Ruby SketchUp ... add a measurment - ruby

still learning about Ruby + Sketchup!
Today,I would like to add a measurement (good english word ?) as I can do manually with the 'cotation' (french version) tool when I click to point then drag the measure text.
Can't find that in the docs to do with Ruby and API ...
Thanks for your help

You are probably looking for the Sketchup::Entities::add_dimension_linear method.
http://ruby.sketchup.com/Sketchup/Entities.html#add_dimension_linear-instance_method
Assuming a and b below are edges
voffset = [-20, 0, 0]
Sketchup.active_model.entities.add_dimension_linear(a.start, b.start, voffset)
The value of voffset controls not just how far offset the dimension is, but also the axis along which the measurement is made. You may need to experiment with different values to get a feeling for how that determination is done. As with many things in SketchUp, it often guesses (or 'infers') at what you want.

Related

How to include an array of weights to adjust importance of observed data in sm.tsa.UnobservedComponents?

I have used the following 5 lines to achieve a kalman filter with your work for a smoothed pricing model, and it worked great.
mod = sm.tsa.UnobservedComponents(obs, 'local level')
lm = sm.OLS(obs, xlm, missing='drop').fit()
obs_noise = abs(lm.resid).mean()
params = [obs_noise, obs_noise / obs_noise_level]
mod_filter, mod_smooth = mod.filter(params), mod.smooth(params)
However currently I would like to adjust the filtering smoothness at certain time, for example, when unemployment rate or interest rate made a big surge, I would like to make the output (Kalman filtered/smoothed) value closer to the observed value, while in most other time I will keep the what it is from the model. So, I have created an array, while a few items greater than 1, and the others will be exactly 1.
e.g.: ir_coeff = np.array([1,1,1,1,1.345,1.23,1.78,1,1,1])
What could be the best approach to achieve this? Thank you a lot in advance.
I have tried to include it in the output file with a dot product operation, however it is not reasonable to do this.

Parameters for dlib::find_min_bobyqa

I'm working on the C++ version of Matt Zucker's Page dewarping. So far everything works fine, but I have a problem with optimization. In line 748 of Github repo Matt uses optimize function from Scipy. My C++ equivalent is find_min_bobyqa from dlib.net. The code is:
auto f = [&](const column_vector& ppts) { return objective( dstpoints, ppts, keypoint_index); };
dlib::find_min_bobyqa(f,
params,
2 * params.nr() + 1, // npt - number of interpolation points: x.size() + 2 <= npt && npt <= (x.size()+1)*(x.size()+2)/2
dlib::uniform_matrix<double>(params.nr(), 1, -2), // lower bound constraint
dlib::uniform_matrix<double>(params.nr(), 1, 2), // upper bound constraint
1, // initial trust region radius
1e-5, // stopping trust region radius
4000 // max number of objective function evaluations
);
In my concrete example params is a dlib::column_vector with double values and length = 189. Every element of params is less than 2.0 and greater than -2.0. Function objective() returns double value and "alone" it works properly because I get the same value as in the Python version. But after running fin_min_bobyqa function I usually get the message:
Terminate called after throwing an instance of 'dlib:bobyqa_failure', return from BOBYQA because the objective function has been called max_f_evals times.
I set max_f_evals to quite big value to see if it optimizes at all, but it doesn't. I did some tweaking with parameters but without good results. How should I set the parameters of find_min_bobyqa to get the right solution?
I am very interested in this issue as well. Zucker's work, with very minor tweaks, is ideal for straightening sheet music images, and I was looking for ways to implement it in a mobile platform when I came across your question.
My research so far suggests that BOBYQA is not the equivalent of Powell's method in scipy. BOBYQA is constrained, and the one in scipy is not.
See these links for more information, and a possible way to compile the right supporting library - I would try UOBYQA or NEWUOA.
https://github.com/jacobwilliams/PowellOpt
https://docs.scipy.org/doc/scipy/reference/generated/scipy.optimize.minimize.html#rdd2e1855725e-3
(See the Notes section)
EDIT: see C version here:
https://github.com/emmt/Algorithms/tree/master/newuoa
I wanted to post this as a comment, but I don't have enough points for that.
I am very interested in your progress. If you're willing, please keep me posted.
I finally solved this problem. I used PRAXIS library, because it doesn't need derivative information and is fast.
I modified the code a little to my needs and now it is faster around few seconds than original version written in Python.

