Use ImageSearch to control the menus of Google Sheets - google-sheets

Did someone try to use ImageSearch to control the menus of google sheets? It's somehow failing me.
I simulated a right click on column A and then tried to find the option to change the size of the column with ImageSearch. I even put *n to 60 and that kind of worked but with the unpleasant side effect that it took at least 2 seconds for AutoHotkey to detect the image/word and then click on it. Does this work for your or do you have the same problem as me?
This is my ImageSearch function:
ImageSearchFunction(ImagePath){
start := A_TickCount
Loop {
ImageSearch, FoundX, FoundY, 0, 0, 1373, 775, *60 %ImagePath%
totalTime := stop - start
stop := A_TickCount
ClickX := FoundX + 15
ClickY := FoundY + 15
if ErrorLevel = 0
{
break
}
else if totalTime > 3000
{
MsgBox, Something went wrong!
exit
}
}
}

I solve it with a mousemove to the same place within the window every time and it works more consistently than image search did:
!e:: ; "Tools" is at x540 y245
{
CoordMode, Mouse, Relative
MouseMove, 540, 250,0
MouseGetPos, xpos, ypos
MouseClick
MouseMove, xpos, ypos+125,3
MouseClick
return
}
ImageSearch will work for a day or two and then just not work, no idea why. this one I have to adjust a lot less often.
edit. this script goes to "tools > script editor"

Related

Can't calculate the right Volume RSI in MQL4 with a functioning Pine-Script Example

I want to "translate" a Pine-Script to MQL4 but I get the wrong output in MQL4 compared to the Pine-Script in Trading-view.
I wrote the Indicator in Pine-Script since it seems fairly easy to do so.
After I got the result that I was looking for I shortened the Pine-Script.
Here the working Pine-Script:
// Pinescript - whole Code to recreate the Indicator
study( "Volume RSI", shorttitle = "VoRSI" )
periode = input( 3, title = "Periode", minval = 1 )
VoRSI = rsi( volume, periode )
plot( VoRSI, color = #000000, linewidth = 2 )
Now I want to translate that code to MQL4 but I keep getting different outputs.
Here is the MQL4 code I wrote so far:
// MQL4 Code
input int InpRSIPeriod = 3; // RSI Period
double sumn = 0.0;
double sump = 0.0;
double VoRSI = 0.0;
int i = 0;
void OnTick() {
for ( i; i < InpRSIPeriod; i++ ) {
// Check if the Volume is buy or sell
double close = iClose( Symbol(), 0, i );
double old_close = iClose( Symbol(), 0, i + 1 );
if ( close - old_close < 0 )
{
// If the Volume is positive, add it up to the positive sum "sump"
sump = sump + iVolume( Symbol(), 0, i + 1 );
}
else
{
// If the Volume is negative, add it up to the negative sum "sumn"
sumn = sumn + iVolume( Symbol(), 0, i + 1 );
}
}
// Get the MA of the sump and sumn for the Input Period
double Volume_p = sump / InpRSIPeriod;
double Volume_n = sumn / InpRSIPeriod;
// Calculate the RSI for the Volume
VoRSI = 100 - 100 / ( 1 + Volume_p / Volume_n );
// Print Volume RSI for comparison with Tradingview
Print( VoRSI );
// Reset the Variables for the next "OnTick" Event
i = 0;
sumn = 0;
sump = 0;
}
I already checked if the Period, Symbol and timeframe are the same and also have a Screenshoot of the different outputs.
I already tried to follow the function-explanations in the pine-script for the rsi, max, rma and sma function but I cant get any results that seem to be halfway running.
I expect to translate the Pine-Script into MQL4.
I do not want to draw the whole Volume RSI as a Indicator in the Chart.
I just want to calculate the value of the Volume RSI of the last whole periode (when new candel opens) to check if it reaches higher than 80.
After that I want to check when it comes back below 80 again and use that as a threshold wether a trade should be opened or not.
I want a simple function that gets the Period as an input and takes the current pair and Timeframe to return the desired value between 0 and 100.
Up to now my translation persists to provide the wrong output value.
What am I missing in the Calculation? Can someone tell me what is the right way to calculate my Tradingview-Indicator with MQL4?
Q : Can someone tell me what is the right way to calculate my Tradingview-Indicator with MQL4?
Your main miss of the target is in putting the code into a wrong type of MQL4-code. MetaTrader Terminal can place an indicator via a Custom Indicator-type of MQL4-code.
There you have to declare so called IndicatorBuffer(s), that contain pre-computed values of the said indicator and these buffers are separately mapped onto indicator-lines ( depending on the type of the GUI-presentation style - lines, area-between-lines, etc ).
In case you insist on having a Custom-Indicator-less indicator, which is pretty legal and needed in some use-cases, than you need to implement you own "mechanisation" of drawing lines into a separate sub-window of the GUI in the Expert-Advisor-code, where you will manage all the settings and plotting "manually" as you wish, segment by segment ( we use this for many reasons during prototyping, so as to avoid all the Custom-Indicator dependencies and calling-interface gritty-nitties during the complex trading exosystem integration - so pretty well sure about doability and performance benefits & costs of going this way ).
The decision is yours, MQL4 can do it either way.
Q : What am I missing in the Calculation?
BONUS PART : A hidden gem for improving The Performance ...
In either way of going via Custom-Indicator-type-of-MQL4-code or an Expert-Advisor-type-of-MQL4-code a decision it is possible to avoid a per-QUOTE-arrival re-calculation of the whole "depth" of the RSI. There is a frozen-part and a one, hot-end of the indicator line and performance-wise it is more than wise to keep static records of "old" and frozen data and just update the "live"-hot-end of the indicator-line. That saves a lot of the response-latency your GUI consumes from any real-time response-loop...

