Connecting two handles in Matlab - function

I would like to connect my two axes.handles so that when the mouse button is clicked on one, the other one would also do what the first one do. I have an external function that executes out what I want to do when the mouse is clicked. I just need to update the two handles in GUI so that it will do the same thing when one axes is clicked.
In Main GUI
function testminiproj_OpeningFcn(hObject, ~, handles, varargin)
handles.output = hObject;
handles.done=0;
guidata(hObject, handles);
setappdata(0,'figureHandle',gcf);
setappdata(gcf,'axesHandle1',handles.axes6);
setappdata(gcf,'axesHandle2',handles.axes7);
And this is my external function which is callback into main GUI by calling mousemotion;
function varargout = mousemotion(this,varargin)
%// get the figure handle from the application main data
figureHandle = getappdata(0,'figureHandle');
%// get the axes handle from the figure data
axesHandle1 = getappdata(figureHandle,'axesHandle1');
%// get the axes handle from the figure data
axesHandle2 = getappdata(figureHandle,'axesHandle2');
global rdata;
if nargin<1
set(gcf,'WindowButtonDownFcn','mousemotion(''down'')');
set(gcf,'WindowButtonUpFcn','mousemotion(''up'')');
set(gcf,'WindowButtonMotionFcn','');
Appreciate any help. I am bad at trying to put the question across. Hope someone could help. Thanks.

You can make a handles vector. Like this:
axesHandles = [axesHandles1; axesHandles2];
set(axesHandles, 'PropertyName', PropertyValue);
This way both axes' property values will be set to PropertyValue.

You need to work around and manually find out which axes is clicked in.
It's actually not hard.
Just use the Position attribute of the figure and axes.

Related

paint clears the data in qtableview

I have to display data in a QTableView, I have a model which has data but I subclassed QAbstractProxyModel to Transpose the data in my model, Further I need only one button in the QTableView which can be achieved by subclassing QItemDelegate,
Now the problem is when I set view->setItemDelegate(MyItemDelegate)(for the pushbutton);
view->setModel(myModel); view->show(); ... I find only the pushbutton which I painted in the paint method when delegating the QItemDelegate.
I searched and found that I need to setModelData() and setEditorData() to set the values from myModel.. But I dont know if it is correct and if it is How do I setdata().... Thanks in advance
PS:- when i try view->setModel(MyModel); view->show(); without setItemDelegate... I could see the data in the QTableView... But I dont see the data after delegating ... All this pain just for a QPushButton in a QTableView
The idea is to add QItemDelegate::paint(painter,option,index); inside the paint method of my derived class where I paint my button. Adding the above line of code ensures that the table is painted first and then I draw above the painted table.
So, the solution will look like
void PushButtonDelegate::paint(QPainter *painter,const QStyleOptionViewItem &option, const QModelIndex &index) const
{
QItemDelegate::paint(painter,option,index);
//paint my pushbutton using drawcontrol();
}
If i dont do this I lose my data.. which is obvious when you understand how paint works but not easy to realize... took me hours

Square bracket notation to dynamically load library items?

