PowerDesigner addin develop - add-in

Anyone knows how to develop an add-in for PowerDesigner? I was reading the document of PowerDesigner about how to create an ActiveX Add-in, it says "The ActiveX must implement a specific interface called IPDAddIn to become a PowerDesigner add-in.". But I don't know where the interface IPDAddIn is, and how to implement it ?
Here is the online document

I have this old example, which could give some ideas, even if not everything it up-to-date.
using PdAddInTypLib;
namespace MineSpace
{
[ComVisible(true)]
[Guid("A6FA0D26-77E8-4DD3-B27E-F4050C3D5188")]
public class Launcher : IPdAddIn {
// Main() manages the console or GUI interface
// the PdAddIn interface is managed by an instance of Launcher
[ComVisible(false)]
[STAThread]
public static void Main(String[] args) {
}
public Launcher() {
_app = null;
}
// IPdAddIn implementation
public void Initialize(Object anApplication) {
try {
_app = (PdCommon.Application)anApplication;
}
catch (Exception e) {
// process
}
}
public void Uninitialize() {
}
public String ProvideMenuItems(String aMenu, Object anObj) {
return "";
}
public int IsCommandSupported(String aMenu, Object anObj, String aCommand) {
return 0;
}
public void DoCommand(String aMenu, Object anObj, String aCommand) {
}
private PdCommon.Application _app;
}
}
with the corresponding part in the class declaration:
[HKEY_CLASSES_ROOT\MyPlugin.Launcher]
#="MyPlugin.Launcher"
[HKEY_CLASSES_ROOT\MyPlugin.Launcher\CLSID]
#="{13749EFC-1ADA-4451-8C47-FF0B545FF172}"
[HKEY_CLASSES_ROOT\CLSID\{13749EFC-1ADA-4451-8C47-FF0B545FF172}]
#="MyPlugin.Launcher"
[HKEY_CLASSES_ROOT\CLSID\{13749EFC-1ADA-4451-8C47-FF0B545FF172}\InprocServer32]
#="C:\windows\System32\mscoree.dll"
"ThreadingModel"="Both"
"Class"="MyPlugin.Launcher"
"Assembly"="MyPlugin, Version=1.0.1402.33688, Culture=neutral, PublicKeyToken=null"
"RuntimeVersion"="v1.0.3705"
[HKEY_CLASSES_ROOT\CLSID\{13749EFC-1ADA-4451-8C47-FF0B545FF172}\ProgId]
#="MyPlugin.Launcher"
[HKEY_CLASSES_ROOT\CLSID\{13749EFC-1ADA-4451-8C47-FF0B545FF172}\Implemented Categories\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}]
And the corresponding code to declare the add-in in PowerDesigner. If the File value is present, PowerDesigner could call DllRegisterServer on it, if the component is not yet registered.
[HKEY_LOCAL_MACHINE\SOFTWARE\Sybase\PowerDesigner 10\Addins\MyPlugin Launcher]
"Enable"="No"
"Class"="MyPlugin.Launcher"
"Type"="ActiveX"
"File"="d:\\myplugin\\myplugin.exe"

