Accessing CSV row when using a class - class

*Edited with advise from below. STill working on minisming the code more. *
I am attempting to shift to using classes in my code. I have this functioning in a larger piece of code and I'm attempting to recreate the stepping action now using a class.
if (i< table.getRowCount()) {
row = table.getRow(i);
k=row.getInt("y");
x=row.getInt("x");
}
//draw white ellipse visual
ellipse(x*diam, y, diam, diam);
// step next circle up
y+=Step;
// -- if off the set upper limit of the line,
// swing right
if (frameCount%(k/Step)==0) {
x+=Step;
y=starty;
// increment row counter
i=i+1;
}
I am trying to troubleshoot why I am unable to step through variable i as the rows in the csv table.
I am expecting k to print out the data in column named "y" in the csv file.
I am expecting i to print out a number incrementing by 1 each time variable y reaches the value of k.
From printing out my variables i,k,x
k is successfully getting the data from csv file column named "y"
x is successfully getting the data from csv file column named "x"
y is successfully incrementing
i is not incrementing
y is not registering it has reached k.
my thoughts right now are that actually variable k is a marker for y to stop incrementing but should perhaps not be part of the Dot parameters in the constructor.
// An Array of Dot objects
Dot[] dots;
// A Table object
Table table;
float diam=10.0;
int i;
void setup() {
size(560, 420);
loadData();
background(0);
// set the animation speed
frameRate(10);
}
void draw() {
// Display all dots
for (Dot d : dots) {
d.display();
d.move();
}
}
void loadData() {
// Load CSV file into a Table object
// "header" option indicates the file has a header row
table = loadTable("data.csv", "header");
// The size of the array of Dot objects is determined by the total number of rows in the CSV
dots = new Dot[table.getRowCount()];
// You can access iterate over all the rows in a table
int rowCount = 0;
for (TableRow row : table.rows()) {
// You can access the fields via their column name (or index)
if (i< table.getRowCount()) {
row = table.getRow(i);
float x = row.getFloat("x");
float k = row.getFloat("y");
float d = row.getFloat("diameter");
//String n = row.getString("name");
// Make a fot object out of the data read
dots[rowCount] = new Dot(i,k, x, d);
rowCount++;
}
}
// check to see if at end of data
if (i == table.getRowCount()) {
i = 0;//if so, loop back to first row
}
}
class Dot {
float x =10.0;
float y=10.0;
float diam=10.0;
float k;
int step=10;
int startx =10;
int starty=10;
float i=0;
Dot(float i_,float k_, float x_,float diam_) {
k=k_;
x=x_;
i=i_;
diam=diam_;
}
void display() {
noStroke();
fill(255);
// draw a circle
ellipse(x*diam, y, diam, diam);
}
void move() {
// move next circle to the right
y+=step;
// -- if off the right edge of the line,
// swing down and all the way to the left
if (frameCount%(k/step)==0) {
x+=step;
y=starty;
// increment row counter
i=i+1;
}
// if off the bottom of the page, stop
if (x>=width) {
fill(0);
text("done", width/2, height/2);
noLoop();
}
}
}

