I have a int containing a value like this:
int CharY = 20;
And I want that value to increase with 1 until it is equal to lets say 50.
But I dont want it to do like this:
I would more likely make the value smoothly increase something like this:
How can I achive this like in picture number 2 without a ton of code and such?
If you are familiar with a little math, you should be able to understand the window function. So let's say 20 is the start point and 50 is the top(middle of window). Pick a function, decide the sample count, use a timer tick and sample a value from the function for every tick.
By the way, I find the welch window easiest.
Gokhan.
Related
I have the following slider that currently goes from 1 to 2 in 12 steps on mouse wheel and keyboard arrows, what I want to make it do is to it takes 24 steps to go from 2 to 24?
QSlider *slider_speed = new QSlider;
slider_speed->setOrientation(Qt::Horizontal);
slider_speed->setTickPosition(QSlider::TicksAbove);
slider_speed->setRange(-12, 12);
slider_speed->setSingleStep(1);
slider_speed->setPageStep(4);
slider_speed->setTickInterval(12);
Ok. Before I do anything I should have checked the source code better :)
To change the steps I just had to change to range and tick interval to 24. And single step to 1. What confused me was a text label in the source code which would have shown a value better than 2.00 which messed me up since wasn't paying attention that that value was set my another function.
I am not hugely experienced in C++ coding, but I learn pretty well as I go. But, I have not been able to properly query how to do this, may be using wrong terms or insufficiently expressing my desire. Here's the situation.
I have a lot of variables (3x12) that I have set up under a structure:
struct Tracking
{
String Title;
BoolArray n24hr;
bool State;
unsigned char Days, Weeks;
uint16_t Minutes, TotalMinutes, Daily, Weekly, Monthly, n7d[7], n4w[4];
} Components[3];
I also have code that performs basically the same thing 3 times but on different "levels", e.g. daily, weekly, monthly. It keeps tracks of status over those time periods, filling arrays, finding totals, and duty cycles, etc. It fills the minutes into days, and when that reaches a week, it puts the totals into a week format, and repeats until it reaches monthly levels. So basically, I have it doing something like:
in my main loop:
//calls status formula
StatusFormula();
in a separate file:
//status formula defined
void StatusFormula()
{
// for each element of Components:
//determine current status
//for daily
//add it to the correct spot in the array
//perform calculations on it
//when it reaches a week:
//add it to the correct spot in the next array
//perform calculations on it
//when it reaches a month:
//add it to the correct spot in the next array
//perform calculations on it
}
These calculations are all basically the same, the only differences are the structure member names & the constants for the calculations (i.e., MinsADay, DaysAWk, etc.).
I can get it to work this way, it just means a lot more lines and if I want to change something, I have to repeat it 3 times. What I want is something like this:
in my main loop:
//calls status formula
StatusFormula("Daily"); //sends the status formula information to decide which level (daily, weekly, monthly), it supposed to work on
if (Components[i].Minutes == MinsADay)
{
StatusFormula("Weekly"); //sends the status formula information to decide which level (daily, weekly, monthly), it supposed to work on
if (Components[i].Daily == DaysAWk)
{
StatusFormula("Monthly");
}
}
in a separate file:
//status formula defined
void StatusFormula()
{
//determine which level & variables to use (I would probably use case for this), then
//add it to the correct spot in the correct array
//perform calculations on it
}
I tried passing the level using a string, but it didn't work:
in my main loop:
StatusFormula(i, "Daily"); //sending data to formula, where i is value 0 to 2 for the Components array & defined earlier in the for loop.
in a separate file:
//formula defined as:
void StatusFormula(uint8_t counter, string level)
{Components[counter].level -= //etc... performing calculations as desired.
//so I thought this should evaluate to "Components[i].Daily -=" (& i would be a value 0 to 2) & treat it like the structure, but it doesn't work that way apparently.
I tried passing the structure & variable itself, but that didn't work either:
in my main loop:
StatusFormula(i, Components[i].Daily); //sending data to formula
in a separate file:
//formula defined as:
void StatusFormula(uint8_t counter, Tracking& level)
{level -= //etc... //(level should be Components[i].Daily -=" (& i would be a value 0 to 2)) this didn't work either.
