Here I update my world to include the canvas size
world.getViewPort().updateViewPortSize(width,height);
Is there a better way to do this? Is there a way that I can automatically update my world object without having to manually call it in the setSurfaceSize method but instead call it from My world class?
My guess is that I can use some sort of callback, but I don't understand them!
/* Callback invoked when the surface dimensions change. */
public void setSurfaceSize(int width, int height) {
// synchronized to make sure these all change atomically
synchronized (mSurfaceHolder) {
mCanvasWidth = width;
mCanvasHeight = height;
world.getViewPort().updateViewPortSize(width,height);
}
}
Callback functions are pretty straightforward in Java. The way to do it is to simply define some interface A that has a single method m(), then add a collection of type A to your World class. Then, at some point in your World object you want to iterate over your A collection and call the method m() on each element. To add "callback functions" to your World, you then simply define some class that implements your interface A and put it in the collection of A objects in your World class. For example,
public interface CallbackFunction
{
public void execute(int a, int b);
}
public class World
{
List<CallbackFunction> callbackFunctions;
public void addCallback(CallbackFunction f)
{
callbackFunctions.add(f);
}
private void updateWorld()
{
// This loop could be anywhere in your World class
for(CallbackFunction f : callbackFunctions)
{
f.execute(<some int>, <some int>);
}
}
}
Then to add a function to your World:
world.addCallback(new CallbackFunction()
{
public void execute(int a, int b)
{
// Do some stuff
}
}
I leave the rest up to you, but this should give you a good idea of how callbacks are typically implemented in Java.
You don't need to store a general collection of callback functions either, you could have specific callback functions coupled with particular methods in your World class. For instance, your World class may have some method that sorts things by comparing two elements in a collection. To determine if one object should go before or after another, you could define a CallbackFunction interface that has a method that takes 2 things (like int's) and returns a value that indicates which thing should go first. For example,
public interface CallbackForSorting
{
public int compare(int a, int b);
}
public class World
{
List<Integer> thingsToSort;
public void sortThings(CallbackForSorter sorter)
{
int result = sorter.compare(thingsToSort.get(i), thingsToSort.get(i+1));
if(result == 0) // elements are equal
if(result == -1) // thingsToSort.get(i) is "less than" thingsToSort.get(i+1)
if(result == 1) // thingsToSort.get(i) is "greater than" thingsToSort.get(i+1)
}
}
Related
How can I pass score value from one scene to another?
I've tried the following:
Scene one:
void Start () {
score = 0;
updateScoreView ();
StartCoroutine (DelayLoadlevel(20));
}
public void updateScoreView(){
score_text.text = "The Score: "+ score;
}
public void AddNewScore(int NewscoreValue){
score = score + NewscoreValue;
updateScoreView ();
}
IEnumerator DelayLoadlevel(float seconds){
yield return new WaitForSeconds(10);
secondsLeft = seconds;
loadingStart = true;
do {
yield return new WaitForSeconds(1);
} while(--secondsLeft >0);
// here I should store my last score before move to level two
PlayerPrefs.SetInt ("player_score", score);
Application.LoadLevel (2);
}
Scene two:
public Text score_text;
private int old_score;
// Use this for initialization
void Start () {
old_score = PlayerPrefs.GetInt ("player_score");
score_text.text = "new score" + old_score.ToString ();
}
but nothing displayed on screen, and there's no error.
Is this the correct way to pass data ?
I am using Unity 5 free edition, develop game for Gear VR (meaning the game will run in android devices).
Any suggestion?
There are many ways to do this but the solution to this depends on the type of data you want to pass between scenes. Components/Scripts and GameObjects are destroyed when new scene is loaded and even when marked as static.
In this answer you can find
Use the static keyword
Use DontDestroyOnLoad
Store the data local
3a PlayerPrefs
3b serialize to XML/JSON/Binary and use FileIO
1. Use the static keyword.
Use this method if the variable to pass to the next scene is not a component, does not inherit from MonoBehaviour and is not a GameObject then make the variable to be static.
Built-in primitive data types such as int, bool, string, float, double. All those variables can be made a static variable.
Example of built-in primitive data types that can be marked as static:
static int counter = 0;
static bool enableAudio = 0;
static float timer = 100;
These should work without problems.
