How Do you make a public TMPText unity C# - user-interface

I am new to unity and I was wondering if there is any way to call a Public TextMeshPro Because I have been trying to make a score timer Current Script For example I use
public Text ScoreText; . So is there any way to work to do something like Public Tmp_Text ScoreText; or something Like That? (Sorry I am pretty new)

I wish you good luck on your journey of learning unity.
There are several things you need to keep in mind to solve your problems.
Follow tutorials and learn from them.
Check unity api to get references on how specific modules/commands function.
In your case that would be this reference.
Here's the shortest way to do what you want:
add using TMPro;to the very top of your script
declare your variable public TextMeshProUGUI scoreText
use your variable in code to set text;
void AddPoints(int pointsEarned)
{
currentScore += pointsEarned;
scoreText.SetText(currentScore.ToString());
}

Related

Shortcuts for getting all the parameters of a blazor component

Is there a way to set up intellisense to do the following thing:
As components come with parameters, and parameters without default values will most likely be required anyway. Is there a way to just 'tab tab' and get all the unused parameters when adding a component to the page?
i.e.
Say that I have a component called "Sample" with the following params:
[Parameter] public string AAA {get;set;}
[Parameter] public string BBB{get;set;} = "HELLOHELLOW";
[Parameter] public string CCC{get;set;}
can I do <Sample></Sample> and then perhaps do 'tab tab' to make it <Sample AAA="", BBB="HELLOHELLOW", CCC=""></Sample>
Often, I have components with 4 or 5 parameters and it's both time consuming and a pain to handle them one by one...
Your idea is a brand new feature for Intellisense. And so far, I only found is that code snippet.
But code snippet cannot automatically and flexibly generate the corresponding structure based on the parameters in your component file. It must be hard-coded rather than soft-coded.
Unless, you write
<Code Language="XML">
<![CDATA[<Sample AAA="", BBB="HELLOHELLOW", CCC=""></Sample>]]>
</Code>
Obviously this is not a good method nor what you want. And there is no such function to realize this and Intellisense is not so flexible to achieve this.
So you have to suggest your idea to the Team. Suggest a feature on our DC Forum.
When you finish it, you can share the link here and anyone who is interested in it will vote it and it will help get more Microsoft's attention.

