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Measure the speed of a movement

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  • tomyT tomy

    @dheerendra

    Two options to measure time

    1. console.time and console.timeend
    2. JavaScript Date

    Thanks. Do both work for this task?
    I guess the first is easier to use because I don't know JavaScript.

    Do you agree I use option 1?

    ODБOïO Offline
    ODБOïO Offline
    ODБOï
    wrote on last edited by
    #5

    @tomy said in Measure the speed of a movement:

    I don't know JavaScript

    console.time
    

    is js.
    And your code contains js also

    //this is js
            if ((ball.x + ball.width >= racket.x &&
                 ball.x <= racket.x + racket.width) &&
                    (ball.y + ball.height >= racket.y &&
                     ball.y <= racket.y + racket.height)) {
                // hit occurred 
                move_time = howQuick() // Measure the speed 
            }
    
            function howQuick() {
                return time // in milliseconds
            }
    
    tomyT 1 Reply Last reply
    3
    • ODБOïO ODБOï

      @tomy said in Measure the speed of a movement:

      I don't know JavaScript

      console.time
      

      is js.
      And your code contains js also

      //this is js
              if ((ball.x + ball.width >= racket.x &&
                   ball.x <= racket.x + racket.width) &&
                      (ball.y + ball.height >= racket.y &&
                       ball.y <= racket.y + racket.height)) {
                  // hit occurred 
                  move_time = howQuick() // Measure the speed 
              }
      
              function howQuick() {
                  return time // in milliseconds
              }
      
      tomyT Offline
      tomyT Offline
      tomy
      wrote on last edited by
      #6

      @LeLev
      Thank you.
      Three questions:

      1- How to recognise JavaScript in my QML code? Is it right that everything in the code except components (Text, Rectangle, Button and so on) is JavaScript?
      (For example, I used JavaScript in the code above but didn't figure it out!)

      2- Is the option 2 (JavaScript Date) this: new Date().getTime()?

      3- Is it right if we want to use a function, condition, loop or statement, in QML, it should be inside a component (Text, Rectangle, Button and so on)? That is, for an if condition, for example, it should be wrapped by a component otherwise we get an error by the Qt Creator.

      ODБOïO 1 Reply Last reply
      0
      • tomyT tomy

        @LeLev
        Thank you.
        Three questions:

        1- How to recognise JavaScript in my QML code? Is it right that everything in the code except components (Text, Rectangle, Button and so on) is JavaScript?
        (For example, I used JavaScript in the code above but didn't figure it out!)

        2- Is the option 2 (JavaScript Date) this: new Date().getTime()?

        3- Is it right if we want to use a function, condition, loop or statement, in QML, it should be inside a component (Text, Rectangle, Button and so on)? That is, for an if condition, for example, it should be wrapped by a component otherwise we get an error by the Qt Creator.

        ODБOïO Offline
        ODБOïO Offline
        ODБOï
        wrote on last edited by
        #7

        see : JavaScript Expressions in QML Documents

        @tomy said in Measure the speed of a movement:

        3 Is it right if we want to use a function, condition, loop or statement, in QML, it should be inside a component (Text, Rectangle, Button and so on)? That is, for an if condition, for example, it should be wrapped by a component otherwise we get an error by the Qt Creator.

        It should be i a place where you can write Js code, because "function, condition, loop or statement" is javascript in QML

        This is not the rule, but often when you write : in QML, you can write js after. You can give fixed hardcoded value to a property or give js expression so the value is dynamic and based on some condition

        some exemples:

        Item{
        
             function getWidth(){ // a simple js function defined in the file
                 return  5*2
            }
        
           signal mySignal() // QML signal that you can 'emit/call'  
           
        
          height : /*here you can write js*/  5*2 // this is js. 
          width : getWidth()  // calling js function 
          visible : height > 0  ?  true : false  // js conditionnal expression
          
        
         onVisibleChanged : { // js code, open ' { '  if more than one line .. ad close '}'
            console.log("calling signal")
            mySignal()   
         }
        
        
        }
        
        tomyT 1 Reply Last reply
        1
        • ODБOïO ODБOï

          see : JavaScript Expressions in QML Documents

          @tomy said in Measure the speed of a movement:

          3 Is it right if we want to use a function, condition, loop or statement, in QML, it should be inside a component (Text, Rectangle, Button and so on)? That is, for an if condition, for example, it should be wrapped by a component otherwise we get an error by the Qt Creator.

