Kotlin button array - android

I really hope this question has not been answered everywhere else already but every search seems to focus on listeners and other uses of a button array but i want to also use it for formatting all buttons at the same time (activate, deactivate etc)
So here is what I have tried;
val buttons = arrayOf(btn1,btn2,btn3,btn4)
This will work, BUT will only change a single button
buttons[0].isEnabled=true; //
Then this is the bit that I am struggling with;
buttons[0..buttons.size].isEnabled=true;
The response is basically that it expects a single number and not a range.
I also tried;
buttons[].isEnabled=true;
The response is that it requires an index
I also tried
buttons.isEnabled=true;
This of course will not resolve properly
My key question really is can I apply formatting/state changes to all using an array or will I always have to do it for each button in turn?
I think it would be possible to create a loop but that isn't the route I wanted to follow here if there is an alternative

Don't think there is a way mate. You gotta loop and regardless of what syntatic sugar a language has in the end its still a for loop.
You could do:
buttons.forEach {
it.isEnabled = true
}

Related

Kotlin - var property vs object copy [closed]

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My team has an argument today about var property and object copy. We have an adapter for a RecyclerView. The adapter takes a list of ItemModel, which has a few properties. When any item is clicked, we need to change a property's value of the clicked item.
Some people say we should make the property a var. So, we can assign the new value to it.
Some others say we should make the property val, and use ItemModel.copy and pass the new value to the copy. But to do this, we need to call List.map to create a new list as List is not mutable. This means, to change one property value of one item, we need to loop through the whole list, create a new list with all the items and the new copy of the item that is changed.
In my experiences, the former method looks right to me and the later one does too much unnecessary things and makes bad impact upon performance and resources. But, they were arguing about property mutability and etc. and claimed the later one is a more modern way of programming.
Can anyone with good understanding of android and the functional programming explain for me if the later one really is considered a better way?
It being your recyclerview´s list it should be a mutablelist if the recyclerview should mutate the lists item count effectively (create or delete). val and var on the list does not really matter (in witch case you use val) as you don´t need to reassign the list when you create, update or delete the items. Every single of those operations will not reassign the list object. It´s still the same list, just with different items in it. val and var matters when you want to change value x of item number 3 in the list. Then it (the variable x) has to be var for you to be able to change it, but the list does not.
You use val to indicated that the value will never be changed. It´s for maintainability so weird bugs don´t happen. Like you have another object referencing that list we talked about before. If the list was a var it would be possible to create a new list on the variable and now your two objects no longer point to the same list. Instead one of them still points to the old list. You may not expect that and your program will break. Hence wherever feasible you should be using val. Wherever necessary you should be using var and not complicate your life trying to preserve val unless you have a good reason like this value cannot be changed as it´s referenced all over the place. That's when you use object copy. But not as a default best practice for everything.
That´s just my opinion about it.
On a side note marking a class as a data class will generate the copy method for you. So you can copy that object without even requiring to implement copy. Witch is pretty great!
Setting the property as var is very tempting, however it can lead to errors that could not be even that easy to reproduce. When you are passing around the reference to an object and there are a couple of places where its content is used and could be changed, you might lost control of the actual application state. The code might become unpredictable.
Immutability is the core of the functional programming. It's purpose is to eliminate such vulnerabilities and help programmers write pieces of code that every time execute as expected, because it eliminates the risk of side effects occurrences.
However, as you and your team noticed, the functional approach sometimes may require additional work and resources. But is it worth it? Well, I don't know how large that list should have been to significantly influence the performance by mapping it. And even if currently your objects aren't shared anywhere, you can't be sure that in the future somebody won't change that. So having in mind that the functional approach is less error-prone, I'd say it is worth it.
The second method is contrary to the Basic Design of Kotlin.
With Kotlin you don't Need to write as much lines of Code as in Java, for example the get and set functions which are included in a class. Why do you want to make your Code longer and more complicated in a Language that was designed to shorten the lines of Code?
Another Point is, longer codes can get hard to read and maintain.
The last Point is, that a copy of a class Needs more ressources and time to create and Access than a Var, for me there is no reason why this should be considered as good Approach.