retrieving data from arbitrary memory addresses using VSIX

I am working on developing a debugger plugin for visual studio using VSIX. My problem is I have an array of addresses but I cannot set the IDebugMemoryBytes2 to a particular address. I use DEBUG_PROPERTY_INFO and get the array of addresses, and I also am able to set the context to the particular addresses in the array using the Add function in IDebugMemoryContext2. However, I need to use the ReadAt function to retrieve n bytes from a specified address (from IDebugMemoryBytes2).
Does anyone have any idea how to retrieve data from arbitrary addresses from memory?
I am adding more information on the same:
I am using the Microsoft Visual Studio Extensibility package to build my debugger plugin. In the application I am trying to debug using this plugin, there is a double pointer and I need to read those values to process them further in my plugin. For this, there is no way to display all the pointer variables in the watch window and hence, I am not able to get the DEBUG_PROPERTY_INFO for all the block of arrays which the pointer variable is pointing to. This is my problem which I am trying to address. There is no way for me to read the memory pointed to by this double pointer.
Now as for the events in the debuggee process, since the plugin is for debugging variables, I put a breakpoint at a place where I know this pointer is populated and then come back to the plugin for further evaluation.
As a start, I was somehow able to get the starting addresses of each of the array. But still, I am not able to read x bytes of memory from each of these starting addresses.
ie., for example, if I have int **ptr = // pointing to something
I have the addresses present in ptr[0], ptr[1], ptr[2], etc. But I need to go to each of these addresses and fetch the memory block they are pointing to.
For this, after much search, I found this link: https://macropolygon.wordpress.com/2012/12/16/evaluating-debugged-process-memory-in-a-visual-studio-extension/ which seems to address exactly my issue.
So to use expression evaluator functions, I need an IDebugStackFrame2 object to get the ExpressionContext. To get this object, I need to register to events in the debuggee process which is for breakpoint. As said in the post, I did:
public int Event(IDebugEngine2 engine, IDebugProcess2 process,
IDebugProgram2 program, IDebugThread2 thread, IDebugEvent2
debugEvent, ref Guid riidEvent, uint attributes)
{
if (debugEvent is IDebugBreakpointEvent2)
{
this.thread = thread;
}
return VSConstants.S_OK;
}
And my registration is like:
private void GetCurrentThread()
{
uint cookie;
DBGMODE[] modeArray = new DBGMODE[1];
// Get the Debugger service.
debugService = Package.GetGlobalService(typeof(SVsShellDebugger)) as
IVsDebugger;
if (debugService != null)
{
// Register for debug events.
// Assumes the current class implements IDebugEventCallback2.
debugService.AdviseDebuggerEvents(this, out cookie);
debugService.AdviseDebugEventCallback(this);
debugService.GetMode(modeArray);
modeArray[0] = modeArray[0] & ~DBGMODE.DBGMODE_EncMask;
if (modeArray[0] == DBGMODE.DBGMODE_Break)
{
GetCurrentStackFrame();
}
}
}
But this doesn't seem to invoke the Event function at all and hence, I am not sure how to get the IDebugThread2 object.
I also tried the other way suggested in the same post:
namespace Microsoft.VisualStudio.Debugger.Interop.Internal
{
[InterfaceType(ComInterfaceType.InterfaceIsIUnknown), Guid("1DA40549-8CCC-48CF-B99B-FC22FE3AFEDF")]
public interface IDebuggerInternal11 {
[DispId(0x6001001f)]
IDebugThread2 CurrentThread { [return:
MarshalAs(UnmanagedType.Interface)]
[MethodImpl(MethodImplOptions.InternalCall, MethodCodeType =
MethodCodeType.Runtime)]
get; [param: In, MarshalAs(UnmanagedType.Interface)]
[MethodImpl(MethodImplOptions.InternalCall, MethodCodeType =
MethodCodeType.Runtime)] set; }
}
}
private void GetCurrentThread()
{
debugService = Package.GetGlobalService(typeof(SVsShellDebugger)) as IVsDebugger;
if (debugService != null)
{
IDebuggerInternal11 debuggerServiceInternal =
(IDebuggerInternal11)debugService;
thread = debuggerServiceInternal.CurrentThread;
GetCurrentStackFrame();
}
}
But in this method, I think I am missing something but I am not sure what, because after the execution of the line
IDebuggerInternal11 debuggerServiceInternal =
(IDebuggerInternal11)debugService;
when I check the values of the debuggerServiceInternal variable, I see there is a System.Security.SecurityException for CurrentThread, CurrentStackFrame (and so obviously the next line causes a crash). For this, I googled the error and found I was missing the ComImport attribute to the class. So I added that and now, I get a System.AccessViolationException : Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
I am new to C# programming as well and hence, it is a bit difficult to grasp many things in short duration. I am lost as to how to proceed further now.
Any help in the same or suggestions to try another way to achieve my objective will be greatly appreciated.
Thanks a lot,
Esash
After much search, since I am short of time, I need a quick solution and hence, for now, it seems like the quickest way to solve this problem is to hack the .natvis files by making it display all the elements of the pointer and then using the same old way by using IDebug* interface methods to access and retrieve the memory context for each of the pointer elements. But, after posting the same question in msdn forums, I think the proper answer to this problem is as mentioned by Greggs:
"For reading memory, if you want a fast way to do this, you just want the raw memory, and the debug engine of the target is the normal Visual Studio native engine (in other words, you aren't creating your own debug engine), I would recommend referencing Microsoft.VisualStudio.Debugger.Engine. You can then use DkmStackFrame.ExtractFromDTEObject to get the DkmStackFrame object. This will give you the DkmProcess object and you can call DkmProcess.ReadMemory to read memory from the target."
Now, after trying a lot to understand how to implement this, I found that you could just accomplish this using :
DkmProcess.GetProcesses() and doing a ReadMemory on the process returned.
There is a question now, what if more than one processes are returned. Well, I tried attaching many processes to the current debugging process and tried attaching many processes to the debuggee process as well, but found that the DkmProcess.GetProcesses() gets only the one from which I regained the control from, and not the other processes I am attached to. I am not sure if this will work in all cases but for me, it worked this way and for anyone who has similar requirements, this might work as well.
Using the .natvis files to accomplish this means, using IndexListItems for VS2013 and prior versions, and using CustomListItems for VS2015 and greater versions, and to make it look prettier, use the "no-derived" attribute. There is no way to make the Synthetic tag display only the base address of each variable and hence, the above attribute is the best way to go about, but this is not available in VS2013 and prior versions (The base address might get displayed but for people who want to go beyond just displaying contents and also access the memory context of the pointer element, Synthetic tag is not the right thing).
I hope this helps some developer who struggled like me using IDebug* interfaces. For reference, I am also giving the link to the msdn forum where my question was answered.
https://social.msdn.microsoft.com/Forums/en-US/030cef1c-ee79-46e9-8e40-bfc59f14cc34/how-can-i-send-a-custom-debug-event-to-my-idebugeventcallback2-handler?forum=vsdebug
Thanks.