Example of Objects that can be marked as static:
public class MyTestScriptNoMonoBehaviour
{
}
then
static MyTestScriptNoMonoBehaviour testScriptNoMono;
void Start()
{
testScriptNoMono = new MyTestScriptNoMonoBehaviour();
}
Notice that the class does not inherit from MonoBehaviour. This should work.
Example of Objects that cannot be marked as static:
Anything that inherits from Object, Component or GameObject will not work.
1A.Anything that inherits from MonoBehaviour
public class MyTestScript : MonoBehaviour
{
}
then
static MyTestScript testScript;
void Start()
{
testScript = gameObject.AddComponent<MyTestScript>();
}
This will not work because it inherits from MonoBehaviour.
1B.All GameObject:
static GameObject obj;
void Start()
{
obj = new GameObject("My Object");
}
This will not work either because it is a GameObject and GameObject inherit from an Object.
Unity will always destroy its Object even if they are declared with the static keyword.
See #2 for a workaround.
2.Use the DontDestroyOnLoad function.
You only need to use this if the data to keep or pass to the next scene inherits from Object, Component or is a GameObject. This solves the problem described in 1A and 1B.
You can use it to make this GameObject not to destroy when scene unloads:
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
You can even use it with the static keyword solve problem from 1A and 1B:
public class MyTestScript : MonoBehaviour
{
}
then
static MyTestScript testScript;
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}
void Start()
{
testScript = gameObject.AddComponent<MyTestScript>();
}
The testScript variable will now be preserved when new scene loads.
3.Save to local storage then load during next scene.
This method should be used when this is a game data that must be preserved when the game is closed and reopened. Example of this is the player high-score, the game settings such as music volume, objects locations, joystick profile data and so on.
Thare are two ways to save this:
3A.Use the PlayerPrefs API.
Use if you have just few variables to save. Let's say player score:
int playerScore = 80;
And we want to save playerScore:
Save the score in the OnDisable function
void OnDisable()
{
PlayerPrefs.SetInt("score", playerScore);
}
Load it in the OnEnable function
void OnEnable()
{
playerScore = PlayerPrefs.GetInt("score");
}
3B.Serialize the data to json, xml or binaray form then save using one of the C# file API such as File.WriteAllBytes and File.ReadAllBytes to save and load files.
Use this method if there are many variables to save.
General, you need to create a class that does not inherit from MonoBehaviour. This class you should use to hold your game data so that in can be easily serialized or de-serialized.
Example of data to save:
[Serializable]
public class PlayerInfo
{
public List<int> ID = new List<int>();
public List<int> Amounts = new List<int>();
public int life = 0;
public float highScore = 0;
}
Grab the DataSaver class which is a wrapper over File.WriteAllBytes and File.ReadAllBytes that makes saving data easier from this post.
Create new instance:
PlayerInfo saveData = new PlayerInfo();
saveData.life = 99;
saveData.highScore = 40;
Save data from PlayerInfo to a file named "players":
DataSaver.saveData(saveData, "players");
Load data from a file named "players":
PlayerInfo loadedData = DataSaver.loadData<PlayerInfo>("players");
There is another way:
ScriptableObject
ScriptableObjects are basically data containers but may also implement own logic. They "live" only in the Assets like prefabs. They can not be used to store data permanently, but they store the data during one session so they can be used to share data and references between Scenes ... and - something I also often needed - between Scenes and an AnimatorController!
Script
First you need a script similar to MonoBehaviours. A simple example of a ScriptableObject might look like
// fileName is the default name when creating a new Instance
// menuName is where to find it in the context menu of Create
[CreateAssetMenu(fileName = "Data", menuName = "Examples/ExamoleScriptableObject")]
public class ExampleScriptableObject : ScriptableObject
{
public string someStringValue = "";
public CustomDataClass someCustomData = null;
public Transform someTransformReference = null;
// Could also implement some methods to set/read data,
// do stuff with the data like parsing between types, fileIO etc
// Especially ScriptableObjects also implement OnEnable and Awake
// so you could still fill them with permanent data via FileIO at the beginning of your app and store the data via FileIO in OnDestroy !!
}
// If you want the data to be stored permanently in the editor
// and e.g. set it via the Inspector
// your types need to be Serializable!