Related

AR camera distance measurement

I have a question about AR(Augmented Reality).
I want to know how to show the distance information(like centermeter...) between AR camera and target object. (Using Smartphone)
Can I do that in Unity ? Should I use AR Foundation? and with ARcore? How to write code?
I tried finding some relative code(below), but it seems just like Printing information between object and object, nothing about "AR camera"...
var other : Transform;
if (other) {
var dist = Vector3.Distance(other.position, transform.position);
print ("Distance to other: " + dist);
}
Thank again!
Here is how to do it Unity and AR Foundation 4.1.
This example script prints the depth in meters at the depth texture's center and works both with ARCore and ARKit:
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class GetDepthOfCenterPixel : MonoBehaviour {
// assign this field in inspector
[SerializeField] AROcclusionManager manager = null;
IEnumerator Start() {
while (ARSession.state < ARSessionState.SessionInitializing) {
// manager.descriptor.supportsEnvironmentDepthImage will return a correct value if ARSession.state >= ARSessionState.SessionInitializing
yield return null;
}
if (!manager.descriptor.supportsEnvironmentDepthImage) {
Debug.LogError("!manager.descriptor.supportsEnvironmentDepthImage");
yield break;
}
while (true) {
if (manager.TryAcquireEnvironmentDepthCpuImage(out var cpuImage) && cpuImage.valid) {
using (cpuImage) {
Assert.IsTrue(cpuImage.planeCount == 1);
var plane = cpuImage.GetPlane(0);
var dataLength = plane.data.Length;
var pixelStride = plane.pixelStride;
var rowStride = plane.rowStride;
Assert.AreEqual(0, dataLength % rowStride, "dataLength should be divisible by rowStride without a remainder");
Assert.AreEqual(0, rowStride % pixelStride, "rowStride should be divisible by pixelStride without a remainder");
var numOfRows = dataLength / rowStride;
var centerRowIndex = numOfRows / 2;
var centerPixelIndex = rowStride / (pixelStride * 2);
var centerPixelData = plane.data.GetSubArray(centerRowIndex * rowStride + centerPixelIndex * pixelStride, pixelStride);
var depthInMeters = convertPixelDataToDistanceInMeters(centerPixelData.ToArray(), cpuImage.format);
print($"depth texture size: ({cpuImage.width},{cpuImage.height}), pixelStride: {pixelStride}, rowStride: {rowStride}, pixel pos: ({centerPixelIndex}, {centerRowIndex}), depthInMeters of the center pixel: {depthInMeters}");
}
}
yield return null;
}
}
float convertPixelDataToDistanceInMeters(byte[] data, XRCpuImage.Format format) {
switch (format) {
case XRCpuImage.Format.DepthUint16:
return BitConverter.ToUInt16(data, 0) / 1000f;
case XRCpuImage.Format.DepthFloat32:
return BitConverter.ToSingle(data, 0);
default:
throw new Exception($"Format not supported: {format}");
}
}
}
I'm working on AR depth image as well and the basic idea is:
Acquire an image using API, normally it's in format Depth16;
Split the image into shortbuffers, as Depth16 means each pixel is 16 bits;
Get the distance value, which is stored in the lower 13 bits of each shortbuffer, you can do this by doing (shortbuffer & 0x1ff), then you can have the distance for each pixel, normally it's in millimeters.
By doing this through all the pixels, you can create a depth image and store it as jpg or other formats, here's the sample code of using AR Engine to get the distance:
try (Image depthImage = arFrame.acquireDepthImage()) {
int imwidth = depthImage.getWidth();
int imheight = depthImage.getHeight();
Image.Plane plane = depthImage.getPlanes()[0];
ShortBuffer shortDepthBuffer = plane.getBuffer().asShortBuffer();
File sdCardFile = Environment.getExternalStorageDirectory();
Log.i(TAG, "The storage path is " + sdCardFile);
File file = new File(sdCardFile, "RawdepthImage.jpg");
Bitmap disBitmap = Bitmap.createBitmap(imwidth, imheight, Bitmap.Config.RGB_565);
for (int i = 0; i < imheight; i++) {
for (int j = 0; j < imwidth; j++) {
int index = (i * imwidth + j) ;
shortDepthBuffer.position(index);
short depthSample = shortDepthBuffer.get();
short depthRange = (short) (depthSample & 0x1FFF);
//If you only want the distance value, here it is
byte value = (byte) depthRange;
byte value = (byte) depthRange ;
disBitmap.setPixel(j, i, Color.rgb(value, value, value));
}
}
//I rotate the image for a better view
Matrix matrix = new Matrix();
matrix.setRotate(90);
Bitmap rotatedBitmap = Bitmap.createBitmap(disBitmap, 0, 0, imwidth, imheight, matrix, true);
try {
FileOutputStream out = new FileOutputStream(file);
rotatedBitmap.compress(Bitmap.CompressFormat.JPEG, 90, out);
out.flush();
out.close();
MainActivity.num++;
} catch (Exception e) {
e.printStackTrace();
}
} catch (Exception e) {
e.printStackTrace();
}
}
While the answers are great, they may be too complicated and advanced for this question, which is about the distance between the ARCamera and another object, and not about the depth of pixels and their occlusion.
transform.position gives you the position of whatever game object you attach the script to in the hierarchy. So attach the script to the ARCamera object. And obviously, other should be the target object.
Alternately, you can get references to the two game objects using inspector variables or GetComponent
/raycasting should be in update/
Ray ray = new Ray(cam.transform.position, cam.transform.forward);
if (Physics.Raycast(ray, out info, 50f, layerMaskAR))//50 meters detection range bcs of 50f
{
distanca.text = string.Format("{0}: {1:N2}m", info.collider.name, info.distance, 2);
}
This is func that does it what u need with this is ofc on UI txt element and layer assigne to object/prefab.
int layerMaskAR = 1 << 6; (here u see 6 bcs 6th is my custom layer ,,layerMaskAR,,)
This is ray cating on to objects in only this layer rest object are ignored(if u dont want to ignore anything remove layerMask from raycast and it will print out name of anything with collider).
Totally doable by this line of code
Vector3.Distance(gameObject.transform.position, Camera.main.transform.position)

