Record, calculate and save data periodically

Hi,
I am working on a labview project. I have a continuous input data which is updated every 100ms. I need to calculate the 15 minutes average value, one hour average value of this input data and save this average values into excel file continuously. I have problem about how to calculate the 15 minutes average input data value. I have look through some example for parallel while loop, but my main problem is how to calculate the 15 minutes average values periodically and save it to the file. Thanks for your help.
Fred

You do not need parallel loops to calculate a running average. Just keep two arrays of old data in a shift register inside the same loop. The first array is 9000 points (15 min) and the second is 36000 points (1 hr).
Append new data to the top of the array and delete any excess points from the bottom. Calculate the average on the entire array every time you add a point and write these values to other Excel columns.
Michael Munroe
www.abcdef.biz
Michael Munroe, ABCDEF
Certified LabVIEW Developer, MCP
Find and fix bad VI Properties with Property Inspector

Similar Messages

  • How can I do to acquire and save date in the same time and in the same file when I run continual my VI without interrupti​on.

    I've attached a VI that I am using to acquire amplitude from Spectrum analyzerse. I tried to connect amplitude ouput to the VI Write Characters To File.vi and Write to Spreadsheet File.vi. Unfortunately when I run continual this VI without interruption, labview ask me many time to enter a new file name to save a new value.
    So, How can I do to aquire and save date in the same time and in the same file when I run continual my VI for example during 10 min.
    Thank you in advance.
    Regards,
    Attachments:
    HP8563E_Query_Amplitude.vi ‏37 KB

    Hi,
    Your VI does work perfectly. Unfortunately this not what I want to do. I've made error in my last comment. I am so sorry for this.
    So I explain to you again what I want to do exactly. I want to acquire amplitude along road by my vehicle. I want to use wheel signal coming from vehicle to measure distance along road. Then I acquire 1 amplitude each 60 inches from spectrum analyzer.
    I acquire from PC parallel port a coded wheel signal coming from vehicle (each period of the signal corresponds to 12 Inches). Figure attached shows the numeric signal coming from vehicle, and the corresponding values “120” and “88” that I can read from In Port vi.
    So I want to acquire 1 time amplitude from spectrum analyser each 5
    period of the signal that I am acquiring from parallel port.
    So fist I have to find how can I count the number of period from reading the values “120” and “88” that I am acquiring from In Port (I don’t know the way to count a number of period from reading values “120” and “88”).
    Here is a new algorithm.
    1) i=0 (counter: number of period)
    2) I read value from In Port
    3) If I acquire a period
    i= i+1 (another period)
    4) If i is multiple of 5 (If I read 5 period)
    acquire 1 time amplitude and write to the same
    file this amplitude and the corresponding distance
    Distance = 12*i). Remember each period of signal
    Corresponds to 12 Inches).i has to take these
    values: 5,10,15,20,25,35,40,45,50,55,60............
    5) Back to 2 if not stop.
    Thank you very much for helping me.
    Regards,
    Attachments:
    Acquire_Amplitude_00.vi ‏59 KB
    Figure_Algorithm.doc ‏26 KB

  • How to calculate and save planning data in bex input-ready query using keyfigures for calculation from different infoproviders

    Hi Dear All,
    We have two real time infocubes and two aggregation levels based on these cubes in one multiprovider
    first cube1 is like
    char1| char2| keyfig_coefficient(single value for each combination of char1 and char2)
    same aggregation level1
    (we have input query to fill coefficients by one responsible user)
    second cube2 is like
    char1| char2| keyfig_quantity| keyfig_result
    same aggregation level2
    Input ready query should be like (for all other users of different org units)
    char1|char2|keyfig_coeff| keyfig_quant(for input) | keyfig_result = keyfig_coeff*keyfig_quant(calculated value, should be saved to cube2)
    And we don't have pregenerated lines in cube2, users have to add new lines themselves by wad.
    Question is, what is the optimal (easiest) way to make calculation and save result data to cube2 where keyfigures for calculation should be used from different infoproviders. I need just a hint.
    Appreciate any help.
    Nadya.

    I found decision, agregation levels sould be based on multiprovider, not included.