Related

Unity app crashes when built for iOS with camera enabled

I have an app which uses zxing to scan qr codes in the app. However when I build the app with these scripts in the scene the app crashes on startup. I thought it was something in the Awake() or Start() but I've wrapped those methods in a try catch, and even then I'm not getting any errors, and it doesn't crash on android and in the editor.
I don't have access to a Mac, and am using Unity Cloud Build to build it.
I also don't know how to enable permissions, I thought I did when creating the .p12 file, but I've also found that there's an info.plist file that I have to request permissions with.
Prior research I found this Unity Question about adding items to the Xcode project but not only did including the xcodeapi give me errors, but the using statements didn't work.
There are two scripts
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
public class WebCamController : MonoBehaviour {
public int desiredWidth = 1280;
public int desiredHeight = 720;
public int desiredFPS = 60;
public RawImage output;
[HideInInspector]
public WebCamTexture webcamTexture;
void Start ()
{
webcamTexture = new WebCamTexture(desiredWidth, desiredHeight, desiredFPS);
output.texture = webcamTexture;
Play();
}
public void Play()
{
webcamTexture.Play();
}
public void Pause()
{
webcamTexture.Stop();
}
}
and
using UnityEngine;
using System.Collections;
using ZXing;
using ZXing.QrCode;
using ZXing.Common;
using System;
public class CodeScanner : MonoBehaviour {
private static CodeScanner _instance;
public static CodeScanner Instance
{
get
{
if(null == _instance)
{
Debug.Log("Code Scanner Instance not found");
}
return _instance;
}
}
[Header("References")]
public WebCamController wcc;
[Header("Properties")]
private BarcodeReader codeScanner;
private string lastScanned = "";
public delegate void Found(string text, string type);
public event Found OnCodeScanned;
private bool active;
public void Awake()
{
_instance = this;
}
void Start () {
codeScanner = new BarcodeReader();
StartCoroutine(ReadCode());
wcc.Play();
}
IEnumerator ReadCode()
{
while (active)
{
try
{
var data = codeScanner.Decode(wcc.webcamTexture.GetPixels32(), wcc.webcamTexture.width, wcc.webcamTexture.height);
if (data != null)
{
//if (data.Text != lastScanned)
//{
OnCodeScanned(data.Text, data.BarcodeFormat.ToString());
//}
lastScanned = data.Text;
}
}
catch(Exception e)
{
}
yield return new WaitForSeconds(1.0f);
}
}
public void Activate()
{
wcc.Play();
active = true;
StartCoroutine(ReadCode());
}
public void Stop()
{
active = false;
wcc.Pause();
}
}
My device is added properly to the .p12 certificate I can compile and run the program without these scripts in the scene.

Binding between an Object and a SimpleIntegerProperty

I have a combo box over my GUI in JavaFX.
This Combo Box is composed of a complex type elements :
public class DureeChoiceBoxElement extends ObservableValueBase<DureeChoiceBoxElement> {
private IntegerProperty duree;
#Override
public String toString() {
return duree.get() + " an";
}
}
I want to map (or bind) the selected complex element with my model which contains the simple type :
public class Pel {
private IntegerProperty duree = new SimpleIntegerProperty(1);
public Property<Number> dureeProperty() {
return duree;
}
public void setDuree(Integer duree) {
this.duree.setValue(duree);
}
public Integer getDuree() {
return duree.getValue();
}
}
How to do it ?
I tried in the controller with :
public class PelController {
#FXML
private ChoiceBox<DureeChoiceBoxElement> duree;
//etc..
pel.dureeProperty().bind(createElapsedBindingByBindingsAPI2(duree.getValue()));
/*
* #return an ObjectBinding of immutable TimeElapsed objects for the player
*/
private ObjectBinding<Property<Number>> createElapsedBindingByBindingsAPI2(
final DureeChoiceBoxElement dureeChoiceBoxElement) {
return Bindings.createObjectBinding(new Callable<Property<Number>>() {
#Override
public IntegerProperty call() throws Exception {
return dureeChoiceBoxElement.dureeProperty();
}
}, dureeChoiceBoxElement.dureeProperty());
}
}
But it doesn't work (even not compile). I want to say that "Bind this simple property to this complex Object calling the method I give you through the method named "createElapsedBindingByBindingsAPI2(..)".
It is logical read but I didn't managed to make it works anyway.
That's poor ....
Any help please :).
Example that (obviously) works with legacy code style (Swing coding) :
duree.getSelectionModel().selectedItemProperty().addListener(new ChangeListener<DureeChoiceBoxElement>() {
#Override
public void changed(ObservableValue<? extends DureeChoiceBoxElement> observable,
DureeChoiceBoxElement oldValue, DureeChoiceBoxElement newValue) {
// changement durée
log.debug("Durée sélectionnée : {}", duree.getSelectionModel().getSelectedItem().getDuree());
log.debug("Durée bindée ? : {}", pel.getDuree());
pel.setDuree(duree.getSelectionModel().getSelectedItem().getDuree());
}
});
Like this my model is set to selected item. But it implies some boilerplate code. Any better idea based on high level bindings of JavaFX ?