So I've spent an embarrassing number of hours trying to save myself a few minutes and make my code a bit neater, and Google has produced nothing, so now I come crawling to stackoverflow. The problem is with square bracket notation + library items:
So let's say you have a MovieClip called "myMC_5", and you want to set its X position to 0..
myMC_5.x = 0;
..and if you don't want to hard-code the name of the MC but instead you want one line of code to move a specific MovieClip based on a variable, you could do something like this:
var selectMC = 5;
root["myMC_"+selectMC]x = 0;
..and this will have the exact same effect as myMC_5.x = 0, except that this time you must specify the location ("root" or "this" or something).
THE PROBLEM:
I'm working on a game in which the graphic for the background is loaded from the library, and it's different for each level. The initial loading of the vector from the library looks like this:
private var land:vector_land0 = new vector_land0();
..and this works fine, but it only loads that one specific vector. There should be about 30 or more. I'd like to just have 1 line of code in the constructor to load any of them, based on a variable which keeps track of the current level, like this:
private var land:["vector_land"+theLevel] = new ["vector_land"+theLevel]();
..but that doesn't work. I get syntax errors ("expecting identifier before leftbracket") because you need to specify the location of the object, like in the first example:
root["myMC_"+"whatever"].x = 0;
..but this library item has no "location". So, how the heck do I dynamically load a vector from the library? It's not "on the root", or anywhere else. It has no location. I refuse to believe that the standard method for accomplishing this is to create 30 different classes or write a giant block of code with 30 "if" statements, but searching Google has found nothing. :(
It sounds like you're looking for getDefinitionByName(), which you could use to do something like this:
import flash.utils.getDefinitionByName;
private var LevelVectorClass:Class = getDefinitionByName("vector_land" + theLevel) as Class;
private var land:Object = new LevelVectorClass();
This is a horrible way to solve the situation, I don't recommend using square brackets anywhere but arrays. I recommend you putting the "lands" into a LandContainer MovieClip, each frame of that MovieClip would container 1 graphic. It is much cleaner, and you could create constants to store the "identity" of the frames.Example:
var land:LandContainer = new LandContainer();
land.gotoAndStop(FIRST_LEVEL); //FIRST_LEVEL is a constant integer
You can even reuse this LandContainer instance because you can set it's visibility, remove from the display list, set it's frame to the next level without creating another instance. On second thought, I would write a wrapper for this class. Aka link it to your own class which extends the MovieClip class and create custom functions, fields... etc..
This dynamic thing is horrible, hard to maintain, and not efficient at all. Don't know why did not they delete it from AS3... they should have.

AS3 Using Many Event Listeners Causing Problems, How to Reduce?

Confusing title, my bad.
Basically, I have a list of names. Looping through, I add a MovieClip, Set 2 properties to it, the name, and an ID. The MovieClip is at the same time made to function as a button and I add 4 listeners, mouse up, over, down, or out. I do this with every name. The function each one is set to is the same.
EX: enemyButton[i].addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
The enemyID turns up "not valid property," time to time when I click, it doesn't crash at all, but sometimes I have to hit the button a few times.
I have narrowed the problem down to having to be caused by the listeners.
The function as simple as:
EX: function mouseUpHandler(e:MouseEvent):void { enemySelected(e.target.enemyID); }
My question is, is too many listeners likely to be the problem? and how can I reduce them?
Here's a snippet of the loop:
var C:Class = Class(getDefinitionByName(enemies[i]));
var c:* = new C();
c.gotoAndStop(1);
enemyButton[i].enemyID = i;
c.name = "select" + i;
c.enemyID = i;
trace(c.enemyID);
enemyButton[i].addChild(c);
enemyScroll.addChild(enemyButton[i]);
enemyButton[i].enemyName.text = info[i][Const.NAME];
enemyButton[i].setChildIndex(enemyButton[i].getChildByName("enemyName"), enemyButton[i].numChildren-1);
Thanks.
If enemyButton is a MovieClip (created via attachMovie, maybe) and not strongly typed as a EnemyButton class, then the ID property becomes dynamic. In this situation, if your list of names contains incorrect data (missing ID field, maybe), then the ID property will remain undefined on some instances of the MovieClip.
You can check the list of data used to generate movie clips. You can run into the same error if you have blank lines in your data.
This has nothing to do with event listeners.
So you just want to generate a bunch of buttons with unique properties and know what button was clicked last. Generally it is very bad idea to implement button logic outside button object. Why? Because you work with object oriented language. Good news is that you work with as3 and it treats functions as objects, so you can assign function to var like this:
var callback:Function = function(name:String, enemyId:int){ /*do something*/ }
And.. you can pass function as a parameter to another function
function setCalback(func:Function){}
button.setCallback(callback);
So, what you really need is to create your own button class, add listeners inside it, add handlers(static handlers will reduce memory usage) and pass callback function to it, that will be called when user clicks button.
Don't mean to spam this much but this was easily fixed, though the responses might have been a better method.
I just had to change target to the currentTarget, that then allowed clicking anywhere on the "button" to work. Whereas before the target varied from childs added to it.
So, solved.
Thanks for the help.