ChartJS - line graph, position tooltip

I have the following graph with 3 datasets. Everything works fine except for one small bug. I want to tooltip to be placed only on the first dataset, as it currently is placed on the average position of all datasets.
Here is a screenshot:
I know that ChartJS has the positioners function (the one below), but I can't figure out how to ignore the other 2 datasets so the tooltip is sticked only to the first line graph
Chart.Tooltip.positioners.top = function (elements, eventPosition) {
const tooltip = this;
return ;
};
You can also define a custom position function for tooltips. like this,
Chart.Tooltip.positioners.custom = function(elements, eventPosition) {
var x = eventPosition.x;
var y = eventPosition.y;
var minDistance = Number.POSITIVE_INFINITY;
var i, len, nearestElement;
var top_element = elements[0];
for (i = 0, len = elements.length; i < len; ++i) {
console.log(elements[i].tooltipPosition().y);
if (elements[i].tooltipPosition().y < top_element.tooltipPosition().y) {
top_element = elements[i];
}
}
var tp = top_element.tooltipPosition();
x = tp.x;
y = tp.y;
return {
x: x,
y: y
};
};
Once done, you can specify it in tooltips.options.
More information :
https://www.chartjs.org/docs/latest/configuration/tooltip.html#position-modes
Hope it helps!

Why comparing float values is such difficult?

