Roblox Fly Command - roblox

I am making my own version of admin commands called "Yourself Admin Commands" but unfortunately I broke the fly command function. Yourself Admin Commands is an admin command script made by "Frozeis" on Roblox. Does anyone have any idea how to fix the fly command? Here is the code I have got:
if message == "fly".. prefix and tableContains(owner, player.Name) then
coroutine.resume(coroutine.create(function()
if player and player:findFirstChild("PlayerGui") then
repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild("Torso") and game.Players.LocalPlayer.Character:findFirstChild("Humanoid")
local mouse = game.Players.LocalPlayer:GetMouse()
repeat wait() until mouse
local plr = player
local torso = plr.Character.Torso
local flying = true
local deb = true
local ctrl = {f = 0, b = 0, l = 0, r = 0}
local lastctrl = {f = 0, b = 0, l = 0, r = 0}
local maxspeed = 500
local speed = 0
function Fly()
local bg = Instance.new("BodyGyro", torso)
bg.P = 9e4
bg.maxTorque = Vector3.new(9e9, 9e9, 9e9)
bg.cframe = torso.CFrame
local bv = Instance.new("BodyVelocity", torso)
bv.velocity = Vector3.new(0,0.1,0)
bv.maxForce = Vector3.new(9e9, 9e9, 9e9)
repeat wait()
player.Character.Humanoid.PlatformStand = true
if ctrl.l + ctrl.r ~= 0 or ctrl.f + ctrl.b ~= 0 then
speed = speed+.5+(speed/maxspeed)
if speed > maxspeed then
speed = maxspeed
end
elseif not (ctrl.l + ctrl.r ~= 0 or ctrl.f + ctrl.b ~= 0) and speed ~= 0 then
speed = speed-1
if speed < 0 then
speed = 0
end
end
if (ctrl.l + ctrl.r) ~= 0 or (ctrl.f + ctrl.b) ~= 0 then
bv.velocity = ((game.Workspace.CurrentCamera.CoordinateFrame.lookVector * (ctrl.f+ctrl.b)) + ((game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(ctrl.l+ctrl.r,(ctrl.f+ctrl.b)*.2,0).p) - game.Workspace.CurrentCamera.CoordinateFrame.p))*speed
lastctrl = {f = ctrl.f, b = ctrl.b, l = ctrl.l, r = ctrl.r}
elseif (ctrl.l + ctrl.r) == 0 and (ctrl.f + ctrl.b) == 0 and speed ~= 0 then
bv.velocity = ((game.Workspace.CurrentCamera.CoordinateFrame.lookVector * (lastctrl.f+lastctrl.b)) + ((game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(lastctrl.l+lastctrl.r,(lastctrl.f+lastctrl.b)*.2,0).p) - game.Workspace.CurrentCamera.CoordinateFrame.p))*speed
else
bv.velocity = Vector3.new(0,0.1,0)
end
bg.cframe = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.Angles(-math.rad((ctrl.f+ctrl.b)*50*speed/maxspeed),0,0)
until not flying
ctrl = {f = 0, b = 0, l = 0, r = 0}
lastctrl = {f = 0, b = 0, l = 0, r = 0}
speed = 0
bg:Destroy()
bv:Destroy()
plr.Character.Humanoid.PlatformStand = false
end
mouse.KeyDown:connect(function(key)
if key:lower() == "e" then
if flying then
flying = false
else
flying = true
Fly()
end
elseif key:lower() == "w" then
ctrl.f = 1
elseif key:lower() == "s" then
ctrl.b = -1
elseif key:lower() == "a" then
ctrl.l = -1
elseif key:lower() == "d" then
ctrl.r = 1
end
end)
mouse.KeyUp:connect(function(key)
if key:lower() == "w" then
ctrl.f = 0
elseif key:lower() == "s" then
ctrl.b = 0
elseif key:lower() == "a" then
ctrl.l = 0
elseif key:lower() == "d" then
ctrl.r = 0
end
end)
Fly()
end
end))
end
I'm not sure why it doesn't seem to be working.

