I.m creating an editor of icons 16 x 16.
I have an base64 png string (data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAA)...
and I converted data to 256 array of HEX colors.
Now I want draw it in loop, but it ges broken:
Thanx in advance for your help!
for(var i = 0; i < colors.length; i++) {
if (ind>=16) {
raw_count=1; col_count ++;
ind=0;
}
var color = colors[raw_count*col_count];
$('#r'+col_count+'c'+raw_count).css({'opacity': 1, 'background-color': color});
ind++;
raw_count++;
}
That's how I got array from base64 string:
image_data = ctx_preview.getImageData(0, 0, 16, 16);
var R, G, B, A, col;
var indx = 0;
for(var i = 0; i < image_data.data.length; i = i + 4) {
//console.log(image_data.data[i] +","+ image_data.data[i+1] +","+ image_data.data[i+2] +","+ image_data.data[i+3]);
R = image_data.data[i]; G = image_data.data[i+1]; B = image_data.data[i+2]; A = image_data.data[i+3];
if(A > 0) {
col = rgbToString(R, G, B);
} else {
col = "#FFFFFF";
}
curr_color_path.path.push(indx);
curr_color_path.colors.push(col);
if(indx < nr_pixels*nr_pixels) {
indx++;
}
}
Related
I want to find the sum of all the positive integers in the range [1, N] with a given digit sum d. For example, if n = 100 and d = 7, the answer will be 7 + 16 + 25 + 34 + 43 + 52 + 61 + 70 = 308.
Following code can be used to count the numbers in the range [1, N] with a given digit sum d.
cnt[i][0][s] denotes count of suffixes that can be formed starting from index i, whose digits add up to s.
cnt[i][1][s] count of suffixes that can be formed starting from index i, whose digits add up to s such that the formed suffix is not greater than corresponding suffix in input string
#include <bits/stdc++.h>
using namespace std;
typedef long long int i64;
i64 cnt[20][2][200];
void digit_sum_dp(string ss) {
int n = ss.size();
for (int i = 0; i < 20; i++) {
for (int j = 0; j < 2; j++) {
for (int k = 0; k < 200; k++) {
cnt[i][j][k] = 0;
}
}
}
cnt[n][0][0] = 1;
cnt[n][1][0] = 1;
for (int i = n - 1; i >= 0; i--) {
for (int tight = 0; tight < 2; tight++) {
for (int sum = 0; sum < 200; sum++) {
if (tight) {
for (int d = 0; d <= ss[i] - '0'; d++) {
if (d == ss[i] - '0') {
cnt[i][1][sum] += cnt[i + 1][1][sum - d];
} else {
cnt[i][1][sum] += cnt[i + 1][0][sum - d];
}
}
} else {
for (int d = 0; d < 10; d++) {
cnt[i][0][sum] += cnt[i + 1][0][sum - d];
}
}
}
}
}
return cnt[0][1][d];
}
int main() {
string str = "100";
int d = 7;
cout << digit_sum_dp(str, d) << "\n";
return 0;
}
I have tried to extend the code to find out the sum of numbers instead of the count of numbers. Following is a code snippet.
cnt[i][1][sum] += cnt[i + 1][1][sum - d];
tot[i][1][sum] += (d * cnt[i + 1][1][sum - d] + tot[i + 1][1][sum - d] * pow(10, i));
I am getting incorrect results for some of the inputs. I shall be grateful if someone can help me.
For context: I am going to analyze the breathing movement of parents during kangaroo mother care and I wish to respect their privacy by not recording them, but only the movement of stickers I placed on their chest and stomach.
So far, I'm able to track 2 colours based on webcam input through the code below. However, I would like to record only the tracked colours instead of the webcam feed as to preserve the privacy of the parent.
Does anybody know how to add a background colour, whilst still being able to track colour?
