"language_model_penalty_non_dict_word" has no effect in tesseract 3.01 - command-line

I'm setting language_model_penalty_non_dict_word through a config file for Tesseract 3.01, but its value doesn't have any effect. I've tried with multiple images, and multiple values for it, but the output for each image is always the same. Another user has noticed the same in a comment in another question.
Edit: After looking inside the source, the variable language_model_penalty_non_dict_word is used only inside the function float LanguageModel::ComputeAdjustedPathCost.
However, this function is never called! It is referenced only by 2 functions - LanguageModel::UpdateBestChoice() and LanguageModel::AddViterbiStateEntry(). I placed breakpoints in those functions, but they weren't being called, as well.

After some debugging, I finally found out the reason - the function Wordrec::SegSearch() wasn't being called (and it is up there in the call graph of LanguageModel::ComputeAdjustedPathCost()).
From this code:
if (enable_new_segsearch) {
SegSearch(&chunks_record, word->best_choice,
best_char_choices, word->raw_choice, state);
} else {
best_first_search(&chunks_record, best_char_choices, word,
state, fixpt, best_state);
}
So you need to set enable_new_segsearch in the config file:
enable_new_segsearch 1
language_model_penalty_non_freq_dict_word 0.2
language_model_penalty_non_dict_word 0.3

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Swift/Xcode - Get value of random functions with breakpoint; at creation point / before usage?

I have a couple of functions in my game that in this example spawns enemies (monsters), at the very top of the function i have created a set of variables, etc:
let MonsterRandomType = arc4random_uniform(3)
let MonsterRandomRotation = arc4random_uniform(3)
And a dussin other variables that determine various properties of the enemies, the game started out as an endless runner and basically everything was made up of randomizations.
Now i decided to create levels/maps that is repeatable or have hardcoded values instead of randomness. I figured i reuse my existing functions for creating random game levels, run the game and save the random values created and use them in my hardcoded levels, i did this by setting break points on my var's and let's, iterating through them and saving as json into a file from the log, it did not work since, for whatever reason, when using random functions like arc4random_uniform the debugger and breakpoint doesn't actually set/get the value before the variable is being used further down into my code where the variables are used in if or switch statements.
If i set a breakpoint at:
let MonsterRandomType = arc4random_uniform(3)
And then test it by hitting the "Print Description" button to get more info about the variable in the output window in Xcode i will get this "error":
Printing description of MonsterRandomType:
(UInt32) MonsterRandomType = <variable not available>
Now i obviously know that i can achieve what i want (getting the value of every variable that is using a random_function) by setting the breakpoint where these variables are being used further down into the code but its very inefficient to go through many, many lines of code and many, many functions when all the variables is at the top of every function/file.
If i do the following:
print(arc4random_uniform(3))
The output window will show the value created by the random function as soon as it is created, but why cant the debugger and breakpoint show the value when it is created? Seems it can only show the value when the variable is first used further down into the code.
If i did:
let MonsterRandomType = 1
The debugger would identify the value, in the debugger it would say: "MonsterRandomType = (Int) 1". So the debugger obviously can get values as soon as the variable is created and the variable is attributed the value instantly, unless that value is created by a random_function like arc4random_uniform which is very annoying. Is it possible to fix this behaviour?
Image of breakpoint example

