Multiple groups overlapping - SketchUp Ruby API - ruby

I'm probably missing the dangers to this technique since I'm new to the Ruby API (and SketchUp in general), but basically I'm using loops in my project to travel upwards along the z-axis creating individual cylinders stacked one after another.
Now, I'm calling a function (once) which has a for-loop within it that performs this task, but since I need the entire stack to be packed as a single group, I've passed to that function a group initialized within the calling function. Then, the function that generates the stack makes a temporary group and every new cylinder created is made a part of that group. Finally, once the function is finished, it assigns the group it recieved as a parameter to that temporary group.
So, the problem is when I generate the model in SketchUp, and I click on the stack to perform an action on it, like erase or hide, I have to right click the group and hit the action at least two times before it actually performs it. What is the proper of way of grouping each cylinder so that this doesn't occur?
Here is a sample source code outlining this method: http://codepad.org/E3a1xXVG
Thanks.
UPDATE 1: http://i.stack.imgur.com/ejIuB.png This screenshot is a frame-by-frame veiw of the problem occuring in the model Sketchup generates from the sample code above. Right clicking the group and selecting an action must be done twice before taking effect. I'm trying to fix the sample code so that an action need only be selected once (as it should behave normally) before I can apply it to my much larger project - which utilizes the same method.

Related

How to cleanly tell a task to die in FreeRTOS

I'm making a light with an ESP32 and the HomeKit library I chose uses FreeRTOS and esp-idf, which I'm not familiar with.
Currently, I have a function that's called whenever the colour of the light should be changed, which just changes it in a step. I'd like to have it fade between colours instead, which will require a function that runs for a second or two. Having this block the main execution of the program would obviously make it quite unresponsive, so I need to have it run as a task.
The issue I'm facing is that I only want one copy of the fading function to be running at a time, and if it's called a second time before it's finished, the first copy should exit(without waiting for the full fade time) before starting the second copy.
I found vTaskDelete, but if I were to just kill the fade function at an arbitrary point, some variables and the LEDs themselves will be in an unknown state. To get around this, I thought of using a 'kill flag' global variable which the fading function will check on each of its loops.
Here's the pseudocode I'm thinking of:
update_light {
kill_flag = true
wait_for_fade_to_die
xTaskCreate fade
}
fade {
kill_flag = false
loop_1000_times {
(fading code involving local and global variables)
.
.
if kill_flag, vTaskDelete(NULL)
vTaskDelay(2 / portTICK_RATE_MS)
}
}
My main questions are:
Is this the best way to do this or is there a better option?
If this is ok, what is the equivalent of my wait_for_fade_to_die? I haven't been able to find anything from a brief look around, but I'm new to FreeRTOS.
I'm sorry to say that I have the impression that you are pretty much on the wrong track trying to solve your concrete problem.
You are writing that you aren't familiar with FreeRTOS and esp-idf, so I would suggest you first familiarize with freeRTOS (or with the idea of RTOS in general or with any other RTOS, transferring that knowledge to freeRTOS, ...).
In doing so, you will notice that (apart from some specific examples) a task is something completely different than a function which has been written for sequential "batch" processing of a single job.
Model and Theory
Usually, the most helpful model to think of when designing a good RTOS task inside an embedded system is that of a state machine that receives events to which it reacts, possibly changing its state and/or executing some actions whose starting points and payload depends on the the event the state machine received as well as the state it was in when the event is detected.
While there is no event, the task shall not idle but block at some barrier created by the RTOS function which is supposed to deliver the next relevant event.