import processing.video.*;
Capture video;
final int TOLERANCE = 20;
float XRc = 0;// XY coordinate of the center of the first target
float YRc = 0;
float XRh = 0;// XY coordinate of the center of the second target
float YRh = 0;
int ii=0; //Mouse click counter
color trackColor; //The first color is the center of the robot
color trackColor2; //The second color is the head of the robot
void setup() {
size(640,480);
video = new Capture(this,640,480);
video.start();
trackColor = color(255,0,0);
trackColor2 = color(255,0,0);
smooth();
}
void draw() {
background(0);
if (video.available()) {
video.read();
}
video.loadPixels();
image(video,0,0);
float r2 = red(trackColor);
float g2 = green(trackColor);
float b2 = blue(trackColor);
float r3 = red(trackColor2);
float g3 = green(trackColor2);
float b3 = blue(trackColor2);
int somme_x = 0, somme_y = 0;
int compteur = 0;
int somme_x2 = 0, somme_y2 = 0;
int compteur2 = 0;
for(int x = 0; x < video.width; x++) {
for(int y = 0; y < video.height; y++) {
int currentLoc = x + y*video.width;
color currentColor = video.pixels[currentLoc];
float r1 = red(currentColor);
float g1 = green(currentColor);
float b1 = blue(currentColor);
if(dist(r1,g1,b1,r2,g2,b2) < TOLERANCE) {
somme_x += x;
somme_y += y;
compteur++;
}
else if(compteur > 0) {
XRc = somme_x / compteur;
YRc = somme_y / compteur;
}
if(dist(r1,g1,b1,r3,g3,b3) < TOLERANCE) {
somme_x2 += x;
somme_y2 += y;
compteur2++;
}
else if(compteur2 > 0) {
XRh = somme_x2 / compteur2;
YRh = somme_y2 / compteur2;
}
}
}
if(XRc != 0 || YRc != 0) { // Draw a circle at the first target
fill(trackColor);
strokeWeight(0.05);
stroke(0);
ellipse(XRc,YRc,20,20);
}
if(XRh != 0 || YRh != 0) {// Draw a circle at the second target
fill(trackColor2);
strokeWeight(0.05);
stroke(0);
ellipse(XRh,YRh,20,20);
}
}
void mousePressed() {
if (mousePressed && (mouseButton == RIGHT)) { // Save color where the mouse is clicked in trackColor variable
if(ii==0){
if (mouseY>480){mouseY=0;mouseX=0;}
int loc = mouseX + mouseY*video.width;
trackColor = video.pixels[loc];
ii=1;
}
else if(ii==1){
if (mouseY>480){mouseY=0;mouseX=0;}
int loc2 = mouseX + mouseY*video.width;
trackColor2 = video.pixels[loc2];
ii=2;
}
}
}
Try adding the background(0); right before you draw the first circle. It should cover the video and you can draw the circles on top of it.
Regards
Jose
I wanted to find whether a given point exists in image area. Image width and height is 40. The four corners are (10,10),(50,10),(10,50),(50,50). Is there a way to find a given (x,y) exists or not in the area?
to check whether point lies inside the rect or not, i uses line equation and compare the point with all four lines.
The key to this approach is the sequence of points.
check the below code:-
function isPointInside(fourPointsArray, pointToCheck) {
var counter = 0;
var ele = pointToCheck;
var A, B, C, D, p1, p2, indx;
for (var k = 0; k < fourPointsArray.length; k++) {
p1 = fourPointsArray[k];
indx = k + 1;
if (indx >= fourPointsArray.length)
indx = 0;
p2 = fourPointsArray[indx];
A = -(p2.y - p1.y);
B = p2.x - p1.x;
C = -(A * p1.x + B * p1.y);
D = A * ele.x + B * ele.y + C;
if (D >= 0) {
counter++;
}
}
if (counter >= fourPointsArray.length) {
return true;
}
return false;
}
var arraypoints=[{x:10,y:10},{x:50,y:10},{x:50,y:50},{x:10,y:50}];
var pointtocheck={
x:5,
y:10
}
var flag=isPointInside(arraypoints,pointtocheck);
console.log(flag);
How do I create a cube map in D3D11 from 6 images? All the examples I've found use only one .dds. Specifically, how do I upload individual faces of the cube texture?
It works like this:
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = description.width;
texDesc.Height = description.height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 6;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.CPUAccessFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = texDesc.Format;
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = texDesc.MipLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
D3D11_SUBRESOURCE_DATA pData[6];
std::vector<vector4b> d[6]; // 6 images of type vector4b = 4 * unsigned char
for (int cubeMapFaceIndex = 0; cubeMapFaceIndex < 6; cubeMapFaceIndex++)
{
d[cubeMapFaceIndex].resize(description.width * description.height);
// fill with red color
std::fill(
d[cubeMapFaceIndex].begin(),
d[cubeMapFaceIndex].end(),
vector4b(255,0,0,255));
pData[cubeMapFaceIndex].pSysMem = &d[cubeMapFaceIndex][0];// description.data;
pData[cubeMapFaceIndex].SysMemPitch = description.width * 4;
pData[cubeMapFaceIndex].SysMemSlicePitch = 0;
}
HRESULT hr = renderer->getDevice()->CreateTexture2D(&texDesc,
description.data[0] ? &pData[0] : nullptr, &m_pCubeTexture);
assert(hr == S_OK);
hr = renderer->getDevice()->CreateShaderResourceView(
m_pCubeTexture, &SMViewDesc, &m_pShaderResourceView);
assert(hr == S_OK);
This creates six "red" images, for the CubeMap.
