How do I keep a value within QLineEdit to retain its value after program is closed? - ruby

I am using Qt Ruby
How do I keep the value of a user entered QlineEdit to keep its state even after the program is closed, in that way, the user can access the contents the next time he opens the program.

Solution 1 - using File.write/read:
edit_widget = Qt::LineEdit.new(parent)
File.write(filename, edit_widget.text)
exit
After the program re-start:
text = File.read(filename)
edit_widget.setText text
Solution 2 - using QSettings:
settings = Qt::Settings.new(filename, Qt::Settings::NativeFormat)
edit_widget = Qt::LineEdit.new(parent)
edit_widget.text = "abcde"
settings.setValue("field1", Qt::Variant.fromValue(edit_widget.text))
settings.sync
exit
After the program re-start:
settings = Qt::Settings.new(filename, Qt::Settings::NativeFormat)
edit_widget = Qt::LineEdit.new(parent)
edit_widget.text = settings.value("field1").toString

Related

My Roblox Studio script is sometimes having errors.. idk why

So.. I've been coding to make a GUI show the quantity of currency of a player, the datastore API works perfectly but the local script doesn't (it's local because else it would just update it each time a player's currency gets updated and would be a mess being the opposite of what I want to)
and well... sometimes it loads the currency into the GUI but other times it just stays on the original text: "Label" instead of my current currency (4600)
here's the proof
What normally happens and should always happen
What sometimes happens and shouldn't happen:
here's the script, I've tried putting waits on the start but the original code is inside the while true do..
wait(game.Players.LocalPlayer:WaitForChild("Data")
wait(game.Players.LocalPlayer.Data:WaitForChild("Bells"))
while true do
script.Parent.TextLabel.Text = game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Bells").Value
wait() --wait is for not making the loop break and stop the whole script
end
well.. if you want to see if data is really in the player, here's the script, it requires a API (DataStore2)
--[Animal Crossing Roblox Edition Data Store]--
--Bryan99354--
--Module not mine--
--Made with a AlvinBlox tutorial--
--·.·.*[Get Data Store, do not erase]*.·.·--
local DataStore2 = require(1936396537)
--[Default Values]--
local DefaultValue_Bells = 300
local DefaultValue_CustomClothes = 0
--[Data Store Functions]--
game.Players.PlayerAdded:Connect(function(player)
--[Data stores]--
local BellsDataStore = DataStore2("Bells",player)
local Data = Instance.new("Folder",player)
Data.Name = "Data"
Bells = Instance.new("IntValue",Data)
Bells.Name = "Bells"
local CustomClothesDataStore = DataStore2("CustomClothes",player)
local CustomClothes = Instance.new("IntValue",Data)
CustomClothes.Name = "CustomClothes"
local function CustomClothesUpdate(UpdatedValue)
CustomClothes.Value = CustomClothesDataStore:Get(UpdatedValue)
end
local function BellsUpdate(UpdatedValue)
Bells.Value = BellsDataStore:Get(UpdatedValue)
end
BellsUpdate(DefaultValue_Bells)
CustomClothesUpdate(DefaultValue_CustomClothes)
BellsDataStore:OnUpdate(BellsUpdate)
CustomClothesDataStore:OnUpdate(CustomClothesUpdate)
end)
--[test and reference functions]--
workspace.TestDevPointGiver.ClickDetector.MouseClick:Connect(function(player)
local BellsDataStore = DataStore2("Bells",player)
BellsDataStore:Increment(50,DefaultValue_Bells)
end)
workspace.TestDevCustomClothesGiver.ClickDetector.MouseClick:Connect(function(player)
local CustomClothesDataStore = DataStore2("CustomClothes",player)
CustomClothesDataStore:Increment(50,DefaultValue_CustomClothes)
end)
the code that creates "Data" and "Bells" is located in the comment: Data Stores
the only script that gets the issue is the short one with no reason :<
I hope that you can help me :3
#Night94 I tryed your script but it also failed sometimes
The syntax in your LocalScript is a little off with the waits. With that fixed, it works every time. Also, I would use an event handler instead of updating the value with a loop:
game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Bells").Changed:Connect(function(value)
script.Parent.TextLabel.Text = value
end)

How to temporarily block all macros from running and edit xlsm file with VBScript?

