I am writing a custom function to be used in a spreadsheet and I would like to be able to at least display some data. Few things seem to work, for example Browser.msgBox doesn't find the appropriate permissions.
Breakpoints don't interrupt execution.
I had some hope for this code
function test() {
var s = "test"
Logger.log(s)
return s + s
}
But when I set a cell in the spreadsheet to "=test()" the cell properly shows the value "testtest" but when I return to the script editor and use view>execution transcript or view>logs I don't see anything.
Perhaps this logging goes to a special file somewhere?
When you use a custom function as a formula, it can be evaluated and re-evaluated at many times. Therefore, it is not appropriate to fill up the Logging output or the Execution Transcript with this. If you want to debug, you must run (or debug) the script manually from the script editor.
Take an example, where you have two custom functions - f1() and f2()
And say, in cell A1, you enter the formula =f1() and in A2, you enter =f2(A1).
In such a case, both the cells will be re-evaluated. So what should the logger output show ?
Related
I am creating many games using Lua and LOVE2D, but whenever I implement a new function and want to test it out, or simply want to know a value of a variable in Lua, I either display it on the game screen or just hope that it works.
Now my question is...
IS THERE A WAY TO DISPLAY SOME INFO, such as A VARIABLE VALUE or something else into the terminal or somewhere else? Just like console.log in javascript which displays some content in the javascript console in the browser. So, is there a way to do this is Lua?? using LOVE2D?
I am using a Mac, so I have a terminal and not a command prompt. Is there a way to display some content there? Anywhere else would also be fine, I just need to see if those values are as expected or not.
Use a conf.lua file to enable the console, then you should be able to use a standard print(). You can read the wiki entry here.
Note: You have to run Lua and Love2D via the terminal for this to work. Running Lua and Love2D like this is required for the print statements to show:
/Applications/love.app/Contents/MacOS/love "/Users/myuser/Desktop/love2d-test-proj"
You just need to add a conf.lua file to the same location where your main.lua. Your file may be as simple as this:
function love.conf(t)
t.console = true
end
But feel free to copy the whole configuration file from the above link and edit what you need.
I can't be completely sure about this, because I have no access to Mac, but the console is disabled by default and even on Windows, no prints are shown until you turn it on.
Alternatively You can also display debug info in the game itself like some games do.
What I like to do is add something like debugVariable = {} for logging events that happen in each loop and debugPermanent = {} for events that happen rarely. Possibly add convenience functions for writing to the variables:
function debugAddVariable(str)
table.insert(debugVariable, str)
end
--..and similarly for debugPermanent
Now a function to draw our debug info:
function debugDraw()
love.graphics.push() --remember graphics state
love.graphics.origin() --clear any previous transforms
love.graphics.setColor(--[[select color for debug info]])
love.graphics.setFont(--[[select font for debug info]])
for i, v in ipairs(debugPermanent) do
love.graphics.print(v)
love.graphics.translate(0, --[[fontHeight]])
end
for i, v in ipairs(debugVariable) do
love.graphics.print(v)
love.graphics.translate(0, --[[fontHeight]])
end
debugVariable = {} --clear debugVariable to prepare it for the next loop
love.graphics.pop() --recall graphics state
end
And we just call this draw function at the end of our love.draw() and the texts should appear.
Obviously, this method can be refined further and further almost infinitely, displaying specific variables, and adding graphs for some other variables to clarify the information you want to show, but that's kind of outside of the scope of the question.
Lastly Feel free to check here for debug libraries submitted by users.
Suppose I have a long array.
> using MakieGallery
> size(database)
(210,)
If I do
> [d.title for d=database]
it will print it truncated, and if I show it, it will print it into a mess:
> show([d.title for d=database])
I don't know how, but probably I could print values into a column and it would scroll my console far up.
All this is bad. Is it possible to do some sort of simple "watch" of a variable? I.e. open some small widget in separate window with a list control, diplaying an array, which I could scroll as needed?
Internally Julia uses Base.show to display the values in the REPL, you can simply extend this function in any way you like (this example is just a really simple implementation to print every element of array in a new line and you probably shouldn't use it):
Base.show(io::IO, ::MIME"text/plain", x::Array) = x .|> println
You can then go on and add your function to .julia/config/startup.jl to load this every time you start the REPL. Just make sure to have a really solid implementation to handle various edge cases where it might not function properly.
Pluto.jl has a very nice viewer for tabular data (including arrays). It truncats the output per default, but offers a button to show more.
Furthermore, the view automatically updates when you change the data in another cell.
The pdb Debugger has a nice feature:
r(eturn) Continue execution until the current function returns.
This is handy if a method has several return statements.
With this feature you can see where the method would get left, but you still see which return statement gets used.
The pdb Debugger stops at a code line like this:
return foo
I could not find this feature in PyCharm.
Is it available, or it this a feature request?
If knowing the return value is enough (without knowing which return statement was exactly triggered), you can try this:
In the Debugger window click the cogwheel and make sure Show Return Values is checked.
After you Step Out of the function, you'll see a new item in the Variables pane called Return Values, with the value returned.
I'm trying to figure this out and I must be overlooking something basic. (It took me WAAAY longer than it should have just to realize I hadn't added the trigger.)
When forms are submitted, if that page runs out of rows, it automatically expands. I have a reconciliation page where it is pulling the submitted data over line by line and analyzing it for discrepancies (the form collects billable time and tasks.)
So while the Form Responses 1 page will expand, I want to use a trigger on form submit to add a line to the reconciliation page and copy the formulas down. I can't seem to get the line to add though. Looking at the google page for expanding the number of rows, I'm not sure what I am doing wrong there either but I THINK I need to add more java features to my computer.
