Counting Shapes/Objects Created Continuously within Processing - object

My code takes an image and creates a pointillist image through creating ellipses with a pixel's color.
After a while, the image is fully 'painted' and I want to automatically switch to another image in my sketch folder.
I would like to be able to count the number of ellipses generated. Once 'z' ellipses are generated I want to tell my code to erase all ellipses and start over with a new image.
CODE:
PImage img;
int smallPoint, largePoint;
void setup() {
size(1920, 1080);
img = loadImage("rio.jpg");
smallPoint = 12;
largePoint = 12;
imageMode(CENTER);
noStroke();
background(255);
}
void draw() {
for (int i = 0; i < 1000; i++)
{
drawADot();
}
}
void drawADot()
{
int imageWidth = img.width;
int imageHeight = img.height;
int ptSize = int(random(100)) + 4;
float pointillize = map(mouseX, 0, width, smallPoint, largePoint); //not used right now but for controlling ellipse size
int x = int(random(0, imageWidth/8));
int y = int(random(0, imageHeight/8));
color pix = img.get(x*8, y*8);
fill(pix, 255);
ellipse(x*8, y*8, pointillize, pointillize);
}

Store the images in an array, count the dots added, and conditionally (based in number of dots) change the image being used to next one in the array, you can pass the image to the drawADot() function as a parameter. Something like:
PImage img[] = new PImage[2];
int smallPoint, largePoint;
final int DOTSPERDRAW = 500;
int numberOfDots = 0;
final int MAXDOTS = DOTSPERDRAW * 100;
PImage workingImage ;
int index;
void setup() {
size(810, 455);
img[0] = loadImage("http://assets2.exame.abril.com.br/assets/images/2014/8/506584/size_810_16_9_rio.jpg");
img[1] = loadImage("http://upload.wikimedia.org/wikipedia/commons/1/1e/Pilcomayo_rio.jpg");
img[1].resize(810, 0);
smallPoint = 12;
largePoint = 12;
imageMode(CENTER);
noStroke();
background(255);
workingImage = img[0];
}
void draw() {
if (numberOfDots > MAXDOTS) {
index = (index + 1) % img.length;
workingImage = img[index];
numberOfDots = 0;
}
for (int i = 0; i < DOTSPERDRAW; i++)
{
drawADot(workingImage);
}
numberOfDots += DOTSPERDRAW;
}
void drawADot(PImage theImage)
{
int imageWidth = theImage.width;
int imageHeight = theImage.height;
int ptSize = int(random(100)) + 4;
float pointillize = map(mouseX, 0, width, smallPoint, largePoint); //not used right now but for controlling ellipse size
int x = int(random(0, imageWidth/8));
int y = int(random(0, imageHeight/8));
color pix = theImage.get(x*8, y*8);
fill(pix, 255);
ellipse(x*8, y*8, pointillize, pointillize);
}

Related

Processing, simple "raytracing" engine "target VM failed to initialize"

