overriding matplotlib's panning tool (wx) - matplotlib

I'm using matplotlib housed in a wxPython panel to do some heavy duty plotting. My issues comes when using native panning tool - it's appears as though matplotlib tries to constantly redraw the canvas as you drag the pan handle around. With the amount of data I'm plotting this is getting really choppy (already optimized with Collections for data etc)
In terms of performance I think it would be much preferable for the canvas to just draw once when the mouse is released at the end of a pan. I realise this will mean I have to extend the WxAgg NavigationToolbar2 class with my own, but I'm wondering if anyone has attempted something similar to this and can advise me on which functions to override?
many thanks

I've spent a lot of time making modification on the matplotlib backends, I've never done this specific change, but I can show you one line of code to comment out that will stop the dynamic updating:
I presume you are using the WxAgg backend, if this is the case, open this file: C:\Python27\Lib\site-packages\matplotlib\backends\backend_wx.py
And comment out the line indicated here:
def dynamic_update(self):
d = self._idle
self._idle = False
if d:
#self.canvas.draw() #<--- Comment out to stop the redrawing during the Pan/Zoom
self._idle = True
I tested this and it seems to nicely solve your issue. I did some quick digging and I didn't see any other functions calling this procedure so you might even be able to just change it to:
def dynamic_update(self):
pass
...Which is the same code you'll find in the base NavigationToolbar2 class
(And of course, if you're happy with this change you can do a little more work to make your own custom backend with this kind of modification. Just to make sure you don't lose the change when upgrading matplotlib)

Related

wxGrid - RefreshBlock Undocumented Member Function

In order to refresh a part of the grid, i.e., when font or alignment changes, I was using the following approach:
wxRect rect1=CellToRect(TopLeft);
wxRect rect2=CellToRect(BottomRight);
wxRect r(rect1.GetTopLeft(), rect2.GetBottomRight());
RefreshRect(r);
This was refreshing only a part of the intended block and was not working correctly.
From the suggestions of intellisense I came across RefreshBlock function and it works correctly. I searched the docs and have not found any information on it. I wonder if it is not recommended to use RefreshBlock for some reason? What does RefreshBlock do, does it refresh a block (as the name suggests) or is it equivalent to Refresh?
I am using wxWidgets 3.2 on Win10.
Thanks in advance.
The function RefreshBlock() is indeed the best way to do what you want and it was only undocumented by mistake, i.e. we simply forgot to do it. I've added documentation for it only now, so it will only get included in 3.2.1, but you can still use it in your code, the function itself is available since 3.1.3.
It seems from the source code that, depending on the location of its parameters, RefreshBlock refreshes any of the following:
corner grid
frozen cols grid
frozen rows grid
main grid
Since the area I wanted to refresh was on the main grid the following approach works (the idea is similar to RefreshBlock's approach):
auto GridWnd = CellToGridWindow(TL);
wxRect rect = BlockToDeviceRect(TL, BR, GridWnd);
GetGridWindow()->RefreshRect(rect);
Now everything is refreshed correctly.
Notes:
If only RefreshRect(rect) is called, things will NOT work as expected.
Little experiment showed that BlockToDeviceRect(TL, BR) also works, therefore eliminating the need for auto GridWnd = CellToGridWindow(TL);

In gym, how should we implement the environment's render method so that Monitor's produced videos are not black?

How are we supposed to implement the environment's render method in gym, so that Monitor's produced videos are not black (as they appear to me right now)? Or, alternatively, in which circumstances would those videos be black?
To give more context, I was trying to use the gym's wrapper Monitor. This wrapper writes (every once in a while, how often exactly?) to a folder some .json files and an .mp4 file, which I suppose represents the trajectory followed by the agent (which trajectory exactly?). How is this .mp4 file generated? I suppose it's generated from what is returned by the render method. In my specific case, I am using a simple custom environment (i.e. a very simple grid world/maze), where I return a NumPy array that represents my environment's current state (or observation). However, the produced .mp4 files are black, while the array clearly is not black (because I am also printing it with matplotlib's imshow). So, maybe Monitor doesn't produce those videos from the render method's return value. So, how exactly does Monitor produce those videos?
(In general, how should we implement render, so that we can produce nice animations of our environments? Of course, the answer to this question depends also on the type of environment, but I would like to have some guidance)
This might not be an exhaustive answer, but here's how I did.
First I added rgb_array to the render.modes list in the metadata dictionary at the beginning of the class.
If you don't have such a thing, add the dictionary, like this:
class myEnv(gym.Env):
""" blah blah blah """
metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 2 }
...
You can change the desired framerate of course, I don't know if every framerate will work though.
Then I changed my render method. According to the input parameter mode, if it is rgb_array it returns a three dimensional numpy array, that is just a 'numpyed' PIL.Image() (np.asarray(im), with im being a PIL.Image()).
If mode is human, just print the image or do something to show your environment in the way you like it.
As an example, my code is
def render(self, mode='human', close=False):
# Render the environment to the screen
im = <obtain image from env>
if mode == 'human':
plt.imshow(np.asarray(im))
plt.axis('off')
elif mode == 'rgb_array':
return np.asarray(im)
So basically return an rgb matrix.
Looking at the gym source code, it seems there are other ways that work, but I'm not an expert in video rendering so for those other way I can't help.
Regarding your question "how often exactly [are the videos saved]?", I can point you to this link that helped me for that.
As a final side note, video saving with a gym Monitor wrapper does not work for a mis-indentation (as of today 30/12/20, gym version 0.18.0), if you want to solve it do like this guy did.
(I'm sorry if my English sometimes felt weird, feel free to harshly correct me)

