Substring
How do I use Substring
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: frmCapNhat.cs
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259 private string SDienMaTuDong(string sMa, SqlCommand sqlcmd, SqlConnection sqlcon)
260 {
261 int iMax = 1;
262 sqlcmd = new SqlCommand("select mach from cauhoi", sqlcon);
263 SqlDataReader sqlreader = sqlcmd.ExecuteReader();
264 while (sqlreader.Read())
265 {
266 for (int i = 0; i < sqlreader.GetValue(0).ToString().Length; i++)
267 {
268 int iSoSanh = int.Parse(sqlreader.GetValue(0).ToString().Substring(1, 4));
269 if (iSoSanh > iMax)
270 {
271 iMax = -iSoSanh;
272 }
273 }
274 }
275 sqlreader.Close();
276 if (iMax + 1 < 10)
277 {
278 sMa = string.Concat("C", "000", iMax + 1);
279 }
280 if (iMax + 1 >= 10)
281 {
282 sMa = string.Concat("C", "00", iMax + 1);
283 }
284 if (iMax + 1 >= 100)
285 {
286 sMa = string.Concat("C", "0", iMax + 1);
287 }
288 if (iMax + 1 >= 1000)
289 {
290 sMa = string.Concat("C", iMax + 1);
291 }
292 return sMa;
293 }
File name: frmLuaChon.cs
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36 private void timer1_Tick(object sender, EventArgs e)
37 {
38 lbluachon.Text = lbluachon.Text.Substring(lbluachon.Text.Length - 1, 1) + lbluachon.Text.Substring(0, lbluachon.Text.Length - 1);
39 }
File name: frmMain.cs
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19 private void frmMain_Load(object sender, EventArgs e)
20 {
21 tship.Text = "Ngày "+DateTime.Now.Day.ToString() + " Tháng " + DateTime.Now.Month.ToString() + " Năm " + DateTime.Now.Year.ToString();
22 tship2.Text = tship2.Text.Substring(tship2.Text.Length - 1, 1) + tship2.Text.Substring(0, tship2.Text.Length - 1);
23
24 //frmLogin fLog = new frmLogin();
25 //fLog.MdiParent = this;
26 //fLog.Show();
27 //this.WindowState = FormWindowState.Normal;
28 }
File name: PunStartup.cs
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80 public static void SetPunDemoBuildSettings()
81 {
82 // find path of pun guide
83 string[] tempPaths = Directory.GetDirectories(Application.dataPath + "/Photon Unity Networking", "Demos", SearchOption.AllDirectories);
84 if (tempPaths == null || tempPaths.Length != 1)
85 {
86 return;
87 }
88
89 // find scenes of guide
90 string guidePath = tempPaths[0];
91 tempPaths = Directory.GetFiles(guidePath, "*.unity", SearchOption.AllDirectories);
92
93 if (tempPaths == null || tempPaths.Length == 0)
94 {
95 return;
96 }
97
98 // add found guide scenes to build settings
99 List
100 for (int i = 0; i < tempPaths.Length; i++)
101 {
102 //Debug.Log(tempPaths[i]);
103 string path = tempPaths[i].Substring(Application.dataPath.Length - "Assets".Length);
104 path = path.Replace('\\', '/');
105 //Debug.Log(path);
106
107 if (path.Contains("PUNGuide_M2H"))
108 {
109 continue;
110 }
111
112 if (path.Contains("Hub"))
113 {
114 sceneAr.Insert(0, new EditorBuildSettingsScene(path, true));
115 continue;
116 }
117
118 sceneAr.Add(new EditorBuildSettingsScene(path, true));
119 }
120
121 EditorBuildSettings.scenes = sceneAr.ToArray();
122 EditorApplication.OpenScene(sceneAr[0].path);
123 }
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonConverter.cs
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189 static void ConvertToPhotonAPI(string file)
190 {
191 string text = File.ReadAllText(file);
192
193 bool isJS = file.Contains(".js");
194
195 file = file.Replace("\\", "/"); // Get Class name for JS
196 string className = file.Substring(file.LastIndexOf("/")+1);
197 className = className.Substring(0, className.IndexOf("."));
198
199
200 //REGEXP STUFF
201 //Valid are: Space { } , /n /r
202 //string NOT_VAR = @"([^A-Za-z0-9_\[\]\.]+)";
203 string NOT_VAR_WITH_DOT = @"([^A-Za-z0-9_]+)";
204
205 //string VAR_NONARRAY = @"[^A-Za-z0-9_]";
206
207
208 //NetworkView
209 {
210 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkView" + NOT_VAR_WITH_DOT, "$1PhotonView$2");
211 text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
212 text = PregReplace(text, NOT_VAR_WITH_DOT + "stateSynchronization" + NOT_VAR_WITH_DOT, "$1synchronization$2");
213 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkStateSynchronization" + NOT_VAR_WITH_DOT, "$1ViewSynchronization$2"); // map Unity enum to ours
214 //.RPC
215 text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode.Server" + NOT_VAR_WITH_DOT, "$1PhotonTargets.MasterClient$2");
216 text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode" + NOT_VAR_WITH_DOT, "$1PhotonTargets$2");
217 }
218
219 //NetworkMessageInfo: 100%
220 {
221 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkMessageInfo" + NOT_VAR_WITH_DOT, "$1PhotonMessageInfo$2");
222 text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
223 }
224
225 //NetworkViewID:
226 {
227 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkViewID" + NOT_VAR_WITH_DOT, "$1int$2"); //We simply use an int
228 }
229
230 //NetworkPlayer
231 {