  • Steps to plan  and save data in Workbook

    Hi all,
    Please provide me steps to Plan and save a data in a real time cube using workbook.
    I have gone through different articles in SDN and tried to relicate but failed to save the data.
    May be I am missing some thing, some steps. Please provide me with steps as giving links will not help me.
    Thanks
    Sunny

    Hi,
    You will have to follow the below steps to create a workbook which can save data in realtime cube.
    1. First create Aggregation level(mandatory for input ready query which can save data) in Planning Modeler.
        Aggregation level you will have to create on Reatime cube.
        Transaction code for Planning modeler is RSPLAN.
    2. After you have created aggregation level .
       -> Create Query in Query Designer on the Aggregation level.
    3. Make sure that you have made the setting for keyfigure as Input-ready.
        Also make sure to make you have set the Query Property as 'Start Query in Change mode".
       -> Then only query will be eligible for entering and saving the data on execution.
    4. Now when you execute the query in Bex Analyser and save it as Workbook.
    -> Data can only be entered and saved when the query open in input-ready mode.
    5. The best way to check in Bex analyser whether query is input-ready or not is
      -> In the query result layout , use Right lcik of Mouse -> then in the context menu
      -> you should see the following two options apart from other options
    Two options are:
      1. Transfer plan values
      2. Save values
    If you get these two options then query is input ready and you can enter data and save it in realtime cube using the
    Right mouse click -> Save values
    6. If query is not coming as input-ready then it means that not all charateristics are drilled down
       -> means that rows does not contains unique records.
    In that case you will have to drilldown to make each rows contain unique records.
    -> The best way is to restrict the characteristics with variable or single values in filter area.
    -> this will give you drilldown data and so the query will come as input-ready.
    Pls also check the link:
    http://help.sap.com/saphelp_nw70/helpdata/en/43/f234619e3c4c5de10000000a155369/frameset.htm
    Regards,
    Amit

  • Any limitation on number of fill and print forms I can post on my website and have external users with Reader fill in, print and mail to me? (I don't need/want them to be able to fill and save data.)

    I would like to post fillable only forms to the public but not give them the option to save or email the filled in form. If they want a copy of what they've filled in, they must print it.
    I believe I can do this by just creating a fillable PDF and posting it without adding any reader extension capabilities. I also believe there is no limitation, as there is for fill and save forms as per this other post I read: Adobe Acrobat X Pro * Enable Reader users to save form data.
    My IT department is telling me they will not allow me to post fillable PDFs online due to a "license limitation" so I started researching this myself, and the above link is the only thing I've found. While that post specifically outlines the limitations on saving filled in forms, I'm really looking for something that specifically tells me that there is no limitation on fillable, non-saveable (yes, I know that's not a word...) forms.
    If anyone can provide additional information for me, I'd appreciate it. Or, if I'm completely wrong in my belief and there's a limitation either way, feel free to set me straight. I'd rather know the correct answer than be right!
    Thanks!!

    If you don't Reader-enable a document, then there are no licensing restrictions involved. Note that Reader 11 and all versions of Acrobat are able to save non-enabled forms, unlike previous versions.
    The question should not be whether a form is savable, but rather whether you used Acrobat to add usage rights to the form AND you (the licensee) plan on receiving filled-in instances (including hardcopies) of it. The simplest way is to not Reader-enable the form and convince your users to use Reader 11 (or Acrobat) if they want to save.

  • Using OBIEE Scheduler to export and save data in excel/pdf

    Hi
    Is it possible to use obiee scheduler and run particular reports and export the data into excel/pdf and save this file at given location on server.
    env: obiee 11g/linux OS
    Thanks for any ideas.

    Hi,
    Yes it is possible.
    As per my knowledge we don't have such option but we can do one way.
    Using IBOTS you can store specific report and specific time in specific location.
    Note : Using JS script.
    Are you going to implement this way send me your mails id will send you js script for doing this.
    Re: Auto SAVE to excel -- Please refer this thread.
    Create js file using the below script and add this js scrif in your ibot advanced tab.
    var FSO = new ActiveXObject("Scripting.FileSystemObject");
    var foldername = 'D:\IBOT'
    if (FSO.FolderExists(foldername))
    var fileName = foldername + "\\" +Parameter(1);
    var fooFile = FSO.CopyFile(Parameter(0), fileName, true);
    else
    FSO.CreateFolder(foldername);
    var fileName = foldername + "D:\IBOT" + Parameter(1);
    var fooFile = FSO.CopyFile(Parameter(0), fileName, true);
    Thanks,
    Satya