Is it possible to use together pyggel and GLUT libraries

I'm new to PyopenGL and i'm currently working on a code originally based on the pyggel library, but now I'd like to add some features from GLUT (menu & text) and I'm not really sure how I should join both (if possible).
In GLUT, running glutMainLoop() is required, but on the other hand I have this run() routine:
def run(self):
while 1:
self.clock.tick(60)
self.getInput()
self.processInput()
pyggel.view.clear_screen()
self.mouse_over_object = self.scene.render(self.camera)
pyggel.view.refresh_screen()
#glutMainLoop()
Putting the GLUT routine inside my run() doesn't work (it crashes when it gets to the glutMainLoop).
So, how can I join both loops? Can I? I'm guessing that's what I need to make both things work.
Thanks in advance!
You likely are not going to find this easy to do. Pyggel is based on the Pygame GUI framework, while GLUT is its own GUI framework. You may be able to get text-rendering working, as under the covers GLUT is just doing regular OpenGL for that, but the menus are not going to easily work under Pyggel.
Pyggel has both text-rendering and a GUI framework that includes menus, frames, buttons, labels, etc. You likely want to use that if you're using Pyggel in your project there is an example of GUI usage here:
http://code.google.com/p/pyggel/source/browse/trunk/examples_and_tutorials/tut8-gui.py

GLKBaseEffect prepareToDraw GL ERROR: 0x0501

So ive been doing some iphone development with some OpenglES in it, but i am getting a rather weird error when i call prepareToDraw on my effect. My program in short simulates dice rolling (trying to learn objective-c and opengl). The program works fine for the most part, i can use everything ive programmed my app to do (with its bugs in the physics but ill fix that later). The problem comes in after ive used the part that contains the OpenGL.
The program contains 2 menu's you have to go through in order to reach the screen that is using OpenGL, once you have used the apps OpenGL part and go back to the previous menu, then try go back to the OpenGL part again, i get a print out saying GL ERROR: 0x0501. ive narrowed it down to be caused by the prepareToDraw method from my effect. The other weird part about it, is if i go back, then forward again, the OpenGL works again, and can be repeated again and again for it to be working and breaking every second time you go into the OpenGL part.
I've been searching around for similar problems to mine, but each time its got something to do with loading textures that are not a power-of-two texture, which doesnt help me because im not even using textures yet, just colored vertices.
ive pastebin'd my two code files where the problem should lie
Dice.m: http://pastebin.com/ze1DEEzs
in the draw method you'll see my printouts have narrowed down where the problem lies, which is the prepareToDraw method. (line 308)
RollViewController.m: http://pastebin.com/VycwAh3R
this file is where i setup the effect and the context etc, so i must be doing something wrong in here to cause the prepareToDraw method to mess up every 2nd time i run the OpenGL part of the program. i have a feeling it has something to do with not letting go some kind of resource to do with the context and the effect, but i cant find anything about deleting context and effect (probably because you dont need to but im not sure).
I hope there is someone out there that has run into the same problem and can answer my question and i hope its not just a silly mistake because ive been trying to solve this for a while now :)
thanks
After much pain and suffering i finally found a fix to the problem. Im not exactly sure why this is a problem, but creating the context within the OpenGL part (aka RollViewController.m) is not the way to do it. Instead you should create it once throughout the lifetime of your program and just set your current context for your glkview to be the context you have made. Maybe someone can enlighten me why recreating the context is a bad idea.
In my code i have a profile object that gets passed around between views and menu's so that they can all communicate with the same data, so i just defined a public context within my profile object so that everything can get access to the context instead of creating their own (and breaking).
The error seems general and might be because of different issues. I avoided it(for now) by not using mipmaps. I commented the following code I had and don't have the error anymore.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D)

PyGtk: change image after window's main() method?

I'm using a gtk.Image widget to display a picture in a gtk window. I can set the image to be displayed before I call window.main(), but after I've done that the image won't change any more. Basically:
import pygtk
pygtk.require('2.0')
import gtk
(...)
window= Window()
window.canvas= gtk.Image()
window.window.add(sprite.window.canvas)
window.canvas.show()
window.canvas.set_from_file("pic1.gif")
window.main()
window.canvas.set_from_file("pic2.gif")
pic1.gif will be displayed. Is there a proper way of changing the image (I don't care if I have to use a widget other than gtk.Image)? All I can think of is destroying the window and creating a new one.
Edit:
I realized my mistake... I called window.main() for every window and any window's destroy event called gtk.main_quit(). Had to make slight adjustments, but it works now. Even after calling window.main() :)
As Rawing hasn't yet accepted his own answer, I'll post it to get this off the top of the unanswered questions page, and to help out anyone skimming this from a search engine clickthrough by providing a comprehensive answer. (Rawing, feel free to post your answer yourself, all the same.)
In your code, you're declaring window as Window(), as opposed to gtk.Window. If you're building in one window, you should not need to do this every time. Create the window once, add what you need to it. If you need additional windows, declare them separately in this module, and call them from code (instead of from main).
Furthermore, don't name your objects with a "window." at the beginning...that just gets overly confusing. Give it a simple name, add it where you need it. Python will do the rest.
A cleaned up version of your code above would probably look like this:
window = gtk.Window()
#You may need additional arguments above, such as to make it top level.
canvas = gtk.Image()
window.add(canvas)
canvas.show()
canvas.set_from_file("pic1.gif")
Now, just change the image in an event or another "def", like this:
def ChangePicture():
canvas.set_from_file("pic2.gif")
Canvas should update the picture automatically.