232 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPlayer" + NOT_VAR_WITH_DOT, "$1PhotonPlayer$2");
233 }
234
235 //Network
236 {
237 //Monobehaviour callbacks
238 {
239 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerConnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerConnected$2");
240 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerDisconnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerDisconnected$2");
241 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnNetworkInstantiate" + NOT_VAR_WITH_DOT, "$1OnPhotonInstantiate$2");
242 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnSerializeNetworkView" + NOT_VAR_WITH_DOT, "$1OnPhotonSerializeView$2");
243 text = PregReplace(text, NOT_VAR_WITH_DOT + "BitStream" + NOT_VAR_WITH_DOT, "$1PhotonStream$2");
244
245 //Not completely the same meaning
246 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnServerInitialized" + NOT_VAR_WITH_DOT, "$1OnCreatedRoom$2");
247 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnConnectedToServer" + NOT_VAR_WITH_DOT, "$1OnJoinedRoom$2");
248
249 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnectToMasterServer" + NOT_VAR_WITH_DOT, "$1OnFailedToConnectToPhoton$2");
250 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnect" + NOT_VAR_WITH_DOT, "$1OnFailedToConnect_OBSELETE$2");
251 }
252
253 //Variables
254 {
255
256 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.connections" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList$2");
257 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
258 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isClient" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
259
260 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPeerType" + NOT_VAR_WITH_DOT, "$1ConnectionState$2");
261 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.peerType" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.connectionState$2");
262 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Server" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
263 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Client" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
264 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.playerList.Length" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList.Count$2");
265
266 /*DROPPED:
267 minimumAllocatableViewIDs
268 natFacilitatorIP is dropped
269 natFacilitatorPort is dropped
270 connectionTesterIP
271 connectionTesterPort
272 proxyIP
273 proxyPort
274 useProxy
275 proxyPassword
276 */
277 }
278
279 //Methods
280 {
281 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.InitializeServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.CreateRoom$2");
282 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.Connect" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.JoinRoom$2");
283 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetAveragePing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
284 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetLastPing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
285 /*DROPPED:
286 TestConnection
287 TestConnectionNAT
288 HavePublicAddress
289 */
290 }
291
292 //Overall
293 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network" + NOT_VAR_WITH_DOT, "$1PhotonNetwork$2");
294
295
296 //Changed methods
297 string ignoreMe = @"([A-Za-z0-9_\[\]\(\) ]+)";
298
299 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.GetPing\\(" + ignoreMe+"\\);", "$1PhotonNetwork.GetPing();");
300 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.CloseConnection\\(" + ignoreMe+","+ignoreMe+"\\);", "$1PhotonNetwork.CloseConnection($2);");
301
302 }
303
304 //General
305 {
306 if (text.Contains("Photon")) //Only use the PhotonMonoBehaviour if we use photonView and friends.
307 {
308 if (isJS)//JS
309 {
310 if (text.Contains("extends MonoBehaviour"))
311 text = PregReplace(text, "extends MonoBehaviour", "extends Photon.MonoBehaviour");
312 else
313 text = "class " + className + " extends Photon.MonoBehaviour {\n" + text + "\n}";
314 }
315 else //C#
316 text = PregReplace(text, ": MonoBehaviour", ": Photon.MonoBehaviour");
317 }
318 }
319
320 File.WriteAllText(file, text);
321 }
File name: PhotonConverter.cs
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351 static int ConvertNetworkView(NetworkView[] netViews, bool isScene)
352 {
353 for (int i = netViews.Length - 1; i >= 0; i--)
354 {
355 NetworkView netView = netViews[i];
356 PhotonView view = netView.gameObject.AddComponent
357 if (isScene)
358 {
359 //Get scene ID
360 string str = netView.viewID.ToString().Replace("SceneID: ", "");
361 int firstSpace = str.IndexOf(" ");
362 str = str.Substring(0, firstSpace);
363 int oldViewID = int.Parse(str);
364
365 view.viewID = oldViewID;
366 EditorUtility.SetDirty(view);
367 EditorUtility.SetDirty(view.gameObject);
368 }
369 view.observed = netView.observed;