Related

how to create swipe controls in corona

I am trying to create a game with Corona, but I can't figure out how to make swipe controls. I want to make a character that can move along x, -x, y, -y depending on which direction you swipe. any advice is needed because I'm lost. This code currently uses buttons to move the player when the button is press the player moves in that direction. I would like to change the button press to a swipe. The move events are at the bottom, and the button press events are in the middle.
local backdrop = display.setDefault("background", 1, 1, 1)
local physics = require("physics")
physics.start()
local square = display.newRect( 0, 0, 5, 5 )
--print(square)
_W = display.contentWidth; -- Get the width of the screen
_H = display.contentHeight; -- Get the height of the screen
motionDown = 0;
motionUp = 0;
motionRight = 0;
motionLeft = 0;
motionSquare = 5
speed = 4
local left = display.newRect(0,0,_W/2,_H/1.19)
left.x = _W/4.5; left.y = _H/2;
local right = display.newRect(0,0,_W/2,_H/1.19)
right.x = _W/1.25; right.y = _H/2;
local top = display.newRect(0,0,_W,_H/5.5)
top.x = _W/2; top.y =0;
local bottem = display.newRect(0,0,_W,_H/5.5)
bottem.x = _W/2; bottem.y =_H;
player = display.newImage("player.png", display.contentCenterX, display.contentCenterY)
player.x = math.random(10,_W-10)
player.y = math.random(10,_H-10)
player:toFront(player)
physics.addBody( player, "static" )
function left:tap() --Left
motionDown = 0;
motionUp = 0;
motionRight = 0;
motionLeft = -speed;
local square = display.newRect( 0, 0, 5, 5 )
square.strokeWidth = 3
square:setFillColor( 0 )
square:setStrokeColor( 0, 0, 0 )
square.x = player.x + 10 ; square.y = player.y;
local function moveSquare (event)
square.x = square.x + motionSquare;
end
Runtime:addEventListener("enterFrame", moveSquare)
return square
end
left:addEventListener("tap",left)
square = left:tap()
function right:tap() --Right
motionDown = 0;
motionUp = 0;
motionLeft = 0;
motionRight = speed;
local square = display.newRect( 0, 0, 5, 5 )
square.strokeWidth = 3
square:setFillColor( 0 )
square:setStrokeColor( 0, 0, 0 )
square.x = player.x - 10 ; square.y = player.y;
local function moveSquare (event)
square.x = square.x - motionSquare;
end
Runtime:addEventListener("enterFrame", moveSquare)
return square
end
right:addEventListener("tap",right)
square = right:tap()
function top:tap() --Top
motionDown = 0;
motionRight = 0;
motionLeft = 0;
motionUp = -speed;
local left = display.newRect(0,0,5,5)
local square = display.newRect( 0, 0, 5, 5 )
square.strokeWidth = 3
square:setFillColor( 0 )
square:setStrokeColor( 0, 0, 0 )
square.x = player.x ; square.y = player.y + 10;
local function moveSquare (event)
square.y = square.y + motionSquare;
end
Runtime:addEventListener("enterFrame", moveSquare)
return square
end
top:addEventListener("tap",top)
square = top:tap()
function bottem:tap(event) --Bottem
motionRight = 0;
motionUp = 0;
motionLeft = 0;
motionDown = speed;
local square = display.newRect( 0, 0, 5, 5 )
square.strokeWidth = 3
square:setFillColor( 0 )
