How do I fix an undefined variable in my program? - applescript

I am a beginner when it comes to AppleScript. I'm trying to develop a program that can generate an actually random number. When I set the values of the numbers that will be used to generate the random number, the editor gives me an error:
The variable numberOne is not defined.
I know what this means, but I don't know why it isn't defined. Can someone help with this?
I've tried seeing if only strings would work instead of text, but that doesn't seem to do it. There could be a really easy fix to this, but as I said, I'm a beginner.
on variableValue()
set numberOne to text returned of (display dialog "Variable One:" default answer "" with icon note buttons {"Cancel", "Continue"} default button 2 with title "Random Number Generator 3") as string
set numberTwo to text returned of (display dialog "Variable Two:" default answer "" with icon note buttons {"Cancel", "Continue"} default button 2 with title "Random Number Generator 3") as string
set numberThree to text returned of (display dialog "Variable Three:" default answer "" with icon note buttons {"Cancel", "Continue"} default button 2 with title "Random Number Generator 3") as string
set numberFour to text returned of (display dialog "Variable Four:" default answer "" with icon note buttons {"Cancel", "Continue"} default button 2 with title "Random Number Generator 3") as string
set numberFive to text returned of (display dialog "Variable Five:" default answer "" with icon note buttons {"Cancel", "Continue"} default button 2 with title "Random Number Generator 3") as string
set useSameValues to button returned of (display alert "Use same values?" message "If you re-generate a new number, do you want to use the same values?" as critical buttons {"Cancel", "No", "Yes"} default button 3)
if useSameValues = "No" then
set useSameValuesTwo to "false"
else if useSameValues = "Yes" then
set useSameValuesTwo to "true"
end if
end variableValue
variableValue()
on randomNumber()
-- The line of code just beneath this text is where the error shows up (This is my first program that utilizes handlers, so something could be wrong there).
set numberSix to (numberOne + numberTwo + numberThree + numberFour + numberFive)
set numberSeven to (numberSix * (random number from 1 to (random number from 2 to 100)))
set possibleValueOne to (random number from 1 to 5)
if possibleValueOne = 1 then
set numberEight to (numberSeven - numberOne)
else if possibleValueOne = 2 then
set numberEight to (numberSeven - numberTwo)
else if possibleValueOne = 3 then
set numberEight to (numberSeven - numberThree)
else if possibleValueOne = 4 then
set numberEight to (numberSeven - numberFour)
else if possibleValueOne = 5 then
set numberEight to (numberSeven - numberFive)
end if
set numberNine to (numberEight - 100000)
end randomNumber
randomNumber()

In AppleScript (like most languages), variables have a scope, which is where a declared identifier is recognized within any given script object. Variables declared inside a handler are local to that handler and don't exist outside of it, so you will need to provide some means to make them available elsewhere. There are a few ways to do this, such as declaring global variables or properties, or having a handler return values to the caller.
In your example, the variables declared in your variableValue() handler are not available outside the handler, so it would probably be the easiest to just declare those variables as global, for example by adding the following declaration at the beginning of your script:
global numberOne, numberTwo, numberThree, numberFour, numberFIve

