So I have a question about MATLAB directory selection gui. I need to use a GUI to select a directory, but the problem is that the uigetdir interface is awful. If I call like this:
blah = uigetfile('C:\...\T2 Measurements');
This is what it shows me:
As you can see, this is awful. There's a ton of extraneous information about the location of the file in the filesystem and the relevant information is all below the fold. Ideally, I'd like to specify that the uigetdir function use the uigetfile GUI, or just pass an argument to uigetfile telling it that I'm looking for a directory, not a single file, since this is what the uigetfile GUI looks like:
But of course, this requires that I select a file, not a directory. Obviously the directories are not open, so I suppose I could just have the user select any random file in the folder and I can get the pathname, but is there a better way to do this? In another application, I could imagine that my "select a file in the folder" workaround wouldn't work.
Update
I made some very minor adjustments to Andrew Janke's code to make it take the same arguments as uigetdir(). Here's what I came up with:
function [pathname] = uigetdir2(start_path, dialog_title)
% Pick a directory with the Java widgets instead of uigetdir
import javax.swing.JFileChooser;
if nargin == 0 || start_path == '' || start_path == 0 % Allow a null argument.
start_path = pwd;
end
jchooser = javaObjectEDT('javax.swing.JFileChooser', start_path);
jchooser.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);
if nargin > 1
jchooser.setDialogTitle(dialog_title);
end
status = jchooser.showOpenDialog([]);
if status == JFileChooser.APPROVE_OPTION
jFile = jchooser.getSelectedFile();
pathname = char(jFile.getPath());
elseif status == JFileChooser.CANCEL_OPTION
pathname = [];
else
error('Error occured while picking file.');
end
Yuck.
You can bypass uigetdir() and write your own little file chooser function by directly calling Java Swing objects, including the JFileChooser. Which is probably what uigetfile() is doing under the hood.
function [file] = pickDirUsingJFileChooser
%PICKDIRUSINGJFILECHOOSER Pick a dir with Java widgets instead of uigetdir
import javax.swing.JFileChooser;
jchooser = javaObjectEDT('javax.swing.JFileChooser');
jchooser.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);
status = jchooser.showOpenDialog([]);
if status == JFileChooser.APPROVE_OPTION
jFile = jchooser.getSelectedFile();
file = char(jFile.getPath());
elseif status == JFileChooser.CANCEL_OPTION
file = [];
else
error('Error occurred while picking file');
end
I have changed this function to be able to select multiple files AND folders at the same time
function [pathname] = uigetdir2(start_path, dialog_title)
% Pick a directory with the Java widgets instead of uigetdir
import javax.swing.JFileChooser;
if nargin == 0 || start_path == '' || start_path == 0 % Allow a null argument.
start_path = pwd;
end
jchooser = javaObjectEDT('javax.swing.JFileChooser', start_path);
jchooser.setFileSelectionMode(JFileChooser.FILES_AND_DIRECTORIES);
if nargin > 1
jchooser.setDialogTitle(dialog_title);
end
jchooser.setMultiSelectionEnabled(true);
status = jchooser.showOpenDialog([]);
if status == JFileChooser.APPROVE_OPTION
jFile = jchooser.getSelectedFiles();
pathname{size(jFile, 1)}=[];
for i=1:size(jFile, 1)
pathname{i} = char(jFile(i).getAbsolutePath);
end
elseif status == JFileChooser.CANCEL_OPTION
pathname = [];
else
error('Error occured while picking file.');
end
Based on Andrew Janke's answer I created a piece of code which uses the MATLAB dialog and enables multi select for directories:
function [files] = uigetdirMultiSelect()
import com.mathworks.mwswing.MJFileChooserPerPlatform;
jchooser = javaObjectEDT('com.mathworks.mwswing.MJFileChooserPerPlatform');
jchooser.setFileSelectionMode(javax.swing.JFileChooser.DIRECTORIES_ONLY);
jchooser.setMultiSelectionEnabled(true);
jchooser.showOpenDialog([]);
if jchooser.getState() == javax.swing.JFileChooser.APPROVE_OPTION
jFiles = jchooser.getSelectedFiles();
files = arrayfun(#(x) char(x.getPath()), jFiles, 'UniformOutput', false);
elseif jchooser.getState() == javax.swing.JFileChooser.CANCEL_OPTION
files = [];
else
error('Error occurred while picking file');
end
Related
I'm building a game in Roblox and I'm trying to make an NPC go towards the player using PathfindingService, and when the path doesn't work it wanders. However, I keep getting the error message "Unable to cast to Dictionary - Server - Script" and I can't seem to find the source of the issue.