I have xlsm file which I need to edit. However, macros there block my script from editing. My code is following:
xlsm_file_name = "webADI_template_Bankbuchungen_GL.xlsm"
'opening xlsm file and setting readonly to false
set xlobj = createobject("Excel.Application")
set excel_file = xlobj.workbooks.open("C:\Users\oleynikov nikolay\Desktop\VBS Automation Scripts\processed_data\Excel Datei\"&xlsm_file_name, readonly=false)
'making changes invisible for the user
excel_file.application.enableevents = false
xlobj.Visible = false
'defining the sheet where we will be inserting our data into
set excel_sheet = excel_file.worksheets(1)
excel_sheet.cells(13,4).value = "EUR"
excel_file.application.enableevents = TRUE
xlobj.DisplayAlerts = FALSE
excel_file.save
At the end of the day, no values are added. This happens because double clicking on the cell runs the macro. I need to disable this macro, insert necessary values and then enable the macros again.
Is there a possibility to do it?
Thank you.
Try this (it seems it should work):
Returns or sets an MsoAutomationSecurity constant that represents the security mode that Microsoft Excel uses when programmatically opening files. Read/write.
MsoAutomationSecurity can be one of these MsoAutomationSecurity constants:
msoAutomationSecurityByUI. Uses the security setting specified in the Security dialog box.
msoAutomationSecurityForceDisable. Disables all macros in all files opened programmatically without showing any security alerts.
VB
Sub Security()
Dim secAutomation As MsoAutomationSecurity
secAutomation = Application.AutomationSecurity
Application.AutomationSecurity = msoAutomationSecurityForceDisable
Application.FileDialog(msoFileDialogOpen).Show
Application.AutomationSecurity = secAutomation
End Sub
https://learn.microsoft.com/en-us/office/vba/api/excel.application.automationsecurity

Assign File.readlines[n] to variable

I'm reading a text file which has instructions on each line. I want to assign the text on each line to it's own variable. When I do this, the value returned is nil but when I output the value of readlines[n] it is correct.
e.g.
# Using the variable (incorrect result)
puts current_zone_size
>
e.g.
# Using readlines after variable assignment (incorrect result)
current_zone_size = instructions.readlines[0]
instructions.readlines[0]
>
e.g.
# Using readlines (correct result)
instructions.readlines[0]
> 8 10
This is my code:
instructions = File.open("operator-input.txt", "r")
current_zone_size = instructions.readlines[0]
rover_init_location_orientation = instructions.readlines[1]
rover_movements = instructions.readlines[2]
This is the text in the file being read:
8 10
1 2 E
MMLMRMMRRMML
Edit:
Is the file being closed? Is this the reason I can't assign values from File.readlines[n] to variables if I'm not doing the variable assignment from within a block?
Also, the file will only ever have three lines which is why I'm not using a loop to read the lines.
IO#readlines reads all the lines in the file. It should not come as a surprise that, in order to read all the lines in the file, it has to read the entire file.
So, where is the file pointer after you read the entire file? It is at the end of the file.
What happens if you call IO#readlines the second time, when the file pointer is still at the end of the file? It will start reading at the position of the file pointer, which means it will read an empty file.
Therefore, if you want to do it the way you are doing it, you need to reset the file pointer to the beginning of the file every time you call IO#readlines:
instructions = File.open('operator-input.txt', 'r')
current_zone_size = instructions.readlines[0]
instructions.pos = 0
rover_init_location_orientation = instructions.readlines[1]
instructions.pos = 0
rover_movements = instructions.readlines[2]
Note also that you are leaking resources: you never close the file, so it will only by closed at the earliest by Ruby when the instructions variable gets out of scope and the File instance gets garbage-collected, and at the latest by the OS automatically when your Ruby process exits, which may be a long time later. So, your code should rather be:
instructions = File.open('operator-input.txt', 'r')
current_zone_size = instructions.readlines[0]
instructions.pos = 0
rover_init_location_orientation = instructions.readlines[1]
instructions.pos = 0
rover_movements = instructions.readlines[2]
instructions.close
In general, it is much better to use the block form of File::open, which closes the file handle automatically for you at the end of the block, and also ensures that this happens even in the case of complex control flow, errors, or exceptions:
File.open('operator-input.txt', 'r') do |instructions|
current_zone_size = instructions.readlines[0]
instructions.pos = 0
rover_init_location_orientation = instructions.readlines[1]
instructions.pos = 0
rover_movements = instructions.readlines[2]
end
Note, however, that what you want to do is horribly inefficient: you read the entire file, then take the first line, throw the rest away. Then you read the entire file again, take the second line, throw the rest away. Then you read the entire file again, take the third line, throw the rest away.
It makes much more sense to read the entire file once and then take the lines you need. Something like this:
File.open('operator-input.txt', 'r') do |instructions|
current_zone_size, rover_init_location_orientation, rover_movements =
instructions.readlines
end
However, in the case where all you do is open the file, read all lines, then immediately close it again, you should rather use the IO::readlines method instead of IO#readlines, since it does all three things for you in one call:
current_zone_size, rover_init_location_orientation, rover_movements =
File.readlines('operator-input.txt')
I ended up reading all the lines at once, now I'm able to set each variable outside of a block. Like this:
instructions = File.readlines "operator-input.txt"
current_zone_size = instructions[0]
rover_init_location_orientation = instructions[1]
rover_movements = instructions[2]
e.g.
puts current_zone_size
> 8 10

