how to pass parameters to a Matlab GUI file - user-interface

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.

Related

How to display debug info or console.log equivalent in Lua

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.

How can I add the P5-property to a s.Vector object?

I have two different variations of the
let diff = nearby.boid.velocity
console.log(diff.p5) //undefined
diff = p5.Vector.div(diff, nearby.d*nearby.d)
steering.add(diff)
Second:
let diff = p5.Vector.sub(this.position, nearby.boid.velocity);
console.log(diff.p5) // an object with the p5-property
console.log('')
diff.div(nearby.d*nearby.d);
steering.add(diff);
I want to normalize the code so I can put it in a function. In the first example, I can't use diff.div and in the second, I can't use p5.vector.div. p5.vector.sub is adding a the p5 property, can I do that without subtraction somehow?
I'm a little confused about what you're trying to do: why do you need the p5 reference inside your function? Why can't you use p5.Vector.div() in your second example? Can you post a small example that shows what you're trying to do, and why it won't work?
Keep in mind that there are two versions of the functions: static and non-static. For example:
p5.Vector.div() is static, takes two parameters, and returns a result without modifying the parameters.
myVectorInstance.div() is non-static. It takes one parameter, and modifies myVectorInstances to it contains the result.
If you want to create a function that does not affect the parameters, then you probably want to use the static version.
If you're curious, you can look at the code for p5.Vector here. Looks like it uses the p5 reference internally to convert between degrees and radians using the p5.toRadians() and p5.fromRadians() functions. I don't know why some instances of p5.Vector populate it and others do not, but it seem like an implementation detail that you aren't supposed to rely on.

Scripting Word from vbs

I'm trying to get Word to fill in cells in a table. The script works when run as a macro from within Word, but fails when saved as a .vbs file and double-clicked, or run with wscript. This is a part of it.
set obj = GetObject(,"Word.Application)
With obj
With .Selection
MsgBox .text
If (.Information(wdWithInTable) = True) Then
.Collapse Direction:=wdCollapseStart
tCols = .Tables(1).Columns.Count
tRow = .Information(wdStartOfRangeRowNumber)
tCol = .Information(wdStartOfRangeColumnNumber)
For I = 2 To 5
.Tables(1).Cell(tRow, I).Range.Text = "fred" & Str(I)
Next
` now make new row
For I = 1 To tCols - tCol + 1
.MoveRight unit:=wdCell
Next
End If
End With
End With
I have three problems. First, it won't compile unless I comment out the .Collapse and .MoveRight lines. Second, although the MsgBox .text displays the selected text, I get "out of range" errors if I try to access any .Information property.
I'm sure I'm missing something very simple: I usually write software for Macs, and I'd do this using AppleScript. This is my first attempt at getting anything done under Windows.
VBScript and VBA are different languages.
They are a bit similar, but not very. Moreover, VBScript is not like AppleScript; it doesn't let you easily interface with running programs.
The interfaces you'll get from VBScript can behave subtly differently in VBA and VBScript. However, I think you've got two problems here:
:= is invalid syntax in VBScript; you'll need to find an alternative way of calling the function. Try just using positional arguments.
You've no guarantee that this will open the expected file; there could be another instance of Word that it's interacting with instead.
Since your code is not running within the Word environment it would require a reference to the Word object library in order to use enumeration constants (those things that start with wd).
VBScript, however, cannot work with references, which means the only possibility is to use the long value equivalents of the enumerations. You'll find these in the Word Language References. Simplest to use is probably the Object Browser in Word's VBA Editor. (In Word: Alt+F11 to open the VBA Editor; F2 to start the Object Browser; type in the term in the "Search" box, click on the term, then look in the bottom bar.)
The code in the question uses, for example:
wdWithInTable
wdCollapseStart
wdStartOfRangeRowNumber
wdStartOfRangeColumnNumber
wdCell
The reason you get various kinds of errors depends on where these are used.
Also, VBScript can't used named parameters such as Unit:=. Any parameters must be passed in comma-delimited format, if there's more than one, in the order specified by the method or property. If there are optional parameters you don't want to use these should be left "blank":
MethodName parameter, parameter, , , parameter

How to select an axes child in MATLAB?