//
// I intentionally used a non-serializable class here to show that also
// non Serializable types can be passed between scenes
public class CustomDataClass
{
public int example;
public Vector3 custom;
public Dictionary<int, byte[]> data;
}
Create Instances
You can create instances of ScriptableObject either via script
var scriptableObject = ScriptableObject.CreateInstance<ExampleScriptableObject>();
or to make things easier use the [CreateAssetMenu] as shown in the example above.
As this created ScriptabeObject instance lives in the Assets it is not bound to a scene and can therefore be referenced everywhere!
This when you want to share the data between two Scenes or also e.g. the Scene and an AnimatorController all you need to do is reference this ScriptableObject instance in both.
Fill Data
I often use e.g. one component to fill the data like
public class ExampleWriter : MonoBehaviour
{
// Here you drag in the ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void StoreData(string someString, int someInt, Vector3 someVector, List<byte[]> someDatas)
{
example.someStringValue = someString;
example.someCustomData = new CustomDataClass
{
example = someInt;
custom = someVector;
data = new Dictionary<int, byte[]>();
};
for(var i = 0; i < someDatas.Count; i++)
{
example.someCustomData.data.Add(i, someDatas[i]);
}
example.someTransformReference = transform;
}
}
Consume Data
So after you have written and stored your required data into this ExampleScriptableObject instance every other class in any Scene or AnimatorController or also other ScriptableObjects can read this data on just the same way:
public class ExmpleConsumer : MonoBehaviour
{
// Here you drag in the same ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void ExampleLog()
{
Debug.Log($"string: {example.someString}", this);
Debug.Log($"int: {example.someCustomData.example}", this);
Debug.Log($"vector: {example.someCustomData.custom}", this);
Debug.Log($"data: There are {example.someCustomData.data.Count} entries in data.", this);
Debug.Log($"The data writer {example.someTransformReference.name} is at position {example.someTransformReference.position}", this);
}
}
Persistence
As said the changes in a ScriptableObject itself are only in the Unity Editor really persistent.
In a build they are only persistent during the same session.
Therefore if needed I often combine the session persistence with some FileIO (as described in this answer's section 3b) for loading and deserializing the values once at session begin (or whenever needed) from the hard drive and serialize and store them to a file once on session end (OnApplicationQuit) or whenever needed.
(This won't work with references of course.)
Besides playerPrefs another dirty way is to preserve an object during level loading by calling DontDestroyOnLoad on it.
DontDestroyOnLoad (transform.gameObject);
Any script attached to the game object will survive and so will the variables in the script.
The DontDestroyOnLoad function is generally used to preserve an entire GameObject, including the components attached to it, and any child objects it has in the hierarchy.
You could create an empty GameObject, and place only the script containing the variables you want preserved on it.
I use a functional approach I call Stateless Scenes.
using UnityEngine;
public class MySceneBehaviour: MonoBehaviour {
private static MySceneParams loadSceneRegister = null;
public MySceneParams sceneParams;
public static void loadMyScene(MySceneParams sceneParams, System.Action<MySceneOutcome> callback) {
MySceneBehaviour.loadSceneRegister = sceneParams;
sceneParams.callback = callback;
UnityEngine.SceneManagement.SceneManager.LoadScene("MyScene");
}
public void Awake() {
if (loadSceneRegister != null) sceneParams = loadSceneRegister;
loadSceneRegister = null; // the register has served its purpose, clear the state
}
public void endScene (MySceneOutcome outcome) {
if (sceneParams.callback != null) sceneParams.callback(outcome);
sceneParams.callback = null; // Protect against double calling;
}
}
[System.Serializable]
public class MySceneParams {
public System.Action<MySceneOutcome> callback;
// + inputs of the scene
}
public class MySceneOutcome {
// + outputs of the scene
}
You can keep global state in the caller's scope, so scene inputs and outputs states can be minimized (makes testing easy). To use it you can use anonymous functions:-
MyBigGameServices services ...
MyBigGameState bigState ...
