UndoRedo | This project produces simple undo/redo functions for C | Math library
kandi X-RAY | UndoRedo Summary
kandi X-RAY | UndoRedo Summary
This project produces simple undo/redo functions.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of UndoRedo
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QUESTION
I'm using cytoscape and trying to get it up and running like this demo. I've converted most of the code to React, and it's mostly working.
The issue that I'm having is to get CTRL+Z to work just like in the demo (or any other keyboard inputs for that matter). I know that I've correctly registered the plugin, because I can programmatically undo and redo with the undo()
and redo()
actions.
I'm not sure what's going on here, perhaps it's an issue with React?
In the sandbox, you can see that the buttons undo
and redo
work just fine, but the keyboard CTRL+Z and CTRL+Y do not. Why do the keyboard bindings work in their demo and not in my sandbox?
Here's what I have,
...ANSWER
Answered 2020-Dec-26 at 14:46The only thing wrong with your code is the omission of the actual key listeners. In the undo-redo demo, the crtl+z
and crtl+y
functionality is actually just this:
QUESTION
I am implementing the system through inheritance, but there is an ambiguous part.
Parent class undostate child class recordstate
I made an undoredo function. And through this function, we are making a recording function. However, I want to make this function through inheritance. Because through undoredo, it seems that you can distinguish each action unit.
undoredo was implemented through the stack, but the recording function is similarly implemented by creating a record that inherits undoredo (the difference is to use a list).
The important thing here is that clicking the mouse creates an action But with the recordstate entering the record
Because I don't want to make two undoredostates entering undoredo (undoredo is the parent object of record)
I want to create and use recordstate, an object type that can be used in both places.
- The question is, is it really a weird idea to try to put the same thing on the parent class's stack into the childclass list
- Are there any design patterns associated with this?
ANSWER
Answered 2020-Oct-28 at 08:03Can't really comment on the code without actually seeing it, but from what you describe, maybe inheritance isn't the way to go at all. So for the second part of your question, here goes.
Check out the Memento design pattern:
Memento is a behavioral design pattern that lets you save and restore the previous state of an object without revealing the details of its implementation.
Alongside with the command pattern, you can achieve the undo redo functionality.
You can use Command and Memento together when implementing “undo”. In this case, commands are responsible for performing various operations over a target object, while mementos save the state of that object just before a command gets executed.
QUESTION
I am using cytoscape js with react cytoscape and cytoscape undoRedo and cytoscape expand collapse. On first render I want to have layout by preset(I have all node's positions). It works well but when i perform api.collapseAll() it looks like nodes does not have these positions. Even though groupped nodes have the same position as parent. On expand I want to use cose bilkent layout. Is there a way to do it?
...ANSWER
Answered 2020-Sep-10 at 08:45Yes it is possible. I made it via setting layoutBy within collapseAll method;)
QUESTION
I get c2664 error when i try to create a unique pointer
i did write the copy constructor as well as assignment operator but still i keep getting the 2664 error
...ANSWER
Answered 2020-Jun-29 at 10:17This code with make_unique
:
QUESTION
So basically I was thinking of an undo-redo system (I've heard enough of memmento pattern and command pattern and I'm just gonna REEEEEEEEEE) where you'd make an object of this UndoRedo class inside any class that required a UR system and then every function that can be undone would start by generating a string of code that would undo the action (taking into account things like parameters passed to the function and any other related info) and push it to the undo stack of the URobject, which would handle the 2 stacks appropriately and have functions for undoing and redoing that just pop the code and eval it
Then I found this SO post about how to Eval in c# but it's useless because it's sandboxed and I need the Eval-ed code to communicate with the rest of my code and stuff.
Then, with @CodeCharmander's suggestion and @Fixation's clarification and a bit of research I managed to make it work!
For Anyone Interest in the Final Class: ...ANSWER
Answered 2020-Jan-13 at 15:39I think CoderCharmander suggests you add delegates onto the undo stack instead of evaluating C# script. You can pop the stack and just execute the delegate when ready for an undo
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