  • Using SharedObjects to load and save data

    Hello, i am having troubles with using shared objects to save and load data for my highscore feature of my game i am developing in actionscript 3. This is my main code.
    I am trying to update a dynamic text field that acts as an high score function
    [as]
    package
              // initialize;
              import flash.display.MovieClip;
              import flash.utils.Timer;
              import flash.events.TimerEvent;
              import flash.ui.Mouse;
              import flash.events.KeyboardEvent;
              import flash.ui.Keyboard;
              import flash.events.Event;
              import flash.media.SoundChannel;
              import flash.net.SharedObject;
              import flash.text.TextField;
              import flash.display.Stage;
              import flash.events.ProgressEvent;
              public class Game extends MovieClip
                        public static var _stage:Stage;
                        static var so:SharedObject;
                        static var ship:MovieClip;
                        static var healthMeter:HealthMeter;
                        static var score:Score;
                        static var highScore:HighScore;
                        static var enemyShipTimer:Timer;
                        static var gameOverMenu:GameOverMenu;
                        static var startMenu:StartMenu;
                        static var helpMenu:HelpMenu;
                        static var startButton:StartButton;
                        static var returnButton:ReturnButton;
                        static var helpButton:HelpButton;
                        static var pauseButton:PauseButton;
                        static var playButton:PlayButton;
                        static var mainMenuButton:MainMenuButton;
                        public var currentValue:Number;
                        public var loadingProgress:LoadingProgress;
                        public function Game()
                                  loadingProgress = new LoadingProgress();
                                  loadingProgress.x = 550;
                                  loadingProgress.y = 500;
                                  addChild( loadingProgress );
                                  loaderInfo.addEventListener( Event.COMPLETE, onCompletelyDownloaded );
                                  loaderInfo.addEventListener( ProgressEvent.PROGRESS, onProgressMade );
                        public function showMenuScreen():void
                                  _stage = this.stage;
                                  Key.initialize(stage);
                                  ship = new Ship();
                                  healthMeter = new HealthMeter();
                                  var score:Score = new Score();
                                  var highScore:HighScore = new HighScore();
                                  so = SharedObject.getLocal("scores");
                                  if (so.data.score)
                                            highScore.bestScore.text = so.data.score.toString();
                                  else
                                            highScore.bestScore.text = "0";
                                  addChild(score);
                                  addChild(highScore);
                                  gameScore.visible = false;
                                  bestScore.visible = true;
                                  healthMeter.x = 2.5;
                                  healthMeter.y = 576;
                                  gameOverMenu = new GameOverMenu();
                                  gameOverMenu.x = 217;
                                  gameOverMenu.y = 244;
                                  addChild(gameOverMenu);
                                  gameOverMenu.visible = false;
                                  helpMenu = new HelpMenu();
                                  helpMenu.x = 480;
                                  helpMenu.y = 312;
                                  addChild(helpMenu);
                                  helpMenu.visible = false;
                                  returnButton = new ReturnButton();
                                  returnButton.x = 54;
                                  returnButton.y = 52;
                                  addChild(returnButton);
                                  returnButton.visible = false;
                                  gameOverMenu.playAgainButton.addEventListener("mouseDown", newGame);
                                  startMenu = new StartMenu();
                                  mainMenuButton = new MainMenuButton();
                                  startButton = new StartButton();
                                  helpButton = new HelpButton();
                                  startMenu.x = 151;
                                  startMenu.y = 111;
                                  startButton.x = 93;
                                  startButton.y = 426;
                                  helpButton.x = 631;
                                  helpButton.y = 386;
                                  mainMenuButton.x = 656;
                                  mainMenuButton.y = 483;
                                  addChild(mainMenuButton);
                                  mainMenuButton.visible = false;
                                  stage.addChildAt(startMenu, 0);
                                  addChild(startButton);
                                  addChild(helpButton);
                                  startMenu.visible = true;
                                  startButton.visible = true;
                                  helpButton.visible = true;
                                  startMenu.visible = true;
                                  startButton.addEventListener("mouseDown", newGame);
                                  helpButton.addEventListener("mouseDown", helpGame);
                                  mainMenuButton.addEventListener("mouseDown", mainMenu);
                                  returnButton.addEventListener("mouseDown", mainMenu2);
                                  pauseButton = new PauseButton();
                                  pauseButton.x = 896;
                                  pauseButton.y = 63;
                                  pauseButton.addEventListener("mouseDown", PauseGame);
                                  playButton = new PlayButton();
                                  playButton.x = 896;
                                  playButton.y = 63;
                                  addChild(playButton);
                                  playButton.visible = false;
                                  playButton.addEventListener("mouseDown", PlayGame);
                        static function gameOver()
                                  scoreF();
                                  mainMenuButton.visible = true;
                                  healthMeter.visible = false;
                                  pauseButton.visible = false;
                                  gameOverMenu.visible = true;
                                  enemyShipTimer.stop();
                                  for (var i in EnemyShip.list)
                                            EnemyShip.list[i].kill();
                                  ship.takeDamage(-ship.maxHealth);
