How do I set names for "sections" for renderdoc to show? - renderdoc

E.g. I want all GL calls between point A and point B to be nested in a section called "Gaussianblur" in RenderDoc.

Found the answer here:
https://renderdoc.org/docs/window/event_browser.html
glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Begin
Section");
// contents of section here
glPopDebugGroupKHR();

Related

Extracting color from complex function: " Cannot modify global variable 'cColor' in function."

I'd like to extract the "col" color value from this function to be used to paint plots or candle colors. But everything I try creates one error or another. I checked the Script Reference. Shouldn't there be some way to "return" a value, as is usually the case with most functions?
lset(l,x1,y1,x2,y2,col)=>
line.set_xy1(l,x1,y1)
line.set_xy2(l,x2,y2)
line.set_width(l,5)
line.set_style(l, line.style_solid)
line.set_color(l,y2 > y1 ? #ff1100 : #39ff14) //red : green
temp = line.get_price(l,bar_index) // another value to extract
The documentation is showing it like this:
line.new(x1, y1, x2, y2, xloc, extend, color, style, width) → series line
So in your code it's looking differently and also the "new" is missing.
Scrolling a bit up on the linked page shows that there exist indeed methods to retrieve some properties of the line object:
Lines are managed using built-in functions in the line namespace. They include:
line.new() to create them.
line.set_*() functions to modify the properties of an line.
line.get_*() functions to read the properties of an existing line.
line.copy() to clone them.
line.delete() to delete them.
The line.all array which always contains the IDs of all
the visible lines on the chart. The array’s size will depend on
the maximum line count for your script and how many of those you
have drawn. aray.size(line.all) will return the array’s size.
The most simple usage is to instantiate a line object with the correct values directly, like shown here:
//#version=5
indicator("Price path projection", "PPP", true, max_lines_count = 100)
qtyOfLinesInput = input.int(10, minval = 1)
y2Increment = (close - open) / qtyOfLinesInput
// Starting point of the fan in y.
lineY1 = math.avg(close[1], open[1])
// Loop creating the fan of lines on each bar.
for i = 0 to qtyOfLinesInput
// End point in y if line stopped at current bar.
lineY2 = open + (y2Increment * i)
// Extrapolate necessary y position to the next bar because we extend lines one bar in the future.
lineY2 := lineY2 + (lineY2 - lineY1)
lineColor = lineY2 > lineY1 ? color.lime : color.fuchsia
line.new(bar_index - 1, lineY1, bar_index + 1, lineY2, color = lineColor)
Getting the line color from outside is difficult or impossible though as there never exists a method to retrieve it while for other properties those methods exist.
So the most simple way is to create the same funcionality, to get the color that exists inside the line-object, outside too, or only outside.
currentLineColor = y2 > y1 ? #ff1100 : #39ff14
You could try to extend the line-object somehow like this:
line.prototype.get_color = function() {
return this.color;
};
console.log(line.get_color())
I'm not sure if the approach with the prototype is working but it's worth it to try if you need it.

can anyone explain to me why the following two arrow functions are equivalent? [duplicate]

This question already has answers here:
What do curly braces inside of function parameter lists do in es6?
(3 answers)
Closed 5 years ago.
I am pretty new to javascript. saw this on MDN regarding arrow functions.
Can anyone explain to me how does the 2nd one work? I understand the first one.
Not quite sure why we put length in an object, and then return the length???
Case 1 (which i understand from how it transformed from ES5):
materials.map((material) => {
return material.length;
}); // [8, 6, 7, 9]
Case 2 (not getting what {length} is doing here and also why do we return length:
materials.map(({length}) => length); // [8, 6, 7, 9]
Thank you so much!
Update:
So reading from the answer from Jeff B. It appears that the 2nd one is doing the following with destructuring:
materials.map(({length}) => length)
in which {length} will set a variable var length to equal to materials.length; and that's why we can simply return length. That makes sense. Thanks Jeff
This uses a destructuring assignment to get at the length property without saving the whole object. Specifically, this is a case of "object destructuring".
For instance:
let yourObject = {foo: 1, bar: 2}
let {bar} = yourObject;
// bar now equals 2
With this in mind, you can see how ({length}) => length sets the name length to the length property of the first parameter and then immediately returns it—making the two expressions equivalent.

Java progressbar for matlab, how do you feed the values to it?

