Auto generate variable name and save to file in Matlab - file

I have a Matlab application that generates a output matrix based on user input. I want to save it to a file or files. There are two ways I have in mind:
Multiple files; one matrix per file
user1.mat
user2.mat
....
Single file allUser.mat with multiple matrix
user1=[data1]
user1=[data2]
....
However I don't know how to keep track of the number, because every user will start a new instance of the application. Any idea how to do this?

One way is to simply edit (or create, if it's not there already) the startup.m file to ask the user for their user id, and then use that to load the correct file:
user_id = input("Enter your user id: ");
load(sprintf('user%i.mat', user_id));
Another way would be to use the unix whoami function, if each user uses their own logon:
[s,w]=unix('whoami'); %# w = eykanal
load(sprintf('%s_data.mat', w));

Related

making discord bot command to store message content (python)

So this is my first time coding an actual project that isn't a small coding task. I've got a bot that runs and responds to a message if it says "hello". I've read the API documentation up and down and really only have a vague understanding of it and I'm not sure how to implement it.
My question right now is how would I go about creating a command that takes informationn from a message the command is replying to (sender's name, message content) and stores it as an object. Also, what would be the best way to store that information?
I want to learn while doing this and not just have the answers handed to me ofc, but I feel very lost. Not sure where to even begin.
I tried to find tutorials on coding discord bots that would have similar functions to what I want to do, but can't find anything.
Intro :
Hi NyssaDuke !
First of all, prefer to paste your code instead of a picture. It's easier for us to take your code and try to produce what you wish.
In second, I see an "issue" in your code since you declare twice the bot. You can specify the intents when you declare your bot as bot = commands.Bot(command_prefix="!", intents=intents)
Finally, as stated by #stijndcl , it's against TOS, but I will try to answer you at my best.
filesystem
My bot needs to store data, like users ID, language, and contents relative to a game, to get contacted further. Since we can have a quite big load of requests in a small time, I prefered to use a file to store instead of a list that would disappear on crash, and file allow us to make statistics later. So I decided to use pytables that you can get via pip install pytables. It looks like a small DB in a single file. The file format is HDF5.
Let say we want to create a table containing user name and user id in a file :
import tables
class CUsers (tables.IsDescription) :
user_name = StringCol(32)
user_id = IntCol()
with tables.open_file("UsersTable.h5", mode="w") as h5file :
groupUser = h5file.create_group("/", "Users", "users entries")
tableUser = h5file.create_table(groupUser, "Users", CUsers, "users table")
We have now a file UsersTable.h5 that has an internal table located in root/Users/Users that is accepting CUsers objects, where, therefore, user_name and user_id are the columns of that table.
getting user info and storing it
Let's now code a function that will register user infos, and i'll call it register. We will get the required data from the Context that is passed with the command, and we'll store it in file.
#bot.command(name='register')
async def FuncRegister (ctx) :
with tables.open_file("UsersTable.h5", mode="a") as h5file :
tableUser = h5file.root.Users.Users
particle = tableUser.row
particle['user_name'] = str(ctx.author)
particle['user_id'] = ctx.author.id
particle.append()
tableUser.flush()
The last two lines are sending the particle, that is the active row, so that is an object CUsers, into the file.
An issue I got here is that special characters in a nickname can make the code bug. It's true for "é", "ü", etc, but also cyrillic characters. What I did to counter is to encode the user name into bytes, you can do it by :
particle['user_name'] = str(ctx.author).encode()
reading file
It is where it starts to be interesting. The HFS5 file allows you to use kind of sql statements. Something you have to take in mind is that strings in the file are UTF-8 encoded, so when you extract them, you have to call for .decode(utf-8). Let's now code a function where a user can remove its entry, based on its id :
#bot.command(name="remove")
async def FuncRemove(ctx) :
with tables.open_file("UsersTable.h5", mode="a") as h5file :
tableUser = h5file.root.Users.Users
positions = tableUser.get_where_list("(user_id == '%d')" % ctx.author.id)
nameuser = tableUser[positions[0]]['user_name'].decode('utf-8')
tableUser.remove_row(positions[0])
.get_where_list() returns a list of positions in the file, that I later address to find the right position in the table.
bot.fetch_user(id)
If possible, prefer saving ID over name, as it complicates the code with encode() and decode(), and that bots have access to a wonderful function that is fetch_user(). Let's code a last function that will get you the last entry in your table, and with the id, print the username with the fetch method :
#bot.command(name="last")
async def FuncLast(ctx) :
with tables.open_file("UsersTable.h5", mode="r") as h5file :
tableUser = h5file.root.Users.Users
lastUserIndex = len(tableUser) - 1
iduser = tableUser[lastUserIndex]['user_id']
member = await bot.fetch_user(iduser)
await ctx.send(member.display_name)
For further documentation, check the manual of discord.py, this link to context in particular.