                        function newGame(e:Event)
                                  addEventListener(Event.DEACTIVATE, PauseGame);
                                  bestScore.visible = false;
                                  gameScore.visible = true;
                                  addChild(pauseButton);
                                  addChild(healthMeter);
                                  addChild(mainMenuButton);
                                  enemyShipTimer = new Timer(750);
                                  enemyShipTimer.addEventListener("timer", sendEnemy);
                                  addChild(ship);
                                  healthMeter.visible = true;
                                  startMenu.visible = false;
                                  mainMenuButton.visible = false;
                                  startButton.visible = false;
                                  healthMeter.visible = true;
                                  pauseButton.visible = true;
                                  playButton.visible = false;
                                  gameOverMenu.visible = false;
                                  helpButton.visible = false;
                                  ship.visible = true;
                                  ship.x = 367;
                                  ship.y = 542;
                                  enemyShipTimer.start();
                                  currentValue = 0;
                                  updateDisplay();
                        function mainMenu(e:Event)
                                  removeEventListener(Event.DEACTIVATE, PauseGame);
                                  bestScore.visible = true;
                                  gameScore.visible = false;
                                  removeChild(mainMenuButton);
                                  removeChild(ship);
                                  healthMeter.visible = false;
                                  startMenu.visible = true;
                                  mainMenuButton.visible = false;
                                  startButton.visible = true;
                                  healthMeter.visible = false;
                                  pauseButton.visible = false;
                                  playButton.visible = false;
                                  ship.takeDamage(ship.maxHealth);
                                  gameOverMenu.visible = false;
                                  helpButton.visible = true;
                                  returnButton.visible = false;
                        function mainMenu2(e:Event)
                                  bestScore.visible = true;
                                  gameScore.visible = false;
                                  healthMeter.visible = false;
                                  startMenu.visible = true;
                                  mainMenuButton.visible = false;
                                  startButton.visible = true;
                                  healthMeter.visible = false;
                                  pauseButton.visible = false;
                                  playButton.visible = false;
                                  gameOverMenu.visible = false;
                                  helpButton.visible = true;
                                  returnButton.visible = false;
                                  helpMenu.visible = false;
                        function PauseGame(e:Event)
                                  enemyShipTimer.removeEventListener("timer", sendEnemy);
                                  stage.frameRate = 0;//
                                  pauseButton.visible = false;
                                  playButton.visible = true;
                        function PlayGame(e:Event)
                                  enemyShipTimer.addEventListener("timer", sendEnemy);
                                  stage.frameRate = 30;//
                                  pauseButton.visible = true;
                                  playButton.visible = false;
                        function helpGame(e:Event)
                                  startMenu.visible = false;
                                  startButton.visible = false;
                                  helpButton.visible = false;
                                  helpMenu.visible = true;
                                  returnButton.visible = true;
                        function sendEnemy(e:Event)
                                  var enemy = new EnemyShip();
                                  stage.addChildAt(enemy, 0);
                                  addToValue(1);
                        function addToValue( amountToAdd:Number ):void
                                  currentValue = currentValue + amountToAdd;
                                  updateDisplay();
                        static function scoreF():void
                                  if (so.data.score)
                                            if (getFinalScore()>so.data.score)
                                                      so.data.score = getFinalScore();
                                                      so.flush();
                                  else
                                            so.data.score = getFinalScore();
                                            so.flush();
                        function updateDisplay():void
                                  if (currentValue>Number(highScore.bestScore.text))
                                            scoreF();
                                            highScore.bestScore.text = currentValue.toString();
                                  TextField(gameScore.getChildByName("scoreDisplay")).text = currentValue.toString();
                                  TextField(bestScore.getChildByName("bestScore")).text = highScore.bestScore.text;
                                  loadingProgress.percentDisplay.text = currentValue.toString();
                        static function getFinalScore()
                                  _stage;
                                  return;
                                  gameScore.currentValue;
                        public function onCompletelyDownloaded( event:Event ):void
                                  gotoAndStop(3);
                                  showMenuScreen();
                        public function onProgressMade( progressEvent:ProgressEvent ):void
                                  setValue( Math.floor( 100 * loaderInfo.bytesLoaded / loaderInfo.bytesTotal ) );
                        public function setValue( amount:Number ):void
                                  currentValue = amount;
                                  updateDisplay();
    [/as]
    when i run this, it crashes with this error.
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
              at Game/updateDisplay()[C:\Users\Ben\Desktop\SFUR\Game.as:329]
              at Game/setValue()[C:\Users\Ben\Desktop\SFUR\Game.as:356]
              at Game/onProgressMade()[C:\Users\Ben\Desktop\SFUR\Game.as:351]
    help would be greatly appreciated.
    if you need any more details please ask.
    Line 329:  if (currentValue>Number(highScore.bestScore.text))
    Line 356:  updateDisplay();
    Line 351:
    setValue( Math.floor( 100 * loaderInfo.bytesLoaded / loaderInfo.bytesTotal ) );
    -Ben