square:setStrokeColor( 0, 0, 0 )
square.x = player.x ; square.y = player.y - 10;
local function moveSquare (event)
square.y = square.y - motionSquare;
end
Runtime:addEventListener("enterFrame", moveSquare)
return square
end
bottem:addEventListener("tap",bottem)
square = bottem:tap()
-- Move character
local function movePlayer (event)
player.x = player.x + motionRight;
if player.x > display.contentWidth then player.x = 0
end
end
Runtime:addEventListener("enterFrame", movePlayer)
local function movePlayer (event)
player.x = player.x + motionLeft;
if player.x < 0 then player.x = display.contentWidth
end
end
Runtime:addEventListener("enterFrame", movePlayer)
local function movePlayer (event)
player.y = player.y + motionUp;
if player.y > display.contentHeight then player.y = 0
end
end
Runtime:addEventListener("enterFrame", movePlayer)
local function movePlayer (event)
player.y = player.y + motionDown;
if player.y < 0 then player.y = display.contentHeight
end
end
Runtime:addEventListener("enterFrame", movePlayer)
local function moveSquare (event)
square.y = square.y + motionSquare;
if player.y < 0 then player.y = display.contentHeight
end
end
Runtime:addEventListener("enterFrame", moveSquare)
Did you already find a solution for this? I already answered a similar question before, I will use the same example:
local function globalTouchHandler(event)
local swipeLength = math.abs(event.x - event.xStart)
print(event.phase, swipeLength)
local t = event.target
local phase = event.phase
if (phase == "began") then
elseif (phase == "moved") then
elseif (phase == "ended" or phase == "cancelled") then
if (event.xStart > event.x and swipeLength > 50) then
-- left
elseif (event.xStart < event.x and swipeLength > 50) then
-- right
end
if (event.y < event.yStart and swipeLength > 50) then
-- up
end
end
end
Runtime:addEventListener("touch",globalTouchHandler)

While loop keeps going even though creteria has been met

Hello I need this count to stop once my variable 'fourMil' is <= o but the loop keeps going and IDK why. Some help would be appreciated.
% Sum of the Fibonacci pair numbers until 4 million
clc
clear
fibo_list = [];
for i = (0:31)
if (i == 0 || i == 1 || i == 2)
fibo_list(end+1) = i + 1;
else
fibo_list(end+1) = fibo_list(end) + fibo_list(end-1);
end
end
filtered_list = [];
fourMil = 4000000;
while fourMil > 0
for i = fibo_list
if mod(i,2) == 0
filtered_list(end+1) = i;
fourMil = fourMil - filtered_list(end);
end
end
end
sumation = sum(filtered_list);
fprintf('the sum of the Fibo numbers is %i\n', sumation)
You can use a break statement to break the while loop when a condition is met:
while fourMil > 0
for i = fibo_list
if mod(i,2) == 0
filtered_list(end+1) = i;
if (fourMil - filtered_list(end)<0)
break; %This will break the loop
end
fourMil = fourMil - filtered_list(end)
end
end
end

Is this parallel recursion in Matlab?

What is happening in the function below?
interpreting the output it appears to me that multiple recursions are occurring in parallel. Is that even possible (I didn't write any code to be executed parallely )
How can I fix this?