I have been looking everywhere but I can't find a site that shows how to do this.
The thing I want is to be able to select an object from an axes when I click it, so that I can change its colours and stuff.
I just can't figure out how to select a child, I can create objects but not select them.
I have this piece of code I use to create a line:
coord = ginput (2)
x = coord(:,1)
y = coord(:,2)
hline = line(x,y)
I'm not sure If i need to create the objects in an array so that I can select edit/delete them.
I believe I would need to use ButtonDownFcn, but probably I'm doing something completely wrong.
Any help would be appreciated, If I'm missing any information please let me know
Thanks
It is not necessary to use ginput and extract the coordinates. This is done automatically by an built-in "listener" in the figure-window. You are correct in assuming that you can use the ButtonDownFcn property on the object (line, lineseries, or other handle graphics object).
Try to create at simple line from (0,0) to (1,1):
hline = line([0,1],[0,1]) %# create line, save handle in hline
Then you can set the ButtonDownFcn to, for instance, a function handle to an anonymous function:
set( ...
hline, ...
'ButtonDownFcn', #(handle,event)(disp(['You clicked on the line!'])) ...
);
Now try to click on the line. It should print the text in the command window.
The function needs to be able to receive atleast two arguments: (1) the handle of the object itself (the line) and (2) an "event structure". I believe the second argument is just empty when you use line-objects. But your function still needs to receive atleast these two arguments (even if you do not use them).
Read more here: http://www.mathworks.com/help/techdoc/ref/line_props.html.
You can also use your own function (a named function in a file):
set( ...
hline, ...
'ButtonDownFcn', #(handle,event)(namedFunction(handle,event)) ...
);
... or you can use a struct-array if you (expectedly) have other arguments beyound those two.

Pass data from workspace to a function

I created a GUI and used uiimport to import a dataset into matlab workspace, I would like to pass this imported data to another function in matlab...How do I pass this imported dataset into another function....I tried doing diz...but it couldnt pick diz....it doesnt pick the data on the matlab workspace....any ideas??
[file_input, pathname] = uigetfile( ...
{'*.txt', 'Text (*.txt)'; ...
'*.xls', 'Excel (*.xls)'; ...
'*.*', 'All Files (*.*)'}, ...
'Select files');
uiimport(file_input);
M = dlmread(file_input);
X = freed(M);
I think that you need to assign the result of this statement:
uiimport(file_input);
to a variable, like this
dataset = uiimport(file_input);
and then pass that to your next function:
M = dlmread(dataset);
This is a very basic feature of Matlab, which suggests to me that you would find it valuable to read some of the on-line help and some of the documentation for Matlab. When you've done that you'll probably find neater and quicker ways of doing this.
EDIT: Well, #Tim, if all else fails RTFM. So I did, and my previous answer is incorrect. What you need to pass to dlmread is the name of the file to read. So, you either use uiimport or dlmread to read the file, but not both. Which one you use depends on what you are trying to do and on the format of the input file. So, go RTFM and I'll do the same. If you are still having trouble, update your question and provide details of the contents of the file.
In your script you have three ways to read the file. Choose one on them depending on your file format. But first I would combine file name with the path:
file_input = fullfile(pathname,file_input);
I wouldn't use UIIMPORT in a script, since user can change way to read the data, and variable name depends on file name and user.
With DLMREAD you can only read numerical data from the file. You can also skip some number of rows or columns with
M = dlmread(file_input,'\t',1,1);
skipping the first row and one column on the left.
Or you can define a range in kind of Excel style. See the DLMREAD documentation for more details.
The filename you pass to DLMREAD must be a string. Don't pass a file handle or any data. You will get "Filename must be a string", if it's not a string. Easy.
FREAD reads data from a binary file. See the documentation if you really have to do it.
There are many other functions to read the data from file. If you still have problems, show us an example of your file format, so we can suggest the best way to read it.

Resources