B&R get drive serial number via MC_BR_GetHardwareInfo function block

I'm trying to retrieve the serial number from a drive using the MC_BR_GetHardwareInfo function block. Since the documentation lacks any kind of example code on this topic I'm getting nowhere.
Which information should I provide to the function block in order to get the desired serial number?
Below sample will crash in the PLC, probably because the function block requires certain pointers to be addressed:
MC_HARDWARE_INFO_REF hwinfo;
MC_BR_GetHardwareInfo(&hwinfo);
You are probably getting a page fault, because you provide the MC_BR_GetHardwareInfo function block (FUB) a wrong type, which leads to random behavior.
A function block is basically a function which requires a reference to a specific type as parameter. This type contains the actual in- and outputs which are used, internal state variables, etc. We need this, because of the synchronous execution of the code. This means unlike a function, you need to call a FUB until it is done.
Let's take a look to the help of the FUB:
Guid: 056444ea-2a15-4af6-a5ae-0675894b17d3
So the FUB needs a reference to the Axis object of which you want to know the HW info and an Execute command. It will give you some status bits, an error code and the actual data you want to have within the structure HardwareInfo of the type MC_HARDWARE_INFO_REF.
First we need to instantiate the FUB by create a variable of its type. We do this in the local *.var file of the task:
VAR
fbGetHwInfo : MC_BR_GetHardwareInfo := (0);
END_VAR
Then we call set the parameters of the FUB and call it, which might look like this:
void _CYCLIC ProgramCyclic(void)
{
//should be set by the application or in watch/monitor; now it only
//executes once
fbGetHwInfo.Execute = 1;
//reference to your axis object; when using a wizard the first axis
//will be gAxis01 on default
fbGetHwInfo.Axis = (UDINT)&gAxis01;
//call the FUB
MC_BR_GetHardwareInfo(&fbGetHwInfo);
if(fbGetHwInfo.Error == 1)
{
//TODO: errorhandling
}
else if(fbGetHwInfo.Done == 1)
{
//TODO use output
//fbGetHwInfo.HardwareInfo
}
}
typically you would do this in some statemachine. Also you probably have to wait until the network to the drive is initialized. You could check this with the MC_BR_ReadDriveStatus FUB. Just for testing it should be enough to wait for some seconds after reboot and set the Execute flag in monitor mode.

SetAllDirty() not working at runtime in Unity?

Edit:
After doing a little more debugging I found that it doesn't work only when I start the game and have the panel/canvas that it sits on disabled. If I have the panel/canvas enabled the whole time then it redraws correctly. However, this obviously isn't a proper solution because I can't show the results before the end of the quiz. I need the panel to be disabled so that I can show it later after the end of the quiz.Is there a reason this is happening? How can I fix this?
End Edit
So I found a script on GitHub that basically creates a UI polygon. It works great in the Editor, however, I want to modify it at runtime. From everything I read all I need to do is call the method SetAllDirty() and it will update the MaskableGraphic and Redraw it. However, whenever I call it, nothing happens. SetVerticesDirty() also did not work. Can someone see where I am going wrong here.
All I am doing is calling DrawPolygon and giving it 4 sides, and passing a float[5] I modified it so that right after I finish setting up my new variables I call SetAllDirty()
Something like this:
public void DrawPolygon(int _sides, float[] _VerticesDistances)
{
sides = _sides;
VerticesDistances = _VerticesDistances;
rotation = 0;
SetAllDirty();
}
Like I said, it works fine in the editor(not runtime), and I am also getting all the values passed to the script correctly(during runtime), but it is not redrawing. As soon as I manipulate something in the inspector it will redraw to the correct shape.
The rest of the script is posted here:
https://github.com/CiaccoDavide/Unity-UI-Polygon/blob/master/UIPolygon.cs
This is the method that I call DrawPolygon from on a Manager script. I see in the log that it prints out the statement, Quiz has ended.
void EndQuiz()
{
Debug.Log("Quiz has ended.");
QuizPanel.SetActive(false);
ResultsPanel.SetActive(true);
float[] Vertices = new float[5] { score1, score2, score3, score4, score1};
resultsPolygon.DrawPolygon(4, Vertices);
}

How to deselect cells in uitable / how to disable cell selection highlighting?