The top level function call:
for i = 1:n
chNo = cluster.no(i);
%if nodeArch.node(chNo).type ~= 'J'; %if type = J ie its an CH with no path to sink
nodeArch.node(chNo).dest = chNo; %default self loop
packetLength = nodeArch.node(chNo).data;
packetLength = packetLength * roundArch.aggrFactor;
path = num2str(i);
clusterModel= forwardPacket(clusterModel, packetLength, chNo, nodeArch.node(chNo).connections, path);
if nodeArch.node(chNo).dest == chNo
nodeArch.node(chNo).type = 'J'; %set node as isolated CH
end
%end
nodeArch.node(chNo).data = 0 ; %clearing local data
end
the recursive function :
function clusterModel = forwardPacket(clusterModel, packetLength, chNo, connections,path)
nodeArch = clusterModel.nodeArch;
netArch = clusterModel.netArch;
cluster = clusterModel.clusterNode;
zone = nodeArch.node(chNo).zone;
if zone == 1
distance = sqrt((nodeArch.node(chNo).x - netArch.Sink.x)^2 + (nodeArch.node(chNo).y - netArch.Sink.y)^2);
nodeArch.node(chNo).energy = afterTransmissionLoss( packetLength, netArch, distance, nodeArch.node(chNo).energy);
nodeArch.node(chNo).dest = 0; % ie sink
for j = 1:nodeArch.numNode
if connections(j) == 1;
netArch.Sink.connected(j) = 1;
%disp(num2str(j));
end
end
%This is the output block
path = strcat( path , ' > sink');
disp(path);
disp(netArch.Sink.data);
netArch.Sink.data = netArch.Sink.data + 1;
disp(netArch.Sink.data);
%end of output block
nodeArch.node(chNo).dest = 0;
else
n = length(cluster.no); % Number of CHs
for i = 1:n
destChNo = cluster.no(i);
if nodeArch.node(destChNo).zone == zone-1
distance = sqrt((nodeArch.node(chNo).x - nodeArch.node(destChNo).x)^2 + (nodeArch.node(chNo).y - nodeArch.node(destChNo).y)^2);
if distance <= netArch.Yard.nodeRange %check if CH is too far to send data
nodeArch.node(chNo).energy = afterTransmissionLoss( packetLength, netArch, distance, nodeArch.node(chNo).energy);
nodeArch.node(destChNo).energy = afterReceptionLoss( packetLength, netArch, nodeArch.node(destChNo).energy);
nodeArch.node(chNo).dest = destChNo;
%disp(strcat(num2str(destChNo),'>>' , num2str(destChNo) ));
path = strcat( path , ' > ' ,num2str(chNo));
clusterModel = forwardPacket(clusterModel, packetLength, destChNo, connections, path);
nodeArch.node(chNo).dest = destChNo;
break;
end
end
end
nodeArch.node(chNo).type = 'J'; %set node as isolated CH
end
clusterModel.netArch = netArch;
clusterModel.nodeArch = nodeArch;
end
the output:
2 >55 > sink
0
1
6 >72 > sink
0
1
7 >83 > sink
0
1
8 > sink
0
1
10 >106 >55 > sink
1
2
15 >186 > sink
1
2
16 >188 >55 > sink
1
2
17 >192 >330 > sink
1
2
21 > sink
1
2
22 > sink
2
3
26 >268 > sink
3
4
27 >271 > sink
3
4.....and so on
I figured out what's wrong
in Java or C
when we write
a=b; //where b is a structure/class
a is a reference of b.
in Matlab
a is another structure initialized with the values of b.
that was the issue.

Matlab coder "Error indenting generated C code"

I am Trying to convert a MATLAB code to C++ using MATLAB coder but this error apears:
Error indenting generated C code
The error points to the name of the function itself and has no more explanations in it. can someone tell me what is this error?
here is the function i want to conver:
function [Report_Clustered,ClusterCounter_new]=InitClusterGenerator_test(Report_In,~,FreqEpsilon,DegreeEpsilon,~,ClusterCounter_old, BlockCount, Report_old)
Report_M = zeros(size(Report_In,1),size(Report_In,2),4);
for i=1:size(Report_In,1)
for j=1:size(Report_In,2)
Report_M(i,j,1)=Report_In(i,j,1);
Report_M(i,j,2)=Report_In(i,j,2);
Report_M(i,j,3)=0; % Cluster number that the point belongs to.
Report_M(i,j,4)=0;
Report_In{i,j}
end
end
ClusterCounter = 0;
for i=1:size(Report_M,1)
for j=1:size(Report_M,2)
if (Report_M(i,j,3) == 0)
ClusterCounter = ClusterCounter + 1;
Report_M(i,j,3) = ClusterCounter;
for ii=1:size(Report_M,1)
for jj=1:size(Report_M,2)
if (Report_M(ii,jj,3) == 0)
if (abs(Report_M(i,j,1)-Report_M(ii,jj,1))<FreqEpsilon &&...