I've been trying to fix this thing for a while now but it doesn't seem to work; "Could not run the sketch (Target VM failed to initialize)."
I'll post the full code down below.
In the draw(), there are three for loops.
for(int i = 0; i<objectAmount; i++) {
circles[i].drawObj();
}
The first one creates the circles, while the second nested ones take care of collision and drawing the lines;
for(int i = 0; i<rayAmount; i++) {
rays[i].update();
for(int j = 0; j<objectAmount; j++) {
rays[i].collide(circles[j]);
}
line(rays[i].xPos, rays[i].yPos, rays[i].xEnd, rays[i].yEnd);
}
the .collide takes point on the 'ray' and moves closer to the circle until it reaches some value, where it marks the line's end, which is then used by the line() function to draw it to the circle.
For some reason, when I implemented the .collide function, everything stopped working unless I set the amount of rays to one, in which case no rays would appear but the circle generation would follow along just fine.
int rayAmount = 45;
int angleCorrect = 360/rayAmount;
int objectAmount = 10;
Ray[] rays = new Ray[rayAmount];
Object[] circles = new Object[objectAmount];
void setup() {
size(600, 400, P2D);
for(int i = 0; i<rayAmount; i++) {
rays[i] = new Ray(i*angleCorrect);
}
for(int i = 0; i<objectAmount; i++) {
circles[i] = new Object(random(0, 600), random(0, 400), random(20, 100));
}
}
void draw() {
background(255);
stroke(100);
for(int i = 0; i<objectAmount; i++) {
circles[i].drawObj();
}
for(int i = 0; i<rayAmount; i++) {
rays[i].update();
for(int j = 0; j<objectAmount; j++) {
rays[i].collide(circles[j]);
}
line(rays[i].xPos, rays[i].yPos, rays[i].xEnd, rays[i].yEnd);
}
}
class Ray {
float xPos, yPos, Angle, xEnd, yEnd;
Ray(float angle) {
xPos = mouseX;
yPos = mouseY;
Angle = angle;
}
void update() {
xPos = mouseX;
yPos = mouseY;
//xEnd = xPos + 100 * cos(radians(Angle));
//yEnd = yPos + 100 * sin(radians(Angle));
}
void collide(Object other) {
float newXEnd = this.xEnd;
float newYEnd = this.yEnd;
float distToObject = sqrt(pow(other.xPos-this.xPos, 2) + pow(other.yPos-this.yPos, 2));
while(distToObject > 1) {
newXEnd = newXEnd + distToObject * cos(radians(Angle));
newYEnd = newYEnd + distToObject * sin(radians(Angle));
distToObject = sqrt(pow(other.xPos-newXEnd, 2) + pow(other.yPos-newYEnd, 2));
}
this.xEnd = newXEnd;
this.yEnd = newYEnd;
}
}
class Object {
float xPos, yPos, radius;
Object(float x, float y, float r) {
xPos = x;
yPos = y;
radius = r;
}
void drawObj() {
stroke(100);
circle(xPos, yPos, radius);
}
}