How do I block on reading a named pipe in Ruby?

I'm trying to set up a Ruby script that reads from a named pipe in a loop, blocking until input is available in the pipe.
I have a process that periodically puts debugging events into a named pipe:
# Open the logging pipe
log = File.open("log_pipe", "w+") #'log_pipe' created in shell using mkfifo
...
# An interesting event happens
log.puts "Interesting event #4291 occurred"
log.flush
...
I then want a separate process that will read from this pipe and print events to the console as they happen. I've tried using code like this:
input = File.open("log_pipe", "r+")
while true
puts input.gets #I expect this to block and wait for input
end
# Kill loop with ctrl+c when done
I want the input.gets to block, waiting patiently until new input arrives in the fifo; but instead it immediately reads nil and loops again, scrolling off the top of the console window.
Two things I've tried:
I've opened the input fifo with both "r" and "r+"--I have the same problem either way;
I've tried to determine if my writing process is sending EOF (which I've heard will cause the read fifo to close)--AFAIK it isn't.
SOME CONTEXT:
If it helps, here's a 'big picture' view of what I'm trying to do:
I'm working on a game that runs in RGSS, a Ruby based game engine. Since it doesn't have good integrated debugging, I want to set up a real-time log as the game runs--as events happen in the game, I want messages to show up in a console window on the side. I can send events in the Ruby game code to a named pipe using code similar to the writer code above; I'm now trying to set up a separate process that will wait for events to show up in the pipe and show them on the console as they arrive. I'm not even sure I need Ruby to do this, but it was the first solution I could think of.
Note that I'm using mkfifo from cygwin, which I happened to have installed anyway; I wonder if that might be the source of my trouble.
If it helps anyone, here's exactly what I see in irb with my 'reader' process:
irb(main):001:0> input = File.open("mypipe", "r")
=> #<File:mypipe>
irb(main):002:0> x = input.gets
=> nil
irb(main):003:0> x = input.gets
=> nil
I don't expect the input.gets at 002 and 003 to return immediately--I expect them to block.
I found a solution that avoids using Cygwin's unreliable named pipe implementation entirely. Windows has its own named pipe facility, and there is even a Ruby Gem called win32-pipe that uses it.
Unfortunately, there appears to be no way to use Ruby Gems in an RGSS script; but by dissecting the win32-pipe gem, I was able to incorporate the same idea into an RGSS game. This code is the bare minimum needed to log game events in real time to a back channel, but it can be very useful for deep debugging.
I added a new script page right before 'Main' and added this:
module PipeLogger
# -- Change THIS to change the name of the pipe!
PIPE_NAME = "RGSSPipe"
# Constant Defines
PIPE_DEFAULT_MODE = 0 # Pipe operation mode
PIPE_ACCESS_DUPLEX = 0x00000003 # Pipe open mode
PIPE_UNLIMITED_INSTANCES = 255 # Number of concurrent instances
PIPE_BUFFER_SIZE = 1024 # Size of I/O buffer (1K)
PIPE_TIMEOUT = 5000 # Wait time for buffer (5 secs)
INVALID_HANDLE_VALUE = 0xFFFFFFFF # Retval for bad pipe handle
#-----------------------------------------------------------------------
# make_APIs
#-----------------------------------------------------------------------
def self.make_APIs
$CreateNamedPipe = Win32API.new('kernel32', 'CreateNamedPipe', 'PLLLLLLL', 'L')
$FlushFileBuffers = Win32API.new('kernel32', 'FlushFileBuffers', 'L', 'B')
$DisconnectNamedPipe = Win32API.new('kernel32', 'DisconnectNamedPipe', 'L', 'B')
$WriteFile = Win32API.new('kernel32', 'WriteFile', 'LPLPP', 'B')
$CloseHandle = Win32API.new('kernel32', 'CloseHandle', 'L', 'B')
end
#-----------------------------------------------------------------------
# setup_pipe
#-----------------------------------------------------------------------
def self.setup_pipe
make_APIs
##name = "\\\\.\\pipe\\" + PIPE_NAME
##pipe_mode = PIPE_DEFAULT_MODE
##open_mode = PIPE_ACCESS_DUPLEX
##pipe = nil