    Ok, i have changed my classes a bit to try and fix the issue. I found a tutorial online called MJW avoider game or something and so i split some of my code in to seperate classes. But now the score doesnt update. I have fixed the loading issue (hopefully) i can access the main menu etc... but the highscore doesnt show at all after a game. Here are my classes.
    Document class (Game.as)
    package
              // initialize;
              import flash.display.MovieClip;
              import flash.utils.Timer;
              import flash.events.TimerEvent;
              import flash.ui.Mouse;
              import flash.events.KeyboardEvent;
              import flash.ui.Keyboard;
              import flash.events.Event;
              import flash.media.SoundChannel;
              import flash.net.SharedObject;
              import flash.text.TextField;
              import flash.display.Stage;
              import flash.events.ProgressEvent;
              public class Game extends MovieClip
                        public static var _stage:Stage;
                        static var so:SharedObject;
                        static var ship:MovieClip;
                        static var healthMeter:HealthMeter;
                        static var score:Score;
                        static var enemyShipTimer:Timer;
                        static var gameOverMenu:GameOverMenu;
                        static var startMenu:StartMenu;
                        static var helpMenu:HelpMenu;
                        static var startButton:StartButton;
                        static var returnButton:ReturnButton;
                        static var helpButton:HelpButton;
                        static var pauseButton:PauseButton;
                        static var playButton:PlayButton;
                        static var mainMenuButton:MainMenuButton;
                        public var currentValue:Number;
                        public var loadingProgress:LoadingProgress;
                        static var highScore:HighScore;
                        public function Game()
                                  loadingProgress = new LoadingProgress();
                                  loadingProgress.x = 550;
                                  loadingProgress.y = 500;
                                  addChild( loadingProgress );
                                  loaderInfo.addEventListener( Event.COMPLETE, onCompletelyDownloaded );
                                  loaderInfo.addEventListener( ProgressEvent.PROGRESS, onProgressMade );
                        public function showMenuScreen():void
                                  removeChild( loadingProgress );
                                  _stage = this.stage;
                                  highScore = new HighScore();
                                  ship = new Ship();
                                  healthMeter = new HealthMeter();
                                  var score:Score = new Score();
                                  so = SharedObject.getLocal("scores");
                                  if (so.data.score)
                                            highScore.bestScore.text = so.data.score.toString();
                                  else
                                            highScore.bestScore.text = "0";
                                  addChild(score);
                                  addChild(highScore);
                                  gameScore.visible = false;
                                  bestScore.visible = true;
                                  healthMeter.x = 2.5;
                                  healthMeter.y = 576;
                                  gameOverMenu = new GameOverMenu();
                                  gameOverMenu.x = 217;
                                  gameOverMenu.y = 244;
                                  addChild(gameOverMenu);
                                  gameOverMenu.visible = false;
                                  helpMenu = new HelpMenu();
                                  helpMenu.x = 480;
                                  helpMenu.y = 312;
                                  addChild(helpMenu);
                                  helpMenu.visible = false;
                                  returnButton = new ReturnButton();
                                  returnButton.x = 54;
                                  returnButton.y = 52;
                                  addChild(returnButton);
                                  returnButton.visible = false;
                                  gameOverMenu.playAgainButton.addEventListener("mouseDo wn", newGame);
                                  startMenu = new StartMenu();
                                  mainMenuButton = new MainMenuButton();
                                  startButton = new StartButton();
                                  helpButton = new HelpButton();
                                  startMenu.x = 151;
                                  startMenu.y = 111;
                                  startButton.x = 93;
                                  startButton.y = 426;
                                  helpButton.x = 631;
                                  helpButton.y = 386;
                                  mainMenuButton.x = 656;
                                  mainMenuButton.y = 483;
                                  addChild(mainMenuButton);
                                  mainMenuButton.visible = false;
                                  stage.addChildAt(startMenu, 0);
                                  addChild(startButton);
                                  addChild(helpButton);
                                  startMenu.visible = true;
                                  startButton.visible = true;
                                  helpButton.visible = true;
                                  startMenu.visible = true;
                                  startButton.addEventListener("mouseDown", newGame);
                                  helpButton.addEventListener("mouseDown", helpGame);
                                  mainMenuButton.addEventListener("mouseDown", mainMenu);
                                  returnButton.addEventListener("mouseDown", mainMenu2);
                                  pauseButton = new PauseButton();
                                  pauseButton.x = 896;
                                  pauseButton.y = 63;
                                  pauseButton.addEventListener("mouseDown", PauseGame);
                                  playButton = new PlayButton();
                                  playButton.x = 896;
                                  playButton.y = 63;
                                  addChild(playButton);
                                  playButton.visible = false;
                                  playButton.addEventListener("mouseDown", PlayGame);
                        static function gameOver()
                                  scoreF();
                                  mainMenuButton.visible = true;
                                  healthMeter.visible = false;
                                  pauseButton.visible = false;
                                  gameOverMenu.visible = true;
                                  enemyShipTimer.stop();
                                  for (var i in EnemyShip.list)
                                            EnemyShip.list[i].kill();
                                  ship.takeDamage(-ship.maxHealth);
                        function newGame(e:Event)
                                  addEventListener(Event.DEACTIVATE, PauseGame);
                                  bestScore.visible = false;
                                  gameScore.visible = true;