Related

Apple Script: Go back-function in menus

I'm not too versed in AppleScript, so maybe someone can help here:
I have several menus. Let's say, Menu A has three options, these three options lead to Menu B1, B2, B3, depending what options was chosen in Menu A. The B-menus lead to C-menus and so on. I am a bit bothered, that every time I "Cancel", I need to start from scratch. A "Go back"-button would be highly useful in this scenario.
I know that the choose from list-function does only allow Yes and no, so to say, but is it possible to somehow implement a back button?
My code looked like this (we're in Menu B):
if MenuB is false then error number -128 -- user canceled
Then I tried implementing the "Go back" function via:
if MenuB is false then set MenuA to (choose from list {"MenuB1", "MenuB2", "MenuB3"} with prompt "Menu A" default items "None" OK button name {"Go"} cancel button name {"Quit"})
However that creates a new menu and doesn't refer to the menu created before the Menu B script.
Tl;dr: So is it somehow possible to reference to existing menus based on choose from list without creating a new menu. Or is there a way to implement a "back"-button in menus via AppleScript?
Looking forward to your thoughts!
Code excerpt:
# Main Menu
set MainMenu to (choose from list {"Item1", "Item2", "Item3"} with prompt "Main Menu" default items "None" OK button name {"Go"} cancel button name {"Quit"})
if MainMenu is false then error number -128 -- user canceled
# Button 1: Item 1
if MainMenu contains "Item1" then
# Sub-Button 1: Item 1
set SubButton to (choose from list {"Create", "Rename"} with prompt "Settings" default items "None" OK button name {"Choose"} cancel button name {"Quit"})
if SubButton is false then error number -128 -- user canceled
# Sub-Sub-Button 1: Item 1
if SubButton contains "Create" then
(...)
Without knowing the exact number of menus and how they interact, the easiest way would probably be to implement a stack, where items can be pushed onto or popped from the stack depending on the dialog results. Then it is just a matter of organizing and connecting the menus, as it is doubtful you will run out of stack space before running out of patience. Trying to navigate back and forth across nested or interconnected menus by just using a long sequence of if statements leads to the dark side.
To make the menu lists a little more manageable, they can be put into a collection object such as a record, rather than hard coding the dialog statements, with the record keys being used to keep track of the current and previous lists. From each choose from list dialog, the current choice can be pushed onto the top of the stack, and the previous item popped from it if going back.
A little bit of AppleScriptObjC is used in the following example to dynamically look up the record keys, since regular AppleScript doesn’t have a way to do that. The lists contain the various menu items, which are also used to look up the keys for other menu lists - surrounding the record keys with pipes allows them to have spaces and punctuation, so pretty much any text can be used as a key. Using menu item text as record keys also allows circling and jumping around (the example script also demonstrates this), so just be aware when laying out the menu connections. The ultimate end values are kept in a different record, and are single items (string or list). The final result is also used in a choice dialog for verification and to allow going back.
Note that the funky comma placements are used to try to make the record formatting a little easier to read.
use AppleScript version "2.4" -- Yosemite (10.10) or later
use framework "Foundation"
use scripting additions
property stack : {"base"} -- LIFO, starting with key of the base menu
property menus : ¬
{base:{"menu A", "menu B", "menu C"} ¬
, |menu A|:{"subMenu A1", "subMenu A2", "subMenu A3"} ¬
, |menu B|:{"subMenu B1", "subMenu B2", "subMenu B3"} ¬
, |menu C|:{"A key", "A little longer key", "The quick brown fox jumped over the lazy dog's key"} ¬
, |subMenu A1|:{"Action1", "Action2", "Action3"} ¬
, |subMenu A2|:{"Action4", "Action5", "Action6"} ¬
, |subMenu A3|:{"Action7", "Action8", "Action9"} ¬
, |subMenu B1|:{"menu A", "menu B", "menu C"} ¬
, |subMenu B2|:{"subMenu A1", "subMenu A2", "subMenu A3"} ¬
, |subMenu B3|:{"A key", "A little longer key", "The quick brown fox jumped over the lazy dog's key"} ¬
, |A key|:{"Action1", "Action2", "Action3"} ¬
, |A little longer key|:{"Action4", "Action5", "Action6"} ¬
, |The quick brown fox jumped over the lazy dog's key|:{"Action7", "Action8", "Action9"}}
property actions : ¬
{Action1:"Action one", Action2:"Action two", Action3:"Action three", Action4:"Action four", Action5:"Action five", Action6:"Action six", Action7:"Action seven", Action8:"Action eight", Action9:"Action 9"}
on run -- example
set menuDict to current application's NSDictionary's dictionaryWithDictionary:menus
set actionDict to current application's NSDictionary's dictionaryWithDictionary:actions
set cancelName to "Quit"
repeat
set tos to first item of stack
set choices to (menuDict's objectForKey:tos) -- get menu
if choices is missing value then -- handle missing key
log "menu key " & quoted form of tos & " not found, trying actions"
set choices to (actionDict's objectForKey:tos) -- try actions
if choices is missing value then log "actions key " & quoted form of tos & " not found"
end if
set theChoice to (choose from list (choices as list) default items {"msng"} cancel button name cancelName) -- select missing value
if theChoice is false then
if (count stack) is 1 then error number -128 -- cancel
set stack to rest of stack -- pop
if (count stack) is 1 then set cancelName to "Quit" -- last one
else
if (count (choices as list)) is 1 then exit repeat -- final action result selected
set beginning of stack to theChoice as text -- push
set cancelName to "Go Back"
end if
end repeat
#showResult(stack, actionDict) -- uncomment to show the result
runWorkflow(((actionDict's objectForKey:(first item of stack)) as text))
end run
to showResult(stack, dictionary) -- show the final result action
set {tempTID, AppleScript's text item delimiters} to {AppleScript's text item delimiters, " > "}
set keys to (reverse of stack) as text
set AppleScript's text item delimiters to tempTID
set value to quoted form of ((dictionary's objectForKey:(first item of stack)) as text)
if value is quoted form of "missing value" then set value to value & return & return & "A menu or actions key was not found - see log."
display dialog "Key sequence: " & keys & return & "Final value: " & value with title "Final Result" buttons "OK" default button 1
end showResult
to runWorkflow(workflowName) -- run an Automator workflow
set basepath to POSIX path of (path to desktop) -- change as desired
set workflowpath to basepath & workflowName -- POSIX path/name to add to the basePath
set command to "/usr/bin/automator " & quoted form of workflowpath
set output to (do shell script command)
-- do whatever with the output
end runAction