How to hide value labels when zooming out in MPAndroidChart?

I'm using Swift version of MPAndroidChart and trying to figure out how to hide value labels when a few of them are located too close together and start to overlap on a line chart.
Hiding all the value labels when zoomed out to a certain point works too(still don't know how to do it), but hiding only the ones that are overlapping would be the best.
I know that I can manually call setDrawValues = false, but I want it to be called automatically on zoom.
enter image description here
In Android, I use the same as iOS
1: Find the difference between 1st and 2nd index y-axis label(YAxisRenderer)
for (int i = from; i < to; i++)
{
String text = mYAxis.getFormattedLabel(i);
double value1=Double.parseDouble(mYAxis.getFormattedLabel(1).replace(",",""));
double value2=Double.parseDouble(mYAxis.getFormattedLabel(2).replace(",",""));
result=(value2-value1)-40;
//POPreferences.setDifference(String.valueOf(result));
c.drawText(text, fixedPosition, positions[i * 2 + 1] + offset, mAxisLabelPaint);
}
2: Use result variable when text draws on bar or line(BarChartRenderer.java):
if (result >= vals[k / 2])
{
drawValue(c,dataSet.getValueFormatter(),vals[k / 2], entry, i, x, y,color);
}

making a UIimage move every 1 second

I have a UIimage which I want to move according to X and Y given by certain equations ( physics projectile time equations) and I want it to move every 1 second so that it would appear to the user as if it's actually moving not just disappearing and reappearing at the last position, plus the positions given off are wrong I think. I would appreciate any help for either or both problems.
So far I tried this:
The movement function:
func moveCannonBall(toX:Int , toY:Int ){
var frm: CGRect = ballimageview.frame
frm.origin.x = frm.origin.x + CGFloat(toX)
frm.origin.y = frm.origin.y - CGFloat(toY)
ballimageview.frame = frm
}
On button click it's supposed to take the user's inputs (gravity, angle, and the initial speed)
#IBAction func getAlpha( sender:AnyObject){
gravity = Float(g[pickerView.selectedRow(inComponent: 0)])
xMax = ((V0*V0)*sin(2.0*angle))/gravity
It's supposed to stop every 1 second but only the calculations pause every 1 second and the UIimage just disappears and reappears just
while Int(toX) < Int(xMax) {
sleep(1)
t = t + 1
toX = V0*cos(angle)*t
toY = -0.5*gravity*t*t + V0*sin(angle)*t
moveCannonBall(toX: Int(toX), toY: Int(toY))
}
}
Any help is appreciated.
As Losiowaty said UIView.animationWithDuration is the way to go. Check out this answer to see how the syntax is: https://stackoverflow.com/a/30992214/5257729