##buffer = 0.chr * PIPE_BUFFER_SIZE
##size = 0
##bytes = [0].pack('L')
##pipe = $CreateNamedPipe.call(
##name,
##open_mode,
##pipe_mode,
PIPE_UNLIMITED_INSTANCES,
PIPE_BUFFER_SIZE,
PIPE_BUFFER_SIZE,
PIPE_TIMEOUT,
0
)
if ##pipe == INVALID_HANDLE_VALUE
# If we could not open the pipe, notify the user
# and proceed quietly
print "WARNING -- Unable to create named pipe: " + PIPE_NAME
##pipe = nil
else
# Prompt the user to open the pipe
print "Please launch the RGSSMonitor.rb script"
end
end
#-----------------------------------------------------------------------
# write_to_pipe ('msg' must be a string)
#-----------------------------------------------------------------------
def self.write_to_pipe(msg)
if ##pipe
# Format data
##buffer = msg
##size = msg.size
$WriteFile.call(##pipe, ##buffer, ##buffer.size, ##bytes, 0)
end
end
#------------------------------------------------------------------------
# close_pipe
#------------------------------------------------------------------------
def self.close_pipe
if ##pipe
# Send kill message to RGSSMonitor
##buffer = "!!GAMEOVER!!"
##size = ##buffer.size
$WriteFile.call(##pipe, ##buffer, ##buffer.size, ##bytes, 0)
# Close down the pipe
$FlushFileBuffers.call(##pipe)
$DisconnectNamedPipe.call(##pipe)
$CloseHandle.call(##pipe)
##pipe = nil
end
end
end
To use this, you only need to make sure to call PipeLogger::setup_pipe before writing an event; and call PipeLogger::close_pipe before game exit. (I put the setup call at the start of 'Main', and add an ensure clause to call close_pipe.) After that, you can add a call to PipeLogger::write_to_pipe("msg") at any point in any script with any string for "msg" and write into the pipe.
I have tested this code with RPG Maker XP; it should also work with RPG Maker VX and later.
You will also need something to read FROM the pipe. There are any number of ways to do this, but a simple one is to use a standard Ruby installation, the win32-pipe Ruby Gem, and this script:
require 'rubygems'
require 'win32/pipe'
include Win32
# -- Change THIS to change the name of the pipe!
PIPE_NAME = "RGSSPipe"
Thread.new { loop { sleep 0.01 } } # Allow Ctrl+C
pipe = Pipe::Client.new(PIPE_NAME)
continue = true
while continue
msg = pipe.read.to_s
puts msg
continue = false if msg.chomp == "!!GAMEOVER!!"
end
I use Ruby 1.8.7 for Windows and the win32-pipe gem mentioned above (see here for a good reference on installing gems). Save the above as "RGSSMonitor.rb" and invoke it from the command line as ruby RGSSMonitor.rb.
CAVEATS:
The RGSS code listed above is fragile; in particular, it does not handle failure to open the named pipe. This is not usually an issue on your own development machine, but I would not recommend shipping this code.
I haven't tested it, but I suspect you'll have problems if you write a lot of things to the log without running a process to read the pipe (e.g. RGSSMonitor.rb). A Windows named pipe has a fixed size (I set it here to 1K), and by default writes will block once the pipe is filled (because no process is 'relieving the pressure' by reading from it). Unfortunately, the RPGXP engine will kill a Ruby script that has stopped running for 10 seconds. (I'm told that RPGVX has eliminated this watchdog function--in which case, the game will hang instead of abruptly terminating.)
What's probably happening is the writing process is exiting, and as there are no other writing processes, EOF is sent to the pipe which causes gets to return nil, and so your code loops continually.
To get around this you can usually just open the pipe read-write at the reader end. This works for me (on a Mac), but isn't working for you (you've tried "r" and "r+"). I'm guessing this is to due with Cygwin (POSIX says opening a FIFO read-write is undefined).
An alternative is to open the pipe twice, once read-only and once write-only. You don't use the write-only IO for anything, it's just so that there's always an active writer attached to the pipe so it doesn't get closed.
input = File.open("log_pipe", "r") # note 'r', not 'r+'
keep_open = File.open("log_pipe", "w") # ensure there's always a writer
while true
puts input.gets
end