          It should be i a place where you can write Js code, because "function, condition, loop or statement" is javascript in QML

          This is not the rule, but often when you write : in QML, you can write js after. You can give fixed hardcoded value to a property or give js expression so the value is dynamic and based on some condition

          some exemples:

          Item{
          
               function getWidth(){ // a simple js function defined in the file
                   return  5*2
              }
          
             signal mySignal() // QML signal that you can 'emit/call'  
             
          
            height : /*here you can write js*/  5*2 // this is js. 
            width : getWidth()  // calling js function 
            visible : height > 0  ?  true : false  // js conditionnal expression
            
          
           onVisibleChanged : { // js code, open ' { '  if more than one line .. ad close '}'
              console.log("calling signal")
              mySignal()   
           }
          
          
          }
          
          tomyT Offline
          tomyT Offline
          tomy
          wrote on last edited by tomy
          #8

          @LeLev Thanks.

          I tried to use Both Date.getTime() and console.log this way:

          import QtQuick 2.9
          import QtQuick.Window 2.2
          
          Window {
              id: window
              width: 720
              height: 620
          
              Rectangle {
                  id: table
                  width: window.width / 1.15; height: window.height / 1.15
                  y: 10
                  anchors.horizontalCenter: parent.horizontalCenter
                  color: "gray"
          
                  Rectangle {
                      id: ball
                      x: table.width - 60
                      y: table.height/3
                      width: 15
                      height: 15
                      color: "black"
                  }
          
                  Rocket {
                      id: racket
                      x: table.width - 50
                      y: table.height/2
                      color: "blue"
                   }
          
                  Item {
                    function get_speed() {
                      if ((ball.x + ball.width >= racket.x &&
                            ball.x <= racket.x + racket.width) &&
                            (ball.y + ball.height >= racket.y &&
                             ball.y <= racket.y + racket.height))
                          return new Date().getTime(); // Hit occurred
                                     //Give the time of hit
                           }
                  console.log(get_speed().toString())  // calling the function inside log
                }
            }
          }
          

          But still get an error for console.log!

          1 Reply Last reply
          0
          • dheerendraD Offline
            dheerendraD Offline
            dheerendra
            Moderators Qt Champions 2024 Qt Champions 2022 Qt Champions 2017
            wrote on last edited by
            #9

            console.log should be with the handler code. When do you want to call the get_speed method ?

            Dheerendra
            @Community Service
            Certified Qt Specialist
            https://www.pthinks.com

            tomyT 1 Reply Last reply
            1
            • dheerendraD dheerendra

              console.log should be with the handler code. When do you want to call the get_speed method ?

              tomyT Offline
              tomyT Offline
              tomy
              wrote on last edited by tomy
              #10

              @dheerendra

              console.log should be with the handler code. When do you want to call the get_speed method ?

              Edited:
              What is the handler code here? console.log is inside Item, is it not part of handler code?
              I want just to test that function to see when the two rectangles meet each other, we have the output of the function shown by console.log.

              How to fix the code to reach that goal please?

              1 Reply Last reply
              0
              • dheerendraD Offline
                dheerendraD Offline
                dheerendra
                Moderators Qt Champions 2024 Qt Champions 2022 Qt Champions 2017
                wrote on last edited by
                #11

                It is Item object. Inside this you will be able to assign values to property only. You will not be able to call method. Your method get_speed has to be called based on some condition. In your program tell me the condition on which you would like to call get_speed() method.

                Dheerendra
                @Community Service
                Certified Qt Specialist
                https://www.pthinks.com

                tomyT 1 Reply Last reply
                0
                • dheerendraD dheerendra

                  It is Item object. Inside this you will be able to assign values to property only. You will not be able to call method. Your method get_speed has to be called based on some condition. In your program tell me the condition on which you would like to call get_speed() method.

                  tomyT Offline
                  tomyT Offline
                  tomy
                  wrote on last edited by
                  #12

                  @dheerendra

                  The function is not my goal actually, I tried to use it just for the condition. What I want is to set a condition, here for example, an if condition, to test whether the two rectangles meet each other. And if they meet, it gives us the time of that meet through Date().getTime() and we put that time, which is in milliseconds into the propert double test and finally show that test's value on console.log.
                  Please consider it's code:

                  import QtQuick 2.9
                  import QtQuick.Window 2.2
                  
                  Window {
                      id: window
                      visible: true
                      width: 720
                      height: 620
                      property double test
                  
                      Rectangle {
                          id: table
                          property double test: 0
                          width: window.width / 1.15; height: window.height / 1.15
                          y: 10
                          anchors.horizontalCenter: parent.horizontalCenter
                          color: "gray"
                  