Issue with Photometric Interpretation tag even after inverting the image data

Note: Giving the background of my previous question once again so as to find all the related stuff at one source.
I'm capturing an image from an android mobile device and it’s in JPEG format. The image is of 72X72DPI and 24 bit. When I try to convert this JPEG image to TIFF using LibTiff.Net and to set the tag Photometric Interpretation = 0 for MinIsWhite, the image turns negative (the white becomes black and black becomes white). The environment is Windows 8.1 64 bit, Visual Studio 2012. The tag must have value 0, where 0 = white is zero.
I absolutely must use Photometric.MINISWHITE in images so tried inverting image data before writing it to TIFF as per the below code. But then the compression changes to LZW instead of CCITT4,Photometric is changed to MINISBLACK from MINISWHITE, FIllorder tag is removed, PlanarConfig tag is removed, New tag Predictor is added with value 1 and the image turns negative again.
public partial class Form1 : Form
{
private const TiffTag TIFFTAG_ASCIITAG = (TiffTag)666;
private const TiffTag TIFFTAG_LONGTAG = (TiffTag)667;
private const TiffTag TIFFTAG_SHORTTAG = (TiffTag)668;
private const TiffTag TIFFTAG_RATIONALTAG = (TiffTag)669;
private const TiffTag TIFFTAG_FLOATTAG = (TiffTag)670;
private const TiffTag TIFFTAG_DOUBLETAG = (TiffTag)671;
private const TiffTag TIFFTAG_BYTETAG = (TiffTag)672;
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
using (Bitmap bmp = new Bitmap(#"D:\Projects\ITests\images\IMG_2.jpg"))
{
// convert jpg image to tiff
byte[] tiffBytes = GetTiffImageBytes(bmp, false);
File.WriteAllBytes(#"D:\Projects\ITests\images\output.tif", tiffBytes);
//Invert the tiff image
Bitmap bmpTiff = new Bitmap(#"D:\Projects\ITests\images\output.tif");
Bitmap FBitmap = Transform(bmpTiff);
FBitmap.Save(#"D:\Projects\ITests\images\invOutput1.tif");
}
}
public static byte[] GetTiffImageBytes(Bitmap img, bool byScanlines)
{
try
{
byte[] raster = GetImageRasterBytes(img);
using (MemoryStream ms = new MemoryStream())
{
using (Tiff tif = Tiff.ClientOpen("InMemory", "w", ms, new TiffStream()))
{
if (tif == null)
return null;
tif.SetField(TiffTag.IMAGEWIDTH, img.Width);
tif.SetField(TiffTag.IMAGELENGTH, img.Height);
tif.SetField(TiffTag.COMPRESSION, Compression.CCITTFAX4);
tif.SetField(TiffTag.PHOTOMETRIC, Photometric.MINISWHITE);
tif.SetField(TiffTag.ROWSPERSTRIP, img.Height);
tif.SetField(TiffTag.XRESOLUTION, 200);
tif.SetField(TiffTag.YRESOLUTION, 200);
tif.SetField(TiffTag.SUBFILETYPE, 0);
tif.SetField(TiffTag.BITSPERSAMPLE, 1);
tif.SetField(TiffTag.FILLORDER, FillOrder.LSB2MSB);
tif.SetField(TiffTag.ORIENTATION, BitMiracle.LibTiff.Classic.Orientation.TOPLEFT);
tif.SetField(TiffTag.SAMPLESPERPIXEL, 1);
tif.SetField(TiffTag.RESOLUTIONUNIT, ResUnit.INCH);
tif.SetField(TiffTag.PLANARCONFIG, PlanarConfig.CONTIG);
int tiffStride = tif.ScanlineSize();
int stride = raster.Length / img.Height;
if (byScanlines)
{
// raster stride MAY be bigger than TIFF stride (due to padding in raster bits)
for (int i = 0, offset = 0; i < img.Height; i++)
{
bool res = tif.WriteScanline(raster, offset, i, 0);
if (!res)
return null;
offset += stride;
}
}
else
{
if (tiffStride < stride)
{
// raster stride is bigger than TIFF stride
// this is due to padding in raster bits
// we need to create correct TIFF strip and write it into TIFF
byte[] stripBits = new byte[tiffStride * img.Height];
for (int i = 0, rasterPos = 0, stripPos = 0; i < img.Height; i++)
{
System.Buffer.BlockCopy(raster, rasterPos, stripBits, stripPos, tiffStride);
rasterPos += stride;
stripPos += tiffStride;
}
// Write the information to the file
int n = tif.WriteEncodedStrip(0, stripBits, stripBits.Length);
if (n <= 0)
return null;
}
else
{
// Write the information to the file
int n = tif.WriteEncodedStrip(0, raster, raster.Length);
if (n <= 0)
return null;
}
}
}
return ms.GetBuffer();
}
}
catch (Exception)
{
return null;
}
}
public static byte[] GetImageRasterBytes(Bitmap img)
{
// Specify full image
Rectangle rect = new Rectangle(0, 0, img.Width, img.Height);
Bitmap bmp = img;
byte[] bits = null;
try
{
// Lock the managed memory
if (img.PixelFormat != PixelFormat.Format1bppIndexed)
bmp = convertToBitonal(img);
BitmapData bmpdata = bmp.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format1bppIndexed);
// Declare an array to hold the bytes of the bitmap.
bits = new byte[bmpdata.Stride * bmpdata.Height];
