How to make errorbars with perpendicular line ends in octave - octave

I have a question about errorbar in octave. I'm trying to plot my measure results in a plot with:
errorbar(m, my,ex, '>d')
It shows nearly what I want, except one thing, but please for the nearly description at the picture in the appendixenter image description here
I would like to have the errorbars with the perpendicular lines at the line ends
like at this picture:
https://www.math.ubc.ca/~israel/advisor/advisor5/images/h4r3.gif
Can someone give a hint?
Thanks!

If I type this in octave:
x = 1:10;
y = x.^2;
mx = (x/1.5).^-1;
errorbar (x,y,mx,'>d')
axis([-1,10,0,100]);
I get this:
Just like the picture you wanted. I don't get the angle brackets like you're getting.
EDIT: If what you're asking is for taller bars, you can do this with the following "hack":
c = get(gca,'children'); c = get(c,'children')(2);
ydata = get(c,'ydata');
ydata(4:9:end) = ydata(4:9:end) - 5; % '5' is the value to raise by
ydata(5:9:end) = ydata(5:9:end) + 5;
ydata(7:9:end) = ydata(7:9:end) - 5;
ydata(8:9:end) = ydata(8:9:end) + 5;
set(c,'ydata',ydata)

Related

Octave - gradients of a circle function do not plot correctly

Question
Trying to follow Gradients, Gradient Plots and Tangent Planes.
The gradient vectors of (X^2 + Y^2) do not show up correctly in Octave 4.2.0 on Windows. With the code, expected the gradients of a circle diverge from center outwards. However the actual is diagonal.
Please assist to understand what is wrong.
syms x y
f1 = x^2 + y^2;
gradf1 = jacobian(f1,[x,y]);
f1fun = function_handle(f1);
f1xfun = function_handle(gradf1(1));
f1yfun = function_handle(gradf1(2));
[xx, yy] = meshgrid(-1:.1:1,-1:.1:1);
hold on
contour(xx, yy, f1fun(xx, yy), 10)
quiver(xx, yy, f1xfun(xx, yy), f1yfun(xx, yy), 0.5)
axis equal tight
hold off
Expected
Actual
When you perform:
f1xfun = function_handle(gradf1(1));
f1yfun = function_handle(gradf1(2));
The output is:
f1xfun =
#(x) 2 * x % note: single-argument function
f1yfun =
#(y) 2 * y % note: single-argument function
that is AS OPPOSED TO
f1xfun =
#(x,y) 2 * x % two-argument function
f1yfun =
#(x,y) 2 * y % two-argument function
which is what you seem to think was happening. (i.e. the resulting functions actually only take a single input, not both x and y).
Therefore later on when you call f1yfun with two inputs, the second input (i.e. y) is simply silently discarded, and you are essentially calculating 2*x in both axes, hence the diagonal arrows.
tl;dr Your call to quiver should be:
quiver(xx, yy, f1xfun(xx), f1yfun(yy), 0.5);
I think you have a bug in your code and the call to quiver should be
quiver(xx, yy, f1xfun(xx), f1yfun(yy), 0.5)
which then gives (with colormap("jet"))