I came across an interesting alternative to matlab waitbar which is from java, it follows as below.
jBarHandle = javax.swing.JProgressBar(0, 103);
jBarHandle.setStringPainted(true);
jBarHandle.setIndeterminate(false);
posPanel = getpixelposition(handles.slider1,true);
javacomponent(jBarHandle,posPanel,handles.fig);
jBarHandle.setValue(fix(0));
calling the above code under output function of GUIDE will update the slider with the java enabled one. But how to pass the variable_data into setValue ?
anyone tried this? or have any idea? please help.
You can pass the variable directly to the setValue method of your JProgressBar object. Here I have used javaMethodEDT to ensure that the method is called from the Event Dispatch Thread (EDT). You could also just call jBarHandle.setValue(k) directly.
jBarHandle = javax.swing.JProgressBar(0, 103);
jBarHandle.setStringPainted(true);
jBarHandle.setIndeterminate(false);
fig = figure('Position', [0 0 200 20]);
[jhandle, hhandle] = javacomponent(jBarHandle, [0 0 1 1], fig);
set(hhandle, 'parent', fig, 'Units', 'norm', 'Position', [0 0 1 1])
for k = 1:103
javaMethodEDT('setValue', jBarHandle, k);
pause(0.1);
end
The value that you pass to the progress bar should just be a variable within your local scope. I'm not completely sure why you're overlaying a slider with this progress bar, but you could link the value of these two by simply doing the following
listener = addlistener(handles.slider1, 'Value', 'PostSet', #(s,e)jBarHandle.setValue(e.NewValue));
Then whenever the slider value changes (either programmatically or through the GUI), the progress bar gets updated as well.
More info in the EDT here provided by Yair Altman.
If you want to save your java handle within your GUI you can use the following
setappdata(handles.fig, 'ProgressBar', jBarHandle);
Then from the external function you can retrieve it the following way
figure_handle = findall(0, 'type', 'figure', 'tag', 'fig');
jBarHandle = getappdata(figure_handle, 'ProgressBar');
javaMethodEDT('setValue', jBarHandle, value)

D3 reusable multi-line chart with JSON data

I'm trying to do some re-factoring on my charts to make them re-usable using this as a guide: http://bost.ocks.org/mike/chart/
I'm having problems drawing the lines in my multi-line graph though - specifically passing the data to the x and y values. If I hard code the element names it works, but if I try to use the xValue and yValue objects this does not work. I'm assuming that this is because I'm trying to call a function within the parameter of an other object, but I'm not sure how to get around this. In the exmaple Mike uses d[0] and d[1], but this won't work with JSON data (or I'm not sure how to make it work).
I've posted this JSFiddle so you can see the code. The problem lines are 125 to 131 which in turn is being called from line 165.
var main_line = d3.svg.line()
.interpolate("cardinal")
// Hard coding the elements works
//.x(function(d) { return main_x(d.date); })
//.y(function(d) { return main_y(d.buildFixTime); });
// Passing xValue and yValue does not work
.x(function(d) { return main_x(xValue); })
.y(function(d) { return main_y(yValue); });
http://jsfiddle.net/goodspeedj/fDyLY/
Thank you in advance.
You need to redefine your accessor method within .x() and .y(). The accessor method defines the way that a datum is pulled out of the data that is bound to the selection that you call the line generator on.
Suppose you have a relatively flat data structure such as the following.
data = [{x : 1, y : 2}, {x:1, y:3}, {x:4, y:5}];
You then bind the data to a selection with the following statement
d3.select("body").datum(data).append("path").attr("d",lineGenerator);
Quite a bit is going on underneath this statement. I'll give you a bit more of a walkthrough after showing you a commonly used example.
The important aspect to understand is that similarly to other calls in d3 such as
var exampleRectangles = d3.select("body")
.data(data).enter()
.append("rect")
.attr("width",2)
.attr("height", 3)
.attr("x",function(datum){return datum.x}) // pay attention to this line
.attr("y",0);
d3 is implicitly iterating over each element in your data. For each datum in your data array, in this case there is a total of three datum, you are going to add a rectangle to the dom.
In the line that I tell you to pay attention to you notice that you're defining an anonymous (unnamed) function. What is that datum parameter coming from? It's implicitly being passed to your anonymous function.
So each rectangle has it's own corresponding datum {x : 1, y : 2}, {x:1, y:3}, {x:4, y:5} respectively. Each rectangle's x coordinate is defined by the respective datum.x attribute. Under the sheets, d3 is implicitly looping over the data array that you've defined. A similar approach to the example d3 code could be written as above.
for (var i = 0; i < data.length; i++)
{
d3.select("body").append("rect")
.attr("width",2)
.attr("height", 3)
.attr("x",data[i].x)
.attr("y",0);
}
This follows from the notion of data driven documents (d3). For each item added (a rectangle in the above example a piece of data is tied to it. In the above example you see that there is something kind of similar to your .x() and .y() accessor functions :
.attr("x",function(datum){return datum.x})
This function is telling d3 how to filter over the total datum that's being passed to the .attr() accessor method.
So, you need to determine which data you need to get a hold of to make your .attr("d", lineGenerator)call make sense. The difference between your.datum(data)call and the typical.data(data)call is that instead of parceling the data that's being passed to.data(data)`, the whole array is given as a single piece of data to the line generator function (similar to main_line(data), wherein it will again implicitly loop over the points to construct your path.
So, what you need to do is determine what a single datum will be defined as for your function to operate on.
I'm not going to define that as I don't seem to know quite which information you are operating on, but I would hazard a guess at something like.
.x(xAccessor)
.y(yAccessor)
function xAccessor(datum)
{
return xScale(datum._id.month);
}
function yAccessor(datum)
{
return yScale(datum.buildFixTime);
}
The way you have it set up, xValue and yValue are functions; you have to actually execute them on something to get a value back.
.x(function(d) { return main_x( xValue(d) ); })
.y(function(d) { return main_y( yValue(d) ); });
If you weren't using a scale, you could use
.x(xValue)
.y(yValue);
but only because if you pass in a function d3 executes it for you with the data as a parameter. And that only works for d3 methods that expect functions as possible input -- the scale functions expect data values as input.
I wrote a long piece work for another user last week that you may find useful, explaining methods that accept functions as parameters.

