What exactly does var x:* mean in actionscript? - actionscript

Its a little tricky to search for 'var:*' because most search engines wont find it.
I'm not clear exactly what var:* means, compared to say var:Object
I thought it would let me set arbitrary properties on an object like :
var x:* = myObject;
x.nonExistantProperty = "123";
but this gives me an error :
Property nonExistantProperty not found on x
What does * mean exactly?
Edit: I fixed the original var:* to the correct var x:*. Lost my internet connection

Expanding on the other answers, declaring something with type asterisk is exactly the same as leaving it untyped.
var x:* = {};
var y = {}; // equivalent
However, the question of whether you are allowed to assign non-existant properties to objects has nothing to do with the type of the reference, and is determined by whether or not the object is an instance of a dynamic class.
For example, since Object is dynamic and String is not:
var o:Object = {};
o.foo = 1; // fine
var a:* = o;
a.bar = 1; // again, fine
var s:String = "";
s.foo = 1; // compile-time error
var b:* = s;
b.bar = 1; // run-time error
Note how you can always assign new properties to the object, regardless of what kind of reference you use. Likewise, you can never assign new properties to the String, but if you use a typed reference then this will be caught by the compiler, and with an untyped reference the compiler doesn't know whether b is dynamic or not, so the error occurs at runtime.
Incidentally, doc reference on type-asterisk can be found here:
http://livedocs.adobe.com/labs/air/1/aslr/specialTypes.html#*
(The markup engine refuses to linkify that, because of the asterisk.)

It's a way of specifying an untyped variable so that you can basically assign any type to it. The code
var x:* = oneTypeObject;
creates the variable x then assigns the oneTypeObject variable to it. You can assign an entirely different type to it as well as follows:
var x:* = anotherTypeObject;
However, you still can't arbitrarily set or access properties; they have to exist in the underlying type (of either oneTypeObject or anotherTypeObject).
Both types may have identically named properties which means you can access or set that property in x without having to concern yourself with the underlying type.

It's the "untyped" type. It just means that the variable can be of any type. Basically the same effect as using this:
var x = myObject;

It means that the type is not specified and can be used with any type. However, you can't set random properties on it. It will behave like whatever type you set it to. The exact syntax is:
var x:*;

As they said before, it's untyped, so it may hold any kind of data. However, you cannot treat it as such in operations. For example, this is valid code:
var untyped:* = functionThatReturnsSomeValue();
But if you go one step farther, you have to watch out or you might get bitten:
var name:String = untyped.name;
Now, if the object returned by that function happens to be an object with a field with an id of "name," you are in the clear. However, unless you know for sure that this is the case, it's better to use typed objects. In this way, the compiler will alert you if you do something that might throw an error at runtime:
(elsewhere)
public class TypedObject()
{
public var name:String = "";
}
(and the code at hand)
var typed:TypedObject = functionThatReturnsTypedObject();
var name:String = typed.name;

Related

How to Serialize an Object to Json in F# excluding defaults and Keeping Enum Names