(abs(Report_M(i,j,2)-Report_M(ii,jj,2)) <DegreeEpsilon ||...
abs(-360 + Report_M(i,j,2)-Report_M(ii,jj,2)) <DegreeEpsilon ||...
abs(360 + Report_M(i,j,2)-Report_M(ii,jj,2)) <DegreeEpsilon))
Report_M(ii,jj,3) = ClusterCounter;
end
end
end
end
end
end
end
if (BlockCount> 20 && ClusterCounter<4)
warning = 1;
end
ClusterCounter_new = ClusterCounter;
%clear Report_new;
flag = 0;
Report_new = zeros(ClusterCounter,size (Report_M, 2),4);
index = zeros(1, ClusterCounter_new);
for i = 1: size (Report_M, 1)
for j = 1: size (Report_M, 2)
for k = 1: ClusterCounter_new
if (Report_M(i,j,3) == k)
index(1,k) = index(1,k) + 1;
Report_new(k,index(1,k), 1:3) = Report_M(i,j,1:3);
flag = flag + 1;
end
end
end
end
for j = 1: size (Report_new, 2)
for i = 1: size (Report_new, 1)
if (Report_new(i,j,1) == 0)
Report_new(i,j,1:3) = Report_new(i,1,1:3);
end
end
end
%Report_new = Report;
MedoidF_old = zeros(1, size(Report_old,1));
MedoidA_old = zeros(1, size(Report_old,1));
for i=1:size(Report_old,1)
SumF = 0;
SumA = 0;
MinAngle = 361;
MaxAngle = -1;
for j=1:size(Report_old,2)
SumF = SumF + Report_old(i,j,1);
SumA = SumA + Report_old(i,j,2);
if Report_old(i,j,2) > MaxAngle
MaxAngle = Report_old(i,j,2);
elseif Report_old(i,j,2) < MinAngle
MinAngle = Report_old(i,j,2);
end
end
MedoidF_old(1, i) = SumF/size(Report_old,2);
if (MaxAngle - MinAngle) > 350
MedoidA_old(1, i) = 0;
else
MedoidA_old(1, i) = SumA/size(Report_old,2);
end
end
MedoidF_new = zeros(1, size(Report_new,1));
MedoidA_new = zeros(1, size(Report_new,1));
for i=1:size(Report_new,1)
SumF = 0;
SumA = 0;
MinAngle = 361;
MaxAngle = -1;
for j=1:size(Report_new,2)
SumF = SumF + Report_new(i,j,1);
SumA = SumA + Report_new(i,j,2);
if Report_new(i,j,2) > MaxAngle
MaxAngle = Report_new(i,j,2);
elseif Report_new(i,j,2) < MinAngle
MinAngle = Report_new(i,j,2);
end
end
MedoidF_new(1, i) = SumF/size(Report_new,2);
if (MaxAngle - MinAngle) > 350
MedoidA_new(1, i) = 0;
else
MedoidA_new(1, i) = SumA/size(Report_new,2);
end
end
TempCluster = zeros(1, size(Report_new, 1));
CurrentCluster = ClusterCounter_old;
for i = 1: 1: size(Report_new,1)
for j = 1: 1: size(Report_old,1)
if (abs(MedoidF_old(1,j)-MedoidF_new(1,i))<FreqEpsilon &&...
