Unreal engine Flip Flop always goes to A output - unreal-engine4

I'm trying to use a Flip Flop to alternate between two outputs, the function shown below gets called in a loop by a timer every 0,3s. The problem is that the Flip Flop only outputs to the A branch.
Shoot blueprint
Console output
I think the problem could be caused by the fact that the function is being called by a timer, but I don't know how to solve it. Thanks.

It's because the Flip Flop macro stores its state as a variable that is local to the scope that it resides in. In this case, the state is stored local to the function and as soon as the function ends, the state is lost.
Instead, you should consider placing this functionality in a macro instead of a function. That way, the state lasts for the scope of whatever the macro is being called in, which may be good enough for your needs.

Related

multiple triggered subsystem + algebraic loop, initialisation problem

I have a Simulink diagram which contains multiple triggered subsystem with different timestamp. In this model I also got a feedback loop inducing an algebraic loop. Therefore the signal must be initialised, in order to do that, I used a Memory block.
The problem is on the feedback loop, the value of the signal seems to be not initialised.
I believe the origin of this problem is that it is indeed initialised by the memory block for the first timestamp, however, the trigger on the next subsystem did not occur. By default, this subsytem puts its out signal value to be 0. The loop is therefore broken there.
Did someone already encounter this situation ? Any Tips ?
Thank you for your time.
You could add initialization blocks for your trigger values? I don't know about what SubSystem0 looks like inside, but its output could use an initialization block as well, this way you guarantee that you have an input to Subsystem

Alternatives to global variables: persistent variables and nested functions in MATLAB

First, I have had a look at this excellent article already.
I have a MATLAB script, called sdp. I have another MATLAB script called track. I run track after sdp, as track uses some of the outputs from sdp. To run track I need to call a function called action many many times. I have action defined as a function in a separate MATLAB file. Each call of this action has some inputs, say x1,x2,x3, but x2,x3are just "data" which will never change. They were the same in sdp, same in track, and will remain the same in action. Here, x2,x3 are huge matrices. And there are many of them (think like x2,x3,...x10)
The lame way is to define x2,x3 as global in sdp and then in track, so I can call action with only x1. But this slows down my performance incredibly. How can I call action again and again with only x1 such that it remembers what x2,x3 are? Each call is very fast, and if I do this inline for example, it is super fast.
Perhaps I can use some persistent variables. But I don't understand exactly if they are applicable to my example. I don't know how to use them exactly either.
Have a look at object oriented programming in Matlab. Make an action object where you assign the member variables x2 ... to the results from sdp. You can then call a method of action with only x1. Think of the object as a function with state, where the state information in your case are the constant results of sdp.
Another way to do this would be to use a functional approach where you pass action to track as a function handle, where it can operate on the variables of track.
Passing large matrices in MATLAB is efficient. Semantically it uses call-by-value, but it's implemented as call-by-reference until modified. Wrap all the unchanging parameters in a struct of parameters and pass it around.
params.x2 = 1;
params.x3 = [17 39];
params.minimum_velocity = 19;
action('advance', params);
You've already discovered that globals don't perform well. Don't worry about the syntactic sugar of hiding variables somewhere... there are advantages to clearly seeing where the inputs come from, and performance will be good.
This approach also makes it easy to add new data members, or even auxiliary metadata, like a description of the run, the time it was executed, etc. The structs can be combined into arrays to describe multiple runs with different parameters.

A Grid of Clones

My goal is to build a 5x5 grid of images. In the following code, row, col and rowcol were created as variables local to the sprite, and newcol, newrow and cats are global. (By the way, is it possible to tell which variables are local and which are global? It's easy to forget or make mistakes.)
The result is a 5x1 grid only, as seen here.
I am unclear as to the order of execution of these statements. Does when I start as a clone get called before or after add_cat gets called the second time? My tentative conclusion is that it gets called afterwards, yet the clone's global variables seem to contain their values from beforehand instead.
When I attempted to debug it with ask and say and wait commands, the results varied wildly. Adding such pauses in some places fixed the problem completely, resulting in a 5x5 grid. In other places, they caused a 1x5 grid.
The main question is: How to fix this so that it produces a 5x5 grid?
Explanation
Unfortunately, the execution order in Scratch is a little bizarre. Whenever you edit a script (by adding or removing blocks, editing inputs, or dragging the entire script to a new location in the editor), it gets placed at the bottom of the list (so it runs last).
A good way to test this out is to create a blank project with the following scripts:
When you click the green flag, the sprite will either say "script one" or "script two", depending on which runs first. Try clicking and dragging one of the when green flag clicked blocks. The next time you click the green flag, the sprite will say whichever message corresponds to the script you just dragged.
This crazy order can make execution incredibly unpredictable, especially when using clones.
The solution
The only real solution is to write code that has a definite execution order built-in (rather than relying on the whims of the editor). For simpler scripts, this generally means utilizing the broadcast and wait block to run particular events in the necessary order.
For your specific project, I see two main solutions:
Procedural Solution
This is the most straightforward script, and it's probably what I would choose to go with:
(row and col are both sprite-only variables)
Because clones inherit all sprite-only variable values when they are created, each clone will be guaranteed to have the correct row and col when it is created.
Recursive Solution
This solution is a bit harder to understand than the first, so I would probably avoid it unless you're just looking for the novelty:

Get the handle of a block calling an Interpreted Matlab Function

I am using Simulink to model a waste recycling plant out of a number of masked blocks that I created, representing sorting steps, buffers etc. Each module (that is, a masked block) has a failure probability, modeled using Discrete Events. If a failure event occurs, a triggered subsystem calls an Interpreted Matlab Function ("outside" of simulink). This function is supposed to set a parameter status of the masked block representing the module that failed as well as the upstream modules' status to 0 (because obviously, everything upstream has to stop as well or the material will just pile up).
`set_param(gcb, 'status', num2str(status));
PortConnectivity = get_param(gcb,'PortConnectivity');
sources = PortConnectivity.SrcBlock;`
Basically, this will be looped until I reach a block with no own Source Block.
This all works quite well, except for one problem: The gcb command gives me the block path to the last block I highlighted manually, and not to the block that called the Interpreted Matlab function. Is there any way to get the calling block's handle (which I would use with it's Parents parameter to access the Mask's status)? (A similar question has been asked here, with no results...)
I hope you get my problem - I'll be happy to elaborate if anything's unclear; I am not claiming to be a Simulink expert, so sorry for maybe using wrong terminology.
Ok, for everyone stumbling upon this:
For the mask that contains the caller of the Matlab Interpreted Function, in the mask editor I define a parameter 'this_block' (turn visibility off), that I initialize in the Initialisation pane using
parent = get_param(gcb,'Parent');
set_param(gcb, 'this_block','Parent')
Since this masked block (responsible for modelling the failure and its upstream communication) is itself used in another masked block also present in the library (responsible for modeling the module's behaviour), I also had to check "Allow library blocks to modify it's contents" in the mask editor Inititlization pane of the parent's mask. The parameter 'this_block' is then handed over as one of the input arguments of the called function (in my case, status_communication(u, this_block)).

What's the strategy in game engines to perform secure state changes?

I created a run loop in OpenGL ES which is called by a CADisplayLink at 60fps. AFAIK CADisplayLink calls it's target on a background thread.
I have about 100 state variables which are used by the run loop.
The problem: From the main thread, I want to change state variables which are used in the run loop to draw something. A frame must be drawn only after all state variables have been set to their target values.
I am afraid that at some point when I change a state variable, and I'm not done yet changing them all (in one big method in same run loop iteration on main thread), for example position of a geometric shape, there is multi-threading related crash or problem where the CADisplayLink will kick in right in the middle of my method that updates the state variables, and then draw garbage or crash.
Obviously when I just use synchronized or atomic properties it won't help because it is still not transactional. I think I need transactions.
My naive approach is this:
Instance variable read by run loop:
BOOL updatingState;
The run loop method will skip drawing if updatingState reads YES.
Then before starting to change state I set it to YES. And when everything is changed, I set it back to NO.
Now of course, problem: What if -while I am changing this- the run loop method is reading the values?
How do game engines deal with this problem? What kind of locking mechanisms do they have so the changing of the state variables can be finished before the next frame is going to be drawn?
You might find a read-copy-update strategy useful. One possible implementation is that each object actually contains two copies of the rendering parameters and an atomic flag is used to tell the rendering thread which to use. You will need to use a read memory barrier in the renderer to make sure that the flag is read before reading any of the parameters and a write memory barrier in the updater thread to make sure that all of the parameter updates are written before flipping the flag.
The usual way how this is done is that all state updates happen at each run loop iteration, before the drawing is done. That is, the run loop looks schematically like this:
updateState();
draw();
With this model, the drawing only happens after the a consistent state has been reached.
For this to work, you need to have a model where events such as key presses are polled for on each updateState() instead of happening asychronously, and a time measurement on each iteration to tell you how much time elapsed since the last frame.
I can't help you how this is realized in the concrete case of iOS programming, though, as I don't know anything about that. But I hope I could point you in the right direction.
I think this is a common problem in concurrency, so there are several ways to do it:
Use an immutable state class to hold the state variables.
Use a locking mechanism (if an immutable class cannot be used) to protect the state variables.
Have multiple states which you can modify, but only one is "active." This will allow you to reuse states and it will reduce copying and memory allocation.
Additionally, consider this situation:
Thread 1. Start drawing something.
Thread 1. Read 1/2 of the state 01 parameters (first state).
Thread 2. Swap out state 01 with state 02 (second state).
Thread 1. Reads the other 1/2 of state 02, but it's different from the state 01 parameters.
So the best option is not to allow the update of the state during the drawing, so option 3 might be the best way to do it because you would simply pick up the latest state and draw it. Let's say you have two states: drawingState and nonDrawingState. In your draw function you will always use the drawingState to draw while other threads modify the nonDrawingState. Once you're done drawing, then you can swap the states and continue drawing with the latest state modifications.