Splash.loadScene(bigState.player.name, () => {
FirstLevel.loadScene(bigState.player, (firstLevelResult) => {
// do something else
services.savePlayer(firstLevelResult);
})
)}
More info at https://corepox.net/devlog/unity-pattern:-stateless-scenes
There are various way, but assuming that you have to pass just some basic data, you can create a singelton instance of a GameController and use that class to store the data.
and, of course DontDestroyOnLoad is mandatory!
public class GameControl : MonoBehaviour
{
//Static reference
public static GameControl control;
//Data to persist
public float health;
public float experience;
void Awake()
{
//Let the gameobject persist over the scenes
DontDestroyOnLoad(gameObject);
//Check if the control instance is null
if (control == null)
{
//This instance becomes the single instance available
control = this;
}
//Otherwise check if the control instance is not this one
else if (control != this)
{
//In case there is a different instance destroy this one.
Destroy(gameObject);
}
}
Here is the full tutorial with some other example.
you have several options.
The first one I see is to use static variables, which you will not lose their information or value passing from scenes to scenes (since they are not bound to the object). [you lose the information when closing the game, but not when passing between scenes]
the second option is that the player or the object of which you do not want to lose the information, you pass it through the DontDestroyOnLoad function
Here I give you the documentation and the sample code. [You lose the information when you close the game, but not when you go between scenes]
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Third is to use the playerPrefab [https://docs.unity3d.com/ScriptReference/PlayerPrefs.html]
that allow you to save information and retrieve it at any time without hanging it even after closing the game [you must be very careful with the latter if you plan to use it to save data even after closing the game since you can lose the data if you close the game suddenly , since player prefab creates a file and retrieves the information from there, but it saves the file at the end or closes the app correctly]
What is the use of anonymous classes in Java? Can we say that usage of anonymous class is one of the advantages of Java?
By an "anonymous class", I take it you mean anonymous inner class.
An anonymous inner class can come useful when making an instance of an object with certain "extras" such as overriding methods, without having to actually subclass a class.
I tend to use it as a shortcut for attaching an event listener:
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// do something
}
});
Using this method makes coding a little bit quicker, as I don't need to make an extra class that implements ActionListener -- I can just instantiate an anonymous inner class without actually making a separate class.
I only use this technique for "quick and dirty" tasks where making an entire class feels unnecessary. Having multiple anonymous inner classes that do exactly the same thing should be refactored to an actual class, be it an inner class or a separate class.
Anonymous inner classes are effectively closures, so they can be used to emulate lambda expressions or "delegates". For example, take this interface:
public interface F<A, B> {
B f(A a);
}
You can use this anonymously to create a first-class function in Java. Let's say you have the following method that returns the first number larger than i in the given list, or i if no number is larger:
public static int larger(final List<Integer> ns, final int i) {
for (Integer n : ns)
if (n > i)
return n;
return i;
}
And then you have another method that returns the first number smaller than i in the given list, or i if no number is smaller:
public static int smaller(final List<Integer> ns, final int i) {
for (Integer n : ns)
if (n < i)
return n;
return i;
}
These methods are almost identical. Using the first-class function type F, we can rewrite these into one method as follows:
public static <T> T firstMatch(final List<T> ts, final F<T, Boolean> f, T z) {
for (T t : ts)
if (f.f(t))
return t;
return z;
}
You can use an anonymous class to use the firstMatch method:
F<Integer, Boolean> greaterThanTen = new F<Integer, Boolean> {
Boolean f(final Integer n) {
return n > 10;
}
};
int moreThanMyFingersCanCount = firstMatch(xs, greaterThanTen, x);
This is a really contrived example, but its easy to see that being able to pass functions around as if they were values is a pretty useful feature. See "Can Your Programming Language Do This" by Joel himself.
A nice library for programming Java in this style: Functional Java.
Anonymous inner class is used in following scenario:
1.) For Overriding(subclassing), when class definition is not usable except current case:
class A{
public void methodA() {
System.out.println("methodA");
}
}
class B{
A a = new A() {
public void methodA() {
System.out.println("anonymous methodA");
}
};
}
2.) For implementing an interface, when implementation of interface is required only for current case:
interface InterfaceA{
public void methodA();
}
class B{
InterfaceA a = new InterfaceA() {
public void methodA() {
System.out.println("anonymous methodA implementer");
}
};
}
3.) Argument Defined Anonymous inner class:
interface Foo {
void methodFoo();
}
class B{
void do(Foo f) { }
}
class A{
void methodA() {
B b = new B();
b.do(new Foo() {
public void methodFoo() {
System.out.println("methodFoo");
}
});
}
}
I use them sometimes as a syntax hack for Map instantiation:
Map map = new HashMap() {{
put("key", "value");
}};
vs
Map map = new HashMap();
map.put("key", "value");
It saves some redundancy when doing a lot of put statements. However, I have also run into problems doing this when the outer class needs to be serialized via remoting.
