After reading the documentation here:
https://www.firebase.com/docs/ios/guide/structuring-data.html
I am working on flattening my data. Here is the issue I am facing at the moment, in the code below:
let firebaseDBNameUnit = ["titleString": "name1"],
firebaseNameRef = topRef.childByAppendingPath("MyApp/Name")
firebaseNameRef.childByAutoId().setValue(firebaseDBNameUnit) // *
let firebaseDBContentUnit = ["contentString": "very long content 1 11 111 1111 etc... blah blah blah"],
firebaseContentRef = topRef.childByAppendingPath("MyApp/Content")
// The following line is where my question is:
firebaseContentRef.childByAutoId().setValue(firebaseDBContentUnit)
I would like to change the last line in the code above, to use an ID which is the same as the one produced in the line marked *. How can I do that?
In order to create a relationship between Name and Content, I could of course create a field of my own, but it would be so much better to use the ID already provided by Firebase.
When you call childByAutoId() it returns a reference to the new location. If you capture that in a variable, you can use it:
let unitRef = firebaseNameRef.childByAutoId()
unitRef.setValue(firebaseDBNameUnit)
...
firebaseContentRef.childByAppendingPath(unitRef.key).setValue(firebaseDBContentUnit)
Related
I'm trying to save an Entry but Craft errors because of an invalid matrix field. The Entry includes a matrix field but I haven't changed it. I'm trying to edit another field. When I save the entry manually from the admin panel, it saves fine without any errors.
I have researched this problem online and a lot of people were recommending that I provide the matrix's ids when saving the entry. However, even then, I still get an error.
In the code below you'll see that I'm trying to save 3 fields:
Cover Image
Language
Tracks
Each of these fields required me to manually save them because they are relations. That's OK, however, as mentioned earlier, the matrix field (named tracks) errors.
Here's my code below
$criteria = craft()->elements->getCriteria(ElementType::Entry);
$criteria->section = "programmes";
$entry = $criteria->first([
"slug" => $programme["slug"]
]);
if ($entry) {
// Update Entry attributes
$entry->getContent()->coverImage = $entry->coverImage->ids();
$entry->getContent()->tracks = $entry->tracks->ids();
$entry->getContent()->language = $entry->language->ids();
// Save Entry
if (!craft()->entries->saveEntry($entry)) {
return $entry->getErrors();
}
}
The error that comes back is the following
Argument 1 passed to Craft\MatrixService::validateBlock() must be an instance of Craft\MatrixBlockModel, string given, called in craft/app/fieldtypes/MatrixFieldType.php on line 451
Including the matrices themselves and not their ids has worked.
$entry->getContent()->tracks = $entry->tracks->all();
I am working though this example of the Open XML SDK using F#
When I get to this line of code
sheet.Id = spreadsheetDocument.WorkbookPart.GetIdOfPart(worksheetPart)
I am getting a null ref exception when I implement it like this:
sheet.Id.Value <- document.WorkbookPart.GetIdOfPart(worksheetPart)
Is there another way to assign that value? System.Reflection?
I got it working like this:
let sheet = new Sheet
(
Id = new StringValue(spreadsheetDocument.WorkbookPart.GetIdOfPart(worksheetPart)),
SheetId = UInt32Value.FromUInt32(1u),
Name = new StringValue("mySheet")
)
If You want to take a look to the entire sample translated to F#, it's here.
To clarify what's going on, the problem is that sheet.Id is initially null. If we look at the following:
sheet.Id.Value <- document.WorkbookPart.GetIdOfPart(worksheetPart)
The code tries to access the sheet.Id and invoke its Value property setter, but the Id itself is null. The answer posted by Grzegorz sets the value of the whole Id property - it's done in a construtor syntax, but it's equivalent to writing the following:
sheet.Id <- new StringValue(spreadsheetDocument.WorkbookPart.GetIdOfPart(worksheetPart))
This sets the whole Id property to a new StringValue instance.
I am not a developer but have used Google search and trial and error test scenarios with Zapier for the last few days and have given up on figuring this out myself. I need help!