getting a random element from an array of movieclips(or labels in a timeline) in Flash CC . Actionscript 3

I am making a pretty neat quiz-game in flashCC right now and I definitely need your help.
My skills are more on the design then the programming side. So to many of you this might seem a baby question (and asked many times before) but from all the answers I saw so far, I couldn't get any results for my project.
So here is the thing :
I need the EXACT script for creating an array (with movieclips inside? or instance names of mcs? How does this even work?)
and a method, to pick a random element of this array without repeats until the "game is over".
Paul
The easiest way to pick a random element from an array without repeating is to first sort the array with a "random" function, then pop or shift items out of it until the array is empty.
Let's say you have an array of items which can be filled with either instances or instance names, you've chosen instance names: :
var FirstArray:Array = ["blau", "orange", "green"];
Now, you'll need a random sort function:
// you do not need to modify this function in any way.
// the Array.sort method accepts a function that takes in 2 objects and returns an int
// this function has been written to comply with that
function randomSort(a:Object, b:Object):int
{
return Math.random() > .5 ? -1 : 1;
}
The way a sort function normally works is it compares two objects and returns -1 if the first item precedes the second item, 1 if the opposite is true, and 0 if they are the same.
So what we're doing in the function above is returning -1 or 1 randomly. This should get the array all jumbled up when you call:
FirstArray.sort(randomSort);
Now that the array is randomly sorted, you can begin pulling items from it like so:
if(FirstArray.length) // make sure there's at least one item in there
{
// since you are using instance names, you'll need to use that to grab a reference to the actual instance:
var currentQuizItem:MovieClip = this[FirstArray.pop()];
// if you had filled your array with the actual instances instead, you would just be assigning FirstArray.pop() to currentQuizItem
// every time you call pop on an array, you're removing the last item
// this will ensure that you won't repeat any items
// do what you need to do with your MovieClip here
}
else
{
// if there aren't any items left, the game is over
}
When strung together, the above code should be enough to get you up and running.
You could try something like:
var array:Array = [1, 2, 3, 4, 5];
var shuffledArray:Array = [];
while (array.length > 0)
{
shuffledArray.push(array.splice(Math.round(Math.random() * (array.length - 1)), 1)[0]);
}
trace('shuffledArray: ', shuffledArray, '\nrandom item: ', shuffledArray[0]);