I thought this would have been easy but I am having issues ticking all the boxes that I need in this.
I need to
Serialize an object to Json
Ignore any properties not set
Use the ENum names instead of integer values
I have generated all the models for this using the Open API Generator based on a .yaml spec.
My first attempt was to get a bit of code from what looks like an old serializer
let json<'t> (myObj:'t) =
use ms = new MemoryStream()
let serialiser: DataContractJsonSerializer = new DataContractJsonSerializer(typeof<'t>)
let settings: DataContractJsonSerializerSettings = new DataContractJsonSerializerSettings()
(new DataContractJsonSerializer(typeof<'t>)).WriteObject(ms, myObj)
Encoding.Default.GetString(ms.ToArray())
This function actually does everything fine - except it copiess the enum numbers instead of names and I can't see an option to make this happpen.
My other attempt is using System.Text.Json.JsonSerializer:
let options
= new JsonSerializerOptions(
)
options.DefaultIgnoreCondition <- JsonIgnoreCondition.WhenWritingDefault
options.Converters.Add(new JsonStringEnumConverter(JsonNamingPolicy.CamelCase))
let jsonString:string = JsonSerializer.Serialize(shipmentRequest, options)
I have tried a few different things ( including excluding the Enum converter ) and I always get the following error.
Unable to cast object of type 'System.Int32' to type
'System.Nullable`1[Zimpla.Model.ExpressPackageReference+TypeCodeEnum]'
The specific Object ( roughly ) that it is having an issue with is:
[DataContract(Name = "ExpressPackageReference")]
public partial class ExpressPackageReference : IEquatable<ExpressPackageReference>, IValidatableObject
{
......etc
[DataMember(Name = "typeCode", EmitDefaultValue = false)]
public TypeCodeEnum? typeCode
{
get{ return _typeCode;}
set
{
_typeCode = value;
_flagtypeCode = true;
}
}
This particular property is not even set so it should be skipping over it theoretically. It is possible that I am not generating the object correctly
Without understanding all the details here, I think you are asking how you can serialize an object to json while omitting all properties that are null using System.Text.Json.
To accomplish that you have to set the following option:
options.IgnoreNullValues <- true
Here are the docs for this option:
https://learn.microsoft.com/en-us/dotnet/api/system.text.json.jsonserializeroptions.ignorenullvalues?view=net-5.0#System_Text_Json_JsonSerializerOptions_IgnoreNullValues

Return object realm not accessible

I'm having problems with an object that returns me in Realm, the strange thing is that if I printo console the object if I start it well but however if I try to access its value it tells me that it is empty.
The structure of the object is as follows:
class Favourite : Object {
var character : Character!
}
I create an object and add it to the DB
let fav = Favourite()
fav.character = character
FavouriteDao.sharedInstance.addFavourite(characterFavourite: fav)
Get all objects of favorite type
func getAllFavourites() -> Results {
return realm.objects(Favourite.self)
}
When I get the item and do a print
Favourite {
character = Character {
name = Spider-Man;
descriptionC = Bitten by a radioactive spider, high school student Peter Parker gained the speed, strength and powers of a spider. Adopting the name Spider-Man, Peter hoped to start a career using his new abilities. Taught that with great power comes great responsibility, Spidey has vowed to use his powers to help people.;
thumbnail = Thumbnail {
id = 815D93D0-C116-4267-978C-9E47C0074D0D;
path = http://i.annihil.us/u/prod/marvel/i/mg/3/50/526548a343e4b;
extensionImage = jpg;
};
};
If I try to access the character element it tells me that it is nil
Somebody manages to understand because if I make a print of the favorite object it shows me that there is inside a character object but nevertheless if I try to accede to it it says that it does not exist?
What you do is totally wrong from the very beginning. You should read the realm docs first. https://realm.io/docs/swift/latest/#getting-started
For example.
class Favourite : Object {
var character : Character!
}
is not something you should do in Realm.
Assuming your Character is well-defined, the code should be dynamic var character : Character? = nil at least.

Getting all l10n values stored in localized bundle

I'm building a FF extension, and I'm processing some xhtml for myself in order to supporn subforms loading, so I have to identify the elements with l10n attributes defined and add them the string value. Because the l10n can't be shared from main code to content scripts (because isn't a simple JSON object), I managed the situation by getting the loaded keys values and defining an "localized array bundle", like this:
lStrings = ["step_title", ........ ];
for (var i = 0; i < lStrings.length; i++) {
bundle[lStrings[i]] = this.locale(lStrings[i]);
}
The thing is, I have to write here every entry in the .properties files... SO, do you know how to access this key values? I already tryed with .toString .toLocalString and inspecting the object, but can't find the way the object to be capable of returning all the key collection.
Do you have a better idea for improvement?
var yourStringBundle = Services.strings.createBundle('chrome://blah#jetpack/content/bootstrap.properties?' + Math.random()); /* Randomize URI to work around bug 719376 */
var props = yourStringBundle.getSimpleEnumeration();
// MDN says getSimpleEnumeration returns nsIPropertyElement // https://developer.mozilla.org/en-US/docs/Mozilla/Tech/XPCOM/Reference/Interface/nsIStringBundle#getSimpleEnumeration%28%29
while (props.hasMoreElements()) {
var prop = props.getNext();
// doing console.log(prop) says its an XPCWrappedObject but we see QueryInterface (QI), so let's try QI'ing to nsiPropertyElement
var propEl = prop.QueryInterface(Ci.nsIPropertyElement);
// doing console.log(propEl) shows the object has some fields that interest us
var key = propEl.key;
var str = propEl.value;
console.info(key, str); // there you go
}
See comments for learning. Nice quesiton. I learned more about QI from replying.