If I simply copy and paste the example into a new sheet, most of the code is black instead of the standard editor colors. Saving pops up "Missing ; before statement. (line 1, file "Code")"
Line one is simply "import com.google.gdata.client.spreadsheet.*;"
So zerothly: Whats the most basic code I can use to add that blank row?
Then first: Do I need to import a bunch of stuff to get this (adding rows) to work?
Second: If so, and I transfer ownership of the sheet to someone, do they need to do the imports also?
Third: If so, and I want to do edits on another device, will I need to do imports there too?
Fourth: The example uses Update() but I can't seem to find an Update() function in javascript or googlesheets api documentation.
This is the code I am trying and variations commented out which doesn't seem to work:
function onFormSubmit(e) {
Logger.log('form submit triggered')
var sheet = SpreadsheetApp.getActive()
var sss = sheet.getSheetByName('Reconciliation')
var col2 = sss.getRange("B:B");
var col2val = col2.getValues();
var counter = 0;
var sssrange = sss.getDataRange();
// sss.Rows = sss.getLastRow() + 1 //Object does not allow properties to be added or changed if I uncomment - this seems to match the google example line though
Logger.log(sss.getLastRow());//=8
var newsssrange = sssrange.offset(1,0); // didn't actually think this would work (since it also had the .update() part that previously didn't work for me) but came across it and was getting desparate.
// sss.setRowCount(sss.getLastRow() + 1); // TypeError: Cannot find function setRowCount in object Sheet.
Logger.log(sss.getLastRow()); //=8
// sss.Update();//TypeError: Cannot find function Update in object Sheet.
}
Sigh... I am still wondering how to add more rows but I did answer my original need of adding a single line since form submits only add a single line. So I'm going to answer it since I had done so many searches and for some reason this never came up, maybe someone will find this useful if they are having the same issue.
function onFormSubmit(e) {
var sheet = SpreadsheetApp.getActive()
var sss = sheet.getSheetByName('Reconciliation')
sss.appendRow(['']);
}
Note that this adds a single blank line. If you run it a second time it won't add a second blank line as appendRow() adds after the last line with data. If you put a string in there or something and run it over and over you will get multiple lines.
I really would like to know about adding multiple lines though also since that will come up and I still seem to be missing something, probably obvious.
Did you know that arrayformula woluld make new lines automatically.? If you paste this formula in Sheet2:
=OFFSET(Sheet1!A1,,,counta(Sheet1!A:A))
and then paste new values in Sheet1 range A:A, then new rows would be added on Sheet2.
i am new to matlab. While working through the Matlab GUI, i faced a problem which is as follows..i want to have 2 figure files, with one figure file calling the other. i know that just by calling the name of the 2nd fig file from the first fig file, we can call the 2nd figure. however, i also wish to send some parameters from one fig file to another.here i need to send the arguments and also obtain these parameters so as to do further processing.i havent been able to find a solution to this problem. i would be glad if someone helps me out with this problem. thanking you in advance
There are three ways I found to do this:
Method 1: Use setappdata and getappdata like so:
setappdata(0,'some_var',value)
some_other_var = getappdata(0,'some_var')
You would use setappdata() in the m-file for fig1 to store whatever data you wanted to pass around, and then call getappdata() in another m-file to retrieve it. The argument 0 to the two functions specifies the MATLAB root workspace, which is accessible by your program everywhere (i.e. it is global). As such, when you close your figures that data will still be available. You may want to use rmappdata to remove them.
Method 2: Use guidata:
Assuming you created your GUI with GUIDE, then you have access to a structure called handles which is passed around everywhere and which you can edit, and so you can do this in a GUI callback:
handles.some_var = some_value
guidata(hObject,handles)
Then you can access handles.some_var elsewhere in some other callback (because handles is automatically passed into it for you) in your other m-file:
some_other_var = get(handles.some_var)
Method 3: Use UserData:
Store the variable you want from your first figure:
set(name_of_fig, 'UserData', some_var)
Then to get it from your other one:
some_other_var = get(name_of_fig, 'UserData')
(Disclaimer: My actual knowledge of MATLAB is not all that great, but it helps to be able to find good resources like this and this, and even this from the official docs. What I've written here may be wrong, so you should definitely consult the docs for more help.)
I would do like this (assuming you're using the GUI builder GUIDE).
Let's say that your figures/m-files are named firstFigure.fig/m and secondFigure.fig/m. In the code of firstFigure, just call secondFigure and pass your parameters as arguments:
someNumber = 1;
someText = 'test';
aMatrix = rand(3);
secondFigure(someNumber, someText, aMatrix);
The arguments will be available to secondFigure as a variable varargin in the callback functions
function varargout = secondFigure(varargin)
and
function secondFigure_OpeningFcn(hObject, eventdata, handles, varargin)
varagin is a cell structure; use cell2mat and char to convert it back:
theNumber = cell2mat(varargin(1));
theText = char(varargin(2));
theTextAgain = cell2mat(varargin(2));
theMatrix = cell2mat(varargin(3));
This may help:
http://www.mathworks.ch/matlabcentral/newsreader/view_thread/171989
The easiest method is to wrap the parameters in a cell array and send them directly to the GUI constructor. A call with two parameters might look like:
figure2({param1, param2})
Then you can unpack the arguments in the opening function (figure2_OpeningFcn) with code like:
handles.par1 = varargin{1}{1};
handles.par2 = varargin{1}{2};
These lines must be placed somewhere before the line that says guidata(hObject, handles);. Then you can access handles.par1 and handles.par2 directly in all the other callbacks.
I assume you are using GUIDE to generate your GUI. You can find figure2_OpeningFcn in figure2.m which will be located in the same directory as figure2.fig.
Note: you can also return values from a figure, returnvalue = my_figure({my_input}). If you'd like instructions on that too, leave a comment and I'll extend my answer.