I've checked my code for any tables or dictionaries that may be causing the problem, but I can't seem to find anything. Can anyone help me identify the issue and suggest a possible solution?
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local NPC = script.Parent
local TargetPlayer = nil
local Path = nil
local CurrentWaypointIndex = 1
local WaypointReachedDistance = 2
function findTargetPlayer()
local players = Players:GetPlayers()
if #players > 0 then
return players[1]
end
return nil
end
function findPathToTarget()
if not TargetPlayer then
return
end
local humanoid = TargetPlayer.Character and TargetPlayer.Character:FindFirstChild("Humanoid")
if not humanoid then
return
end
local startPosition = NPC.HumanoidRootPart.Position
local endPosition = humanoid.RootPart.Position
Path = PathfindingService:CreatePath(startPosition, endPosition)
Path:ComputeAsync()
if Path.Status == Enum.PathStatus.Success then
CurrentWaypointIndex = 1
else
NPC.Humanoid.WalkToPoint = NPC.HumanoidRootPart.Position + Vector3.new(math.random(-5,5), 0, math.random(-5,5))
end
end
function updateWaypoint()
if not Path or CurrentWaypointIndex > #Path.Waypoints then
return
end
local currentWaypoint = Path.Waypoints[CurrentWaypointIndex]
local distanceToWaypoint = (currentWaypoint - NPC.HumanoidRootPart.Position).Magnitude
if distanceToWaypoint <= WaypointReachedDistance then
CurrentWaypointIndex += 1
end
NPC.Humanoid:MoveTo(NPC.HumanoidRootPart.Position + Vector3.new(math.random(-5,5), 0, math.random(-5,5)))
end
function updateTarget()
TargetPlayer = findTargetPlayer()
if TargetPlayer then
findPathToTarget()
end
end
while true do
updateTarget()
updateWaypoint()
wait(0.1)
end
I've tried various solutions, including changing the variable types and removing potential lists, but nothing has worked so far. I expected the script to run without errors and for the NPC to follow the player.
I am trying to modify the demoprogram from PYsimpleGUI (Browser_START_HERE_Demo_program_Browser.py) to:
manually select a main folder
list all the subfolders in that folder (but not the files inside them)
make it possible to select a few of those folders, and list them as an output.
I thought I'd do so by editting the code for getting the file list dic, but everything I tried, just makes it
Any ideas? I attached it:
'''def get_file_list_dict():
"""
Returns dictionary of files
Key is short filename
Value is the full filename and path
:return: Dictionary of demo files
:rtype: Dict[str:str]
"""
demo_path = get_demo_path()
demo_files_dict = {}
for dirname, dirnames, filenames in os.walk(demo_path):
for filename in filenames:
if filename.endswith('.py') or filename.endswith('.pyw'):
fname_full = os.path.join(dirname, filename)
if filename not in demo_files_dict.keys():
demo_files_dict[filename] = fname_full
else:
# Allow up to 100 dupicated names. After that, give up
for i in range(1, 100):
new_filename = f'{filename}_{i}'
if new_filename not in demo_files_dict:
demo_files_dict[new_filename] = fname_full
break
return demo_files_dict'''
It's much difficult for me to modify code of Browser_START_HERE_Demo_program_Browser.py to my requirements.
Assume the target is
Select a main directory by a button to call function sg.popup_get_folder
List all subdirectories under main directory in one sg.Listbox
Subdirectories selected shown in another sg.Listbox as output when click Add button
Example Code
from pathlib import Path
import PySimpleGUI as sg
font = ("Courier New", 11)
sg.theme("Dark")
sg.set_options(font=font)
subfolders = []
selected = []
frame_subholders = [[sg.Listbox(subfolders, size=(80, 10), key='Subfolders',
select_mode=sg.LISTBOX_SELECT_MODE_EXTENDED, enable_events=True,
highlight_background_color='blue', highlight_text_color='white')]]
frame_selected = [[sg.Listbox(selected, size=(80, 10), key='Selected')]]
layout = [
[sg.Input(readonly=True, expand_x=True, key='Main',
disabled_readonly_background_color=sg.theme_input_background_color()),
sg.Button("Main Folder")],
[sg.Frame("Subholder", frame_subholders)],
[sg.Frame("Selected subholder", frame_selected)],
[sg.Button('Add')],
]
window = sg.Window('Title', layout, finalize=True)
entry = window['Main'].Widget
input_size = entry.winfo_width()//sg.Text.char_width_in_pixels(font)
print(input_size)
while True:
event, values = window.read()
if event == sg.WINDOW_CLOSED:
break
elif event == 'Main Folder':
main_folder = sg.popup_get_folder("", no_window=True)
if main_folder and Path(main_folder).is_dir():
main_folder = main_folder.replace("/", '\\') # For Windows
half = input_size//2
text = main_folder if len(main_folder) <= input_size else main_folder[:half-3]+"..."+main_folder[-half:]
window['Main'].update(text)
subfolders = sorted([str(f) for f in Path(main_folder).iterdir() if f.is_dir()])
window['Subfolders'].update(values=subfolders)
selected = []
window['Selected'].update(values=selected)
elif event == 'Add':
selected = sorted([path for path in values['Subfolders']])
window['Selected'].update(values=selected)
window.close()
So, I've been working on this for the past week. I have tried everything (based on the knowledge I know) and yet nothing... my code didn't work the first time, the second time, the third time... the forth... etc... at the end, I let frustration take control of me and I ended up deleting the whole script. Luckily not the parts and models, otherwise I'm really screwed...
