pixel | pixelflut server written in c | Runtime Evironment library
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kandi X-RAY | pixel Summary
pixelflut server written in c.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of pixel
pixel Key Features
pixel Examples and Code Snippets
private static void printBlackPixelCoordinate(Buffer buffer) {
StringBuilder log = new StringBuilder("Black Pixels: ");
var pixels = buffer.getPixels();
for (var i = 0; i < pixels.length; ++i) {
if (pixels[i] == Pixel.BLACK) {
public static void putPixel(int[][] image, int x, int y, int newColor) {
image[x][y] = newColor;
}
public static int getPixel(int[][] image, int x, int y) {
return image[x][y];
}
Community Discussions
Trending Discussions on pixel
QUESTION
Context
Since Windows 10 version 2004 update, the Magnifier windows application was updated. And as with every update, there are some issues with it.
Since those issues might take a long time to fix, I've decided to implement my own small project full screen magnifier.
I've been developing in c#, .Net 4.6 using the Magnification API from windows magnification.dll . All went good and well, and the main functionality is now implemented. One thing is missing though, a smoothing Mode for pixelated content... Windows Magnifier implements an anti aliasing/ smoothing to the Zoomed in content.
I've checked and the Magnification API, doesn't seem to provide that option.
how do i add smoothing mode to magnifier on windows magnification API?
I'm aware of pixel smoothing methods, but not familiar with win32 API to know where to hook the smoothing method to, before the screen refreshes.
EDIT:
Thanks to @IInspectable answer, after a small search i found this call to the Magnification API in a python project.
Based on that, I wrote this snippet in my C# application , and it works as intended!
...ANSWER
Answered 2021-Jun-15 at 17:03There is no public interface in the Magnification API that allows clients to apply filtering (other than color transforms). This used to be possible, but the MagSetImageScalingCallback API was deprecated in Windows 7:
This function works only when Desktop Window Manager (DWM) is off.
Even if it is still available, it will no longer work as designed. From Desktop Window Manager is always on:
In Windows 8, Desktop Window Manager (DWM) is always ON and cannot be disabled by end users and apps.
With that, you're pretty much out of luck trying to replicate the results of the Magnifier application's upscaler using the Magnification API.
The Magnifier application appears to be using undocumented API calls to accomplish the upscaling effects. Running dumpbin /IMPORTS magnify.exe | findstr "Mag"
lists some of the public APIs, as well as the following:
MagSetLensUseBitmapSmoothing
MagSetFullscreenUseBitmapSmoothing
Unless you are willing to reverse-engineer those API calls, you're going to have to spend your time on another project, or look into a different solution.
A note on the upscaling algorithm: If you look closely you'll notice that the upscaled image doesn't exhibit any of the artifacts associated with smoothing algorithms.
The image isn't blurred in any way. Instead, it shows sharp edges everywhere. I don't know what upscaling algorithm is at work here. Wikipedia's entry on Pixel-art scaling algorithms lists some that have very similar properties. It might well be one of those, or a modified version thereof.
QUESTION
I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update
function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs
attached to the camera with a texture under a Canvas
where everything is being written to.
AntScript.cs
ANSWER
Answered 2021-Jun-15 at 08:58In general instead of using Texture2D.SetPixel
on individual pixels rather use Texture2D.GetPixels
and Texture2D.SetPixels
on the entire image (or the section you changed).
This is already way more efficient!
Then using Texture2D.GetPixels32
and Texture2D.SetPixels32
which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!
QUESTION
Given the following code:
...ANSWER
Answered 2021-Jun-15 at 06:35You can set the value of the Graphics.InterpolationMode
property to the interpolation method that you want to use. This must be done before you call DrawImage
.
QUESTION
I would like to find minimum distance of each voxel to a boundary element in a binary image in which the z voxel size is different from the xy voxel size. This is to say that a single voxel represents a 225x110x110 (zyx) nm volume.
Normally, I would do something with scipy.ndimage.morphology.distance_transform_edt (https://docs.scipy.org/doc/scipy-0.14.0/reference/generated/scipy.ndimage.morphology.distance_transform_edt.html) but this gives the assume that isotropic sizes of the voxel:
...ANSWER
Answered 2021-Jun-15 at 02:32Normally, I would do something with scipy.ndimage.morphology.distance_transform_edt but this gives the assume that isotropic sizes of the voxel:
It does no such thing! You are looking for the sampling=
parameter. From the latest version of the docs:
Spacing of elements along each dimension. If a sequence, must be of length equal to the input rank; if a single number, this is used for all axes. If not specified, a grid spacing of unity is implied.