Continuously output from StandardOutput to text box in Visual C# [duplicate]

I have an external dll written in C# and I studied from the assemblies documentation that it writes its debug messages to the Console using Console.WriteLine.
this DLL writes to console during my interaction with the UI of the Application, so i don't make DLL calls directly, but i would capture all console output , so i think i got to intialize in form load , then get that captured text later.
I would like to redirect all the output to a string variable.
I tried Console.SetOut, but its use to redirect to string is not easy.
As it seems like you want to catch the Console output in realtime, I figured out that you might create your own TextWriter implementation that fires an event whenever a Write or WriteLine happens on the Console.
The writer looks like this:
public class ConsoleWriterEventArgs : EventArgs
{
public string Value { get; private set; }
public ConsoleWriterEventArgs(string value)
{
Value = value;
}
}
public class ConsoleWriter : TextWriter
{
public override Encoding Encoding { get { return Encoding.UTF8; } }
public override void Write(string value)
{
if (WriteEvent != null) WriteEvent(this, new ConsoleWriterEventArgs(value));
base.Write(value);
}
public override void WriteLine(string value)
{
if (WriteLineEvent != null) WriteLineEvent(this, new ConsoleWriterEventArgs(value));
base.WriteLine(value);
}
public event EventHandler<ConsoleWriterEventArgs> WriteEvent;
public event EventHandler<ConsoleWriterEventArgs> WriteLineEvent;
}
If it's a WinForm app, you can setup the writer and consume its events in the Program.cs like this:
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
using (var consoleWriter = new ConsoleWriter())
{
consoleWriter.WriteEvent += consoleWriter_WriteEvent;
consoleWriter.WriteLineEvent += consoleWriter_WriteLineEvent;
Console.SetOut(consoleWriter);
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
static void consoleWriter_WriteLineEvent(object sender, Program.ConsoleWriterEventArgs e)
{
MessageBox.Show(e.Value, "WriteLine");
}
static void consoleWriter_WriteEvent(object sender, Program.ConsoleWriterEventArgs e)
{
MessageBox.Show(e.Value, "Write");
}
It basically amounts to the following:
var originalConsoleOut = Console.Out; // preserve the original stream
using(var writer = new StringWriter())
{
Console.SetOut(writer);
Console.WriteLine("some stuff"); // or make your DLL calls :)
writer.Flush(); // when you're done, make sure everything is written out
var myString = writer.GetStringBuilder().ToString();
}
Console.SetOut(originalConsoleOut); // restore Console.Out
So in your case you'd set this up before making calls to your third-party DLL.
You can also call SetOut with Console.OpenStandardOutput, this will restore the original output stream:
Console.SetOut(new StreamWriter(Console.OpenStandardOutput()));
Or you can wrap it up in a helper method that takes some code as an argument run it and returns the string that was printed. Notice how we gracefully handle exceptions.
public string RunCodeReturnConsoleOut(Action code)
{
string result;
var originalConsoleOut = Console.Out;
try
{
using (var writer = new StringWriter())
{
Console.SetOut(writer);
code();
writer.Flush();
result = writer.GetStringBuilder().ToString();
}
return result;
}
finally
{
Console.SetOut(originalConsoleOut);
}
}
Using solutions proposed by #Adam Lear and #Carlo V. Dango I created a helper class:
public sealed class RedirectConsole : IDisposable
{
private readonly Action<string> logFunction;
private readonly TextWriter oldOut = Console.Out;
private readonly StringWriter sw = new StringWriter();
public RedirectConsole(Action<string> logFunction)
{
this.logFunction = logFunction;
Console.SetOut(sw);
}
public void Dispose()
{
Console.SetOut(oldOut);
sw.Flush();
logFunction(sw.ToString());
sw.Dispose();
}
}
which can be used in the following way:
public static void MyWrite(string str)
{
// print console output to Log/Socket/File
}
public static void Main()
{
using(var r = new RedirectConsole(MyWrite)) {
Console.WriteLine("Message 1");
Console.WriteLine("Message 2");
}
// After the using section is finished,
// MyWrite will be called once with a string containing all messages,
// which has been written during the using section,
// separated by new line characters
}

How can i call dynamic object like a function?