                                  addChild(pauseButton);
                                  addChild(healthMeter);
                                  addChild(mainMenuButton);
                                  enemyShipTimer = new Timer(750);
                                  enemyShipTimer.addEventListener("timer", sendEnemy);
                                  addChild(ship);
                                  healthMeter.visible = true;
                                  startMenu.visible = false;
                                  mainMenuButton.visible = false;
                                  startButton.visible = false;
                                  healthMeter.visible = true;
                                  pauseButton.visible = true;
                                  playButton.visible = false;
                                  gameOverMenu.visible = false;
                                  helpButton.visible = false;
                                  ship.visible = true;
                                  ship.x = 367;
                                  ship.y = 542;
                                  enemyShipTimer.start();
                                  currentValue = 0;
                                  updateDisplay();
                        function mainMenu(e:Event)
                                  removeEventListener(Event.DEACTIVATE, PauseGame);
                                  bestScore.visible = true;
                                  gameScore.visible = false;
                                  removeChild(mainMenuButton);
                                  removeChild(ship);
                                  healthMeter.visible = false;
                                  startMenu.visible = true;
                                  mainMenuButton.visible = false;
                                  startButton.visible = true;
                                  healthMeter.visible = false;
                                  pauseButton.visible = false;
                                  playButton.visible = false;
                                  ship.takeDamage(ship.maxHealth);
                                  gameOverMenu.visible = false;
                                  helpButton.visible = true;
                                  returnButton.visible = false;
                        function mainMenu2(e:Event)
                                  bestScore.visible = true;
                                  gameScore.visible = false;
                                  healthMeter.visible = false;
                                  startMenu.visible = true;
                                  mainMenuButton.visible = false;
                                  startButton.visible = true;
                                  healthMeter.visible = false;
                                  pauseButton.visible = false;
                                  playButton.visible = false;
                                  gameOverMenu.visible = false;
                                  helpButton.visible = true;
                                  returnButton.visible = false;
                                  helpMenu.visible = false;
                        function PauseGame(e:Event)
                                  enemyShipTimer.removeEventListener("timer", sendEnemy);
                                  stage.frameRate = 0;//
                                  pauseButton.visible = false;
                                  playButton.visible = true;
                        function PlayGame(e:Event)
                                  enemyShipTimer.addEventListener("timer", sendEnemy);
                                  stage.frameRate = 30;//
                                  pauseButton.visible = true;
                                  playButton.visible = false;
                        function helpGame(e:Event)
                                  startMenu.visible = false;
                                  startButton.visible = false;
                                  helpButton.visible = false;
                                  helpMenu.visible = true;
                                  returnButton.visible = true;
                        function sendEnemy(e:Event)
                                  var enemy = new EnemyShip();
                                  stage.addChildAt(enemy, 0);
                                  addToValue(1);
                        static function scoreF():void
                                  if (so.data.score)
                                            if (getFinalScore()>so.data.score)
                                                      so.data.score = getFinalScore();
                                                      so.flush();
                                  else
                                            so.data.score = getFinalScore();
                                            so.flush();
                        function updateDisplay():void
                                  if (currentValue>Number(highScore.bestScore.text))
                                            scoreF();
                                            Game.highScore.bestScore.text = currentValue.toString();
                                  TextField(gameScore.getChildByName("scoreDisplay")).te xt = currentValue.toString();
                                  loadingProgress.percentDisplay.text = currentValue.toString();
                        static function getFinalScore()
                                  _stage;
                                  return;
                                  gameScore.currentValue;
                        public function addToValue( amountToAdd:Number ):void
                                  currentValue = currentValue + amountToAdd;
                                  updateDisplay();
                        public function onCompletelyDownloaded( event:Event ):void
                                  gotoAndStop(3);
                                  showMenuScreen();
                        public function onProgressMade( progressEvent:ProgressEvent ):void
                                  loadingProgress.setValue( Math.floor( 100 * loaderInfo.bytesLoaded / loaderInfo.bytesTotal ) );
    Counter Class (Counter.as)
    package
              import flash.display.MovieClip;
              public class Counter extends MovieClip
                        public var currentValue:Number;
                        public function Counter()
                                  reset();
                        public function addToValue( amountToAdd:Number ):void
                                  currentValue = currentValue + amountToAdd;
                                  updateDisplay();
                        public function setValue( amount:Number ):void
                                  currentValue = amount;
                                  updateDisplay();
                        public function reset():void
                                  currentValue = 0;
                                  updateDisplay();
                        public function updateDisplay():void
    LoadingProgress class (LoadingProgress.as)
    package
              import flash.text.TextField;
              public class LoadingProgress extends Counter
                        public function LoadingProgress()
                                  super();
                        override public function updateDisplay():void
                                  super.updateDisplay();
                                  percentDisplay.text = currentValue.toString();
    There not all my classes, but they are the classes where the errors are coming from.
    Please remember i am an actionscript noob
    Thanks again, Nacho