(abs(MedoidA_old(1,j)-MedoidA_new(1,i))<DegreeEpsilon ||...
abs(360 + MedoidA_old(1,j)-MedoidA_new(1,i))<DegreeEpsilon ||...
abs(-360 + MedoidA_old(1,j)-MedoidA_new(1,i))<DegreeEpsilon)) %%if the new cluster is the rest of an old cluster use the old one's index for it
TempCluster(1,i) = Report_old(j,1,3);
end
end
%%this part is for seperating the clusters which where in the collision state in the past time
if (TempCluster(1,i)>0) %%if the new cluster is one of the old ones the index should be set
for j = 1:1:size(Report_new, 2)
Report_new(i,j,3) = TempCluster(1,i);
Report_new(i,j,4) = 1;% Alive
end
else %%first search if the new cluster is a part of a newly found cluster found before this one
for j = 1: 1: i-1
if (abs(MedoidF_new(1,j)-MedoidF_new(1,i))<FreqEpsilon &&...
(abs(MedoidA_new(1,j)-MedoidA_new(1,i))<DegreeEpsilon ||...
abs(360 + MedoidA_new(1,j)-MedoidA_new(1,i))<DegreeEpsilon ||...
abs(-360 + MedoidA_new(1,j)-MedoidA_new(1,i))<DegreeEpsilon)) %%if the new cluster is the rest of an old cluster use the old one's index for it
TempCluster(1,i) = Report_new(j,1,3);
end
end
end
if (TempCluster(1,i)>0) %%if the new cluster is one of the old ones the index should be set
for j = 1:1:size(Report_new, 2)
Report_new(i,j,3) = TempCluster(1,i);
Report_new(i,j,4) = 1;% Alive
end
else %%new cluster is just began so it needs a new index
CurrentCluster = CurrentCluster + 1;
ClusterCounter_new = CurrentCluster;
TempCluster(1,i) = CurrentCluster;
for j = 1:1:size(Report_new, 2)
Report_new(i,j,3) = TempCluster(1,i);
Report_new(i,j,4) = 1; % Alive
end
end
end
NewClusters = zeros(1, size (Report_new, 1));
for i = 1: size(Report_new, 1)
NewClusters (1,i) = Report_new(i,1,3);
end
OldClusters = zeros(1, size (Report_old, 1));
OldClustersLine = zeros(1, size (Report_old, 1));
for i = 1: size(Report_old, 1)
OldClusters (1,i) = Report_old(i,1,3);
OldClustersLine (1, i) = i;
end
NumberOfDead = 0;
%clear AddDead;
AddDead = zeros (16,size(Report_new, 2),4);
if (BlockCount>10)
for i = 1: size (OldClusters, 2)
IsDead = 1;
for j = 1: size (NewClusters, 2)
if OldClusters(1, i) == NewClusters(1,j)
IsDead = 0;
end
end
if (IsDead == 1)
NumberOfDead = NumberOfDead + 1;
%clear TempLine;
TempLine = zeros(1, size(Report_old,2), 4);
TempLine(1,:,1:3) = Report_old(OldClustersLine(1, i),:,1:3);
for k= 1: size(TempLine, 2)
TempLine(1,k,4) = 0; % Dead
end
TempSize = size(TempLine, 2);
Thresh = size(Report_new, 2);
if (TempSize >= Thresh)
AddDead (NumberOfDead, 1:Thresh, 1:4) = TempLine(1,1:Thresh, 1:4);
else
for l = 1: Thresh-TempSize
TempLine(1, TempSize+l, 1:4) = TempLine(1, TempSize, 1:4);
end
AddDead (NumberOfDead, 1:Thresh, 1:4) = TempLine(1,1:Thresh, 1:4);
end
end
end
xR = size (Report_new,1);
if (NumberOfDead == 0)
Report_Clustered = zeros (size(Report_new,1),size(Report_new,2),size(Report_new,3));
else
Report_Clustered = zeros (size(Report_new,1) + NumberOfDead,size(Report_new,2),size(Report_new,3));
end
Report_Clustered (1:size(Report_new,1), :, :) = Report_new(:,:,:);
for i = 1: NumberOfDead
Report_Clustered(xR + i, :) = AddDead(i, :);
end
end
and I'm using matlab 2012a
Tnx.