How can I pass / paste multiple variables in Automator as text in Google Chrome

Creating an cal event application that runs every day and asks for my self reported happiness and stress levels. Having issues with the final applescript, which I can't make work no matter what I try. The closest I got was with
here's a basic layout of what I'm trying to do
I know this might be basic, so I very much appreciate everyone's help!
on run {input, parameters}
set hello to item 1 of input as text
tell application "System Events" to keystroke hello
end tell
return input
end run
You don't mention exactly what you are going to be doing with the values in these variables, but you can get the value of your workflow variables by name in the AppleScript action, for example:
value of variable "Happy" of front workflow as text -- or integer, or whatever
Note that the Set Value of Variable action will output the variable value, which in this case will be used by the following Ask for Text action, so you can use the Ignore Input option to keep the previous results from being used. Your example workflow would then be something like:
Ask for Text { Question: Happy (1-10) }
Set Value of Variable { Variable: Happy }
Ask for Text { Question: Stressed (1-10) } (Ignore Input)
Set Value of Variable { Variable: Stressed }
Run AppleScript (note that the variables are coerced to text when joining to other text):
on run {input, parameters}
set happyString to "Level of happiness: " & (value of variable "Happy" of front workflow)
set stressedString to "Level of stress: " & (value of variable "Stressed" of front workflow)
display dialog happyString & return & stressedString
end run
Maybe this AppleScript code will work for you, without having to add variables to your Automator workflow
property numberList : {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}
set happyNumber to (choose from list numberList ¬
with title "Happiness And Stress Levels" with prompt ¬
"Choose Your Happiness Level" default items 5 ¬
OK button name "Continue" cancel button name ¬
"Cancel" multiple selections allowed false ¬
without empty selection allowed) as integer
if happyNumber is 0 then return
set happyLevel to "Your Happiness Level Is " & happyNumber
set stressNumber to (choose from list numberList ¬
with title "Happiness And Stress Levels" with prompt ¬
"Choose Your Stress Level" default items 5 ¬
OK button name "Continue" cancel button name ¬
"Cancel" multiple selections allowed false ¬
without empty selection allowed) as integer
if stressNumber is 0 then return
set stressLevel to "Your Stress Level Is " & stressNumber
(* Just Un-Comment The Next 2 Lines When You Are Ready To Use Them *)
--tell application "System Events" to keystroke happyLevel
--tell application "System Events" to keystroke stressLevel