I need to create a game in which I have to create a keypad of sorts, at first I thought GUI would work... no, it needs to be SurfaceGUI, which I don't know how to handle well... Anyway, I needed to create a keypad using SurfaceGUI, and display it on a separate screen, as a typical keypad would...
The Player would first have to enter an "initial" number, meaning in order to enter the randomly generated number he first needed to input the static pin in order to "log in," after that, then he would try to guess the number...
I've literally tried everything I could but nothing... It's mainly because of my lack of experience in LUA, I'm more advanced in Python and barely know a thing in Java... If someone could assist me on how to do this, I would appreciate it greatly
First, download this and put it in a ScreenGui in StarterGui. Then, use the following LocalScript placed inside the PIN frame:
-- Script settings
local len = 4 -- replace this as needed...
local regen = false -- determines whether PIN will regenerate after a failed attempt
local regmes = "Enter PIN..." -- start message of PIN pad
local badmes = "Wrong PIN!" -- message displayed when PIN is wrong
local success = "Correct PIN!" -- message displayed when PIN is right
-- Script workings
local pin = script.Parent
local top = pin.Top
local txt = top.Numbers
local nums = top.NumKeys
local pin
local stpin
local nms
txt.Text = regmes
local see = game:GetStorage("ReplicatedStorage").PINActivate
local function activate()
if pin.Visible then
pin.Visible = false
for _, btn in pairs(nums:GetChildren()) do
btn.Active = false
end
return
else
pin.Visible = true
for _, btn in pairs(nums:GetChildren()) do
btn.Active = true
end
return
end
end
local function rand()
math.randomseed(os.time) -- better random numbers this way
return tostring(math.floor(math.random(0,9.9)))
end
local function gen()
nms = {rand()}
for i=2, len, 1 do
nms[#nms+1]=rand()
end
stpin = nms[1]
for i=2, #nms, 1 do
stpin = stpin..nms[i]
end
pin = tonumber(stpin) -- converts the number string into an actual number
end
gen()
local function activate(str)
if tonumber(str) ~= pin then
txt.Text = badmes
wait(2)
txt.Text = regmes
if regen then
gen()
wait(0.1)
end
return
else
txt.Text = success
wait(2)
activate()
-- insert code here...
end
end
for _, btn in pairs(nums:GetChildren()) do
btn.Activated:Connect(function()
if txt.Text == "Wrong PIN!" then return end
txt.Text = txt.Text..btn.Text
if string.len(txt.Text) >= len then
activate(txt.Text)
end
wait(0.1)
end)
end
see.OnClientEvent:Connect(activate)
And in a Script put this:
local Players = game:GetService("Players")
local see = game:GetService("ReplicatedStorage").PINActivate
local plr
-- replace Event with something like Part.Touched
Event:Connect(function(part)
if part.Parent.Head then
plr = Players:GetPlayerFromCharacter(part.Parent)
see:FireClient(plr)
end
end)
What this will do is bring up a ScreenGui for only that player so they can enter the PIN, and they can close it as well. You can modify as needed; have a great day! :D
There is an easier way, try this
First, Create a GUI in StarterGui, then, Create a textbox and postion it, after that, create a local script inside and type this.
local Password = math.random(1000, 9999)
print(Password)
game.ReplicatedStorage.Password.Value = Password
script.Parent.FocusLost:Connect(function(enter)
if enter then
if script.Parent.Text == tostring(Password) then
print("Correct!")
script.Parent.BorderColor3 = Color3.new(0, 255, 0)
Password = math.random(1000, 9999)
game.ReplicatedStorage.Correct1:FireServer()
print(Password)
game.ReplicatedStorage.Password.Value = Password
else
print("wrong!")
print(script.Parent.Text)
script.Parent.BorderColor3 = Color3.new(255, 0, 0)
end
end
end)
That's all in the textbox.