GameMaker studio 2. Player Knockback

trying to create a player damage indication when a collision with an enemy occurs.
I used this code within a collision event of the player object:
direction = point_direction(other.x,other.y,x,y);
hsp = lengthdir_x(6,direction);
vsp = lengthdir_y(4,direction)-2;
if (sign(hsp) !=0) image_xscale = sign(hsp);
However, the player object is simply pushed upward vertically rather than backwards in a parabola.
Any, ideas on how to implement a basic knockback system?
If you want a parabola, you can add an upward force afterward, like so:
direction = point_direction(other.x, other.y, x , y);
speed = 6
motion_add(90, 3)
If you don't and you'd rather a more "repeatable" parabola that always look the same, maybe you should use another method, something like
if other.x>x {hdirection=1}else{hdirection=-1}
hspeed = hdirection*6
vspeed = -2
I believe this would work better for what you're trying to achieve, unless you want to implement knockback variable depending on the angle of collision.
So I would need to see all the rest of your player physics to be sure, but I can tell you right now that direction = point_direction(other.x,other.y,x,y); is probable not what you mean, and same goes for lengthdir(). The exact origins of the colliding objects at the moment of collision have a huge effect on what that direction is, which can cause a lot of screwiness. For example: if the line is perfectly horizontal (because other.y == y) then lengthdir_y() will always be equal to zero for any input value no matter how huge.
But more importantly direction is a built-in variable of GameMaker, so using it with a custom physics system can also cause some screwiness. Fox's answer might help if you are using built-ins, but based on the fact that you have an "hsp" and "vsp" instead of hspeed and vspeed, my guess is you want to avoid built-ins.
If you just want to get the horizontal direction of the collision, you should use sign(x - other.x). Then, instead of using lengthdir(), you can just use a constant. Here it is all together:
var dir = sign(x - other.x)
hsp = 6*dir; //I'm assuming that 6 is how much horizontal you wanted
vsp = -4;
if (sign(hsp) !=0) image_xscale = sign(hsp); //This line could just go in your step event
Hope that helps! Feel free to comment if you have more questions.

first steps using ruby-vips

I'm trying to implement/convert the daltonize algorithm for correcting images for colour-blind people into ruby.
There are two primary reference implementations written in javascript and python + other implementations in languages/environments I'm not familiar with.
I have virtually no experience with image processing, let alone with VIPS / ruby-vips. I'm wondering how to make the first steps. The documentation seems primarily in C/C++ and very little on the ruby side. It's also extremely detailed. I'm not even sure which basic operations to use. Looks like the lin function is a good starting point, but I'm not exactly sure how to apply it.
Anybody with some VIPS experience can probably work out the entire algorithm in a few minutes. I wonder if anybody can give me some pointers on where to start. Specifically:
How to access a single (R/G/B) element?
Are there better approaches based on the daltonize implementations?
(note This was a very old answer and described ruby-vips as of two major versions ago. I've updated it for the 2.0.16 gem, the current version in November 2019)
There is complete documentation here:
https://rubydoc.info/gems/ruby-vips
The Vips section has a tutorial-style introduction:
https://rubydoc.info/gems/ruby-vips/Vips
For example:
require 'vips'
if ARGV.length < 2
raise "usage: #{$PROGRAM_NAME}: input-file output-file"
end
im = Vips::Image.new_from_file ARGV[0], access: :sequential
im *= [1, 2, 1]
mask = Vips::Image.new_from_array [
[-1, -1, -1],
[-1, 16, -1],
[-1, -1, -1]
], 8
im = im.conv mask, precision: :integer
im.write_to_file ARGV[1]
This opens an image in streaming mode, multiplies the middle band (green) by two, sharpens the image with an integer convolution, and writes the result back. You can run it like this:
./example.rb x.jpg y.ppm
There's a full "daltonize" example in the ruby-vips repo:
https://github.com/libvips/ruby-vips/blob/master/example/daltonize8.rb
For newcomers: ruby-vips has wiki: https://github.com/jcupitt/ruby-vips/wiki with 'Examples' and 'Basic concepts' pages in it. They show the basics of ruby-vips usage.
Also, feel free to add your own use cases there, like #YoavAner did (Daltonize example).

R: Which heatmap/image to get row-sorted plot without any dendrogram?

Which package is best for a heatmap/image with sorting on rows only, but don't show any dendrogram or other visual clutter (just a 2D colored grid with automatic named labels on both axes). I don't need fancy clustering beyond basic numeric sorting. The data is a 39x10 table of numerics in the range (0,0.21) which I want to visualize.
I searched SO (see this) and the R sites, and tried a few out. Check out R Graphical Manual to see an excellent searchable list of screenshots and corresponding packages.
The range of packages is confusing - which one is the preferred heatmap (like ggplot2 is for most other plotting)? Here is what I found out so far:
base::image - bad, no name labels on axes, no sorting/clustering
base::heatmap - options are far less intelligible than the following:
pheatmap::pheatmap - fantastic but can't seem to turn off the
dendrograms? (any hacks?)
ggplot2 people use geom_tile, as Andrie points out
gplots::heatmap.2 , ref - seems
to be favored by biotech people, but way overkill for my purposes. (no
relation to ggplot* or Prof Wickham)
plotrix::color2D.matplot also exists
base::heatmap is annoying, even with args heatmap(..., Colv=NA, keep.dendro=FALSE) it still plots the unwanted dendrogram on rows.
For now I'm going with pheatmap(..., cluster_cols=FALSE, cluster_rows=FALSE) and manually presorting my table, like this guy: Order of rows in heatmap?
Addendum: to display the value inside each cell, see: display a matrix, including the values, as a heatmap . I didn't need that but it's nice-to-have.
With pheatmap you can use options treeheight_row and treeheight_col and set these to 0.
just another option you have not mentioned...package bipartite as it is as simple as you say
library(bipartite)
mat<-matrix(c(1,2,3,1,2,3,1,2,3),byrow=TRUE,nrow=3)
rownames(mat)<-c("a","b","c")
colnames(mat)<-c("a","b","c")
visweb(mat,type="nested")

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