How to update AppleScript List "Forever"

Look at the following code:
set TheStringsQ1Happy to {"Fabulous", "Great", "Alright", "Excited", "Not Bad", "", "Decent", "Fine", "Awesome", "Bored", "Cool", "Sad", "Fantastic", "Alright", "Good", "Ok"}
set theResponse to the text returned of (display dialog "" default answer "" giving up after 5)
if TheStringsQ1Happy contains theResponse then
display dialog "That's Great!"
else
say "That term is not in my vocabulary. Would you like me to add it?" using "Tom" speaking rate 220
set theResponseNotInVocabulary to text returned of (display dialog "" default answer "" giving up after 5)
if theResponseNotInVocabulary is "Yes" then
set end of TheStringsQ1Happy to theResponse
return TheStringsQ1Happy
end if
Although I can update TheStringsQ1Happy, this update only lasts the span of the script. How can I change the code so that every time I run the script, it also contains the updated vocabulary?
For example, if I said "All Good", the computer would recognize that the vocabulary is not on the list, and would later update this list only for that instance. How can I make it so that "All Good" stays for every instance from now on?
The following is strictly an example to help you with what you asked, not fix the broken code you posted.
If you run the following in Script Editor:
property theList : {1, 2, 3}
copy (count theList) + 1 to end of theList
log theList
You'll see theList as a property grow by 1 each time you run it, that is until the script is recompiled.
If you need absolute long term storage where nothing will be lost of anything added to theList, then you need to save to and retrieve from a disk file.
Variables in AppleScript don't span outside the duration of execution of the script in which they are defined, as you've quite rightly noticed.
However, a property can, and will continue into subsequent executions of a script with the information left over from the previous execution.
Bear in mind, though, that a property will get reset (restored to its original value) each time the script is re-compiled (which happens whenever you make edits to it, or trigger it to compile manually).
With this in mind, change this line:
set TheStringsQ1Happy to {"Fabulous", "Great", "Alright", "Excited", "Not Bad", "", "Decent", "Fine", "Awesome", "Bored", "Cool", "Sad", "Fantastic", "Alright", "Good", "Ok"}
to this:
property TheStringsQ1Happy : {"Fabulous", "Great", "Alright", "Excited", "Not Bad", "", "Decent", "Fine", "Awesome", "Bored", "Cool", "Sad", "Fantastic", "Alright", "Good", "Ok"}
and you'll be good to go.
If you want a more permanent way to ensure you don't accidentally lose the new additions to this property, such as when you need to make any changes to the script in the future that will reset its value, then you'll need to store the information in an external file, which will serve as a sort of "dictionary" of vocabulary terms.
The simplest way to do this is to create a text file and put each item of the list on its own line, like this:
Fabulous
Great
Alright
Excited
...etc.
Save it as something like HappyTerms.txt, somewhere like your Documents folder, then change the variable declaration for TheStringsQ1Happy to this:
set TheStringsQ1Happy to the paragraphs of (read "/Users/%you%/Documents/HappyTerms.txt")
replacing %you% with the name of your Home folder in which your Documents folder lives. In fact, it's a useful idea to put the path to this text file in its own variable definition just beforehand:
set VocabDictionary to "/Users/%you%/Documents/HappyTerms.txt"
set TheStringsQ1Happy to the paragraphs of (read VocabDictionary)
Finally, to make changes to this file and add new terms to it, immediately after this line:
if theResponseNotInVocabulary is "Yes" then set end of TheStringsQ1Happy to theResponse
simply add either these lines:
set AppleScript's text item delimiters to return
write (TheStringsQ1Happy as text) to VocabDictionary starting at 1
OR this line
write "\n" & theResponse to VocabDictionary starting at (get eof VocabDictionary) + 1
The first version overwrites the entire file with all the terms in the new list. The second version simply appends the new addition to the end of the file. You might want to experiment with both and get the file turning out the way you want it to, as you'll sneakily discover that one might give you a stray blank line in the file that results harmlessly in an empty string "" appearing in your list; whilst the other does not; but I'll leave you to figure out if and why this happens, and—should you really want it not to happen—how to prevent it. 🙃 Either way, it shouldn't cause you any problems.
If you have any other queries, post a comment and I'll back to you. If this is helpful, don't forget to +1 my answer, and mark it as "correct" if solves your problem for you.
This works for me using the latest version of Sierra
If this script is saved as an application,and you launch this new app... every time a new Item is added to the list, that new item will remain in the list every time you reopen the application. However if you open the application again in script editor,to edit the code and re-save... You will lose all of the values of the added list items And the whole cycle starts over again with the default list.
property TheStringsQ1Happy : {"Fabulous", "Great", "Alright", "Excited", "Not Bad", "", "Decent", "Fine", "Awesome", "Bored", "Cool", "Sad", "Fantastic", "Alright", "Good", "Ok"}
set theResponse to (display dialog "How Do You Feel Today?" default answer "" giving up after 25)
if text returned of theResponse is in TheStringsQ1Happy then
display dialog "That's Great!"
else
say "That term is not in my vocabulary. Would you like me to add it?" using "Tom" speaking rate 220
set theResponseNotInVocabulary to display dialog "Add This Term" & " " & quote & text returned of theResponse & quote & " " & "To My Vocabulary?" buttons {"No", "Yes"} default button 2
if the button returned of the result is "Yes" then
if TheStringsQ1Happy does not contain text returned of theResponse then
set end of TheStringsQ1Happy to text returned of theResponse
end if
return TheStringsQ1Happy
end if
end if