I'm using the Run JavaScript code step in Zapier and provided the following details to Input Data.
It says: What input data should we provide to your code (as strings) via an object set to a variable named inputData?
I'm using "street" with a street address example "1402 Spring Garden Rd"
What is the code to use that regardless of the street address provided all the numbers and first space are removed so that the results is "Spring Garden Rd"
Thank you in advance!
var street = inputData;
var streetNoNumbers = inputData.replace(/[0-9]/g, '');
return streetNoNumbers
The error message I'm getting is
TypeError: inputData.replace is not a function
I've learned that strings are immutable and a new string can be made from manipulating another string but doing this in zapier seems to require a function and creating another var with the calculation generates a ... is not a function.
I've tried to write a function but can't get the output or return to show the proper results either.
I can do the following successfully,
var street = inputData
return street
1402 Spring Garden Road
I want to include the code that manipulates street to produce the following:
Spring Garden Road
David here, from the Zapier Platform team. Great question!
The key understanding you're missing is that inputData is a js object with a street property. Before your code is run, we set it up like so:
const inputData = {street: '1402 Spring Garden Rd'}
Since inputData is an object, it doesn't have a replace method (the error you're seeing). Instead, perform your operation on .street and return that.
Try the following:
// need to return an object, not just a string
return {streetNoNumbers: inputData.replace(/[0-9]/g, '')}
If you want to learn more, I recommend our simple examples: https://zapier.com/help/code/#simple-email-extraction
I have a Lua function where I build a table of value and attempt to add it to a global table with a named key.
The key name is pulled from the function arguments. Basically, it's a filename, and I'm pairing it up with data about the file.
Unfortunately, the global table always comes back nil. Here's my code: (let me know if you need to see more)
(Commented parts are other attempts, although many attempts have been deleted already)
Animator = Class{}
function Animator:init(atlasfile, stringatlasfriendlyname, totalanimationstates, numberofframesperstate, booleanstatictilesize)
-- Define the Animator's operation mode. Either static tile size or variable.
if booleanstatictilesize ~= false then
self.isTileSizeStatic = true
else
self.isTileSizeStatic = false
end
-- Define the total animation states (walking left, walking right, up down, etc.)
-- And then the total frames per state.
self.numAnimationStates = totalanimationstates or 1
self.numAnimationFrames = numberofframesperstate or 2
-- Assign the actual atlas file and give it a programmer-friendly name.
self.atlasname = stringatlasfriendlyname or removeFileExtension(atlasfile, 'animation')
generateAnimationQuads(atlasfile, self.atlasname, self.numAnimationStates, self.numAnimationFrames)
end
function generateAnimationQuads(atlasfile, atlasfriendlyname, states, frames)
spriteWidthDivider = atlasfile:getWidth() / frames
spriteHeightDivider = atlasfile:getHeight() / states
animationQuadArray = generateQuads(atlasfile, spriteWidthDivider, spriteHeightDivider)
animationSetValues = {atlasarray = animationQuadArray, width = spriteWidthDivider, height = spriteHeightDivider}
--gAnimationSets[#gAnimationSets+1] = atlasfriendlyname
gAnimationSets[atlasfriendlyname] = animationSetValues
--table.insert(gAnimationSets, atlasfriendlyname)
end
Note: when using print(atlasfriendlyname) and print(animationSetValues), neither are empty or nil. They both contain values.
For some reason, the line(s) that assign the key pair to gAnimationSets does not work.
gAnimationSets is defined a single time at the top of the program in main.lua, using
gAnimationSets = {}
Animator class is called during the init() function of a character class called Bug. And the Bug class is initialized in the init() function of StartState, which extends from BaseState, which simply defines dummy init(), enter(), update() etc. functions.
StartState is invoked in main.lua using the StateMachine class, where it is passed into StateMachine as a value of a global table declared in main.lua.
gAnimationSets is declared after the table of states and before invoking the state.
This is using the Love2D engine.
Sorry that I came here for help, I've been picking away at this for hours.
