingredient a separate class hence I think you have the right approach. The good thing is that with the decorator pattern you can wrap the object over and over with abilites classes and call only one method at the end to do all the stuff.

Drupal - dynamic options for text_list field

I have a custom node type for which I want to have a field that uses a special combobox based on list_text. When one chooses the type list_text it is normally possible to enter a static list of selectable texts, however, I want this list to be dynamic, i.e. based on the results of a db_query. What is the best way to do this using Drupal 7?
A simple example for clarification: A node of this custom type X contains a field that points to another node, so whenever a node of type X is created I want a combobox that contains all other nodes.
(Best solution would be to only display the combobox during node creation, and no longer during edit. But I could also live with it if the combobox was shown during the edit as well.)
I have tried to customize options_select by defining my own data type and implementing hook_options_list accordingly. The combobox was displayed during creation with the correct values, however, I could not save it.. I have no idea what went wrong there, but on the first submit it would change to a different theme, and when I tried again I got an internal server error. Am I on the right track at all with defining a completely new data type for the field? there surely must be a simpler way?
You're right in that you don't need a new datatype. Here's a good tutorial on how to do this. It's not specifically for D7 but I didn't see much that wasn't still applicable. There may be a better way to do it in D7 specifically but I would love to know it too if so :)
The tutorial linked by allegroconmolto sent me on the right way. Thanks for that.
Here's the simpler way of doing it: tutorial
Basically, it is, as I assumed, a common problem and hence a simple solution for it was included in the webform module by now. It provides a hook_webform_select_options_info which can be used to register a callback method. The callback method is then called each time a corresponding option select of a webform is shown, so that you can easily fill it with the results of a dbquery or anything else. Works like a charm and takes next to no time to implement.