I created the following uitable:
actually every single row is an indpendent uitable, so the figure shown contains 5 uitables besides the header. Why I'm doing that was the issue of my last question, resulting in the shown table. Fully executable code you can find in the answer here (or a minimal example below). Solutions using a general GUI are also there, but it would blow up the code too much, and actually it just seems to be a kind of bug.
It can be seen that everytime I jump to the next row, therefore to another uitable, the last selection remains highlighted, which looks stupid, though it doesn't matter for the functionality.
There is the 'SelectionHighlight' property for uitables, sounds like a solution, but it is not changing anything. I used it as following:
set(src,'SelectionHighlight','off') %where src is the handle of the current uitable
at various places: at the end of a 'CellSelectionCallback', at the end of a 'CellEditCallback' and as global property. But everytime the last cell remains selected. Actually I don't need selection at all.
How can I disable the whole selection or selection highlighting property for all my uitables?
How do I have to use this property, that it has an effect?
Alternatively: how can I change the "highlighting" color (and therefore text-color) so the highlighting is just not visible anymore?
Apparently this issue appears also in other contexts.
I created a minimum executable example, where one can select a number between 1 and 3 in every row.
function minimalTable
%basic properties
line_height = 21.32;
table_height = 3*line_height;
lh = line_height/table_height;
h = figure('Position',[200 100 202 table_height],'numbertitle','off','MenuBar','none');
% addrow(figurehandle,number of row, percentage lineheight)
% every function call creates a new row, later dynamically
addRow(h,1,lh);
addRow(h,2,lh);
addRow(h,3,lh);
end
function modifySelection(src,~)
set(src,'SelectionHighlight','off')
waitfor(src)
end
function [th] = addRow(fh,k,lhp)
selector = { '1'; '2' ; '3' };
defaultData = {'select number...'};
columnformat = { {selector{:}} };
columneditable = true;
th = uitable(fh,'Units','normalized','Position',[0 1-k*lhp 1 lhp],...
'Data', defaultData,...
'ColumnName', [],...
'ColumnWidth', {200},...
'ColumnEditable', columneditable,...
'ColumnFormat', columnformat,...
'RowName',[],...
'SelectionHighlight','off',...
'CellEditCallback',#modifySelection);
end
results in:
After some deeper research I found out, that the Matlab Support comes out with the following solution:
%overwrite data with a dummy and restore the old data afterwards, to force deselection
function modifySelection(src,~)
...
temp = get(src,'Data')
set(src,'Data',{ 'dummy' });
set(src,'Data', temp );
end
Doing this the blue highlighting is gone, BUT the dotted line around the last selected cell remains!
But I found a solution resolving this, which also makes the first part dispensable.
function modifySelection(src,evt)
...
fh = get(src,'parent'); % get parent figure handle
copyobj(src,fh); % copy uitable to parent figure
delete(src); % delete current uitable
end
Which results in the desired behaviour:
Drawback of the second solution: it lags a little (probably just on slow machines), because of the creation of a new object.
Allright, I found a solution for deselecting cells:
First of all, this requires some Java. But dont worry, it will still look like Matlab :)
1. You will need the script findjobj by Yair Altman: TMW File-Exchange: findjobj
2. You need the handle of your table, lets call it mtable. Then you need the underlying Java-table and do some stuff to get the right objects and set some properties. You can do this by:
jscroll=findjobj(mtable);
h=jscroll.getComponents;
viewport=h(1);
a=viewport.getComponents;
jtable=a(1); %com.mathworks.hg.peer.ui.UITablePeer
jtable.setRowSelectionAllowed(0);
jtable.setColumnSelectionAllowed(0);
3. Now the more tricky part (at least it was for me): If you have some Callback for CellSelectionChanged, but you dont want to excecute this now, you have to turn it off temporary:
set(mtable, 'CellSelectionCallback', []);
Now you can change the selection by:
jtable.changeSelection(row-1,col-1, false, false);
%Java-> zero ^= one <-Matlab
And now, I was expecting, when setting the CellSelectionCallback back to its original function, everything would be fine. Nope, it was excecuting the Callback. I still dont know the exact reason, but it seems to me, that calling jtable.changeSelection() the selection changes and then is calling the specified Callback, but the caller function is not waiting while this process is running. So what I tried (and I dont know if this is the best way to do it, but it is working very well) is to just pause for a second and then set the Callabck back:
pause(1)
set(mtable, 'CellSelectionCallback', #myOriginalFunction);
4. Now just one more thing: My purpose was just to change the selection to some other cell. Yours is to deselect. I dont know anything about the Java components, but I succeeded by just setting the row/column parameter to -1:
jtable.changeSelection(-1,-1, false, false);
Finally I managed to solve this problem by using many things explained on undocumentedmatlab.com and other posts. I am not sure if all the lines are necessary to call. Note, that this will only be available for the documented Matlab-uitable which appears first in Version 2008 (a or b, I'm not sure about that).
EDIT there are a lot of other functions/parameters etc. you can use, that are undocumented. Just to see what is possible, you can take a look with the autocomplete. Just use it on the jtable. and Tab will display them. For a documentation on those elements you should probably search for a Java-doc.
Just a small "dynamic" minimal example (wait 3 seconds to see a change ;-) ):
function startUitable()
xDat=ones(5,3);
h=figure('Tag','TestFigure');
mtable=uitable('Tag','TestUITABLE');
rowField=uicontrol('units','normalized','Style','edit','Position',[0.4 0.9 0.1 0.1],'parent',h,'Tag','rowField');
colField=uicontrol('units','normalized','Style','edit','Position',[0.6 0.9 0.1 0.1],'parent',h,'Tag','colField');
set(mtable, 'Units','normalized','Position',...
[0.01 0.01 0.8 0.8], 'Data', xDat,...
'ColumnEditable', [false, false,false],...
'ColumnWidth', 'auto')
myButton=uicontrol('units','normalized','Style','pushbutton','parent',h,'Position',[0.04 0.9 0.3 0.1],'String','change Selection')
set(myButton,'Callback',#changeSelection)
end
function changeSelection(~,~,~)
mtable=findobj('Tag','TestUITABLE');
jscroll=findjobj(mtable);
h=jscroll.getComponents;
viewport=h(1);
a=viewport.getComponents;
jtable=a(1); %com.mathworks.hg.peer.ui.UITablePeer
% jtable.setRowSelectionAllowed(0);
% jtable.setColumnSelectionAllowed(0);
row=str2num(get(findobj('Tag','rowField'),'String'));
col=str2num(get(findobj('Tag','colField'),'String'));
jtable.changeSelection(row-1,col-1, false, false);
end