I am newbie in Unity platform. I have 2D game that contains 10 boxes vertically following each other in chain. When a box goes off screen, I change its position to above of the box at the top. So the chain turns infinitely, like repeating Parallax Scrolling Background.
But I check if a box goes off screen by comparing its position with a specified float value. I am sharing my code below.
void Update () {
offSet = currentSquareLine.transform.position;
currentSquareLine.transform.position = new Vector2 (0f, -2f) + offSet;
Vector2 vectorOne = currentSquareLine.transform.position;
Vector2 vectorTwo = new Vector2 (0f, -54f);
if(vectorOne.y < vectorTwo.y) {
string name = currentSquareLine.name;
int squareLineNumber = int.Parse(name.Substring (11)) ;
if(squareLineNumber < 10) {
squareLineNumber++;
} else {
squareLineNumber = 1;
}
GameObject squareLineAbove = GameObject.Find ("Square_Line" + squareLineNumber);
offSet = (Vector2) squareLineAbove.transform.position + new Vector2(0f, 1.1f);
currentSquareLine.transform.position = offSet;
}
}
As you can see, when I compare vectorOne.y and vectorTwo.y, things get ugly. Some boxes lengthen and some boxes shorten the distance between each other even I give the exact vector values in the code above.
I've searched for a solution for a week, and tried lots of codes like Mathf.Approximate, Mathf.Round, but none of them managed to compare float values properly. If unity never compares float values in the way I expect, I think I need to change my way.
I am waiting for your godlike advices, thanks!
EDIT
Here is my screen. I have 10 box lines vertically goes downwards.
When Square_Line10 goes off screen. I update its position to above of Square_Line1, but the distance between them increases unexpectedly.
Okay, I found a solution that works like a charm.
I need to use an array and check them in two for loops. First one moves the boxes and second one check if a box went off screen like below
public GameObject[] box;
float boundary = -5.5f;
float boxDistance = 1.1f;
float speed = -0.1f;
// Update is called once per frame
void Update () {
for (int i = 0; i < box.Length; i++) {
box[i].transform.position = box[i].transform.position + new Vector3(0, speed, 0);
}
for (int i = 0; i < box.Length; i++)
{
if(box[i].transform.position.y < boundary)
{
int topIndex = (i+1) % box.Length;
box[i].transform.position = new Vector3(box[i].transform.position.x, box[topIndex].transform.position.y + boxDistance, box[i].transform.position.z);
break;
}
}
}
I attached it to MainCamera.
Try this solution:
bool IsApproximately(float a, float b, float tolerance = 0.01f) {
return Mathf.Abs(a - b) < tolerance;
}
The reason being that the tolerances in the internal compare aren't good to use. Change the tolerance value in a function call to be lower if you need more precision.

ActiveReport3 subReport iteration

how can I
walk cycle for details subreport(2 textboxes) for make a second textbox strictly under the first but right allign.
Or how else would be a way to indicate that the second textbox has been located under the first but right(allign right)
example
good name
price
another good
name
price
`public void Goods_BeforePrint()
{
Section sec;
sec = rpt.Sections["Goods"];
for(int y= 0; y <= sec.Controls.Count - 1;y++)
{
if( y%2> 0)
{
sec.Controls[y].Height += sec.Controls[y-1].Height;
((TextBox)sec.Controls[y]).Text = System.Convert.ToString(sec.Controls.Count);
}
}`
For now I have 0.25 value of Height in every row.
Problem not in allign but in size of rows, because here not have iteration what I expect and each rows is same size = size of first row.
Your question is not very clear; however on the basis of the expected output, I would suggest you to handle the Format event of the SubReport's detail section and access the control which you want to change the alignment for. So if you want it to appear left aligned twice and right aligned for every third row, the following code should work:
int counter = 0;
private void detail_Format(object sender, EventArgs e)
{
counter++;
if (counter % 3 == 0)
{
this.txtCountry1.Alignment = GrapeCity.ActiveReports.Document.Section.TextAlignment.Right;
}
else
{
this.txtCountry1.Alignment = GrapeCity.ActiveReports.Document.Section.TextAlignment.Left;
}
}
Here is a screenshot from my machine showing a basic example with similar implementation.