I am studying orchard architecture.i have faced with a strange concept in display management section.
in Partial view page there is a 'function call like' syntax like so Display(Model.Head). that is not a function thought, it is a dynamic object defined in orchard WebViewPage.
I am wondering how to define a dynamic object so that you can call it (and pass it an argument as well) like a function as i mentioned.
thanks in advance.
A lighter weight way to do it without clay would be to subclass the built-in DynamicObject class.
public static dynamic Display;
void Main()
{
Display = new MyCallableObject();
//this is what i was after
Console.Write(Display("bla bla bla"));
}
public class MyCallableObject:DynamicObject
{
public override bool TryInvoke(InvokeBinder binder, object[] args, out Object result)
{
result = string.Format("This is response for {0}",args.FirstOrDefault());
return true;
}
}
I finally found it my self!
all the operations have done with Clay Library behind the scene.i have wrote a sample console app for demonstrating the process.
class Program
{
static void Main(string[] args)
{
Display = ClayActivator.CreateInstance<MyResponser>(new List<IClayBehavior> {new MyFunctionCallBehavior()});
//this is what i was after
Console.Write(Display("bla bla bla"));
}
public static dynamic Display;
}
public class MyFunctionCallBehavior : IClayBehavior
{
public object InvokeMember(Func<object> proceed, object self, string name, INamedEnumerable<object> args)
{
return ((MyResponser)self).ResponseForRequest(args.FirstOrDefault().ToString());
}
}
public class MyResponser
{
public string ResponseForRequest(string param)
{
return string.Format("This is response for {0}",param);
}
}

previous instance still active error in blackberry

I created app which user can start from menu and from icon. I do not use GlobalEventListener in my app, just register ApplicationMenuitem. And now I am getting error: previous instance still active when launch my app.
Steps to reproduce not so trivial:
launch app from icon
do not close it, just switch to another app
launch app from icon again
I founded article in blackberry's forum about it , but I can't find solution where I should remove my ApplicationMenuItem: it added on phone boot and should show all the time.
My code:
public class Jingu extends UiApplication {
public static void main(String[] args) {
ApplicationManager app = ApplicationManager.getApplicationManager();
boolean keepGoing = true;
while (keepGoing) {
if (app.inStartup()) {
try {
Thread.sleep(1000);
} catch (Exception e) {}
} else {
keepGoing = false;
}
}
Jingu theApp = new Jingu();
theApp.initMenuItem();
theApp.showMainScreen();
theApp.enterEventDispatcher();
}
public Jingu() {
}
public void showMainScreen() {
showScreen(new JinguMainScreen(this));
}
public void initMenuItem() {
// Create menu item
Object o = RuntimeStore.getRuntimeStore().get(JinguMenuItem.MY_MENU_ID);
// register only if not done already.
if (o == null) {
new JinguMenuItem(this).registerInstance();
}
}
public void showScreen(Screen aScreen) {
synchronized (Application.getEventLock()) {
try {
UiApplication.getUiApplication().popScreen(aScreen);
} catch (Exception e) {
}
UiApplication.getUiApplication().pushScreen(aScreen);
}
}
}
public class JinguMenuItem extends ApplicationMenuItem {
public static final long MY_MENU_ID = 0xb9739d5240d5943dL;
private final Jingu jingu;
public JinguMenuItem(Jingu jingu) {
super(0x350100);
this.jingu = jingu;
}
public void registerInstance() {
Object menuItem = RuntimeStore.getRuntimeStore().remove(MY_MENU_ID);
if (menuItem == null) {
ApplicationMenuItemRepository amir = ApplicationMenuItemRepository.getInstance();
amir.addMenuItem(ApplicationMenuItemRepository.MENUITEM_SYSTEM, this);
RuntimeStore.getRuntimeStore().put(MY_MENU_ID, this);
}
}
public Object run(Object context) {
jingu.setDefaultFont(Font.getDefault());
jingu.setMainApp(false);
jingu.setBbmEditField(null);
jingu.showMainScreen();
return context;
}
public String toString() {
return "My Menu";
}
}
plz advice where I should delete ApplicationMenuItem in my app?
my regards,
Vadim
If you are registering an ApplicationMenuItem from your application, as a user I would consider it bad style for your application to remove and exit, even if RIM provided a way to do this. You may want to separate your application into two parts. One provides the minimal support for responding to the ApplicationMenuItem selection, that starts automatically and runs in the background. The other has all the rest and can run and exit as needed.
My solution for this situation is:
create alternative entry point and run it on app load
register menu in it
do not use runtimeStore

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