Issues with callbacks and large handle structures?
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I am working on a gui, and encountered a strange problem. When I pass 'h' to a uicontrol callback and put a breakpoint in the callback, I find that only the first 30 handles are present in the callback instance of 'h'. (i.e. h.figure, h.CCUpanel, h.gammacontrol, etc.)
Since the callback was called by a later uicontrol, errors were generated when I attempted to refer to it.
Has anyone seen this before and/or know how to correct it or work around it?
Thanks, Sean
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Image Analyst
2011년 11월 15일
Perhaps you're only seeing part of it in the popup window when you hover over it but if you type handles into the command window or look at it in the variable editor you will see the rest of the members. Is that a possibility? Either that or like the others said you added members to handles but didn't do anything to make sure those additions are kept around for the next function that expects to see them.
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Jan
2011년 11월 15일
It is impossible to know the reason without seeing the code. Perhaps you have defined the callback function such, that it contains the only partially created handles struct? Then using the function GUIDATA is equivalent to using a pointer to the handles struct:
% Create the figure and the handles struct:
handles.DlgH = figure;
% Pass an incomplete handles struct:
uicontrol('Style', 'pushbutton', 'Callback', {@Callback, handles});
% Callback function:
function Callback(ObjH, EventData, handles) % handles is incomplete!
handles = guidata(handles.DlgH); % handles is complete and uptodate
...
handles.MyData = clock;
guidata(handles);
I'd prefer the following to avoid using the incomplet handles struct:
... 'Callback', {@Callback, DlgH}
...
function Callback(ObjH, EventData, DlgH)
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