The wording "sampling" or "spacing" is probably a bit mysterious if you think of pixels as little squares/cubes, and that is probably why you missed it. In most situations, it is better to think of pixels as point samples on a grid, with fixed spacing between samples. I recommend Alvy Ray's a pixel is not a little square for a better understanding of this terminology.
QUESTION
I'm trying to design a simple page for practicing with just html and css. I used a hover pseudo class for the croissant image. It works but when I hover the mouse over the croissant the coffee cup image will move to right a little(almost 50 or 100 pixels) and when I hover off of the croissant the coffee cup will back in its position before. meanwhile I'm new in web design and just start learning few days. here's my code:
...ANSWER
Answered 2021-Jun-15 at 01:41In details:
- relative
...
if you do give it some other positioning attribute, say, top: 10px;, it will shift its position 10 pixels down from where it would normally be.
... - absolute
...
use the positioning attributes top, left, bottom, and right to set the location. Remember that these values will be relative to the next parent element with relative (or absolute) positioning. If there is no such parent, it will default all the way back up to the element itself meaning it will be placed relative to the page itself
...
Muhammad Zaib has the answer, and there is a demo:
QUESTION
So what I want the view to show is only the map of Bulgaria like shown in this picture Bulgaria map
I want the user to not be able to drag the view outside the boundaries of this picture and after zooming to be able to see the full country but again not be able to go too much outside the country. This is the code I am using for now without the limitations that I need. HTML:
...ANSWER
Answered 2021-Jun-14 at 19:06If you define the country's extent:
QUESTION
I want to create a slide effect: one bitmap is painted from right to left on a form's canvas. For this I use BitBlt.
I call this function in a Timer (20ms):
...ANSWER
Answered 2021-Jun-13 at 19:12You should not be drawing on the Form's Canvas
from outside of its OnPaint
event at all. All of the drawing should be in the OnPaint
event only. Have your timer save the desired information into variables that the Form can access, and then Invalidate()
the Form, and let its OnPaint
event draw the image using the latest saved information.
Alternatively, simply display your BMP
inside a TImage
control, and then have the timer set that control's Left
/Top
/Width
/Height
properties as needed. Let the TImage
handle the drawing of the image for you.
QUESTION
The data in the controller is collected from the SQL database correctly, also it does exist in the viewData in view Cshtml.
///Model
...ANSWER
Answered 2021-Jun-11 at 16:19I think you should assign
QUESTION
i have an error that i just dont find a solution for. I created a little messenger thingy in flutter and have a problem when using a NetworkImage inside one of my chat bubbles.
When i send the image as message, it is displayed without problem in the bubble. Also when i send multiple images, it is no problem and they extend beyond the screen and i can just scroll up and down without any problems.
Though when i reopen the room screen and there are multiple images and they extend over the visible screen i get _CastError (type 'Null' is not a subtype of type 'List' in type cast) from network_image dart file. BUT this only happens after a hot restart. If i just navigate back and then reopen the room screen its also all fine, but as soon as i hot restarted once i always get the error when trying to open a room, which has images extending the visible space.
Iam still kinda new to flutter, so i know my code sucks mostly but this time i just dont even find a "dirty" way to solve it.
Flutter 2.2.0 (beta channel)
Dart 2.13.0
On Android Emulator Pixel 4a API 30
Edit 1: i removed a lot to make it easier to read.
Edit 2: i found it to be somehow connected to using the downloadURL from Firebase Storage. When i replace the url with just some test png url it doesnt seem to be a problem.
...ANSWER
Answered 2021-Jun-14 at 11:07Ok, i kind of found the problem. I took the Firebase servertimestamp as variable for the filename in the Firebase Storage. That of course only resulted in the filename being
FieldValue(Instance of 'MethodChannelFieldValue')
Though i dont really understand why that was a problem, but now with a normal Datetime toString timestamp it all works perfectly fine. Maybe its some special character escaping in the generated downloadURL from Firebase Storage with this kind of filename.
QUESTION
I have a doubt trying to understand and use glBitmap function. I started from this example and trying to draw a 40x40 "bitmap" and avoiding a situation like this I tried this:
...40 x 40 is 1600 bits -> so I need 200 bytes of info (1600/8)
ANSWER
Answered 2021-Jun-14 at 10:38You missed to set the alignment. By default OpenGL assumes that the start of each row of the raster is aligned to 4 bytes. This is because the GL_UNPACK_ALIGNMENT
parameter by default is 4. Each row in the raster has 5 bytes (40 / 8 = 5). Therefore you need to change the alignment to 1:
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