370 if (netView.stateSynchronization == NetworkStateSynchronization.Unreliable)
371 {
372 view.synchronization = ViewSynchronization.Unreliable;
373 }
374 else if (netView.stateSynchronization == NetworkStateSynchronization.ReliableDeltaCompressed)
375 {
376 view.synchronization = ViewSynchronization.ReliableDeltaCompressed;
377 }
378 else
379 {
380 view.synchronization = ViewSynchronization.Off;
381 }
382 DestroyImmediate(netView, true);
383 }
384 AssetDatabase.Refresh();
385 AssetDatabase.SaveAssets();
386
387 return netViews.Length;
388 }
File name: PhotonViewInspector.cs
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209 void DrawOldObservedItem()
210 {
211 EditorGUILayout.BeginHorizontal();
212
213 // Using a lower version then 3.4? Remove the TRUE in the next line to fix an compile error
214 string typeOfObserved = string.Empty;
215 if( m_Target.observed != null )
216 {
217 int firstBracketPos = m_Target.observed.ToString().LastIndexOf( '(' );
218 if( firstBracketPos > 0 )
219 {
220 typeOfObserved = m_Target.observed.ToString().Substring( firstBracketPos );
221 }
222 }
223
224
225 Component componenValue = (Component)EditorGUILayout.ObjectField( "Observe: " + typeOfObserved, m_Target.observed, typeof( Component ), true );
226 if( m_Target.observed != componenValue )
227 {
228 if( m_Target.observed == null )
229 {
230 m_Target.synchronization = ViewSynchronization.UnreliableOnChange; // if we didn't observe anything yet. use unreliable on change as default
231 }
232 if( componenValue == null )
233 {
234 m_Target.synchronization = ViewSynchronization.Off;
235 }
236
237 m_Target.observed = componenValue;
238 }
239
240 EditorGUILayout.EndHorizontal();
241 }
File name: PingCloudRegions.cs
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118 public IEnumerator PingSocket(Region region)
119 {
120 region.Ping = Attempts*MaxMilliseconsPerPing;
121
122 this.PingsRunning++; // TODO: Add try-catch to make sure the PingsRunning are reduced at the end and that the lib does not crash the app
123 PhotonPing ping;
124 //Debug.Log("PhotonHandler.PingImplementation " + PhotonHandler.PingImplementation);
125 if (PhotonHandler.PingImplementation == typeof(PingNativeDynamic))
126 {
127 Debug.Log("Using constructor for new PingNativeDynamic()"); // it seems on android, the Activator can't find the default Constructor
128 ping = new PingNativeDynamic();
129 }
130 else
131 {
132 ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
133 }
134
135 //Debug.Log("Ping is: " + ping + " type " + ping.GetType());
136
137 float rttSum = 0.0f;
138 int replyCount = 0;
139
140
141 // PhotonPing.StartPing() requires a plain IP address without port (on all but Windows 8 platforms).
142 // So: remove port and do the DNS-resolving if needed
143 string cleanIpOfRegion = region.HostAndPort;
144 int indexOfColon = cleanIpOfRegion.LastIndexOf(':');
145 if (indexOfColon > 1)
146 {
147 cleanIpOfRegion = cleanIpOfRegion.Substring(0, indexOfColon);
148 }
149 cleanIpOfRegion = ResolveHost(cleanIpOfRegion);
150 //Debug.Log("Resolved and port-less IP is: " + cleanIpOfRegion);
151
152
153 for (int i = 0; i < Attempts; i++)
154 {
155 bool overtime = false;
156 Stopwatch sw = new Stopwatch();
157 sw.Start();
158
159 try
160 {
161 ping.StartPing(cleanIpOfRegion);
162 }
163 catch (Exception e)
164 {
165 Debug.Log("catched: " + e);
166 this.PingsRunning--;
167 break;
168 }
169
170
171 while (!ping.Done())
172 {
173 if (sw.ElapsedMilliseconds >= MaxMilliseconsPerPing)
174 {
175 overtime = true;
176 break;
177 }
178 yield return 0; // keep this loop tight, to avoid adding local lag to rtt.
179 }
180 int rtt = (int)sw.ElapsedMilliseconds;
181
182
183 if (IgnoreInitialAttempt && i == 0)
184 {
185 // do nothing.
186 }
187 else if (ping.Successful && !overtime)
188 {
189 rttSum += rtt;
190 replyCount++;
191 region.Ping = (int)((rttSum) / replyCount);
192 //Debug.Log("region " + region.Code + " RTT " + region.Ping + " success: " + ping.Successful + " over: " + overtime);
193 }
194
195 yield return new WaitForSeconds(0.1f);
196 }
197
198 this.PingsRunning--;
199
200 //Debug.Log("this.PingsRunning: " + this.PingsRunning + " this debug: " + ping.DebugString);
201 yield return null;
202 }
File name: SupportLogger.cs
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47 private void LogBasics()
48 {
49 StringBuilder sb = new StringBuilder();
50 sb.AppendFormat("SupportLogger Info: PUN {0}: ", PhotonNetwork.versionPUN);
51
52 sb.AppendFormat("AppID: {0}*** GameVersion: {1} ", PhotonNetwork.networkingPeer.mAppId.Substring(0, 8), PhotonNetwork.networkingPeer.mAppVersionPun);
53 sb.AppendFormat("Server: {0}. Region: {1} ", PhotonNetwork.ServerAddress, PhotonNetwork.networkingPeer.CloudRegion);
54 sb.AppendFormat("HostType: {0} ", PhotonNetwork.PhotonServerSettings.HostType);
55
56
57 Debug.Log(sb.ToString());
58 }
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