Clicking a button once joypad

I'm creating a program that is going to play a video game. When it reads that their is an enemy in RAM value 0x0016 it needs to press B. I think maybe because of my while loop B is getting spammed way too much? I'm not sure. At the moment, on FCEUX it says the B button is getting pressed, but it stays orange. I need the B button to only be pressed once.
Here's my code:
JoypadB = {B=true}
JoypadRight = {right=true}
while (true) do
c = memory.readbyte(0x0016);
if (c == 6 ) then
joypad.set(1,JoypadB)
else
joypad.set(1,JoypadRight)
end;
gui.text(100,100,c);
emu.print(c);
emu.frameadvance();
end;
This question isn't really about FCEUX, and it isn't really about lua. It's 95% just about programming but a bit of videogaming commonsense will help. The button gets pressed repeatedly because 0x0016 contains 6 repeatedly. Add a toggle to effect repeated shots as long as there's an enemy. You may need to pick a different turbo interval than every-other, which is what's done in this example:
JoypadB = {B=true}
JoypadRight = {right=true}
toggle = 0
while (true) do
c = memory.readbyte(0x0016);
if (c == 6) then
if(toggle==0) then
joypad.set(1,JoypadB)
toggle = 1;
else
joypad.set(1,JoypadRight)
toggle = 0;
end
else
joypad.set(1,JoypadRight)
end;
emu.frameadvance();
end;
Or, to do what you literally asked for, assuming the enemy only takes one shot to kill, then just press the button once and wait until the next time the enemy disappears and then reappears:
c = memory.readbyte(0x0016);
joypad.set(1,JoypadRight)
if (c == 6) then
if(toggle==0) then
joypad.set(1,JoypadB)
toggle = 1;
end
else
toggle = 0;
end;

How do I calculate the speed of which a user drags an image?

I have an image that the user can drag to the right and it will spring back when the user releases it. I want to execute some code when a user drags it quickly and releases it. Now I have a very awkward requirement that the user can drag the image, then keep it still for any length of time (for example 5 seconds), then drag it quickly and release it. As long as the image is moving above a certain speed when it is released, it will execute the code. If it falls below the minimum speed, it executes some different code. So that means I can't calculate the length of time between the beginning of the gesture and the end and execute the code depending on the length of time. What can I do? I guess I somehow need to know the speed at which the image is moving in it's last 500 milliseconds before the gesture ends. However I've hit a brick wall figuring out how to do that. Any help would be greatly appreciated.
Can you please include an explanation and possible example code with your answer as that would be a great help.
If you get the start X,Y coordinates of when the image is dragged, and the X,Y coordinates for when the mouse is released, you can use pythagoras' theorm to calculate the distance between the two points: http://en.wikipedia.org/wiki/Pythagorean_theorem
Also, if you start a timer when the mouse is moved (and mouse button is down), and stop it in the mouseup event, you can calculate the speed using the time and distance (speed = distance / time)
edit following comments:
point delayedMousePos;
point previousMousePos;
bool secondDrag = false;
bool isStopped = false;
var timeFirstStopped;
var positionCount = 0;
array previousMousePositions[3];
// timer which monitors mouse position (set to an interval of say, 10ms)
function timerMonitorMousePos_Elapsed() {
point currentMousePos = getMousePos();
if (isStopped == false) {
if (positionCount >= 2) {
array_shift(previousMousePositions); // remove the first element of the array and move everything down to reindex numerical array to start counting from zero
positionCount = 2; // keep positionCount within array bounds
}
previousMousePositions[positionCount] = currentMousePos; // add the new position to the end of the 'stack'
positionCount++;
}
if (currentMousePos == previousMousePos) { // start check for stationary
isStopped = true;
if (timeFirstStopped == null) {
timeFirstStopped = NOW();
} else {
if (NOW() - timeFirstStopped >= 500) { // we have been stopped for at least 500ms (assumes time is counted in milliseconds)
secondDrag = true;
// previousMousePositions[0] = the mouse position 30ms before the mouse stopped
}
}
} else {
isStopped = false;
timeFirstStopped = null;
}
previousMousePos = currentMousePos;
}
I wouldn't use a timer. I would just save the starting date/time along with x,y position when the dragging starts.
When the dragging has ended, save the ending date/time and position. From those information, I can calculate the distance in pixel and duration in milliseconds.
After searching some more on the internet, I finally answered my own question.
I worked out what I needed to do:
My UIPanGestureRecognizer:
- (IBAction)handlePan3:(UIPanGestureRecognizer *)recognizer3
Get the velocity of the users finger moving across the screen:
CGPoint vel = [recognizer velocityInView:self.myView];
Then:
if (vel.x > /*value*/) {
// Your code
}
I was about to give up, but no! I got there in the end. Thanks for everyones help. I've upvoted one or two answers because they were helpful. bobnoble actually gave the suggestion to use velocityInView and I found this other stack overflow question which gave me the info I needed: iOS - Making sense of velocityInView on UIPanGesture

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