I couldn't find any google searches to help me, and I trialed-and-errored a bunch of ways, but I couldn't figure out how to do that in C++, let alone on the Arduino platform. In Excel VBA, I would just have the variable passed as a string to the formula, which would substitute the word and then treat it like the variable that it is, but I couldn't make that happen in C++. Also to note, I am going to try and define this a separate file/tab so that my massive code file is easier to read/edit, in case that makes a difference. I would paste my code directly, but it is long and super confusing.
I guess what I am asking is how would I pass the structure and/or structure member to the formula in a way that would say the equivalent of:
case 1: //"Daily"
//use Components[i].Daily & Components[i].Minutes & MinsaDay
break;
case 2: //"Weekly"
//use Components[i].Weekly & Components[i].Days & DaysaWk
break;
//etc.
I feel like there should be a way & that I am just missing a small, vital piece. Several people in the comments suggested enums, and after researching, it might possibly be what I want, but I am having trouble visualizing it at the moment and need to do more research and examples. Any suggestions or examples on how to send the appropriate structure & members to the formula to be modified in it?
I think it is impossible, but I should try.
I have a program, that is doing a physical simulation and recording frames to files. It is recording until the breakup value is not achieved, like:
int counter=0; //global variable
void SomeFunction()
{
...
if(counter == 400) //written exactly by this way, i.e. 400 is not a variable, just a number
PostQuitMessage(0);
else
MakeScreenshot();
counter++;
...
}
The problem is that I forgot to change if(counter == 400) to if(counter == 1000) and now program will be finished with 400 frames, although I need exactly 1000.
I can’t just recompile the program because calculations are very heavy and the program is already running for 2 days, I can’t wait.
It is very important for me, is there any way to change the if statement, or exactly the variable value during the program running?
The only hope I have, is, as far as I remember there was programs that could like change money/health/another stuff in games, and there user exactly could search a variable by value, and change it
Currently it is on about 200-300 frame, I have so little time to fix it.
You can use the Windows functions ReadProcessMemory and WriteProcessMemory.
But you need to determine the position of the value 400. Looking for the value in the running program can be done with the above functions. Depending on the size of the constant, it should be either a USHORT or an UINT.
So you can use the following steps:
Look for the value in a second instance
Isolate the surrounding OpCode sequence.
For example, a cmp xxx, 400
Look for this OpCode sequence in the running executable to find the unique location and replace the crucial value by 1000.
This can be called "hot-patch". It's how simple in-memory cheats do work and requires root privileges.
I downloaded Cheat engine and found address of the counter variable by its value. Through all addresses, the address I need was colored in green.
I changed the value stored at that address to 401, and now all is ok.
I have a Node named "Fruit" which contains 4 single frames for each fruit. It also contains a shadow, which should be the same for all fruits. I'm creating this node like this:
auto newFruit = CSLoader::createNode("Fruit.csb");
auto fruitAction = CSLoader::createTimeline("Fruit.csb");
newFruit->runAction(fruitAction);
Now when I'm creating this fruit I want to set a random frame:
fruitAction->gotoFrameAndPause(r + 1);
r is from 0 to 3.
However it doesn't work. It doesn't change frame at all. When I run debugging I can see correct frame number.
So I've tried different solution. I've made 4 1-frame animations named "a1", "a2", "a3" and "a4".
Then:
fruitAction->play("a" + to_str(r + 1), false);
Now I'm getting sometimes good sometimes not. Giving constant r continuously is giving me different results.
Only solution I've found is to make all animation 2-frames long (with 1 offset) so "a1": 0->1, "a2": 2->3, "a3":4->5, "a4":6->7, but this is too complicated to be worth using. Also it sometimes blinks first frame for a frame or few (so it looks very bad then).
Is it a bug or I'm doing something wrong?
After digging in cocos2d-x code it seems more troublesome than it looks.
There are 3 problems in current implementation:
1) when you won't play your animation it'll have playing property set to false so ActionTimeline::step won't even pass first if (checking if playing) and it'll never render another frame.