                          Rectangle {
                              id: ball
                              x: table.width - 60
                              y: table.height/3
                              width: 15
                              height: 15
                              color: "black"
                          }
                  
                          Rocket {
                              id: racket
                              x: table.width - 50
                              y: table.height/2
                              color: "blue"
                          }
                          
                        if ((ball.x + ball.width >= racket.x &&
                             ball.x <= racket.x + racket.width) &&
                             (ball.y + ball.height >= racket.y &&
                             ball.y <= racket.y + racket.height))
                             test = new Date().getTime(); // Hit occurred
                          
                             console.log(test.toString())
                     }
                  }
                  
                  ODБOïO 1 Reply Last reply
                  0
                  • tomyT tomy

                    @dheerendra

                    The function is not my goal actually, I tried to use it just for the condition. What I want is to set a condition, here for example, an if condition, to test whether the two rectangles meet each other. And if they meet, it gives us the time of that meet through Date().getTime() and we put that time, which is in milliseconds into the propert double test and finally show that test's value on console.log.
                    Please consider it's code:

                    import QtQuick 2.9
                    import QtQuick.Window 2.2
                    
                    Window {
                        id: window
                        visible: true
                        width: 720
                        height: 620
                        property double test
                    
                        Rectangle {
                            id: table
                            property double test: 0
                            width: window.width / 1.15; height: window.height / 1.15
                            y: 10
                            anchors.horizontalCenter: parent.horizontalCenter
                            color: "gray"
                    
                            Rectangle {
                                id: ball
                                x: table.width - 60
                                y: table.height/3
                                width: 15
                                height: 15
                                color: "black"
                            }
                    
                            Rocket {
                                id: racket
                                x: table.width - 50
                                y: table.height/2
                                color: "blue"
                            }
                            
                          if ((ball.x + ball.width >= racket.x &&
                               ball.x <= racket.x + racket.width) &&
                               (ball.y + ball.height >= racket.y &&
                               ball.y <= racket.y + racket.height))
                               test = new Date().getTime(); // Hit occurred
                            
                               console.log(test.toString())
                       }
                    }
                    
                    ODБOïO Offline
                    ODБOïO Offline
                    ODБOï
                    wrote on last edited by
                    #13

                    @tomy Your ball is a Rectangle, so it has x, y and other properties,
                    for each property you have onPropertyNameChanged signal. Use onXChanged of your ball

                     Rectangle {
                                id: ball
                                x: table.width - 60
                    onXChanged:{
                    
                     
                    }
                                y: table.height/3
                                width: 15
                                height: 15
                                color: "black"
                            }
                    
                    tomyT 1 Reply Last reply
                    0
                    • ODБOïO ODБOï

                      @tomy Your ball is a Rectangle, so it has x, y and other properties,
                      for each property you have onPropertyNameChanged signal. Use onXChanged of your ball

                       Rectangle {
                                  id: ball
                                  x: table.width - 60
                      onXChanged:{
                      
                       
                      }
                                  y: table.height/3
                                  width: 15
                                  height: 15
                                  color: "black"
                              }
                      
                      tomyT Offline
                      tomyT Offline
                      tomy
                      wrote on last edited by tomy
                      #14

                      @LeLev
                      Thanks but what I wanted was something else!
                      Look please, we have two rectangles, and using a condition, we want to get the time when these two meat. Then show that time using console.log.
                      It's the whole thing I want for this thread. I think it's not that complicated.

                      ODБOïO 1 Reply Last reply
                      0
                      • tomyT tomy

                        @LeLev
                        Thanks but what I wanted was something else!
                        Look please, we have two rectangles, and using a condition, we want to get the time when these two meat. Then show that time using console.log.
                        It's the whole thing I want for this thread. I think it's not that complicated.

                        ODБOïO Offline
                        ODБOïO Offline
                        ODБOï
                        wrote on last edited by
                        #15

                        @tomy said in Measure the speed of a movement:

                        when these two meat

                        So they will move no ? Thats why i suggest to test if there is a Collision every time the ball will move , so xChanged and yChanged

                        tomyT 1 Reply Last reply
                        0
                        • ODБOïO ODБOï

                          @tomy said in Measure the speed of a movement:

                          when these two meat

                          So they will move no ? Thats why i suggest to test if there is a Collision every time the ball will move , so xChanged and yChanged

                          tomyT Offline
                          tomyT Offline
                          tomy
                          wrote on last edited by
                          #16

                          @LeLev

                          So they will move no ?