If statement in App Inventor

I'm designing a spaceship game in App Inventor. I have a label (lblScore) update when the ship is hit each time. When the ship is hit 3 times, I want the code inside that to execute yet it doesn't work. I've tried multiple variations of this, such as setting it to lblScore.Text instead. Any idea's on how I can address the issue?
Is the lblscore a label?
If it is all you need to do is have a collision block saying whenever the spaceship gets hit, set lblscore = lblscore + 1
This should fix your issue but I would like to see all of your blocks
Do you increment your lblScore in the Ship.CollidedWith event?
If yes, you should move your if statement there, but instead of using the lblScore component as currently, you should better use the lblScore.Text property instead.
Probably it would help us to help you, if you provide a screenshot of your Ship.CollidedWith event...

Add user defined place in the input field by clicking a button to stop the geocomplete

My requirement is to put in a place name in a text field and show that in the map, so i used geocomplete js, which works well.
Now my user should be able to put in user defined places like 'my house', for that I need to remove the geocomplete on clicking a 'x' button on top of the map.
How can I implement this?
Thanks in advance
I wouldn't customize the package! When a new version comes out, you'll have to make the same changes you before.
Since you haven't provided any code, I can give you an idea of what I've done with JQuery validation method overrides.
You'll simply have to find the listener (something like $('#listenToThis').on('click', function(){ doThings(); }) in the geocomplete.js file, then override it in a file that is included after geocomplete.
If you're using bundles, just include your file after the geocomplete listener response is defined.
So, after you find those, you can do something similar to the following:
$.validator.methods.number = function (value, element) {
value = floatValue(value);
return this.optional(element) || /^-?(?:\d+|\d{1,3}(?:[\s\.,]\d{3})+)(?:[\.,]\d+)?$/.test(value);
}
The function above allowed me to validate client-side numbers that were formatted as currency in JQuery ($).
This overrides the JQuery.validator.methods.number function (a cheating way to override the function without changing the package code), so if you can pinpoint the geocomplete.addSomethingToMap or geocomplete.reactToClick function, you should override it and it will essentially work that way.
Warning, though: you will need to reinclude the changes when you want to reenable the feature. You'll have to override, override, override again. This may not be the best way if they're going to be adding hundreds of different new locations on one screen, but for up to a small unit, such as a dozen, it should be a good solution.

AS3 Game, Collecting points, multiple movie clips with the same instance name, not working

I've decided to create an Android touch screen game. I am a complete and utter beginner and am learning as I go.
My game has a little elephant that moves up when you press and hold on the screen and falls when there is no contact with the screen. The aim is to collect as many peanuts that fly past as possible to gain the highest score. Pretty simple, you'd think so.
So far, I've managed to get to the point where the elephant can collide with a peanut and the peanut disappears.
My issue right now is, I can't create more than one peanut, with the same instance name of "peanut" because only the one will work and the others will not be recognized. I've done a good ole google search and nothing has really given me the right way to go. Could someone give me a clear answer of what to do or where to go from here?
If you need any more info, the code or a picture of what i've got so far to help you understand just let me know :)
Samantha
Instance name must be unique, and you cannot use instance name to find a set of movie clips. You should instead use an array, and at creating a peanut add it there too using say push(), and at collecting a peanut, splice it out.
In fact, whenever you get a multi-instance class with similar functionality (aka "collect"), use an Array to store references to all of these, so you will always know that ALL of your instances are accessible through that array.
How to work with arrays
A sample code:
var peanuts:Array=new Array();
function addPeanut(x:Number,y:Number):void {
var peanut:Peanut=new Peanut(); // make a peanut, you do this somewhere already
peanut.x=x;
peanut.y=y;
peanuts.push(peanut); // this is where the array plays its role
game.addChild(peanut); // let it be displayed. The "game" is whatever container
// you already have to contain all the peanuts.
}
function removePeanut(i:int):void {
// give it index in array, it's better than giving the peanut
var peanut:Peanut=peanuts[i]; // get array reference of that peanut
peanuts.splice(i,1); // remove the reference from the array by given index
game.removeChild(peanut); // and remove the actual peanut from display
}
function checkForPeanuts():void {
// call this every so often, at least once after all peanuts and player move
for (var i:int=peanuts.length-1; i>=0; i--) {
// going through all the peanuts in the array
var peanut:Peanut=peanuts[i];
if (player.hitTestObject(peanut)) {
// of course, get the proper reference of "player"!
// YAY got one of the peanuts!
// get some scoring done
// get special effects, if any
removePeanut(i); // remove the peanut
}
}
}