2) when you use gotoFrameAndPause _endFrame is never set (it's 0 by default) and because of that setCurrentFrame will always fail, because of this if:
if (frameIndex >= _startFrame && frameIndex <= _endFrame)
3) when you use "play" _startFrame and _endFrame are set between just this one particular animation and you won't be able to "jump" to frame outside it.
I've made a little workaround and put that in 3 macros:
#define CC_INIT_ACTION(__ACTION__) __ACTION__->gotoFrameAndPlay(0, __ACTION__->getDuration() + 1, 0, false); __ACTION__->pause()
#define CC_JUMP_ACTION_TO_FRAME(__ACTION__, __FRAME__) __ACTION__->setCurrentFrame(__FRAME__); __ACTION__->resume(); __ACTION__->step(0.0001f); __ACTION__->pause()
#define CC_JUMP_ACTION_TO_FRAME_BY_NAME(__ACTION__, __NAME__) int __FRAME__ = __ACTION__->getAnimationInfo(__NAME__).startIndex; CC_JUMP_ACTION_TO_FRAME(__ACTION__, __FRAME__)
CC_INIT_ACTION makes possible to jump to every frame.
CC_JUMP_ACTION_TO_FRAME jumps to particular frame number.
CC_JUMP_ACTION_TO_FRAME_BY_NAME jumps to first frame in particular animation.
Also step(0.0001f) in CC_JUMP_ACTION_TO_FRAME is necessary, because step sometimes calculates current frame wrong (maybe rounding problem, not sure).
I've read about the solutuon written here on a post a year ago
wx.TextCtrl.LoadFile()
Now I have a windows application that will generate color frequency statistics that are saved in 3D arrays. Here is a part of my code as you will see on the code below the printing of the statistics is dependent on a slider which specifies the threshold.
void Project1Frm::WxButton2Click(wxCommandEvent& event)
{
char stat[32] ="";
int ***report = pGLCanvas->GetPixel();
float max = pGLCanvas->GetMaxval();
float dist = WxSlider5->GetValue();
WxRichTextCtrl1->Clear();
WxRichTextCtrl1->SetMaxLength(100);
if(dist>0)
{
WxRichTextCtrl1->AppendText(wxT("Statistics\nR\tG\tB\t\n"));
for(int m=0; m<256; m++){
for(int n=0; n<256; n++){
for(int o=0; o<256; o++){
if((report[m][n][o]/max)>=(dist/100.0))
{
sprintf(stat,"%d\t%d\t%d\t%3.6f%%\n",m,n,o,report[m][n][o]/max*100.0);
WxRichTextCtrl1->AppendText(wxT(stat));
}
}
}
}
}
else if(dist==0) WxRichTextCtrl1->LoadFile("histodata.txt");
}
The solution I've tried so far is that when I am to print all the statistics I'll get it from a text file rather than going through the 3D array... I would like to ask if the Python implementation of the segmenting can be ported to C++ or are there better ways to deal with this problem. Thank you.
EDIT:
Another reason why I used a text file instead is that I observed that whenever I do sprintf only [with the line WxRichTextCtrl1->AppendText(wxT(stat)); was commented out] the computer starts to slow down.
-Ric
Disclaimer: My answer is more of an alternative than a solution.
I don't believe that there's any situation in which a user of this application is going to find it useful to have a scrolled text window containing ~16 million lines of numbers. It would be impossible to scroll to one specific location in the list that the user might need to see easily. This is all assuming that every single number you output here has some significance to the user of course (you are showing them on the screen for a reason). Providing the user with controls to look up specific, fixed (reasonable) ranges of those numbers would be a better solution, not only in regards to a better user experience, but also in helping to resolve your issue here.
On the other hand, if you still insist on one single window containing all 64 million numbers, you seem to have a very rigid data structure here, which means you can (and should) take advantage of using a virtual grid control (wxGrid), which is intended to work smoothly even with incredibly large data sets like this. The user will likely find this control easier to read and find the section of data they are looking for.