                          Yes. We move them, for example by dragging the racket.
                          Please look at the Racket.qml code above in the first post of this thread.

                          The if condition is exactly to test for that Collision. If they collide, we obtain a time.
                          Afterwards we use that time.

                          Is it clear now, please?

                          J.HilkJ 1 Reply Last reply
                          0
                          • tomyT tomy

                            @LeLev

                            So they will move no ?

                            Yes. We move them, for example by dragging the racket.
                            Please look at the Racket.qml code above in the first post of this thread.

                            The if condition is exactly to test for that Collision. If they collide, we obtain a time.
                            Afterwards we use that time.

                            Is it clear now, please?

                            J.HilkJ Offline
                            J.HilkJ Offline
                            J.Hilk
                            Moderators
                            wrote on last edited by
                            #17

                            hi @tomy ,

                            Let's break it down a bit.

                            you wrote yourself a condition (either an if-statement or a function or combination of both)

                            Now the question is, how to you check/ where to you check if that condition is met?

                            @LeLev suggested to bind it to updates of x or y values of your ball.

                            That is one of a couple of ways to do it (that at least come to my mind):

                            • Bind collision check to Ball (x and/or y) position change
                            • Make a Timer to periodically check
                            • Bind a property to the condition

                            I think method 3 is the one I would go:

                            //inside id:table
                            
                            property bool collision: {
                                if ((ball.x + ball.width >= racket.x && ball.x <= racket.x + racket.width) && (ball.y + ball.height >= racket.y && ball.y <= racket.y + racket.height))
                                    return true;
                                else
                                   return false;
                            }
                            
                            onCollisionChanged:{
                                if(collision) {
                                     var colTime = new Date().getTime()
                                     console.log("A collision happend!", colTime)
                                }
                            }
                            

                            Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                            Q: What's that?
                            A: It's blue light.
                            Q: What does it do?
                            A: It turns blue.

                            tomyT 1 Reply Last reply
                            2
                            • J.HilkJ J.Hilk

                              hi @tomy ,

                              Let's break it down a bit.

                              you wrote yourself a condition (either an if-statement or a function or combination of both)

                              Now the question is, how to you check/ where to you check if that condition is met?

                              @LeLev suggested to bind it to updates of x or y values of your ball.

                              That is one of a couple of ways to do it (that at least come to my mind):

                              • Bind collision check to Ball (x and/or y) position change
                              • Make a Timer to periodically check
                              • Bind a property to the condition

                              I think method 3 is the one I would go:

                              //inside id:table
                              
                              property bool collision: {
                                  if ((ball.x + ball.width >= racket.x && ball.x <= racket.x + racket.width) && (ball.y + ball.height >= racket.y && ball.y <= racket.y + racket.height))
                                      return true;
                                  else
                                     return false;
                              }
                              
                              onCollisionChanged:{
                                  if(collision) {
                                       var colTime = new Date().getTime()
                                       console.log("A collision happend!", colTime)
                                  }
                              }
                              
                              tomyT Offline
                              tomyT Offline
                              tomy
                              wrote on last edited by
                              #18

                              @J.Hilk
                              Thank you for that remedy.

                              In my example, the racket can go up and down only. The onYChanged method checks the difference on Y pixel (or point?) by pixel, repeatedly. It's fine.

                              The Timer, what that was in my mind, has interval, start and stop which are handy for gaining what we want.

                              But what you used is strange (for me) and very good too. It apparently checks that bool collision repeatedly just like onYChanged. Doesn't it? It was new for me.

                              I thought of the code and knew that two times are needed to measure the speed of the collision: X = V(t2 -t1). So went for defining two bools as follows:

                              //inside id:table
                              
                                     property bool collision_1: {
                                         if ((ball.x + ball.width >= racket.x &&
                                              ball.x <= racket.x + racket.width) &&
                                             (ball.y + ball.height >= racket.y &&
                                              ball.y <= racket.y + racket.height))
                                             return true;
                                         else
                                            return false;
                                     }
                              
                                     onCollision_1Changed:{
                                         if(collision_1) {
                                              var colTime_1 = new Date().getTime()
                                              console.log("First collision happend!", colTime_1)
                                         }
                                     }
                              
                                     property bool collision_2: {
                                         if ((ball.x + ball.width >= racket.x &&
                                              ball.x <= racket.x + racket.width) &&
                                             (ball.y + (ball.height / 1.2) >= racket.y &&
                                              ball.y <= racket.y + racket.height))
                                             return true;
                                         else
                                            return false;
                                     }
                              
                                     onCollision_2Changed:{
                                         if(collision_2) {
                                              var colTime_2 = new Date().getTime()
                                              console.log("Second collision happend!", colTime_2)
                                         }
                                     }
                              

                              Now we have the two times, and the X (in the equation) is ball.height / 1.2 (look at the third line of the second condition) which equals to 15 / 1.2 = 12.