Explanation of a Hough accumulator that does not match image

I was having fun with image processing and hough transforms on Octave but the results are not the expected ones.
Here is my edges image:
and here is my hough accumulator (x-axis is angle in deg, y-axis is radius):
I feel like I am missing the horizontal streaks but there is no local maximum in the accumulator for the 0/180 angle values.
Also, for the vertical streaks, the value of the radius should be equal to the x value of the edge's image, but instead the values of r are very high:
exp: the first vertical line on the left of the image has an equation of x=20(approx) -> r.r = x.x + y.y -> r=x -> r=20
The overall resulting lines detected do not match the edges at all:
Acculmulator with detected maxima:
Resulting lines:
As you can see the maximas of the accumulator are satisfyingly detected but the resulting lines' radius values are too high and theta values are missing.
It almost looks like the hough transform accumulator does not correspond to the image...
Can someone help me figure out why and how to correct it?
Here is my code:
function [r, theta] = findScratches (img, edge)
hough = houghtf(edge,"line", pi*[0:360]/180);
threshHough = hough>.5*max(hough(:));
[r, theta] = find(threshHough>0);
%deg to rad for the trig functions
theta = theta/180*pi;
%according to octave doc r range is 2*diagonal
%-> bring it down to 1*diagonal or all lines are out of the picture
r = r/2;
%coefficients of the line y=ax+b
a = -cos(theta)./sin(theta);
b = r./sin(theta);
x = 1:size(img,2);
y = a * x + b;
figure(1)
imagesc(edge);
colormap gray;
hold on;
for i=1:size(y,1)
axis ij;
plot(y(i,:),x,'r','linewidth',1);
end
hold off;
endfunction
Thank you in advance.
You're definitely on the right track. Blurring the accumulator image would help before looking for the hotspots. Also, why not do a quick erode and dilate before doing the hough transform?
I had the same issue - detected lines had the correct slope but were shifted. The problem is that the r returned by the find(threshHough>0) function call is in the interval of [0,2*diag] while the Hough transform operates with values of r from the interval of [-diag,diag]. Therefore if you change the line
r=r/2
to
r=r-size(hough,1)/2
you will get the correct offset.
Lets define a vector of angles (in radians):
angles=pi*[0:360]/180
You should not take this operation: theta = theta/180*pi.
Replace it by: theta = angles(theta), where theta are indices
Some one commented above suggesting adjusting r to -diag to +diag range by
r=r-size(hough,1)/2
This worked well for me. However another difference was that I used the default angle to compute Hough Transform with angles -90 to +90. The theta range in the vector is +1 to +181. So It needs to be adjusted by -91, then convert to radian.
theta = (theta-91)*pi/180;
With above 2 changes, rest of the code works ok.

IPython Modify Plot with Container Widget

I'm working with the Ipython widgets to modify dynamically plotted data, so i get the result as seen in the image; however i dont like the arrangment of the widgets (sliders and float boxes) so i have tried to align them horizontally with Box and here is the trouble because i don't know how to pass this arrangment to the function, this is how i obtain what you see in the image
#I'm just going to put two sliders
x= FloatSlider(0,1000)
y= FloatSlider(0,1000)
interactive(Function,Xo=x,Yo=y)
if i try
x= FloatSlider(0,1000,10)
y= FloatSlider(-1,1,0.1)
#this gives me the desired arrangment
co = HBox(children=[x,y])
interactive(Function,Xo=Co.children[0],Yo=Co.children[1])
this just gives me the same unordered result, and here is where i got stuck, i don't know how to input the container to make it work with my plot. Where is my error? what can i do?
The following might be a solution for your problem:
from IPython.html.widgets import *
x = FloatSlider(value = 500.0, min=0.0, max=1000.0, step=10)
y = FloatSlider(value = 0.0, min=-1.0, max=1.0, step=0.1)
plt.xlim(0,1)
plt.ylim(-1,1)
def Function(x, y):
plt.plot([0.0, 1.0], [-1.0, 1.0], 'b.')
plt.plot(x/1000.0, y, 'o')
#this gives me the desired arrangment
f = interactive(Function, x=x, y=y)
Co = HBox(f.children)
display(Co)