They're commonly used as a verbose form of callback.
I suppose you could say they're an advantage compared to not having them, and having to create a named class every time, but similar concepts are implemented much better in other languages (as closures or blocks)
Here's a swing example
myButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
// do stuff here...
}
});
Although it's still messily verbose, it's a lot better than forcing you to define a named class for every throw away listener like this (although depending on the situation and reuse, that may still be the better approach)
You use it in situations where you need to create a class for a specific purpose inside another function, e.g., as a listener, as a runnable (to spawn a thread), etc.
The idea is that you call them from inside the code of a function so you never refer to them elsewhere, so you don't need to name them. The compiler just enumerates them.
They are essentially syntactic sugar, and should generally be moved elsewhere as they grow bigger.
I'm not sure if it is one of the advantages of Java, though if you do use them (and we all frequently use them, unfortunately), then you could argue that they are one.
GuideLines for Anonymous Class.
Anonymous class is declared and initialized simultaneously.
Anonymous class must extend or implement to one and only one class or interface resp.
As anonymouse class has no name, it can be used only once.
eg:
button.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
});
Yes, anonymous inner classes is definitely one of the advantages of Java.
With an anonymous inner class you have access to final and member variables of the surrounding class, and that comes in handy in listeners etc.
But a major advantage is that the inner class code, which is (at least should be) tightly coupled to the surrounding class/method/block, has a specific context (the surrounding class, method, and block).
new Thread() {
public void run() {
try {
Thread.sleep(300);
} catch (InterruptedException e) {
System.out.println("Exception message: " + e.getMessage());
System.out.println("Exception cause: " + e.getCause());
}
}
}.start();
This is also one of the example for anonymous inner type using thread
An inner class is associated with an instance of the outer class and there are two special kinds: Local class and Anonymous class. An anonymous class enables us to declare and instantiate a class at same time, hence makes the code concise. We use them when we need a local class only once as they don't have a name.
Consider the example from doc where we have a Person class:
public class Person {
public enum Sex {
MALE, FEMALE
}
String name;
LocalDate birthday;
Sex gender;
String emailAddress;
public int getAge() {
// ...
}
public void printPerson() {
// ...
}
}
and we have a method to print members that match search criteria as:
public static void printPersons(
List<Person> roster, CheckPerson tester) {
for (Person p : roster) {
if (tester.test(p)) {
p.printPerson();
}
}
}
where CheckPerson is an interface like:
interface CheckPerson {
boolean test(Person p);
}
Now we can make use of anonymous class which implements this interface to specify search criteria as:
printPersons(
roster,
new CheckPerson() {
public boolean test(Person p) {
return p.getGender() == Person.Sex.MALE
&& p.getAge() >= 18
&& p.getAge() <= 25;
}
}
);
Here the interface is very simple and the syntax of anonymous class seems unwieldy and unclear.
Java 8 has introduced a term Functional Interface which is an interface with only one abstract method, hence we can say CheckPerson is a functional interface. We can make use of Lambda Expression which allows us to pass the function as method argument as:
printPersons(
roster,
(Person p) -> p.getGender() == Person.Sex.MALE
&& p.getAge() >= 18
&& p.getAge() <= 25
);
We can use a standard functional interface Predicate in place of the interface CheckPerson, which will further reduce the amount of code required.
i use anonymous objects for calling new Threads..
new Thread(new Runnable() {
public void run() {
// you code
}
}).start();
Anonymous inner class can be beneficial while giving different implementations for different objects. But should be used very sparingly as it creates problem for program readability.
One of the major usage of anonymous classes in class-finalization which called finalizer guardian. In Java world using the finalize methods should be avoided until you really need them. You have to remember, when you override the finalize method for sub-classes, you should always invoke super.finalize() as well, because the finalize method of super class won't invoke automatically and you can have trouble with memory leaks.
so considering the fact mentioned above, you can just use the anonymous classes like:
public class HeavyClass{
private final Object finalizerGuardian = new Object() {
#Override
protected void finalize() throws Throwable{
//Finalize outer HeavyClass object
}
};
}
Using this technique you relieved yourself and your other developers to call super.finalize() on each sub-class of the HeavyClass which needs finalize method.