I know this question is old, and there is already a solution.
Here is a code example that loads 6 textures from disk and puts them together as a cubemap:
Precondition:
ID3D11ShaderResourceView* srv = 0;
ID3D11Resource* srcTex[6];
Pointer to a ShaderResourceView and an array filled with the six textures from disc. I use the order right, left, top, bottom, front, back.
// Each element in the texture array has the same format/dimensions.
D3D11_TEXTURE2D_DESC texElementDesc;
((ID3D11Texture2D*)srcTex[0])->GetDesc(&texElementDesc);
D3D11_TEXTURE2D_DESC texArrayDesc;
texArrayDesc.Width = texElementDesc.Width;
texArrayDesc.Height = texElementDesc.Height;
texArrayDesc.MipLevels = texElementDesc.MipLevels;
texArrayDesc.ArraySize = 6;
texArrayDesc.Format = texElementDesc.Format;
texArrayDesc.SampleDesc.Count = 1;
texArrayDesc.SampleDesc.Quality = 0;
texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texArrayDesc.CPUAccessFlags = 0;
texArrayDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
ID3D11Texture2D* texArray = 0;
if (FAILED(pd3dDevice->CreateTexture2D(&texArrayDesc, 0, &texArray)))
return false;
// Copy individual texture elements into texture array.
ID3D11DeviceContext* pd3dContext;
pd3dDevice->GetImmediateContext(&pd3dContext);
D3D11_BOX sourceRegion;
//Here i copy the mip map levels of the textures
for (UINT x = 0; x < 6; x++)
{
for (UINT mipLevel = 0; mipLevel < texArrayDesc.MipLevels; mipLevel++)
{
sourceRegion.left = 0;
sourceRegion.right = (texArrayDesc.Width >> mipLevel);
sourceRegion.top = 0;
sourceRegion.bottom = (texArrayDesc.Height >> mipLevel);
sourceRegion.front = 0;
sourceRegion.back = 1;
//test for overflow
if (sourceRegion.bottom == 0 || sourceRegion.right == 0)
break;
pd3dContext->CopySubresourceRegion(texArray, D3D11CalcSubresource(mipLevel, x, texArrayDesc.MipLevels), 0, 0, 0, srcTex[x], mipLevel, &sourceRegion);
}
}
// Create a resource view to the texture array.
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
viewDesc.Format = texArrayDesc.Format;
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
viewDesc.TextureCube.MostDetailedMip = 0;
viewDesc.TextureCube.MipLevels = texArrayDesc.MipLevels;
if (FAILED(pd3dDevice->CreateShaderResourceView(texArray, &viewDesc, &srv)))
return false;
If anyone reads this question again, maybe try this one. Warning: this function is not threadsafe, because i have to use the deviceContext.
I have written an image resizer using Lanczos re-sampling. I've taken the implementation straight from the directions on wikipedia. The results look good visually, but for some reason it does not match the result from Matlab's resize with Lanczos very well (in pixel error).
Does anybody see any errors? This is not my area of expertise at all...
Here is my filter (I'm using Lanczos3 by default):
double lanczos_size_ = 3.0;
inline double sinc(double x) {
double pi = 3.1415926;
x = (x * pi);
if (x < 0.01 && x > -0.01)
return 1.0 + x*x*(-1.0/6.0 + x*x*1.0/120.0);
return sin(x)/x;
}
inline double LanczosFilter(double x) {
if (std::abs(x) < lanczos_size_) {
double pi = 3.1415926;
return sinc(x)*sinc(x/lanczos_size_);
} else {
return 0.0;
}
}
And my code to resize the image:
Image Resize(Image& image, int new_rows, int new_cols) {
int old_cols = image.size().cols;
int old_rows = image.size().rows;
double col_ratio =
static_cast<double>(old_cols)/static_cast<double>(new_cols);
double row_ratio =
static_cast<double>(old_rows)/static_cast<double>(new_rows);
// Apply filter first in width, then in height.