                              So the equation is complete and V is achievable.
                              We use that V to set the speed of the ball when it's hit by the racket. Just like when you hit the ball slowly by a racket, the ball takes low speed, but when hit powerfully, it takes high speed.

                              I think there isn't any built_in method to achieve the speed of the collision (V). Is there? If yes, we can draw back from using the above method.

                              The second question is, as you see, the V is obtained by a two-step way, that is, two if-condition are used. Could we do that in one step making the code simpler?

                              Thanks.

                              J.HilkJ 1 Reply Last reply
                              0
                              • tomyT tomy

                                @J.Hilk
                                Thank you for that remedy.

                                In my example, the racket can go up and down only. The onYChanged method checks the difference on Y pixel (or point?) by pixel, repeatedly. It's fine.

                                The Timer, what that was in my mind, has interval, start and stop which are handy for gaining what we want.

                                But what you used is strange (for me) and very good too. It apparently checks that bool collision repeatedly just like onYChanged. Doesn't it? It was new for me.

                                I thought of the code and knew that two times are needed to measure the speed of the collision: X = V(t2 -t1). So went for defining two bools as follows:

                                //inside id:table
                                
                                       property bool collision_1: {
                                           if ((ball.x + ball.width >= racket.x &&
                                                ball.x <= racket.x + racket.width) &&
                                               (ball.y + ball.height >= racket.y &&
                                                ball.y <= racket.y + racket.height))
                                               return true;
                                           else
                                              return false;
                                       }
                                
                                       onCollision_1Changed:{
                                           if(collision_1) {
                                                var colTime_1 = new Date().getTime()
                                                console.log("First collision happend!", colTime_1)
                                           }
                                       }
                                
                                       property bool collision_2: {
                                           if ((ball.x + ball.width >= racket.x &&
                                                ball.x <= racket.x + racket.width) &&
                                               (ball.y + (ball.height / 1.2) >= racket.y &&
                                                ball.y <= racket.y + racket.height))
                                               return true;
                                           else
                                              return false;
                                       }
                                
                                       onCollision_2Changed:{
                                           if(collision_2) {
                                                var colTime_2 = new Date().getTime()
                                                console.log("Second collision happend!", colTime_2)
                                           }
                                       }
                                

                                Now we have the two times, and the X (in the equation) is ball.height / 1.2 (look at the third line of the second condition) which equals to 15 / 1.2 = 12.

                                So the equation is complete and V is achievable.
                                We use that V to set the speed of the ball when it's hit by the racket. Just like when you hit the ball slowly by a racket, the ball takes low speed, but when hit powerfully, it takes high speed.

                                I think there isn't any built_in method to achieve the speed of the collision (V). Is there? If yes, we can draw back from using the above method.

                                The second question is, as you see, the V is obtained by a two-step way, that is, two if-condition are used. Could we do that in one step making the code simpler?

                                Thanks.

                                J.HilkJ Offline
                                J.HilkJ Offline
                                J.Hilk
                                Moderators
                                wrote on last edited by J.Hilk
                                #19

                                @tomy said in Measure the speed of a movement:

                                But what you used is strange (for me) and very good too. It apparently checks that bool collision repeatedly just like onYChanged. Doesn't it? It was new for me.

                                Well, that is JavaSkript, took me a while to get my head around as well.

                                It basically boils down to this:
                                You define a QPROPPERTY and bind ( ':' operator instead of '=') a JS-expression to it.
                                Therefore whenever a variable inside that JS-expression is changed, the whole expression is reevaluated and the result asigned to your property.

                                I think there isn't any built_in method to achieve the speed of the collision (V). Is there?

                                not that I know of, but I haven't looked (very deeply) into it

                                The second question is, as you see, the V is obtained by a two-step way, that is, two if-condition are used. Could we do that in one step making the code simpler?

                                of course you can simply bind the finished evaluation to a property.
                                Will it make the code simpler? Probably not.


                                Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                                Q: What's that?
                                A: It's blue light.
                                Q: What does it do?
                                A: It turns blue.

                                1 Reply Last reply
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