// Copy the sample values into the array.
Marshal.Copy(bmpdata.Scan0, bits, 0, bits.Length);
// Release managed memory
bmp.UnlockBits(bmpdata);
}
finally
{
if (bmp != img)
bmp.Dispose();
}
return bits;
}
private static Bitmap convertToBitonal(Bitmap original)
{
int sourceStride;
byte[] sourceBuffer = extractBytes(original, out sourceStride);
// Create destination bitmap
Bitmap destination = new Bitmap(original.Width, original.Height,
PixelFormat.Format1bppIndexed);
destination.SetResolution(original.HorizontalResolution, original.VerticalResolution);
// Lock destination bitmap in memory
BitmapData destinationData = destination.LockBits(
new Rectangle(0, 0, destination.Width, destination.Height),
ImageLockMode.WriteOnly, PixelFormat.Format1bppIndexed);
// Create buffer for destination bitmap bits
int imageSize = destinationData.Stride * destinationData.Height;
byte[] destinationBuffer = new byte[imageSize];
int sourceIndex = 0;
int destinationIndex = 0;
int pixelTotal = 0;
byte destinationValue = 0;
int pixelValue = 128;
int height = destination.Height;
int width = destination.Width;
int threshold = 500;
for (int y = 0; y < height; y++)
{
sourceIndex = y * sourceStride;
destinationIndex = y * destinationData.Stride;
destinationValue = 0;
pixelValue = 128;
for (int x = 0; x < width; x++)
{
// Compute pixel brightness (i.e. total of Red, Green, and Blue values)
pixelTotal = sourceBuffer[sourceIndex + 1] + sourceBuffer[sourceIndex + 2] +
sourceBuffer[sourceIndex + 3];
if (pixelTotal > threshold)
destinationValue += (byte)pixelValue;
if (pixelValue == 1)
{
destinationBuffer[destinationIndex] = destinationValue;
destinationIndex++;
destinationValue = 0;
pixelValue = 128;
}
else
{
pixelValue >>= 1;
}
sourceIndex += 4;
}
if (pixelValue != 128)
destinationBuffer[destinationIndex] = destinationValue;
}
Marshal.Copy(destinationBuffer, 0, destinationData.Scan0, imageSize);
destination.UnlockBits(destinationData);
return destination;
}
private static byte[] extractBytes(Bitmap original, out int stride)
{
Bitmap source = null;
try
{
// If original bitmap is not already in 32 BPP, ARGB format, then convert
if (original.PixelFormat != PixelFormat.Format32bppArgb)
{
source = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppArgb);
source.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(source))
{
g.DrawImageUnscaled(original, 0, 0);
}
}
else
{
source = original;
}
// Lock source bitmap in memory
BitmapData sourceData = source.LockBits(
new Rectangle(0, 0, source.Width, source.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
// Copy image data to binary array
int imageSize = sourceData.Stride * sourceData.Height;
byte[] sourceBuffer = new byte[imageSize];
Marshal.Copy(sourceData.Scan0, sourceBuffer, 0, imageSize);
// Unlock source bitmap
source.UnlockBits(sourceData);
stride = sourceData.Stride;
return sourceBuffer;
}
finally
{
if (source != original)
source.Dispose();
}
}
public Bitmap Transform(Bitmap bitmapImage)
{
var bitmapRead = bitmapImage.LockBits(new Rectangle(0, 0, bitmapImage.Width, bitmapImage.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppPArgb);
var bitmapLength = bitmapRead.Stride * bitmapRead.Height;
var bitmapBGRA = new byte[bitmapLength];
Marshal.Copy(bitmapRead.Scan0, bitmapBGRA, 0, bitmapLength);
bitmapImage.UnlockBits(bitmapRead);
for (int i = 0; i < bitmapLength; i += 4)
{
bitmapBGRA[i] = (byte)(255 - bitmapBGRA[i]);
bitmapBGRA[i + 1] = (byte)(255 - bitmapBGRA[i + 1]);
bitmapBGRA[i + 2] = (byte)(255 - bitmapBGRA[i + 2]);
// [i + 3] = ALPHA.
}
var bitmapWrite = bitmapImage.LockBits(new Rectangle(0, 0, bitmapImage.Width, bitmapImage.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppPArgb);
Marshal.Copy(bitmapBGRA, 0, bitmapWrite.Scan0, bitmapLength);
bitmapImage.UnlockBits(bitmapWrite);
return bitmapImage;
}
}
You should invert image bytes in GetTiffImageBytes method, before writing them to TIFF. Also, the Transform method converts bi-level image to 32bpp one and that is why you get LZW compressed image in the end.
So, add the following code
for (int k = 0; k < raster.Length; k++)
raster[k] = (byte)(~raster[k]);
after byte[] raster = GetImageRasterBytes(img); in GetTiffImageBytes method. This will invert image bytes. And don't use the following code
//Invert the tiff image
Bitmap bmpTiff = new Bitmap(#"D:\Projects\ITests\images\output.tif");
Bitmap FBitmap = Transform(bmpTiff);
FBitmap.Save(#"D:\Projects\ITests\images\invOutput1.tif");

