FormatConverter

 by   Excalib88 C# Version: Current License: MIT

kandi X-RAY | FormatConverter Summary

kandi X-RAY | FormatConverter Summary

FormatConverter is a C# library. FormatConverter has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

FormatConverter
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            kandi-support Support

              FormatConverter has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              FormatConverter has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of FormatConverter is current.

            kandi-Quality Quality

              FormatConverter has no bugs reported.

            kandi-Security Security

              FormatConverter has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              FormatConverter is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              FormatConverter releases are not available. You will need to build from source code and install.

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            FormatConverter Key Features

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            FormatConverter Examples and Code Snippets

            No Code Snippets are available at this moment for FormatConverter.

            Community Discussions

            QUESTION

            Resize Texture2D (printscreen) with SharpDX
            Asked 2021-Apr-18 at 18:32

            The following question answers how to resize a printscreen taken with SharpDX by a power of two Resizing a DXGI Resource or Texture2D in SharpDX. I'm trying to resize the printscreen by a variable amount (e.g. 80% of original size - not necessarily a power of two). Right now I found "a way to make my goal work" by resizing the bitmap generated by the printscreen. I achieve this by first converting into a WicImage:

            ...

            ANSWER

            Answered 2021-Apr-18 at 18:32

            Here is a rewritten and commented version of your program that captures the desktop using DXGI's Output Duplication, resizes it using any ratio using Direct2D, and saves it to a .jpeg file using WIC.

            It works only in the GPU until the image is saved to a file (stream) using WIC. On my PC, I get something like 10-15 ms for the capture and resize, 30-40 ms for WIC save to file.

            I've not used the D2D Scale effect I talked about in my comment because the ID2D1DeviceContext::DrawBitmap method can do resize that with various interpolation factors, without using any effect. But you can use the same code to apply Hardware accelerated effects.

            Note some objects I create and dispose in button1_Click could be created in the constructor (like factories, etc.) and reused.

            Source https://stackoverflow.com/questions/67141820

            QUESTION

            Cannot use object of type PayPal\Api\Amount as array
            Asked 2021-Feb-20 at 06:00

            I have an error: "Cannot use object of type PayPal\Api\Amount as array", I kinda confused what's the first thing to fix. Here are the errors:

            ...

            ANSWER

            Answered 2021-Feb-20 at 06:00
            $transactions->amount=$result->transactions[0]->amount[0]->total;
            

            Source https://stackoverflow.com/questions/66288459

            QUESTION

            How to use the data of a PCM buffer obtained by using the AVAudioEngine outside of the audio thread?
            Asked 2020-Sep-02 at 08:23

            I'm using the AVAudioEngine in iOS to obtain audio from the microphone and writing it to buffer using an Input Node and its function installTap.
            Inside the tapBlock of the installTap function, where it is supposed to be the place to read and/or manipulate the PCM buffer, I need to call a C library function, this function processes the PCM buffer data, it computes an audio fingerprint, this function also needs to read a file that is the database of the pre computed audio fingerprints in order to look for a possible match.

            The problem is that apparently (correct me if i'm wrong), you cannot make any file I/O calls inside this block because this code is being run in another thread, and the file pointer that I passed to the C side of things is always null or garbage, this is not happening outside of this function, (in the main thread side of things) the pointer works, and C can read the database file.

            How can I manipulate the PCM buffer in the main thread so I can make file I/O calls and being able to compute the match that I need in the C side of things?

            What am I doing wrong?

            Any other alternatives? Thanks.

            ...

            ANSWER

            Answered 2020-Sep-02 at 08:23

            I/O calls are allowed on any thread. The problem is in your C-string conversion to UnsafeMutablePointer (it's called unsafe for a good reason). You're doing this on a stack let "variable" which will vanish once your PCM Audio non main thread finishes. Hence you end up with a dangling pointer pointing at some random memory. I suspect you don't seem to experience the same problem on main thread because it's always there throughout app lifetime and hitting a dangling pointer on its stack is less probable (but still definitely possible). The solution is to get your UnsafeMutablePointer (courtesy of yossan) like this:

            Source https://stackoverflow.com/questions/63605615

            QUESTION

            Building Tensorflow Lite for Edge TPU fails
            Asked 2020-Aug-15 at 18:02

            I am trying to get Tensorflow Lite + EdgeTpu running on ARM in C++, but having issues building Tensorflow Lite with the specified commit from the EdgeTpu Docs. (I have Tensorflow Lite working on latest master of Tensorflow).