How to convert a .dm3 file (with annotation and scale bar) to .jpg/jpeg image?

I wonder how to convert a dm3 file into .jpg/jpeg images? there is test annotation and scale bar on the image. I setup a script but it always show that "the format cannot contain the data to be saved". This can be done via file/batch convert function. So how to realize the same function in script? Thanks
image test:=IntegerImage("test",2,1,100,100)
test.ShowImage()
image frontimage:=GetFrontImage()
string filename=getname(frontimage)
imagedisplay disp = frontImage.ImageGetImageDisplay(0)
disp.applydatabar()
ImageDocument frontDoc = GetFrontImageDocument()
string directoryname, pathname
number length
if(!SaveAsDialog("","Do Not Change Me",directoryname)) exit(0)
length=len(directoryname)-16
directoryname=mid(directoryname,0,length)
pathname=directoryname+filename
frontDoc.ImageDocumentSaveToFile( "JPG Format", pathname )
To convert to jpg you have to use "JPEG/JFIF Format" as the handler (=format).
It has to be exactly this string in the ImageDocument.ImageDocumentSaveToFile() function. Other formats are mentioned in the help (F1 > Scripting > Objects > Document Object Model > ImageDocument Object > ImageDocumentSaveToFile() function). Those are (for example):
'Gatan Format'
'Gatan 3 Format'
'GIF Format'
'BMP Format'
'JPEG/JFIF Format'
'Enhanced Metafile Format'
In your code you are using the SaveAsDialog() to get a directory. This is not necessary. You can use GetDirectoryDialog() to get a directory. This saves you the name operation for the directoryname and avoids problems when users do change your filename.
Also for concatinating paths I prefer using PathConcatenate(). On the first hand this makes your code a lot more readable since its name tells what you are doing. On the other hand this also takes care of the directory ending with \ or not and other path related things.
The following code is what I think you need:
Image test := IntegerImage("test", 2, 1, 100, 100);
test.ShowImage();
Image frontimage := GetFrontImage();
ImageDisplay disp = frontImage.ImageGetImageDisplay(0);
disp.applydatabar();
ImageDocument frontDoc = GetFrontImageDocument();
string directoryname;
if(!GetDirectoryDialog("Select directory", "C:\\\\", directoryname)){
// ↑
// You can of course use something else as the start point for selection here
exit(0);
}
string filename = GetName(frontimage);
string pathname = directoryname.PathConcatenate(filename);
frontDoc.ImageDocumentSaveToFile("JPEG/JFIF Format", pathname);
This answer is correct and should be accepted. Your problem is the wrong file-type string. You want to use "JPEG/JFIF Format"
A bit more general information on image file saving in DigitalMicrograph.
One doesn't save images but always imageDocuments that can contain one, more, or even zero image objects in them. Script-commands that save an image like SaveAsGatan() really just call things like: ImageGetOrCreateImageDocument().ImageDocumentSaveToFile()
The difference doesn't really matter for simple one-image-in-document type images, but it can make a difference when there are multiple images in a document, or when a single image is displayed multiple times simultaneously (which can be done.) So it is always good to know what "really" goes on.
ImageDocuments contain some properties relating to saving:
A save format (“Gatan Format”, “TIFF Format”, …)
Default value: What it was opened with, or last used save-format in case of creation
Script commands: ImageDocumentGetCurrentFileSaveFormat() ImageDocumentSetCurrentFileSaveFormat()
A current file path:
Default value: What it was opened from, or empty
Script commands: ImageDocumentGetCurrentFile() ImageDocumentSetCurrentFile()
A dirty-state:
Default value: clean when opened, dirty when created
Script commands: ImageDocumentIsDirty() ImageDocumentClean()
A linked-to-file state:
Default value: true when opened, false when created
Script commands: ImageDocumentIsLinkedToFile()
There are two ways of saving an imageDocument:
Saving the current document itself to disc:
void ImageDocumentSave( ImageDocument imgDoc, Number save_style ) This utilizes the current properties of the imageDocument to save it to current path in current format, marking it clean in the process. The save_style parameter determines how the program deals with missing info:
0 = never ask for path
1 = ask if not linked (or empty path)
2 = always ask
Saving a copy of the current document to disc:
void ImageDocumentSaveToFile( ImageDocument imgDoc, String handler, String fileName ) This makes a copy and save the file under provided path in the provided format. The imageDocument in memory does not change its properties. Most noticeable: It does not become clean, and it is not linked to the provided file on disc. The filename parameter specifies the saving location including the filename. If a file extension is provided, it has to match the file-format, but it can be left out. The handler parameter specified the file-format and can be anything GMS currently supports, such as:
Gatan Format
Gatan 3 Format
GIF Format
BMP Format
JPEG/JFIF Format
Enhanced Metafile Format
In short:
To save the currently opened imageDocument with a different format, you would want to do:
imageDocument doc = GetFrontImageDocument()
doc.ImageDocumentSetCurrentFileSaveFormat("TIFF Format")
doc.ImageDocumentSave(0)
While to just save a copy of the current state you would use:
imageDocument doc = GetFrontImageDocument()
string path = doc.ImageDocumentGetCurrentFile() // full path including extension!
path = PathExtractDirectory(path,0) + PathExtractBaseName(path,0) // path without file extension
doc.ImageDocumentSaveToFile("TIFF Format", path )