Extracting a portion of Image in C#

I have made a C# Windows application with two Picture-Boxes one as MainPictureBox and other as ThumbnailBox, I want to Extract a portion of Image upon moving mouse over Main Image and load it into ThumbnailPictureBox.
Here is a way to get a thumbnail from the image.
public static Bitmap Thumb(this Image inputStream, int width, int height)
{
using (var bitMap = new Bitmap(inputStream))
{
int originalWidth = bitMap.Width;
int originalHeight = bitMap.Height;
int startPositionHeight = 0;
int startPosionWidth = 0;
int widthHeight = 0;
if (originalWidth > originalHeight)
{
startPosionWidth = (originalWidth - originalHeight) / 2;
widthHeight = originalHeight;
}
else if (originalHeight > originalWidth)
{
startPositionHeight = (originalHeight - originalWidth) / 2;
widthHeight = originalWidth;
}
else if (originalWidth == originalHeight)
{
widthHeight = originalHeight;
}
var rect = new Rectangle(startPosionWidth, startPositionHeight, widthHeight, widthHeight);
using (Bitmap cropped = bitMap.Clone(rect, bitMap.PixelFormat))
{
using (var newbitmap = new Bitmap(cropped, width, height))
{
var stream = new MemoryStream();
newbitmap.Save(stream, ImageFormat.Tiff);
stream.Position = 0;
return new Bitmap(stream);
}
}
}
}

Out of memory error native Image decode Error while loading image to gallery

I am trying to load image from a folder into my application, the code I am using is
FileConnection fc = null;
DataInputStream in = null;
DataOutputStream out = null;
try {
fc = (FileConnection)Connector.open("file:///e:/Images/Abc.jpg");
int length = (int)fc.fileSize();//possible loss of precision may throw error
byte[] data = null;
if (length != -1) {
data = new byte[length];
in = new DataInputStream(fc.openInputStream());
in.readFully(data);
}
else {
int chunkSize = 112;
int index = 0;
int readLength = 0;
in = new DataInputStream(fc.openInputStream());
data = new byte[chunkSize];
do {
if (data.length < index + chunkSize) {
byte[] newData = new byte[index + chunkSize];
System.arraycopy(data, 0, newData, 0, data.length);
data = newData;
}
readLength = in.read(data, index, chunkSize);
index += readLength;
} while (readLength == chunkSize);
length = index;
}
Image image = Image.createImage(data, 0, length);
image = createThumbnail(image);
ImageItem imageItem = new ImageItem(null, image, 0, null);
mForm.append(imageItem);
mForm.setTitle("Done.");
fc = (FileConnection)Connector.open("file:///e:/Images/Abc.jpg");
if(!fc.exists()){
try{
fc.create();
}catch(Exception ce){System.out.print("Create Error: " + ce);}
}
out = new DataOutputStream(fc.openOutputStream());
out.write(data);
}
catch (IOException ioe) {
StringItem stringItem = new StringItem(null, ioe.toString());
mForm.append(stringItem);
mForm.setTitle("Done.");
}
finally {
try {
if (in != null) in.close();
if (fc != null) fc.close();
}
catch (IOException ioe) {}
hope it can be the problem with image I tried to resize the image
private Image createThumbnail(Image image)
{
int sourceWidth = image.getWidth();
int sourceHeight = image.getHeight();
int thumbWidth = 18;
int thumbHeight = 23;
Image thumb = Image.createImage(thumbWidth, thumbHeight);
Graphics g = thumb.getGraphics();
for (int y = 0; y < thumbHeight; y++)
{
for (int x = 0; x < thumbWidth; x++)
{
g.setClip(x, y, 1, 1);
int dx = x * sourceWidth / thumbWidth;
int dy = y * sourceHeight / thumbHeight;
g.drawImage(image, x - dx, y - dy, Graphics.LEFT | Graphics.TOP);
}
}
Image immutableThumb = Image.createImage(thumb);
return immutableThumb;
}
Still it returns an exception out of memmory native image deocde error, Somebody pls help me to sort it out
This may occur becuase of two reason.
Image size: In some phones due to small heap size not device does not load image so try with smaller image size.
Second reason may be image is corrupt so try with another image.