Uitable, cellSelectionCallback and modifying dataset

My code is really too long to be posted here, even by little portions. So I will just ask for one or two things :
It appears to me that when modifying the 'Data' property of an uitable 'ht' :
set(ht, 'Data', something);
that the "cellSelectionCallback" routine is triggered (as the selection is very likely to have changed, indeed), but not immediatly after the dataset is modified.
Is this true ?
Is there any way to prevent such a behavoir ?
Thanks !
I have code using a uitable, e.g:
tbl = uitable('Parent', fh, 'CellSelectionCallback',{#cell_select_callback fh});
I did a quick experiment and when using set(tbl,'Data',my_data) the callback is triggered only if the set causes the selected cell(s) to change, and this happens immediately (as far as I can tell - I saw no appreciable delay).
To stop that happening you could just unset the CellSelectionCallback property, change the data, and then reset CellSelectionCallback.
I had the same issue. Was getting index out of bounds warnings. To get rid of those I used this in my CallSelectionCallback:
if ~isempty(eventdata.Indices)
// all the code
end
When the set command triggers the CallSelectionCallback the eventdata.Indices is empty.
A similar possibility to Sebastien's answer is to put this in your cellselectioncallback function:
function output = mycellselection(source,event)
if isempty(event.Indixes)
output = [];
return
end
% rest of your code for cell selection
end
If you don't have any output needed, you can just remove it. I just put it in there to remind you that you have to assign a value to any outputs.