Changing values of numbers in CodeMirror by using scrubbing addon

I'm having trouble with CodeMirror. I'm trying to add in live number scrubbing, similar to Brett Victor's example, and Khan Academy's capability, but I am not having too much luck.
I can't post links, but I found this library which kind of gets the job done (made by user FWeinb on GitHub) which can kind of accomplish what I'm looking for, but I've noticed that although the numbers appear to have been changed, as soon as I do something like press enter in CodeMirror, then the value of the variable resets to what it was originally.
I'm using ReactJS, and I am not too sure how to fix this. I'm trying something a little ludicrous by calling this.replaceRange every time the contents are being changed, but there must be a better way. Here is a snippet of my code. It's not what I want it to be ideally, but just for testing purposes:
this.cm.on('dblclick', this.handleDblClick.bind(this))
...
handleDblClick() {
let matches = document.querySelectorAll(".cm-number");
let scrub = new Scrubbing (matches[0],
{ driver :
[
Scrubbing.driver.Mouse,
Scrubbing.driver.MouseWheel,
Scrubbing.driver.Touch
]
})
matches[0].addEventListener('DOMSubtreeModified', () => {
//console.log('change detected')
})
}
So I know that currently the scrubber edits this: <span class="cm-number"></span>, but that the actual underlying data isn't updating with the scrubber, nor is it persisting. Can anyone shed some light on what I should be doing here so that the value of the variable within the editor is updating live with the scrubber, and so that the value persists upon a new action?

Making improvements to code

I have been working on a magento module for sometime now (not because it is a large module, its my first and I really struggled with it). I now have it working, which I was really pleased with at first, but now I would like to improve it by increasing the reusability of the code.
While making my module I have looked at other modules to learn from them and have seen that many actions are only a line or two and I have tried keeping in with the skinny controller approach but failed, my example is as follows:
I have a function that get a users details that they have inputted into a custom form
protected function _setPostData()
{
$this->_salutation = $this->getRequest()->getPost('salutation');
$this->_f_name = $this->getRequest()->getPost('f_name');
$this->_l_name = $this->getRequest()->getPost('l_name');
$this->_email = $this->getRequest()->getPost('email');
$this->_emailAddressCheck = $this->getRequest()->getPost('emailAddressCheck');
$this->_gender = $this->getRequest()->getPost('gender');
$this->_country = $this->getRequest()->getPost('country');
$this->_pref_lang = $this->getRequest()->getPost('pref_lang');
}
I feel that this is not the correct way to do it and that there is a better way of achieving the same goal, as you can see this function gets the posts data and assigns it to attributes that i've set at the start of the class. I have several other examples that are very similar to the above and if someone could please offer some guidance on this one I am sure I will be able to work out the others
This example is held within the index action, should I put it in a helper as once it created correctly i am sure there will be a few occasions that I will be able to use it again?
you should put all the post data on an array and use it from there
$dataArray=$this->getRequest()->getPost();
$this->_salutation = $dataArray['salutation'];
$this->_f_name = $dataArray['f_name'];
$this->_l_name = $dataArray['l_name'];

Acceptable way of loading multiple images in action script 3 with FlashDevelop / Flex

At work I've been asked to make a small web based mini-game prototype.
I went down the flash route and am using Flash Develop with Flex SDK.
I've also found a graphical framework and I can use that no problem, but I'm trying to make my own code reusable at a later date.
I have written a small class for loading a list of textures, from names supplied to the class before loading. It is here to keep the question concise.
To be honest when it comes to Flash/ActionScript, I have no idea what I'm doing, I only started using it a week ago.
What I want to know is whether my attempt is acceptable from a more experienced AS programmer's point of view. Is it really bad flash coding practice? Does flash handle garbage collection? Should I be keeping an eye on the new Loader() calls that I just disregard?
First of all make loader as field of your class and reuse it. Then add error listener:
addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
Also you should check input data:
public function addImage(fname:String):void {
if(fname && fname != "") array.push(fname);
}
When all images were loaded you should "reset" you loader:
array = [];
And it would be better if you will check the state of your loader to prevent unpredictable cases:
public function beginLoad():void {
if(state == ALREADY_LOADING) return;
count = 0;
loadImages(count);
}
ps immutable fields such as loader, map, array mark const. It's not mistake but other developers will know that these fields are immutable.

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