Eliminate sudden additions/deletions in D3 line chart transition

You can see this code in action here: http://bl.ocks.org/2626142
This code draws a line chart, then transitions between 3 sample data sets. When moving from a small data set to a larger one, the extra data points suddenly appear instead of smoothly unfolding from the existing line.
When moving from a larger data set to a smaller one, the line is suddenly truncated before transitioning to fill the whole chart.
With this code there are sudden additions and deletions to the line and gridlines. How do I eliminate those?
var data = [
[0,2,3,2,8],
[2,4,1,5,3],
];
var data2 = [
[0,1,2,3,4,5],
[9,8,7,6,5,6],
];
var data3 = [
[1,3,2],
[0,8,5],
];
var w = 300,
h = 100;
var chart = d3.select('body').append('div')
.attr('class', 'chart')
.append('svg:svg')
.attr('width', w)
.attr('height', h);
var color = d3.scale.category10();
function drawdata(data, chart) {
var num = data[0].length-1;
var x = d3.scale.linear().domain([0, num]).range([0,w]);
var y = d3.scale.linear().domain([0, 10]).range([h, 0]);
var line = d3.svg.line()
.x(function(d, i) { return x(i); })
.y(function(d) { return y(d); });
var flat = d3.svg.line()
.x(function(d, i) { return x(i); })
.y(y(-1));
var lines = chart.selectAll('.line')
.data(data);
lines.enter().append('path')
.attr('class', 'line')
.style('stroke', function(d,i) { return color(i); })
.attr('d', line);
lines.transition()
.ease('linear')
.duration(500)
.attr('d', line);
lines.exit().remove();
// legend
var ticks = chart.selectAll('line')
.data(x.ticks(num));
ticks.enter().append('line')
.attr('x1', x)
.attr('x2', x)
.attr('y1', 0)
.attr('y2', h)
.attr('class', 'rule');
ticks.transition()
.ease('linear')
.duration(500)
.attr('x1', x)
.attr('x2', x)
.attr('y1', 0)
.attr('y2', h);
ticks.exit().remove();
}
var dats = [data, data2, data3];
function next() {
var it = dats.shift();
dats.push(it);
drawdata(it, chart);
}
setInterval(next, 2000);
next();
I faced a similar problem recently, and solved it using a custom interpolator for paths:
// Add path interpolator to d3
d3.interpolators.push(function(a, b) {
var isPath, isArea, interpolator, ac, bc, an, bn;
// Create a new array of a given length and fill it with the given value
function fill(value, length) {
return d3.range(length)
.map(function() {
return value;
});
}
// Extract an array of coordinates from the path string
function extractCoordinates(path) {
return path.substr(1, path.length - (isArea ? 2 : 1)).split('L');
}
// Create a path from an array of coordinates
function makePath(coordinates) {
return 'M' + coordinates.join('L') + (isArea ? 'Z' : '');
}
// Buffer the smaller path with coordinates at the same position
function bufferPath(p1, p2) {
var d = p2.length - p1.length;
// Paths created by d3.svg.area() wrap around such that the 'end'
// of the path is in the middle of the list of coordinates
if (isArea) {
return fill(p1[0], d/2).concat(p1, fill(p1[p1.length - 1], d/2));
} else {
return fill(p1[0], d).concat(p1);
}
}
// Regex for matching the 'd' attribute of SVG paths
isPath = /M-?\d*\.?\d*,-?\d*\.?\d*(L-?\d*\.?\d*,-?\d*\.?\d*)*Z?/;
if (isPath.test(a) && isPath.test(b)) {
// A path is considered an area if it closes itself, indicated by a trailing 'Z'
isArea = a[a.length - 1] === 'Z';
ac = extractCoordinates(a);
bc = extractCoordinates(b);
an = ac.length;
bn = bc.length;
// Buffer the ending path if it is smaller than the first
if (an > bn) {
bc = bufferPath(bc, ac);
}
// Or, buffer the starting path if the reverse is true
if (bn > an) {
ac = bufferPath(ac, bc);
}
// Create an interpolater with the buffered paths (if both paths are of the same length,
// the function will end up being the default string interpolator)
interpolator = d3.interpolateString(bn > an ? makePath(ac) : a, an > bn ? makePath(bc) : b);
// If the ending value changed, make sure the final interpolated value is correct
return bn > an ? interpolator : function(t) {
return t === 1 ? b : interpolator(t);
};
}
});
Here's what the original gist looks like with the new interpolator: http://bl.ocks.org/4535474.
Its approach is to 'buffer' the smaller dataset's path by inserting zero-length line segments at the beginning. The effect is that new segments expand out of a single point at the start of the line, and unused segments similarly collapse down to a single point.
Transitioning between datasets of different sizes (apparently) isn't a common problem, and doesn't have a universal solution. Because I was visualizing time-series data and transitioning between daily/weekly/monthly intervals, I needed the segments towards the end of the path to maintain visual continuity. I can imagine a case in which you'd want to do the same for the beginning of the path, or perhaps expand/contract the path by uniformly buffering segments throughout. Either way the same approach will work.