Generating a reverse-engineerable code to save game, python 3

So I'm making a little text based game in Python and I decided for a save system I wanted to use the old "insert code" trick. The code needs to keep track of the players inventory (as well as other things, but the inventory is what I'm having trouble with).
So my thought process on this would be to tie each item and event in the game to a code. For example, the sword in your inventory would be stored as "123" or something unique like that.
So, for the code that would generate to save the game, imagine you have a sword and a shield in your inventory, and you were in the armory.
location(armory) = abc
sword = 123
shield = 456
When the player inputs the command to generate the code, I would expect an output something like:
abc.123.456
I think putting periods between items in the code would make it easier to distinguish one item from another when it comes to decoding the code.
Then, when the player starts the game back up and they input their code, I want that abc.123.456 to be translated back into your location being the armory and having a sword and shield in your inventory.
So there are a couple questions here:
How do I associate each inventory item with its respective code?
How do I generate the full code?
How do I decode it when the player loads back in?
I'm pretty damn new to Python and I'm really not sure how to even start going about this... Any help would be greatly appreciated, thanks!
So, if I get you correctly, you want to serialize info into a string which can't be "saved" but could be input in your program;
Using dots is not necessary, you can program your app to read your code without them.. this will save you a few caracters in lenght.
The more information your game needs to "save", the longer your code will be; I would suggest to use as short as possible strings.
Depending on the amount of locations, items, etc. you want to store in your save code: you may prefer longer or shorter options:
digits (0-9): will allow you to keep 10 names stored in 1 character each.
hexadecimal (0-9 + a-f, or 0-9 + a-F): will allow you to keep from 16 to 22 names (22 if you make your code case sensitive)
alphanum (0-9 + a-z, or 0-9 + a-Z): will allow you to keep from 36 to 62 names (62 if case sensitive)
more options are possible if you decide to use punctuation and punctuated characters, this example will not go there, you will need to cover that part yourself if you need.
For this example I'm gonna stick with digits as I'm not listing more than 10 items or locations.
You define each inventory item and each place as dictionaries, in your source code:
You can a use single line like I have done for places
places = {'armory':'0', 'home':'1', 'dungeon':'2'}
# below is the same dictionary but sorted by values for reversing.
rev_places = dict(map(reversed, places.items()))
Or for improved readability; use multiple lines:
items = {
'dagger':'0',
'sword':'1',
'shield':'2',
'helmet':'3',
'magic wand':'4'
}
#Below is the same but sorted by value for reversing.
rev_items = dict(map(reversed, items.items()))
Store numbers as strings, for easier understanding, also if you use hex or alphanum options it will be required.
Then also use dictionaries to manage in game information, below is just a sample of how you should represent your game infos that the code will produce or parse, this portion should not be in your source code, I have intentionally messed items order to test it.;
game_infos = {
'location':'armory',
'items':{
'slot1':'sword',
'slot2':'shield',
'slot3':'dagger',
'slot4':'helmet'
}
}
Then you could generate your save code with following function that reads your inventory and whereabouts like so:
def generate_code(game_infos):
''' This serializes the game information dictionary into a save
code. '''
location = places[game_infos['location']]
inventory = ''
#for every item in the inventory, add a new character to your save code.
for item in game_infos['items']:
inventory += items[game_infos['items'][item]]
return location + inventory # The string!
And the reading function, which uses the reverse dictionaries to decipher your save code.
def read_code(user_input):
''' This takes the user input and transforms it back to game data. '''
result = dict() # Let's start with an empty dictionary
# now let's make the user input more friendly to our eyes:
location = user_input[0]
items = user_input[1:]
result['location'] = rev_places[location] # just reading out from the table created earlier, we assign a new value to the dictionary location key.
result['items'] = dict() # now make another empty dictionary for the inventory.
# for each letter in the string of items, decode and assign to an inventory slot.
for pos in range(len(items)):
slot = 'slot' + str(pos)
item = rev_items[items[pos]]
result['items'][slot] = item
return result # Returns the decoded string as a new game infos file :-)
I recommend you play around with this working sample program, create a game_infos dictionary of your own with more items in inventory, add some places, etc.
You could even add some more lines/loops to your functions to manage hp or other fields your game will require.
Hope this helps and that you had not given up on this project!