  • Can I use wireless WIFI on a 9650 at home and save data usage

    Hi,
    I am ordering a 9650, and have a wireless network at home. I was going to go with the $15 data plan, because i use email mostly. Someone said I could use wifi on my wireless network at home for web pages to save data not going thru the verizon network? I am new to this, can you really do this?
    Thanks

    Gunit wrote:
    Hi,
    I am ordering a 9650, and have a wireless network at home. I was going to go with the $15 data plan, because i use email mostly. Someone said I could use wifi on my wireless network at home for web pages to save data not going thru the verizon network? I am new to this, can you really do this?
    Thanks
    Hi,
    I think you made a great choice ordering the 9650 Bold.  You can probably save a lot of money on the data plan by using the 15 dollar/month plan.  You can do a lot with your BB with just the WiFi.  I turned my WiFi on and turned off the mobile connection and was able to send/recieve emails, chat on Blackberry Messenger, and surf the internet.  For me, using my home WiFi is a lot faster that using the mobile network.  My only advice is to regularly check your My Verizon for your usage on data to make sure you are not going over the max usage for your plan.  Good luck.
    Doc

  • How to open Excel Template save it under a different name and then write and save data to it at regualar intervals

    I have an excel template that I have created. I am opening that template, saving it under a different name, and then writing and saving data to that excel sheet at regular intervals. It is giving me an error 5, I understand what this means and I am trying to work around it.  However after too many hours spent trying to figure it out, I have asked for any help or input. I have attached an example vi, not the actual one since it is very involved.
    Thanks
    Solved!
    Go to Solution.
    Attachments:
    Power Cycle Test 3.0 Excel Save Testing.vi ‏18 KB

    This snippet encapsulates most of the previous suggestions, and adds a few of my own.
    The first code shows one (simplified) way of building the output file name.  It incorporates the Build Path function to combine Report File Path with the file name (don't need initial "\"), builds the File Name with Format into String, getting the Time part of the name from Format Date/Time String.  I also use Build Path to get the Template path.  Inside the For Loop, another Format into String gets the data that is placed in the 10 Excel cells.  We don't write anything yet -- we're only filling in the cells in the WorkSheet (think of how you use Excel -- you could, but probably don't, save the WorkBook after every cell entry, you wait until you are all done and then do a Save, followed by closing Excel).  Finally, when we are done, we save the file using the output name we want to use, then close Excel (which disposes of the Report Object).  If we want to generate another report, with another (time-based) name, we can put this code into a sub-VI and simply call it again.
    Don't worry if you don't have LabVIEW 2014 (which was used to save this snippet) -- most of the code comes from the original that you posted, so it should be a pretty simple edit to change that code to match this.
    Bob Schor

  • How can i record sound and save it in a file..?

    Can someone plz provide me a simple code for recording sound and saving it in a file..

    Nope...all of the code to do that is complicated...and since you apparently can't figure out google, I'm afraid you're likely out of luck.

  • Can you record sounds and save as a ringtone with the IPhone4?

    I'm new to the IPhone. All other phones I' ve used in the past I could save sounds and use them as a ringtone. I just can't seem to figure it out with the I4. Can it be done?