How to copy Input Text Value into Dynamic Text that is in a MovieClip1 Inside a MovieClip2

Current my code is as such
setcustomlocation.addEventListener(MouseEvent.CLICK,customlocation2);
function customlocation2(e:MouseEvent):void
{
locationinput.text = FlashingWon.Won1.name.text;
}
I'm trying to make it such that it would copy the input text field values into a dynamic text. However, it throws up the error that
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at main/customlocation2()[main::frame1:9]
Which can I only assume that it is not able to communicate with the dynamic text field in the movieclip within another movieclip.
First, you can be 100% sure that it CAN communicate with the dynamic TextField in the MovieClip.
From you description I understand that you wish to copy from input into dynamic. But from your code I see that you take from the dynamic into the input, please check that out:
// This will copy in such a way: input <= wonText
locationinput.text = FlashingWon.Won1.name.text;
// This will copy from input
FlashingWon.Won1.name.text = locationinput.text;
Anyhow, the error that you get has nothing to do with this, it's rather like you already noticed, that one of your TextField is not 'found'. For this I recommend you a best practice: To create instances of the objects you want to use and populate them from the stage through the getChildByName method. This way you will promptly now (specially if you do this on construction or init) if you had any misspelling or miss structure on the childs you want to get.
like so:
var inputText: TextField;
var dynoText: TextField;
In your Constructor or else where at a soon level, give to your vars the proper value:
inputText = getChildByName('locationinput') as TextField;
dynoText = FlashingWon.Won1.getChildByName('name') as TextField;
This way you will soon enough know if one of this 2 textFields were not found under the object you give, and you have only one place to miss spell it. Also you will get code completion on your TextFields.
Finally the copy text part:
dynoText.text = inputText.text;
Hope it helps.
Alright, sorry for the delay, I was out on holidays.
I have opened your example and can see where the problems are:
1) You are trying to reach the FlashingWon when initiating the dynoText on the FIRST frame like so var dynoText = FlashingWon.Won1.getChildByName('name_txt'); BUT the FlashingWon element is ONLY available on the FIFTH frame. Meaning that you cannot refer to it quite yet, unless you add it on the first frame and make in invisible till the fifth frame. (You can make it visible in the goto1 function if you wish after the goToAndStop(5) line)
2) You called the TextField on the Won1 element 'name' which is a restricted sting in AS3, so change it to name_txt or label if you wish and it will work.
Let me know how it worked.

retrieving a variable value from lower level

well i created some variables in the main stage level, with something like this:
for(i=0,i<10,i++){
var var_name="var_num_"+i;
this[var_name]="some value";
}//<-----------------------------------------------------works
so i get 10 variables named "var_num0", "var_num1", "var_num2" each one with some value.
and i can acces them any where calling this
var second_var=MovieClip(root).var_num0;//<--------------works
my problem comes when i want to call all the variables from a lower level or in another frame or somewhere else using another loop:
var third_var;
for(j=0,j<3,j++){
third_var=this["MovieClip(root).var_num_"+j];//<---------DOSNT WORK
trace(this["MovieClip(root).var_num_"+j]);//<------------returns "undefined"
}
how can i make this work? i tried a lot of things and nothing...
thanks you all
In your case both "root" and "this" are the scope you want to access the vars from. so try this:
var third_var:MovieClip;
for(j = 0; j < 3; j++)
{
third_var = MovieClip(root)[var_num_ + j];
trace(third_var);
}
Also you should have semi-colons in your for loop rather than comers.
I'd like to preface my answer with a suggestion you use a 'Document Class' with AS3 to make things like namespaces and inheritance much clearer. You know exactly where things are accessible when using document based, object oriented programming versus the timeline programming available through the Flash IDE (its only there because of AS1/2). Tut: http://www.kirupa.com/forum/showthread.php?223798-ActionScript-3-Tip-of-the-Day/page14
On to the answer: You are trying to move two levels of inheritance in one set of [] Another way of writing your first "Doesn't work" line is:
this.myMovieClip["var_num"+j"];
You could also use: this["MovieClip"]["var_num"+j];
Basically, you need to take the "MovieClip(root)" out of the string you are using to call your variable because you are passing through two levels of inheritance: this->MovieClip->targetVar
You need to use two periods, a period and a set square bracket or two sets square brackets to move two levels of inheritance. A period . and a set of square brackets [] both accomplish the task of moving one level deeper, so putting the . inside the string used to call up your variable won't work.
Explanation:
The following three examples all return the same variable:
myMovieClip.my_variable
myMovieClip["my_variable"]
var str:String = "my_variable";
myMovieClip[str];