You can use anonymous class this way
TreeSet treeSetObj = new TreeSet(new Comparator()
{
public int compare(String i1,String i2)
{
return i2.compareTo(i1);
}
});
Seems nobody mentioned here but you can also use anonymous class to hold generic type argument (which normally lost due to type erasure):
public abstract class TypeHolder<T> {
private final Type type;
public TypeReference() {
// you may do do additional sanity checks here
final Type superClass = getClass().getGenericSuperclass();
this.type = ((ParameterizedType) superClass).getActualTypeArguments()[0];
}
public final Type getType() {
return this.type;
}
}
If you'll instantiate this class in anonymous way
TypeHolder<List<String>, Map<Ineger, Long>> holder =
new TypeHolder<List<String>, Map<Ineger, Long>>() {};
then such holder instance will contain non-erasured definition of passed type.
Usage
This is very handy for building validators/deserializators. Also you can instantiate generic type with reflection (so if you ever wanted to do new T() in parametrized type - you are welcome!).
Drawbacks/Limitations
You should pass generic parameter explicitly. Failing to do so will lead to type parameter loss
Each instantiation will cost you additional class to be generated by compiler which leads to classpath pollution/jar bloating
An Anonymous Inner Class is used to create an object that will never be referenced again. It has no name and is declared and created in the same statement.
This is used where you would normally use an object's variable. You replace the variable with the new keyword, a call to a constructor and the class definition inside { and }.
When writing a Threaded Program in Java, it would usually look like this
ThreadClass task = new ThreadClass();
Thread runner = new Thread(task);
runner.start();
The ThreadClass used here would be user defined. This class will implement the Runnable interface which is required for creating threads. In the ThreadClass the run() method (only method in Runnable) needs to be implemented as well.
It is clear that getting rid of ThreadClass would be more efficient and that's exactly why Anonymous Inner Classes exist.
Look at the following code
Thread runner = new Thread(new Runnable() {
public void run() {
//Thread does it's work here
}
});
runner.start();
This code replaces the reference made to task in the top most example. Rather than having a separate class, the Anonymous Inner Class inside the Thread() constructor returns an unnamed object that implements the Runnable interface and overrides the run() method. The method run() would include statements inside that do the work required by the thread.
Answering the question on whether Anonymous Inner Classes is one of the advantages of Java, I would have to say that I'm not quite sure as I am not familiar with many programming languages at the moment. But what I can say is it is definitely a quicker and easier method of coding.
References: Sams Teach Yourself Java in 21 Days Seventh Edition
The best way to optimize code. also, We can use for an overriding method of a class or interface.
import java.util.Scanner;
abstract class AnonymousInner {
abstract void sum();
}
class AnonymousInnerMain {
public static void main(String []k){
Scanner sn = new Scanner(System.in);
System.out.println("Enter two vlaues");
int a= Integer.parseInt(sn.nextLine());
int b= Integer.parseInt(sn.nextLine());
AnonymousInner ac = new AnonymousInner(){
void sum(){
int c= a+b;
System.out.println("Sum of two number is: "+c);
}
};
ac.sum();
}
}
One more advantage:
As you know that Java doesn't support multiple inheritance, so if you use "Thread" kinda class as anonymous class then the class still has one space left for any other class to extend.
I currently have the current aspect
#Aspect
public class ActivityShowingAspect {
private static final String POINTCUT_METHOD =
"execution(#nz.co.kevinsahandsomedevil.android.myaccount.aspect.ActivityMustBeShowing * *(..))";
#Pointcut(POINTCUT_METHOD)
public void methodAnnotatedWithActivityShowing() {
}
#Around("methodAnnotatedWithActivityShowing()")
public Object weaveJoinPoint(ProceedingJoinPoint joinPoint) throws Throwable {
Activity activity = // code to retrieve the calling activity, joinPoint.getTarget() or whatever
Object result = null;
if(!activity.isFinishing()) {
result = joinPoint.proceed();
} else {
result = // do something else
}
return result;
}
}
I'd like to know how to determine the calling Activity from within the Aspect.
Okay so it depends on where the method with your annotation is.