Building a Route to output differences of two files

Trying to put together a file diff route... could someone help? here is what I have ->
CsvDataFormat csv = new CsvDataFormat();
csv.setDelimiter(",");
from("file:inputdir?delete=true&sortBy=ignoreCase:file:name")
.unmarshal(csv)
.pollEnrich("file:backup?fileName=test.csv&sendEmptyMessageWhenIdle=true")
.unmarshal(csv)
// Need to aggregate here!!!!
.log("test");
A csv file gets dropped in the /input directory and then a backup file is consumed from the /backup directory. I would like to compare these two files and output the difference.
This is not a specific Camel problem. In order to solve this problem you may implement a diff functionality on your own, or you may use an existing library such as java-diff-utils.
Pseudocode:
// read file 1 into a list "list1"
// read file 2 into a list "list2"
// use java-diff-utils to calculate the difference
Patch patch = DiffUtils.diff(list1, list2);

boost log every hour

I'm using boost log and I want to make basic log principal file: new error log at the beginning of each hour (if error exists), and to name it like "file_%Y%m%d%H.log".
I have 2 problems with this boost library:
1. How to rotate file at the beginning of each hour?
This isn't possible with rotation_at_time_interval parameter because it creates new file regarding first written record in file, and the hour in file name doesn't match that rule. Is it possible to have multiple rotation_at_time_point for one file in sink or is there some other solution?
2. When file exceed some size I want it to start new file and in that case it should append some index to file name. With adding rotation_size parametar and %N to file name it will increment N all the time while application is running. I want that N to be reset at the beginning of each hour, just as my file name changes. Does anybody have any idea how to do that with this boost log library?
This is basic principal in creating log files in industry. I really don't understand how this can't be done with library which is dedicated for creating log files.
Library itself doesn't provide a way to rotate file at the begging of every hour, but i had same problem so i used a function wrapper, which return true on begging of every hour.
I find this way better for me, because i can controll efficency of code.
from boost.org:
bool is_it_time_to_rotate();
void init_logging(){
boost::shared_ptr< sinks::text_file_backend > backend =
boost::make_shared< sinks::text_file_backend >(
keywords::file_name = "file_%5N.log",
keywords::time_based_rotation = &is_it_time_to_rotate
);
}
For a second question i really dont undrestand it well.

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