Edit: more testing.
Trying to print the animationQuadArray at the index gTextures['buganimation'] always returns nil. Huh?
Here's gTextures in Main.lua
gTextures = {
['background'] = love.graphics.newImage('graphics/background.png'),
['main'] = love.graphics.newImage('graphics/breakout.png'),
['arrows'] = love.graphics.newImage('graphics/arrows.png'),
['hearts'] = love.graphics.newImage('graphics/hearts.png'),
['particle'] = love.graphics.newImage('graphics/particle.png'),
['buganimation'] = love.graphics.newImage('graphics/buganimation.png')
}
Attempting to return gTextures['buganimation'] returns a file value as normal. It's not empty.
My brain is so fried right now I can't even remember why I came to edit this. I can't remember.
Global table in Main.lua, all other functions can't access it.
print(gTextures['buganimation']) works inside the function in question. So gTextures is absolutely accessible.
Table isn't empty. AnimationSetValues is not empty.
I'm adding second answer because both are correct in context.
I ended up switching IDE's to VS Code and now the original one works.
I was originally using Eclipse LDT with a Love2D interpreter and in that environment, my original answer is correct, but in VS Code, the original is also correct.
So Dimitry was right, they are equivalent, but something about my actual Eclipse setup was not allowing that syntax to work.
I switched to VS Code after I had another strange syntax problem with the interpreter where goto syntax was not recognized and gave a persistent error. The interpreter thought goto was the name of a variable.
So I switched, and now both things are fixed. I guess I just won't use LDT for now.
Solution: Lua syntax. Brain Fry Syndrome
I wrote:
animationSetValues = {atlasarray = animationQuadArray, width = spriteWidthDivider, height = spriteHeightDivider}
Should be:
animationSetValues = {['atlasfile']=atlasfile, ['atlasarray']=animationQuadArray, ['width']=spriteWidthDivider, ['height']=spriteHeightDivider}
Edit: I'm fully aware of how to use answers. This was posted here to reserve my spot for an answer so I could edit it later when I returned back home, which is exactly what I'm doing right now. I'll keep the old post for archival purposes.
Original:
I solved it. I apologize for not posting the solution right now. My brain is melted into gravy.
I will post it tomorrow. Just wanted to "answer" saying no need to help. Solved it.
Solution is basically, "oh it's just one of those Lua things". Wonderful. I'm having so much fun with this language - you can tell by my blank expression.
From the language without line endings or brackets, but forced print parentheses... ugh. I'm going back to C# when this class is done.
I want create an iOS app for my school.
This App will show Week schledule and when I tap on Cell with Subject, it will show me detail info about subject...
My problem:
Our teachers use shotcuts for their names, but I want show their full name... I created the file "ucitele.h" with definitions of their names, but I don't know, how to use it 😕.
This is how that file looks:
//
// ucitele.h
//
#define Li #"RNDr. Dan---vá"
#define He #"Mgr. Ja---hl"
#define Sm #"Ing. Mich---rek"
#define Ks #"Mgr. Svat---á"
I get the shortcut of Teacher from previous view from "self.ucitel" and I maybe want compare the contents of the "self.ucitel" with definitions and set the "ucitelFull" string from the definitions? I don't know how to say it 😕.
when the content of the self.ucitel will be #"Sm", than I want parse "ucitelFull" as #"Ing. Mich---rek"
Answers in Objective-C only please
Okay, sounds like your trying to map a short identifier to a full name:
-(NSString*)fullNameFromShortName:(NSString*)short {
NSDictionary * names = #{#"Li" : #"RNDr. Dan---vá",
#"He" : #"Mgr. Ja---hl", ... };
return [names objectForKey:short];
}
Use like:
self.ucitelFull = [self fullNameFromShortName:self.ucitel];
This is a dictionary that has the short name as a key and the full name as the value.
Some further suggestions:
try using lowercase keys and comparing lowercaseString's, incase the user doesn't enter the value with the correct case.
You can move the dictionary definition into a json file and read it from your bundle, to eliminate the hardcoding