Implementing such a task means programming a task function that consists of a short initialisation block followed by an infinite loop that first calls the RTOS library to get the next logical event (see right below...) and then the code to process that logical event.
Now, the logical event doesn't have to be represented by an RTOS event (while this can happen in simple cases), but can also be implemented by an RTOS queue, mailbox or other.
In such a design pattern, the tasks of your RTOS-based software exist "forever", waiting for the next job to perform.
How to apply the theory to your problem
You have to check how to decompose your programming problem into different tasks.
Currently, I have a function that's called whenever the colour of the light should be changed, which just changes it in a step. I'd like to have it fade between colours instead, which will require a function that runs for a second or two. Having this block the main execution of the program would obviously make it quite unresponsive, so I need to have it run as a task.
I hope that I understood the goal of your application correctly:
The system is driving multiple light sources of different colours, and some "request source" is selecting the next colour to be displayed.
When a different colour is requested, the change shall not be performed instantaneously but there shall be some "fading" over a certain period of time.
The system (and its request source) shall remain responsive even while a fade takes place, possibly changing the direction of the fade in the middle.
I think you didn't say where the colour requests are coming from.
Therefore, I am guessing that this request source could be some button(s), a serial interface or a complex algorithm (or random number generator?) running in background. It doesnt really matter now.
The issue I'm facing is that I only want one copy of the fading function to be running at a time, and if it's called a second time before it's finished, the first copy should exit (without waiting for the full fade time) before starting the second copy.
What you are essentially looking for is how to change the state (here: the target colour of light fading) at any time so that an old, ongoing fade procedure becomes obsolete but the output (=light) behaviour will not change in an incontinuous way.
I suggest you set up the following tasks:
One (or more) task(s) to generate the colour changing requests from ...whatever you need here.
One task to evaluate which colour blend shall be output currently.
That task shall be ready to receive
a new-colour request (changing the "target colour" state without changing the current colour blend value)
a periodical tick event (e.g., from a hardware or software timer)
that causes the colour blend value to be updated into the direction of the current target colour
Zero, one or multiple tasks to implement the colour blend value by driving the output features of the system (e.g., configuring GPIOs or PWMs, or transmitting information through a serial connection...we don't know).
If adjusting the output part is just assigning some registers, the "Zero" is the right thing for you here. Otherwise, try "one or multiple".
What to do now
I found vTaskDelete, but if I were to just kill the fade function at an arbitrary point, some variables and the LEDs themselves will be in an unknown state. To get around this, I thought of using a 'kill flag' global variable which the fading function will check on each of its loops.
Just don't do that.
Killing a task, even one that didn't prepare for being killed from inside causes a follow-up of requirements to manage and clean-up output stuff by your software that you will end up wondering why you even started using an RTOS.
I do know that starting to design and program in that way when you never did so is a huge endeavour, starting like a jump into cold water.
Please trust me, this way you will learn the basics how to design and implement great embedded systems.
Professional education companies offer courses about RTOS integration, responsive programming and state machine design for several thousands of $/€/£, which is a good indicator of this kind of working knowledge.
Good luck!
Along that way, you'll come across a lot of detail questions which you are welcome to post to this board (or find earlier answers on).