Entry state showing different values when read directly and when read from a variable

I am using entity framework 4.1 and code first in asp.net mvc. Just to test learn i wrote below code (A controller).
public ActionResult Foo()
{
StringBuilder sb = new StringBuilder();
using (var db = new DemoDataBase1Context())
{
//get person from db
var person = db.Persons.FirstOrDefault();
//get entry
var entry = db.Entry(person);
//now change the person object
person.Name = "Some New Value";
//print entity state
//this is showing unchanged
sb.Append("<br>State: " + entry.State);
//this is showing changed
sb.Append("<br>State: " + db.Entry(person).State);
}
return Content(sb.ToString());
}
In above code you can see, when iam doing entry.State its saying unchanged, if i do db.Entry(person).State its saying changed. Can any one explain why??
If you have auto change detection enabled (which is the default in EF 4.1) Entry calls DetectChanges internally. The method starts probably similar to this:
if (Configuration.AutoDetectChangesEnabled)
ChangeTracker.DetectChanges();
//...
In your second call of db.Entry(person) the object has changed and the DetectChanges method detects this by comparing a snapshot which was made when you loaded the entity with the current values. Since there is a difference the state changes from Unchanged to Modified.
Also the State of the entry object you have created before the change will go to Modified because DbEntityEntry.State is likely a property which just propagates the State value of the inner _internalEntityEntry which remains the same instance in both DbEntityEntry objects.
If you really want to save the former state of an entity you need to save the State itself, not only the entry object:
var state = db.Entry(person).State;
This is just an enum and won't change with a later call to Entry.
You can compare this behaviour with the behaviour when you disable automatic change detection:
db.Configuration.AutoDetectChangesEnabled = false;
Both sb.Append... lines will receive the state Unchanged in that case because EF doesn't notice now anymore that one of your POCO properties has changed because DetectChanges isn't called.
I think the Entry method gives you the state of the object as it is when you call Entry. I don't think it has anything to do with reading it from a variable versus calling it directly.
When you get your reference to the first entry, your object isn't changed. The very next line you change it and call Entry again, at which point it is changed. If you store a reference to that then compare the two I am guessing they are different references:
var person = db.Persons.FirstOrDefault();
// get reference to entry - unchanged at this point
var entry1 = db.Entry(person);
// make a change to the object
person.Name = "Changed";
// get reference to entry - changed now
var entry2 = db.Entry(person);
// these will not be equal: probably false
var equalOrNot = entry1 == entry2;

Object.ReferenceEquals returns incorrect results (in Silverlight 3 at least)

I just discovered a very strange behaviour. I have a class with a string property. In the setter of this property I compare the old value with the new value first and only change property if the values differ:
set
{
if ((object.ReferenceEquals(this.Identifier, value) != true))
{
this.Identifier = value;
this.RaisePropertyChanged("Identifier");
}
}
But this ReferenceEquals almost always returns false! Even if I call object.ReferenceEquals("test", "test") in Quick Watch I get false.
How is this possible?
That's because strings are immutable in C#:
The contents of a string object cannot
be changed after the object is
created, although the syntax makes it
appear as if you can do this.
Since you can't modify an existing string reference, there's no benefit in reusing them. The value passed to your property setter will always be a new string reference, except maybe if you do this.Identifier = this.Identifier;.
I'll try to clarify with an example:
string s = "Hello, "; // s contains a new string reference.
s += "world!"; // s now contains another string reference.

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