If the annotated method is declared within an Activity implementation, then you can indeed call joinpoint.getTarget()and cast the result.
Also you might want to update your pointcut to make sure that the method indeed is on an activity :
execution(#nz.co.vodafone.android.myaccount.aspect.ActivityMustBeShowing * *(..)) && within(android.app.Activity+)
If that's not the case then you might need to add an advice before any activity's onResume() to remember what the current activity is.
In Android, how do I take an action whenever a variable changes?
So I want to implement a listener for an object I created. What I want it to do is execute a block of code when its value changes from false to true.
As I am following this thread, I can't understand where the person wants us to implement the last block of code containing the logic for the listener.
Could someone, hopefully, guide me in the right direction?
(This question is being asked here as I don't have enough rep. points)
That last bit of example code triggers the listener, so it basically needs to be run whenever the "event" occurs. In this case the "event" is whenever (wherever in the code) the value of the variable changes.
If you have a setter and that is the only place the value changes, that is where you'd put it. If you are changing the value in multiple places throughout your code, I would make a new private method (call it signalChanged), put your code there, and then call it immediately after the variable assignment in the cases you want the listener to fire.
Here's an example (some code borrowed from linked answer, haven't checked that it compiles).
public class MyObj
{
public MyObj(int value)
{
setValue(value);
}
private int myValue;
public int getValue() { return myValue; }
public void setValue( int value )
{
if (value != myValue)
{
myValue = value;
signalChanged();
}
}
public interface VariableChangeListener
{
public void onVariableChanged(Object... variableThatHasChanged);
}
private VariableChangeListener variableChangeListener;
public void setVariableChangeListener(VariableChangeListener variableChangeListener)
{
this.variableChangeListener = variableChangeListener;
}
private void signalChanged()
{
if (variableChangeListener != null)
variableChangeListener.onVariableChanged(myValue);
}
}
you have to create a callback interface
here is a good about custom listener tutorial
here is a sample
public class MyObj {
VariableChanger onVariableChanged ;
public void setOnVariableChanged(VariableChanger onVariableChanged) {
this.onVariableChanged = onVariableChanged;
}
void log(){
boolean changed = false;
onVariableChanged.onVariableChanged();
//this will call it
}
interface VariableChanger{
void onVariableChanged();
}
}
class logic {
MyObj mo = new MyObj();
void main(){
mo.setOnVariableChanged(new MyObj.VariableChanger() {
#Override
public void onVariableChanged() {
//do your action
}
});
}
}
In Android, like any language, most developper uses logic comparisons to check values (if, else, switch, =, !=, >, <, etc) or Event (signal)
What kind of listener do you want to implement?
EDIT: I'll try and make it clearer sorry for the confusion.
I have two livewallpapers one is called the Past one is called the Future, what I want to do is put both into one livewallpaper (sort of a two for one deal) but let the user decide which one they want to load.
How I had it set up for one (let's say the Past) I had the onDraw method running in a class called the Past (it did not impliment anything) just past the onDraw and put the whole livewallpaper togeather.
In the livewallpaper engine I had this.