Image horiz_image(new_cols, old_rows);
for (int r = 0; r < old_rows; r++) {
for (int c = 0; c < new_cols; c++) {
// x is the new col in terms of the old col coordinates.
double x = static_cast<double>(c)*col_ratio;
// The old col corresponding to the closest new col.
int floor_x = static_cast<int>(x);
horiz_image[r][c] = 0.0;
double weight = 0.0;
// Add up terms across the filter.
for (int i = floor_x - lanczos_size_ + 1; i < floor_x + lanczos_size_; i++) {
if (i >= 0 && i < old_cols) {
double lanc_term = LanczosFilter(x - i);
horiz_image[r][c] += image[r][i]*lanc_term;
weight += lanc_term;
}
}
// Normalize the filter.
horiz_image[r][c] /= weight;
// Strap the pixel values to valid values.
horiz_image[r][c] = (horiz_image[r][c] > 1.0) ? 1.0 : horiz_image[r][c];
horiz_image[r][c] = (horiz_image[r][c] < 0.0) ? 0.0 : horiz_image[r][c];
}
}
// Now apply a vertical filter to the horiz image.
Image new_image(new_cols, new_rows);
for (int r = 0; r < new_rows; r++) {
double x = static_cast<double>(r)*row_ratio;
int floor_x = static_cast<int>(x);
for (int c = 0; c < new_cols; c++) {
new_image[r][c] = 0.0;
double weight = 0.0;
for (int i = floor_x - lanczos_size_ + 1; i < floor_x + lanczos_size_; i++) {
if (i >= 0 && i < old_rows) {
double lanc_term = LanczosFilter(x - i);
new_image[r][c] += horiz_image[i][c]*lanc_term;
weight += lanc_term;
}
}
new_image[r][c] /= weight;
new_image[r][c] = (new_image[r][c] > 1.0) ? 1.0 : new_image[r][c];
new_image[r][c] = (new_image[r][c] < 0.0) ? 0.0 : new_image[r][c];
}
}
return new_image;
}
Here is Lanczosh in one single loop. no errors.
Uses mentioned at top procedures.
void ResizeDD(
double* const pixelsSrc,
const int old_cols,
const int old_rows,
double* const pixelsTarget,
int const new_rows, int const new_cols)
{
double col_ratio =
static_cast<double>(old_cols) / static_cast<double>(new_cols);
double row_ratio =
static_cast<double>(old_rows) / static_cast<double>(new_rows);
// Now apply a filter to the image.
for (int r = 0; r < new_rows; ++r)
{
const double row_within = static_cast<double>(r)* row_ratio;
int floor_row = static_cast<int>(row_within);
for (int c = 0; c < new_cols; ++c)
{
// x is the new col in terms of the old col coordinates.
double col_within = static_cast<double>(c)* col_ratio;
// The old col corresponding to the closest new col.
int floor_col = static_cast<int>(col_within);
double& v_toSet = pixelsTarget[r * new_cols + c];
v_toSet = 0.0;
double weight = 0.0;
for (int i = floor_row - lanczos_size_ + 1; i <= floor_row + lanczos_size_; ++i)
{
for (int j = floor_col - lanczos_size_ + 1; j <= floor_col + lanczos_size_; ++j)
{
if (i >= 0 && i < old_rows && j >= 0 && j < old_cols)
{
const double lanc_term = LanczosFilter(row_within - i + col_within - j);
v_toSet += pixelsSrc[i * old_rows + j] * lanc_term;
weight += lanc_term;
}
}
}
v_toSet /= weight;
v_toSet = (v_toSet > 1.0) ? 1.0 : v_toSet;
v_toSet = (v_toSet < 0.0) ? 0.0 : v_toSet;
}
}
}
The line
for (int i = floor_x - lanczos_size_ + 1; i < floor_x + lanczos_size_; i++)
should be
for (int i = floor_x - lanczos_size_ + 1; i <= floor_x + lanczos_size_; i++)
Do not know but perhaps other mistakes linger too.
I think there is a mistake in your sinc function. Below the fraction bar you have to square pi and x. Additional you have to multiply the function with lanczos size
L(x) = **a***sin(pi*x)*sin(pi*x/a) * (pi**²**x**²**)^-1
Edit: My mistake, there is all right.