Best Practices for Multiple OnEdit Functions

Problem
I have 6 OnEdit Functions, which work as intended individually, but when together they don't work as intended. By this I mean some simply don't trigger.
Properties of the Script
They have different names - function onEdit(e) {code}, function onEdit1(e1) {code}, function onEdit2(e2) {code}, function onEdit3(e3) {code}, function onEdit4(e4) {code}, function onEdit5(e5) {code}
They are all in the same .gs tab
Some of them have the same variables. For example OnEdit has var range = e.range; and OnEdit5 has var range = e5.range;
My Understanding
I believe that you can run multiple OnEdit functions within the same .gs tab. Is this correct? Or do I need to somehow create new .gs tabs?
I believe that my onEdit functions should be named differently, so they are called correctly. Is this correct, or should I be getting rid of the different functions and putting them into one massive function? (I imagine this would lead to slower execution and more cases of not being able to isolate incorrect code).
I believe that the variables that are created within each function are specific to that function. Is this true? Or are they impacting each other?
Why I'm asking this
Iterations of this question seem to have been asked before. But people generally give advice on integrating two functions into one big one, rather than preparing someone to integrate 10-20 different OnEdit functions. Nor do they give a clear indication of best coding practices.
I've spent hours reading through this subject and feel that people new to scripts, like me, would greatly benefit from knowing this.
Thank you in advance for any contributions!
Notes:
There can only be one function with a same name. If there are two, the latter will overwrite the former. It's like the former never existed.
A function named onEdit is triggered automatically on (You guessed it!)edit
There's no simple trigger for other names like onEdit1 or onEdit2....
Simple triggers are limited to 30 seconds of execution
So, in a single code.gs file or even in a single project, there can only be one function named onEdit and trigger successfully.
If you create multiple projects, onEdit will trigger in each project asynchronously. But there are limits to number of projects that can be created and other quotas will apply.
Alternatively, you can use installed triggers: which doesn't have limit of 30s. You can also use any name for your function.
The best way to optimize functions is to never touch the spreadsheet unless it is absolutely necessary. For example, sorting various values inside the script is better than repeatedly calling .sort on the multiple ranges multiple times. The lesser the interaction between sheets and scripts, the better. A highly optimized script will only require two calls to spreadsheet: one to get the data and the other to set the data.
After optimizing the number of calls to sheet, you can optimize the script itself: Control the logic such that only the necessary amount of operations are done for each edit. For example, if the edit is in A1(A1,B1 are checkboxes, if clicked clears A2:A10,B2:B10 respectively), then you should check if A1 is clicked and If clicked, clear the range and exit and not to check for B1 again. Script optimization requires atleast a basic knowledge of JavaScript objects. Nevertheless, this isn't as effective as reducing the number of calls-which is the slowest part of any apps script.
References:
Best practices