j2me program to create a GRID menu?

I want to create a list of operation's in a grid view. For example visit this URL.
http://cdn-static.cnet.co.uk/i/product_media/40000186/nokia1616_01.jpg
You can look at this question or this page(and use LWUIT or CustomItems) or extend "canvas".In this way you need to two pictures for every operation in grid view.One for normal state and another for highlighted.Here is a simple canvas that represents 4 operations in 2*2 grid:
public class GridCanvas extends Canvas {
int highlightedRow = 0;
int highlightedColumn = 0;
Image[][] normalImageMat;
Image[][] highlightedImageMat;
Image[][] imageMat;
int gridColumnNo;
int gridRowNo;
/**
* constructor
*/
public GridCanvas() {
gridColumnNo = 2;
gridRowNo = 2;
normalImageMat = new Image[gridRowNo][gridColumnNo];
highlightedImageMat = new Image[gridRowNo][gridColumnNo];
imageMat = new Image[gridRowNo][gridColumnNo];
try {
for (int i = 0; i < gridRowNo; i++) {
for (int j = 0; j < gridColumnNo; j++) {
normalImageMat[i][j] = Image.createImage("/hello/normalImage" + i + j + ".png");
}
}
for (int i = 0; i < gridRowNo; i++) {
for (int j = 0; j < gridColumnNo; j++) {
highlightedImageMat[i][j] = Image.createImage("/hello/highlightedImage" + i + j + ".png");
}
}
} catch (Exception e) {
e.printStackTrace();
}
}
/**
* paint
*/
public void paint(Graphics g) {
g.setColor(255, 255, 255);
g.fillRect(0, 0, getWidth(), getHeight());
for (int i = 0; i < gridRowNo; i++) {
System.arraycopy(normalImageMat[i], 0, imageMat[i], 0, 2);
}
imageMat[highlightedRow][highlightedColumn] = highlightedImageMat[highlightedRow][highlightedColumn];
int width = 0;
int height = 0;
for (int i = 0; i < gridRowNo; i++) {
for (int j = 0; j < gridColumnNo; j++) {
g.drawImage(imageMat[i][j], width, height, 0);
width = width + imageMat[i][j].getWidth();
}
width = 0;
height = height + imageMat[0][0].getHeight();
}
}
/**
* Called when a key is pressed.
*/
protected void keyPressed(int keyCode) {
int gameAction = this.getGameAction(keyCode);
if (gameAction == RIGHT) {
highlightedColumn = Math.min(highlightedColumn + 1, gridColumnNo - 1);
} else if (gameAction == LEFT) {
highlightedColumn = Math.max(highlightedColumn - 1, 0);
} else if (gameAction == UP) {
highlightedRow = Math.max(0, highlightedRow - 1);
} else if (gameAction == DOWN) {
highlightedRow = Math.min(gridRowNo - 1, highlightedRow + 1);
}
repaint();
}
}
In real samples you would to detect gridColumnNo and gridRowNo due to screen and your icons dimensions.
If you can not go with LWUIT (license, library size, etc) and do not want to leave the screen rendering to LCDUI (CustomItem), you should extend Canvas.
I have shared code for an adaptive grid at http://smallandadaptive.blogspot.com.br/2010/12/touch-menu.html Feel free to use it.
At this sample all items are Strings, but you can change the TouchItem to draw Images instead.

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