How to perform Redo Undo operation in EditText

I want to know is there any method or any link or tutorial to perform redo undo operation in Android edittext. If any one knows than please let me know.
Quick note on the Antti-Brax/Divers(Kidinov) solution. It works great, except if you try to use it with a TextView post-API 23, you'll run into problems, because guess-what, Google actually added a hidden UndoManager (android.content.UndoManager) and didn't document it or make it obvious it was there. But if you have a hard/bluetooth keyboard in Marshmallow or Nougat and hit ^Z or SHIFT-^Z, you'll get undo/redo.
The problem comes if you're already using Antti-Brax's class with an EditText, and you also hook it to ^Z and shift-^Z, you'll run into problems with anyone using a hard keyboard. Namely the ^Z will trigger BOTH the native and Antti-Brax's undo, leading to two undos simultaneously, which isn't good. And after a few of them, you'll probably get a Spannable out of bounds crash.
A possible solution I found is to subclass the TextView/TextEdit/whatever and intercept the undo/redo calls from the TextView so they don't run as follows:
#Override
public boolean onTextContextMenuItem(int id) {
int ID_UNDO, ID_REDO;
try {
ID_UNDO = android.R.id.undo;
ID_REDO = android.R.id.redo;
} catch (Resources.NotFoundException e) {
ID_UNDO = 16908338; // 0x1020032
ID_REDO = 16908339; // 0x1020033
}
return !((id == ID_UNDO) || (id == ID_REDO)) && super.onTextContextMenuItem(id);
}
Those magic id numbers were found here, and are used only as a backup if the android.R.id.undo values aren't found. (it also might be reasonable to assume that if the values aren't there the feature isn't there, but anyway...)
This is not the best solution because both undo trackers are still there and both are running in the background. But at least you won't trigger both of them simultaneously with ^Z. It's the best I could think to do until this gets officially documented and the getUndoManager() methods of TextView is no longer hidden...
Why they made a feature you can't turn off (or even know if it was there or not) "live" in released Android I can't say.
I just opened an issue on Android's issue tracker if anyone wants to follow this.
There is an implementation of undo/redo for Android EditText in
http://credentiality-android-scripting.googlecode.com/hg/android/ScriptingLayerForAndroid/src/com/googlecode/android_scripting/activity/ScriptEditor.java
The code works but does not handle configuration changes properly. I am working on a fix and will post here when it is complete.
My Google search was :-
android edittext onTextChanged undo
I know this is an old question, but as there is no accepted answer, and this is an issue I've tackled myself from many angles, I'd like to add my solution in case it helps anyone. My answer is probably most relevant to large (1,000words+) volumes of text editing apps that require this feature.
The simplest way to resolve this problem is to make periodic copies of all text on screen, save it to an array and call setText() every time the Undo method is called. This makes for a reliable system, but it isn't ideal for large (i.e. 1,000words+) text editing apps. This is because it:
Is wasteful. It could be that only one word changes in a two thousand word document, so that's one thousand, nine hundred and ninety nine words needlessly committed to memory.
Can lead to performance issues, as some low-tier hardware struggles with rendering large amounts of text. On some of my test devices, this method can lead to freezes of a few seconds whenever Undo is called.
The solution I currently use is comparatively complex, but I've published the results in a library here.
Essentially, this library saves a copy of text as soon as a user begins typing, and then another copy of text once they've stopped typing for a set amount of time (in my case, two seconds). The two text strings are then compared, and the altered section of text returned, the indexes where the alterations occured, and details on whether or not the change was an addition of new text, a deletion, or a replacement of old text with new text.
The net result is that only the necessary text is saved, and when Undo is called, there is only a local delete(), replace() or insert() call, which makes for much faster operations on large text fields.
Here is the undo/redo implementation that was linked to from Gary Phillips' answer extracted into a reusable and universal undo/redo plugin for any widget that descends from a TextView. I added some code for persisting the undo history.
http://code.google.com/p/android/issues/detail?id=6458#c123
Hope this helps.
To preserve EditText Styling with regards to undo:
You can create an ArrayList<EditText> or ArrayList<String> (String containing html text) to store your last 10 (for example) actions. So ArrayList [0] would contain html text from your first action and ArrayList [9] would contain html text from your very last action. Each time the user taps "undo" in your app, you would apply ArrayList [size()-1] to your EditText and then remove ArrayList [size()-1] from your Array.

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