Or if you want a random username script, create a textlabel, then, create a local script in the textlabel and type in this.
local UserText = script.Parent
local Username = math.random(1,10)
while true do
if Username == 1 then
UserText.Text = "John"
elseif Username == 2 then
UserText.Text = "Thomas"
elseif Username == 3 then
UserText.Text = "Raymond"
elseif Username == 4 then
UserText.Text = "Ray"
elseif Username == 5 then
UserText.Text = "Tom"
elseif Username == 6 then
UserText.Text = "Kai"
elseif Username == 7 then
UserText.Text = "Lloyd"
elseif Username == 8 then
UserText.Text = "Jay"
elseif Username == 9 then
UserText.Text = "User"
else
UserText.Text = "Guest"
end
wait()
end
All of those if statments are checking what username has been chosen. I have made a roblox game like this recently, so I just took all the script from the game.
If you want to check out my game, Click Here
I am programming a little game based on the Fate RPG. When the dice are rolled, I want to replace a string with another string using .replace. I can get it to work in an isolated environment, but when I try to call the function from inside my program; it is as if Shoes is completely unaware of it.
Here is a simple example of how the function works that is executing correctly:
Shoes.app {
#push = button "Push me"
#note = para "Nothing pushed so far"
#push.click { #note.replace "Aha! Click!" }
}
And here is the relevant code from my game:
$results = para "Roll results go here.", :align => "center",
:margin_bottom => 20, :margin_top => 8
#roll_button.click {
current_roll = Die.new
current_roll.roll
current_roll.display_dice
current_roll.tally
current_roll.calc_total_roll(1) #param = skill level
$shift = current_roll.calc_total_shift(2) #param = opposition
$results.replace "Actual results"
}
The $results block is in a different position in the code than the #roll_button.click block, but I have tries moving the click block to many different places in the code, and it didn't make a difference, so I don't think its relevant. Thanks.
*edit: Removed unnecessary '=' after $results.replace
I finally got it to work. The problem was the .display_dice function running just before .replace. The offending code is here:
if $result1 == 1
$die1.path = "dice_plus-1.png"
elsif $result1 == 0
$die1.path = "dice_nil-1.png"
elsif $result1 == -1
$die1.path = "dice_minus-1.png"
else
exit(1)
end
I intended the exit(1) to let me know if my dice were receiving values they shouldn't, but it somehow prevented the next line of code from running, even though the flow of the program avoided those lines. The fixed code is here:
if $result1 == 1
$die1.path = "dice_plus-1.png"
elsif $result1 == 0
$die1.path = "dice_nil-1.png"
else $result1 == -1
$die1.path = "dice_minus-1.png"
end
You're not calling a replace method, you're calling a replace= method which probably doesn't exist. Try it without the equals sign.
so I am very new to coding in general and I am trying to make a vertically-scrolling endless runner which basically involves jumping onto platforms to stay alive.I want to generate the same platform in three different locations endlessly. I basically copied some code from an article on the internet and then changed it around to try to make it suit my needs. However, when I run my code in the simulator, one platform is generated in the same location and no others appear. Also, when I look at the console, random numbers do appear. here is the code I am using
local blocks = display.newGroup ()
local groundMin = 200
local groundMax = 100
local groundLevel = groundMin
local function blockgenerate( event )
for a = 1, 1, -1 do
isDone = false
numGen = math.random(3)
local newBlock
print (numGen)
if (numGen == 1 and isDone == false) then
newBlock = display.newImage ("platform.jpg")
end
if (numGen == 2 and isDone == false) then
newBlock = display.newImage ("platform.jpg")
end
if (numGen == 3 and isDone == false) then
newBlock = display.newImage ("platform.jpg")
end
newBlock.name = ("block" .. a)
newBlock.id = a
newBlock.x = (a * 100) - 100
newBlock.y = groundLevel
blocks : insert(newBlock)
end
end
timer.performWithDelay (1000, blockgenerate, -1)
thank you very much in advance and sorry my description was so long
Your "a" variable is always going to be 1. Perhaps you meant to use:
a = a + 1