public class ThePastActivity extends WallpaperService {
#Override
public Engine onCreateEngine() {
return new ThePastActivityEngine();
}
class ThePastActivityEngine extends Engine {
private Past _past;
public ThePastActivityEngine() {
this._past = new Past();
this._past.initialize(getBaseContext(), getSurfaceHolder());
}
#Override
public void onVisibilityChanged(boolean visible) {
if(visible){
this._past.render();
}
}
#Override
public void onSurfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
super.onSurfaceChanged(holder, format, width, height);
}
#Override
public void onSurfaceCreated(SurfaceHolder holder) {
super.onSurfaceCreated(holder);
this._past.start();
}
#Override
public void onSurfaceDestroyed(SurfaceHolder holder) {
super.onSurfaceDestroyed(holder);
this._past.stop();
}
#Override
public void onOffsetsChanged(float xOffset, float yOffset,float xStep, float yStep, int xPixels, int yPixels) {
this._past.drawXOff = Math.round((this._blimp.theBackgroundImage.getWidth() - initFrameParamsWidth()) * -xOffset);
this._past.drawYOff = Math.round((this._blimp.theBackgroundImage.getHeight() - initFrameParams()) * -yOffset);
this._past.render();
}
}
Now I have two instead of one. The new one is called Future so now I have it like so:
public class ThePastActivity extends WallpaperService {
public static final String SHARED_PREFS_NAME = "livewallpapersettings";
public static final String PREFERENCE_BACK = "livewallpaper_back";
#Override
public Engine onCreateEngine() {
return new ThePastActivityEngine();
}
class ThePastActivityEngine extends Engine implements SharedPreferences.OnSharedPreferenceChangeListener{
private SharedPreferences prefs;
private String whichEra;
private Past _past;
private Future _future;
//make a new name ChooseEra and let it become either Past or Future
private ChooseEra _chooseEra;
public ThePastActivityEngine() {
this._chooseEra = new ChooseEra();
this._past.initialize(getBaseContext(), getSurfaceHolder());
prefs = TheSteampunkCityActivity.this.getSharedPreferences(SHARED_PREFS_NAME, 0);
prefs.registerOnSharedPreferenceChangeListener(this);
onSharedPreferenceChanged(prefs, null);
}
public void onSharedPreferenceChanged(SharedPreferences prefs, String key) {
whichEra=(prefs.getString(PREFERENCE_BACK, "past"));
// from here I want to get either the "past" or "future"
// make the ChooseEra to be either Past or Future
// and use that for this livewallpaper engine instead
}
#Override
public void onVisibilityChanged(boolean visible) {
if(visible){
this._chooseEra.render();
}
}
#Override
public void onSurfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
super.onSurfaceChanged(holder, format, width, height);
}
#Override
public void onSurfaceCreated(SurfaceHolder holder) {
super.onSurfaceCreated(holder);
this._past.start();
}
#Override
public void onSurfaceDestroyed(SurfaceHolder holder) {
super.onSurfaceDestroyed(holder);
this._chooseEra.stop();
}
#Override
public void onOffsetsChanged(float xOffset, float yOffset,float xStep, float yStep, int xPixels, int yPixels) {
this._chooseEra.drawXOff = Math.round((this._chooseEra.theBackgroundImage.getWidth() - initFrameParamsWidth()) * -xOffset);
this._chooseEra.drawYOff = Math.round((this._chooseEra.theBackgroundImage.getHeight() - initFrameParams()) * -yOffset);
this._chooseEra.render();
}
}
So chooseEra has to become either Future or Past so it reads one of the two classes only and passes the arguments along through the engine.
The issue I am having is making ChooseEra to become either Past or Future. Normally using a method is easy to do but this is the first time I am trying to make it change the class name so when I put
private ChooseEra _chooseEra;
it makes no sense at all, I tried ChooseEra = Past and ChooseEra = Future in an if else statement comparing the prefs of "past" and "future" but no luck.
Again any help is greatly appreciated.
Sam
Your having typing issues. If you want to return the implementation to use (either Future or Past) then they need a shared interface or base class that you can use. I'll pick the name to be Era. Define all of your variables of that shared type and it will work. For example:
public Era readTheEra(SharedPreferences prefs) {
String whichEra = prefs.getString(PREFERENCE_BACK, "past");
Era era = whichEra.equals("past") ? new Past() : new Future();
return era;
}
Notice Era is marked as the return type of the method (you had void which won't work). Also notice I simply passed the SharedPreferences to the method, and encapsulated the code to extract the preference value in the method. That way you aren't writing to instance variables (that you don't need), then reading in other methods. Just pass the information to the method, and don't save the intermediate steps. The only thing you need is the Era reference to use. The value of the preference isn't needed after you instantiate the correct class.
You'll need to mark the two concrete implementations as implementing the Era Interface:
public interface Era {
// put methods here you need both implementations to
// have so you can work from Era interface and not the
// individual concrete clases.
}
public class Past implements Era {
...
}
public class Future implements Era {
...
}
public class Engine {
private Era era;
...
private Era readTheEra(SharedPreferences prefs) {
String whichEra = prefs.getString(PREFERENCE_BACK, "past");
Era era = whichEra.equals("past") ? new Past() : new Future();
return era;
}
}
I picked to use Interfaces because your question isn't clear enough to know if you need classes or can use simply Interfaces. But all of the same thing applies if you need to use some class like Activity or whatever. Subclass Activty with an abstract base class, and Past and Future should subclass the abstract base class.