wxPython + subprocess. ProgressDialog doesn't work under windows

I have a GUI application which launches some commands using subprocess and then shows the progress of this commands by reading from subprocess.Popen.stdout and using wx.ProgressDialog. I've written the app under Linux and it works flawlessly there, but I'm now doing some testing under windows and it seems that trying to update the progress dialog causes the app to hang. There are no error messages or anything, so it's difficult for me to figure out what's happening. Below is a simplified code:
The subprocess is launched in separate thread by this method in main thread:
def onOk(self,event):
""" Starts processing """
self.infotxt.Clear()
args = self.getArgs()
self.stringholder = args['outfile']
if (args):
cmd = self.buildCmd(args, True)
if (cmd):
# Make sure the output directory is writable.
if not self.isWritable(args['outfile']):
print "Cannot write to %s. Make sure you have write permission or select a different output directory." %os.path.dirname(args['outfile'])
else:
try:
self.thread = threading.Thread(target=self.runCmd,args=(cmd,))
self.thread.setDaemon(True)
self.thread.start()
except Exception:
sys.stderr.write('Error starting thread')
And here's the runCmd method:
def runCmd(self, cmd):
""" Runs a command line provided as a list of arguments """
temp = []
aborted = False
dlg = None
for i in cmd:
temp.extend(i.split(' '))
# Use wx.MutexGuiEnter()/MutexGuiLeave() for anything that accesses GUI from another thread
wx.MutexGuiEnter()
max = 100
stl = wx.PD_CAN_ABORT | wx.PD_APP_MODAL | wx.PD_ELAPSED_TIME | wx.PD_REMAINING_TIME
dlg = wx.ProgressDialog("Please wait", "Processing...", maximum = max, parent = self.frame, style=stl)
wx.MutexGuiLeave()
# This is for windows to not display the black command line window when executing the command
if os.name == 'nt':
si = subprocess.STARTUPINFO()
si.dwFlags |= subprocess.STARTF_USESHOWWINDOW
si.wShowWindow = subprocess.SW_HIDE
else:
si = None
try:
proc = subprocess.Popen(temp, shell=False, bufsize=1, stdout=subprocess.PIPE, stderr=subprocess.STDOUT)
except Exception:
sys.stderr.write('Error executing a command. ')
# Progress dialog
count = 0
while True:
line=proc.stdout.readline()
count += 1
wx.MutexGuiEnter()
if dlg.Update(count) == (True, False):
print line.rstrip()
wx.MutexGuiLeave()
if not line: break
else:
print "Processing cancelled."
aborted = True
wx.MutexGuiLeave()
proc.kill()
break
wx.MutexGuiEnter()
dlg.Destroy()
wx.GetApp().GetTopWindow().Raise()
wx.MutexGuiLeave()
if aborted:
if os.path.exists(self.stringholder):
os.remove(self.stringholder)
dlg.Destroy()
proc.wait()
Again this works fine under Linux, but freezes on Windows. If I remove dlg.Update() line it also works fine. The subprocess output is printed out in main window and ProgressDialog is shown, just progressbar doesn't move. What am I missing?
Try not using wx.MutexGuiEnter and wx.MutexGuiLeave. You can handle updating the GUI from another thread using wx.CallAfter. I have never seen anyone using those mutexes in wx application before and not even in tutorials or examples of using threads.

Resources