How the UNDO and REDO feature in any TEXT EDITOR is implemented? [duplicate]

Part of my project is to write a text editor that is used for typing some rules, compiling my application and running it. Writing compiler was end and release beta version. In the final version we must add undo and redo to the text editor. I use a file and save it periodically for the text editor. How to design undo and redo to my text editor? What is changed in the structure of persistent of file?
You can model your actions as commands, that you keep in two stacks. One for undo, another for redo. You can compose your commands to create more high-level commands, like when you want to undo the actions of a macro, for example; or if you want to group individual keystrokes of a single word, or phrase, in one action.
Each action in your editor (or a redo action) generates a new undo command that goes into the undo stack (and also clears the redo stack). Each undo action generates the corresponding redo command that goes into the redo stack.
You can also, as mentioned in the comments by derekerdmann, combine both undo and redo commands into one type of command, that knows how to undo and redo its action.
There are basically two good ways to go about it:
the "Command" design pattern
using only OO over immutable objects, where everything is just immutable objects made of immutable objects made themselves of immutable objects (this is less common but wonderfully elegant when done correctly)
The advantage of using OO over immutable objects over the naive command or the naive undo/redo is that you don't need to think much about it: no need to "undo" the effect of an action and no need to "replay" all the commands. All you need is a pointer to a huge list of immutable objects.
Because objects are immutable all the "states" can be incredibly lightweight because you can cache/reuse most objects in any state.
"OO over immutable objects" is a pure jewel. Probably not gonna become mainstream before another 10 years that said ; )
P.S: doing OO over immutable objects also amazingly simplifies concurrent programming.
If you don't want anything fancy, you can just add an UndoManager. Your Document will fire an UndoableEdit every time you add or remove text. To undo and redo each change, simply call those methods in UndoManager.
The downside of this is UndoManager adds a new edit each time the user types something in, so typing "apple" will leave you with 5 edits, undoable one at a time. For my text editor, I wrote a wrapper for edits that stores the time it was made in addition to text change and offset, as well as an UndoableEditListener that concatenates new edits to previous ones if there is only a short period of time between them (0.5 seconds works well for me).
This works well for general editting, but causes problems when a massive replace is done. If you had a document with 5000 instances of "apple" and you wanted to replace this with "orange", you'd end up with 5000 edits all storing "apple", "orange" and an offset. To lower the amount of memory used, I've treated this as a separate case to ordinary edits and am instead storing "apple", "orange" and an array of 5000 offsets. I haven't gotten around to applying this yet, but I know that it'll cause some headaches when multiple strings match the search condition (eg. case insensitive search, regex search).
Wow, what a conicidence - I have literally in the last hour implemented undo/redo in my WYSIWYG text editor:
The basic idea is to either save the entire contents of the text editor in an array, or the difference between the last edit.
Update this array at significant points, i.e. every few character (check the length of the content each keypress, if its more than say 20 characters different then make a save point). Also at changes in styling (if rich text), adding images (if it allows this), pasting text, etc. You also need a pointer(just an int variable) to point at which item in the array is the current state of the editor)
Make the array have a set length. Each time you add a save point, add it to the start of the array, and move all of the other data points down by one. (the last item in the array will be forgotten once you have so many save points)
When the user presses the undo button, check to see if the current contents of the editor are the same as the latest save (if they are not, then the user has made changes since the last save point, so save the current contents of the editor (so it can be redo-ed), make the editor equal to the last save point, and make the pointer variable = 1 (2nd item in array ). If they are they same, then no changes have been made since the last save point, so you need to undo to the point before that. To do this, increment the pointer value + 1, and make the contents of the editor = the value of pointer.
To redo simply decrease the pointer value by 1 and load the contents of the array (make sure to check if you have reached the end of the array).
If the user makes edits after undoing, then move the pointed value array cell up to cell 0, and move the rest up by the same amount (you dont want to redo to other stuff once they've made different edits).
One other major catch point - make sure you only add a save point if the contents of the text editor have actually changed (otherwise you get duplicate save points and it will seem like undo is not doing anything to the user.
I can't help you with java specifics, but I'm happy to answer any other questions you have,
Nico
You can do it in two ways:
keep a list of editor states and a pointer in the list; undo moves the pointer back and restores the state there, redo moves forward instead, doing something throws away everything beyond the pointer and inserts the state as the new top element;
do not keep states, but actions, which requires that for every action you have a counteraction to undo the effects of that action
In my (diagram) editor, there are four levels of state changes:
action fragments: these are part of a larger action and not separately undoable or redoable
(e.g. moving the mouse)
actions: one or more action fragments that form a meaningful change which can be undone or redone,
but which are not reflected in the edited document as changed on disk
(e.g. selecting elements)
document changes: one or more actions that change the edited document as it would be saved to disk
(e.g. changing, adding or deleting elements)
document saves: the present state of the document is explicitly saved to disk - at this point my editor throws away the undo history, so you can't undo past a save
This is a job for the command pattern.
Here is a snippet that shows how SWT supports Undo/Redo operations. Take it as practical example (or use it directly, if your editor is based on SWT):
SWT Undo Redo
Read a book Design Patterns: Elements of Reusable Object-Oriented Software. As far as I remember, there is a pretty good example.