    You can record sounds with the Voice Memos app, then sync them to your computer by selecting "Include voice memos" on the Music tab of y0ur iTunes sync settings and syncing your phone.  Once synced to your computer they will appear in a Voice Memos playlist that iTunes creates on the left sidebar.  Then you have to convert it to a ringtone using iTunes as shown here: Create free ringtones with iTunes 10.  After this is done, you can check the ringtone in your iTunes library, then check Sync Tones on the Tones tab of your iTunes sync settings and sync.  Custom ringtones will appear in Settings>Sounds>Ringtone at the top of the list.

  • Validate and Save data of the current page when tab changing

    Hi,
    Using APEX version 2.2
    We have a multi tab chain form, which each page / tab references a different table. Seperately, when each form is saved, the data is validated and committed to the database.
    The business requirement is to be able to enter data on a form, and then click on another tab, and the page is "validated" and saved, and then the tabbed page is then shown.
    From what I have seen on the forums, pressing a tab, will not validate and process the original form, only perform the page rendering processes.
    I have read the forum thread Re: Navigating to non-current pages for a tab - but have not seen how this works? Is there some dialog missing?
    What we would like to do is call the tab as per usual;
    javascipt:dosubmit('T_PAGE_6');
    But also add the save validation first;
    javascipt:dosubmit('SAVE'); javascipt:dosubmit('T_PAGE_6');
    This would allow the full form validation
    Is this part configurable? otherwise is there anothe solution we can use?
    Thanks
    Jon

    Jon, You essentially want your standard tabs to do nothing but act as buttons. If you can adjust the templates to make those "buttons" look like tabs, you'll have what you need.
    Others will have to advise on how to do that, though.
    Scott

  • Is there a way to do a loop in VAB and save data to a file?

    It is insisted that I form a loop counter in VAB, even though I have done it in LabVIEW. Is there a way of doing it in VAB? Also is there a way to save the data I collect in VAB or LabVIEW DSP module to a file on the computer? Any suggestions would be appreciated.

    You can find one example in LabVIEW Help docments., in the "For Loop and While Loop Structures" .
    software reviews

  • Run program continuously and save data

    Hi,
    I am trying to get a program up and running that takes continuous measurements of an oscilloscope and then saves the data to a file.
    I was able to find vi's from NI that work with my oscilloscope but am having issues getting it to take measurements continuously and am completely lost as to then save those measurements (I am just learning LabView).
    Attached is my VI, and the readwaveform subvi it calls upon.
    Any help would be appreciated, thanks!
    -Pat
    Attachments:
    oscilloscope.vi ‏58 KB
    Tk THS7xx Read Waveform.vi ‏107 KB

    In order to take data continuously and write it to file you actually need to be running the VI continuously. You're not doing that since you have no loop. The "Run Continuously" button in the toolbar should not be used, if that's what you were doing. That's intended for specific debugging situations. You need a while loop and inside the while loop you call the VI to read the waveform. If you need to save the data at each iteration, then call the file write function appropriate for the way you want to save the data.
    To learn more about LabVIEW it is recommended that you go through the tutorial(s) and look over the material in the NI Developer Zone's Learning Center which provides links to other materials and other tutorials. You can also take the online courses for free.
    Message Edited by smercurio_fc on 04-25-2008 01:29 PM
    Attachments:
    Example_VI_BD5.png ‏3 KB

  • Original PC crashed. How do I sync my iPhone to the new PC and save data?

    The PC I had my iPhone synced to crashed. No access to backups. Is there a way to sync to the new PC without erasing everything? I have backed up the phone, but in looking at the User Manual, iTunes will erase the backup I have and create a new one the first time I try to sync. Being able to backup from a previous backup will keep me from losing some saved data on some apps I have.

    iTunes will not erase an existing iPhone backup. An existing iPhone backup can be deleted manually only. Even if an existing backup was deleted, a new backup would be created to include the existing data on your iPhone that is included with the backup as the first step during the iTunes sync process. Unless you have a backup of your iTunes named folder located in your Music folder that you can transfer from your computer's backup to your new computer, all iTunes content on your iPhone will be erased first the first time you sync your iPhone with iTunes on a new or different computer.
    Without having access to a recent backup for your iTunes library - the iTunes named folder located in your Music folder, iTunes includes an option to transfer iTunes content that was purchased/downloaded from the iTunes store from an iPod or iPhone, but this is for iTunes content that was purchased/downloaded from the iTunes store only including 3rd party apps.
    First you need to authorize your new computer with your iTunes account with iTunes if you haven't already done so. With your iPhone connected and without syncing, at the iTunes menu bar go to File and select Transfer Purchases From - the name of your iPhone.

Maybe you are looking for