How to change variables in applescript with if command

I have tried this forever, what am I doing wrong?
you get my variable repeatvar by
set repeatvar to the text returned of (display dialog "set repeatvar")
if repeatvar is greater than "1000" then
set repeatvar to "1"
end if
when i enter any number it always just sets that number to 1, regardless of the number. What am I doing wrong?
If you want to perform numeric comparison with strings – which behave different as integers – you have to tell AppleScript explicitly to consider numeric strings
set repeatvar to the text returned of (display dialog "set repeatvar" default answer "")
considering numeric strings
if repeatvar is greater than "1000" then
set repeatvar to "1"
end if
end considering
The syntax of your first line is not correct. with this syntax, you will never get "text returned" valid value, but only valid "button returned".
to have text returned, you must tell the script that you expect user to input a value. this is done by adding words "default answer"":
set repeatvar to the text returned of (display dialog "set repeatvar" default answer "")
The second issue with your text is that you want to compare the text entered with the string "1000". Comparing strings and numbers does not always give correct result. For instance strings are using alphabetical order and "9" is greater than "1000", because "9" > "1".
Script bellow will work :
set repeatvar to the text returned of (display dialog "set repeatvar" default answer "")
try
set myNumber to repeatvar as integer
on error
set myNumber to 0
end try
if myNumber is greater than 1000 then
set repeatvar to "1"
end if

Capture Result of Input - Display Dialog

How to store the result of input in a variable ?
For exemplo:
display dialog "Insert Number" default answer "1" buttons{"Save"} default button 1
-- Result: {button returned:"OK", text returned:"1"}
How to capture the result and declare as the value of a variable?
set number to text returned as string
^ It doesn't work.
Help ? =P
set userResponse to text returned of (display dialog "Insert Number" default answer "1" buttons {"Save"} default button 1)

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