How would you implement a Workflow system?

I need to implement a Workflow system.
For example, to export some data, I need to:
Use an XSLT processor to transform an XML file
Use the resulting transformation to convert into an arbitrary data structure
Use the resulting (file or data) and generate an archive
Move the archive into a given folder.
I started to create two types of class, Workflow, which is responsible of adding new Step object and run it.
Each Steps implement a StepInterface.
My main concerns is all my steps are dependent to the previous one (except the first), and I'm wondering what would be the best way to handle such problems.
I though of looping over each steps and providing each steps the result of the previous (if any), but I'm not really happy with it.
Another idea would have been to allow a "previous" Step to be set into a Step, like :
$s = new Step();
$s->setPreviousStep(Step $step);
But I lose the utility of a Workflow class.
Any ideas, advices?
By the way, I'm also concerned about success or failure of the whole workflow, it means that if any steps fail I need to rollback or clean the previous data.
I've implemented a similar workflow engine a last year (closed source though - so no code that I can share). Here's a few ideas based on that experience:
StepInterface - can do what you're doing right now - abstract a single step.
Additionally, provide a rollback capability but I think a step should know when it fails and clean up before proceeding further. An abstract step can handle this for you (template method)
You might want to consider branching based on the StepResult - so you could do a StepMatcher that takes a stepResult object and a conditional - its sub-steps are executed only if the conditional returns true.
You could also do a StepException to handle exceptional flows if a step errors out. Ideally, this is something that you can define either at a workflow level (do this if any step fails) and/or at a step level.
I'd taken the approach that a step returns a well defined structure (StepResult) that's available to the next step. If there's bulky data (say a large file etc), then the URI/locator to the resource is passed in the StepResult.
Your workflow is going to need a context to work with - in the example you quote, this would be the name of the file, the location of the archive and so on - so think of a WorkflowContext
Additional thoughts
You might want to consider the following too - if this is something that you're planning to implement as a large scale service/server:
Steps could be in libraries that were dynamically loaded
Workflow definition in an XML/JSON file - again, dynamically reloaded when edited.
Remote invocation and call back - submit job to remote service with a callback API. when the remote service calls back, the workflow execution is picked up at the subsequent step in the flow.
Parallel execution where possible etc.
stateless design
Rolling back can be fit into this structure easily, as each Step will implement its own rollback() method, which the workflow can call (in reverse order preferably) if any of the steps fail.
As for the main question, it really depends on how sophisticated do you want to get. On a basic level, you can define a StepResult interface, which is returned by each step and passed on to the next one. The obvious problem with this approach is that each step should "know" which implementation of StepResult to expect. For small systems this may be acceptable, for larger systems you'd probably need some kind of configurable mapping framework that can be told how to convert the result of the previous step into the input of the next one. So Workflow will call Step, Step returns StepResult, Workflow then calls StepResultConverter (which is your configurable mapping thingy), StepResultConverter returns a StepInput, Workflow then calls the next Step with StepInput and so on.
I've had great success implementing workflow using a finite state machine. It can be as simple or complicated as you like, with multiple workflows linking to each other. Generally an FSM can be implemented as a simple table where the current state of a given object is tracked in a history table by keeping a journal of the transitions on the object and simply retrieving the last entry. So a transition would be of the form:
nextState = TransLookup(currState, Event, [Condition])
If you are implementing a front end you can use this transition information to construct a list of the events available to a given object in its current state.

Data sharing in GUI, Matlab

now I'm developing a GUI with pop-up windows, so actually it is a workpackage with multiple GUIs.
I have read thorough the examples given in help files (changme, and toolpalette), but I failed to animate the method to transfer data from the new one back to the old one.
Here is my problem.
I have two GUIs, A, the Main one and B that I use it to collect input data and I want to transfer the data back to B.
Question 1:
I want to define new subclasses of handles in A.
lets say,
handles.newclass
how can I define its properties, e.g. 'Strings'?
Question 2:
In A, a button has the callback
B('A', handles.A);
so we activate B.fig.
After finished the work in B,
it has collected the following data (string and double) in B(!)
title_1 itle_2 ... title_n
and
num_1 num_2 ... num_n
I want to pass the data back to A.
Following the instruction, I wrote the codes shown below.
mainHandles = guidata(A);
title = mainHandles.title_1;
set(title,'String',title_1);
However, when I go back to A, handles in A was not changed at all.
Please someon help me out here.
Thank you!
=============update================
The solution I found is adding extra variables (say handles.GUIdata) to handles structure of one GUI, and whenever the data are required, just read them from the corresponding GUI.
And It works well for me, since I have a main control panel and several sub-GUIs.
There is a short discussion of this issue here.
I have had similar issues where I wanted external batch scripts to actually control my GUI applications, but there is no reason two GUI's would not be able to do the same.
I created a Singleton object, and when the GUI application starts up it gets the reference to the Singleton controller and sets the appropriate gui handles into the object for later use. Once the Singleton has the handles it can use set and get functions to provide or exchange data to any gui control that it has the handle for. Any function/callback in the system can get the handle to the singleton and then invoke routines on that Singleton that will allow data to be exchanged or even control operations to be run. Your GUI A can, for instance, ask the controller for the value in GUI B's field X, or even modify that value directly if desired. Its very flexible.
In your case be sure to invalidate any handles if GUI A or B go away, and test if that gui component actually exists before getting or modifying any values. The Singleton object will even survive across multiple invocations of your app, as long as Matlab itself is left running, so be sure to clean up on exit if you don't want stale information laying around.
http://www.mathworks.com/matlabcentral/fileexchange/24911-design-pattern-singleton-creational
Regarding Question 2, it looks like you forgot to first specify that Figure A should be active when setting the title. Fix that and everything else looks good (at least, the small snippets you've posted).

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