Reflect a object along x and y axis

Need to reflect a group containing objects as shown in picture.
I have a sample image for what i have done in my current progress.
Objective: Reflection of objects should be done along x and y axis as per the below image
Very easy approach: for reflection you should have copy of the object that will be reflected.
Reflection could be made by myReflectedObject.scaleY = -1
myReflectedObject.scaleY = -1;
myReflectedObject.alpha = 0.4;
//manage Y position accordingly
The simple code looks like this:
copiedDisplayObject.scaleY = -1;
copiedDisplayObject.alpha = 0.4;
That is really a specific example of reflection over a line, where the line happens to be the x axis. (ie y = 0x + 0) If you want to reflect over another line, you can use a matrix. The code below preserves previous transformations on the display object, and reflects it over a line passing through the origin.
var m:Number = 0.25; //example slope -- from line: y = mx + 0
var tmpMatrix = copiedDisplayObject.transform.matrix;
var relectMatrix:Matrix = new Matrix(1-m*m, 2*m, 2*m, m*m -1);
tmpMatrix.concat(relectMatrix);
copiedDisplayObject.transform.matrix = tmpMatrix;
I found the matrix formula here: math.stackexchange question.

Bezier Curve always the same length

I'm working on a game in HTML5 canvas.
I want is draw an S-shaped cubic bezier curve between two points, but I'm looking for a way to calculate the coordinates of the control points so that the curve itself is always the same length no matter how close those points are, until it reaches the point where the curve becomes a straight line.
This is solvable numerically. I assume you have a cubic bezier with 4 control points.
at each step you have the first (P0) and last (P3) points, and you want to calculate P1 and P2 such that the total length is constant.
Adding this constraint removes one degree of freedom so we have 1 left (started with 4, determined the end points (-2) and the constant length is another -1). So you need to decide about that.
The bezier curve is a polynomial defined between 0 and 1, you need to integrate on the square root of the sum of elements (2d?). for a cubic bezier, this means a sqrt of a 6 degree polynomial, which wolfram doesn't know how to solve. But if you have all your other control points known (or known up to a dependency on some other constraint) you can have a save table of precalculated values for that constraint.
Is it really necessary that the curve is a bezier curve? Fitting two circular arcs whose total length is constant is much easier. And you will always get an S-shape.
Fitting of two circular arcs:
Let D be the euclidean distance between the endpoints. Let C be the constant length that we want. I got the following expression for b (drawn in the image):
b = sqrt(D*sin(C/4)/4 - (D^2)/16)
I haven't checked if it is correct so if someone gets something different, leave a comment.
EDIT: You should consider the negative solution too that I obtain when solving the equation and check which one is correct.
b = -sqrt(D*sin(C/4)/4 - (D^2)/16)
Here's a working example in SVG that's close to correct:
http://phrogz.net/svg/constant-length-bezier.xhtml
I experimentally determined that when the endpoints are on top of one another the handles should be
desiredLength × cos(30°)
away from the handles; and (of course) when the end points are at their greatest distance the handles should be on top of one another. Plotting all ideal points looks sort of like an ellipse:
The blue line is the actual ideal equation, while the red line above is an ellipse approximating the ideal. Using the equation for the ellipse (as my example above does) allows the line to get about 9% too long in the middle.
Here's the relevant JavaScript code:
// M is the MoveTo command in SVG (the first point on the path)
// C is the CurveTo command in SVG:
// C.x is the end point of the path
// C.x1 is the first control point
// C.x2 is the second control point
function makeFixedLengthSCurve(path,length){
var dx = C.x - M.x, dy = C.y - M.y;
var len = Math.sqrt(dx*dx+dy*dy);
var angle = Math.atan2(dy,dx);
if (len >= length){
C.x = M.x + 100 * Math.cos(angle);
C.y = M.y + 100 * Math.sin(angle);
C.x1 = M.x; C.y1 = M.y;
C.x2 = C.x; C.y2 = C.y;
}else{
// Ellipse of major axis length and minor axis length*cos(30°)
var a = length, b = length*Math.cos(30*Math.PI/180);
var handleDistance = Math.sqrt( b*b * ( 1 - len*len / (a*a) ) );
C.x1 = M.x + handleDistance * Math.sin(angle);
C.y1 = M.y - handleDistance * Math.cos(angle);
C.x2 = C.x - handleDistance * Math.sin(angle);
C.y2 = C.y + handleDistance * Math.cos(angle);
}
}