From what you've said in the comments, it appears that you simply need to call
clear functions
from the command line before recompiling the function to allow Matlab to overwrite the files. See this Matlab forum or the documentation for clear for more detail.

Filter points using hist in matlab

I have a vector. I want to remove outliers. I got bin and no of values in that bin. I want to remove all points based on the number of elements in each bin.
Data:
d1 =[
360.471912914169
505.084636471948
514.39429429184
505.285068055647
536.321181755858
503.025854206322
534.304229816684
393.387035881967
396.497969729985
520.592172434431
421.284713703215
420.401106087984
537.05330275495
396.715779872694
514.39429429184
404.442344469518
476.846474245118
599.020867750031
429.163139144079
514.941744277933
445.426761656729
531.013596812737
374.977332648255
364.660115724218
538.306752697753
519.042387479096
1412.54699036882
405.571202133485
516.606049132218
2289.49623498271
378.228766753667
504.730621222846
358.715764917016
462.339366699398
512.429858614816
394.778786157514
366
498.760463549388
366.552861126468
355.37022947906
358.308526273099
376.745272034036
366.934599077274
536.0901883079
483.01740134285
508.975480745389
365.629593988233
536.368800360349
557.024236456548
366.776498701866
501.007025898839
330.686029339009
508.395475983019
429.563732174866
2224.68806802212
534.655786464525
518.711297351426
534.304229816684
514.941744277933
420.32368479542
367.129404978681
525.626188464768
388.329756778952
1251.30895065927
525.626188464768
412.313764019587
513.697381733643
506.675438520558
1517.71183364959
550.276294237722
543.359917550053
500.639590923451
395.129864728041];
Histogram computation:
[nelements,centers] = hist(d1);
nelements=55 13 0 0 1 1 1 0 0 2
I want to remove all points apearing less than 5 (in nelements). It means only first 2 elements in nelements( 55, 13 ) remains.
Is there any function in matlab.
You can do it along these lines:
threshold = 5;
bin_halfwidth = (centers(2)-centers(1))/2;
keep = ~any(abs(bsxfun(#minus, d1, centers(nelements<threshold))) < bin_halfwidth , 2);
d1_keep = d1(keep);
Does this do what you want?
binwidth = centers(2)-centers(1);
centersOfRemainingBins = centers(nelements>5);
remainingvals = false(length(d1),1);
for ii = 1:length(centersOfRemainingBins )
remainingvals = remainingvals | (d1>centersOfRemainingBins (ii)-binwidth/2 & d1<centersOfRemainingBins (ii)+binwidth/2);
end
d_out = d1(remainingvals);
I don't know Matlab function for this problem, but I think, that function with follow code is what are you looking for:
sizeData = size(data);
function filter_hist = filter_hist(data, binCountRemove)
if or(max(sizeData) == 0, binCountRemove < 1)
disp('Error input!');
filter_hist = [];
return;
end
[n, c] = hist(data);
sizeN = size(n);
intervalSize = c(2) - c(1);
if sizeData(1) > sizeData(2)
temp = transpose(data);
else
temp = data;
end
for i = 1:1:max(sizeN)
if n(i) < binCountRemove
a = c(i) - intervalSize / 2;
b = c(i) + intervalSize / 2;
sizeTemp = size(temp);
removeInds = [];
k = 0;
for j = 1:1:max(sizeTemp)
if and(temp(j) > a, less_equal(temp(j), b) == 1)
k = k + 1;
removeInds(k) = j;
end
end
temp(removeInds) = [];
end
end
filter_hist = transpose(temp);
%Determines when 'a' less or equal to 'b' by accuracy
function less_equal = less_equal(a, b)
delta = 10^-6; %Accuracy
if a < b
less_equal = 1;
return;
end
if abs(b - a) < delta
less_equal = 1;
return;
end
less_equal = 0;
You can do something like this
nelements=nelements((nelements >5))