            According to the EdgeTpu docs (https://coral.ai/docs/edgetpu/tflite-cpp), tensorflow lite needs to be built with commit: d855adfc5a0195788bf5f92c3c7352e638aa1109. But while building with these commands:

            ...

            ANSWER

            Answered 2020-Aug-15 at 18:02

            Got an answer over the github issues. Putting it here for future reference.

            Turns out the specified commit has a missing file in the MAKEFILE. Apply this patch: https://github.com/google-coral/edgetpu/issues/201 and build is working.

            Source https://stackoverflow.com/questions/63428818

            QUESTION

            Basler camera and DIPlib
            Asked 2020-Apr-22 at 16:29

            How can I convert a Pylon image (from the Basler camera library) to a DIPlib image in the C++ language?

            The code below illustrates how to convert the Pylon image to an OpenCV image:

            ...

            ANSWER

            Answered 2020-Apr-22 at 15:04

            I searched online for documentation to the Pylon API, but couldn't find it. Nonetheless, using the example for OpenCV you gave, it is easy to do the equivalent in DIPlib:

            Source https://stackoverflow.com/questions/61349290

            QUESTION

            How to use ID2D1SpriteBatch in SharpDX?
            Asked 2019-Mar-21 at 13:56

            Trying to make use of ID2D1SpriteBatch in direct2d to get performance boost over the regular DrawBitmap().

            Managed to set it up but i get "The object was not in the correct state to process the method" when i call DeviceContext.EndDraw().

            I can get the DeviceContext.DrawBitmap() to work (see commented out section). Tried everything i can think to get the device context in the right state to handle the spritebatch but no luck.

            Tried to boil this sample down as much as possible but also didn't want to leave out any step just in case that was the culprit.

            Any ideas how to get it to work?

            ...

            ANSWER

            Answered 2019-Mar-21 at 13:56

            The issue was that you can't use per primitive antialiasing with a spritebatch. This line before BeginDraw() fixed it: d2dDeviceContext3.AntialiasMode = AntialiasMode.Aliased;

            Also learned finally how to get the debug layer working. Include debug flag when creating your device (see comments below). If it throws an exception, that is probably because you dont have the right version of windows sdk. If you're using visual studio, go to visual studio installer and modify your installation to include windows sdk.

            Next you need to right click your project->properties->debug (on the left panel)-> check "enable native code debugging". After i did this there was a line written to the output window stating: "D2D DEBUG ERROR - DrawSpriteBatch requires that the antialias mode be set to D2D1_ANTIALIAS_MODE_ALIASED."

            Something else i learned that isn't directly related to the answer but worth noting: "Note that ComObject in SharpDX is not disposed by the .NET finalizer. If a COM object is not released by a call to Dispose() or ReleaseReference(), it will not release the native object and memory attached to it." from here: http://sharpdx.org/wiki/usage/

            Here's a full working example:

            Source https://stackoverflow.com/questions/55093299

            QUESTION

            Make exe file of python pypylon project using pyinstaller spec file
            Asked 2018-Dec-07 at 08:54

            In my python project, I used Basler GigE Vision ethernet cameras, because of the pylon doesn't support python then I used pypylon.pylon wrapper to open it in python. This is my class to open the camera, but after making executable file I get errors when opening it. I used spec file to work with pyinstaller.I get this below errors:

            ...

            ANSWER

            Answered 2018-Dec-06 at 17:44

            I was able to get around this issue by doing the following, some steps may not be necessary, but so far, this has worked in my case. I found this github issue helpful and put me on the right track.

            First, excessive importing in my script:

            Source https://stackoverflow.com/questions/50385480

            QUESTION

            How do I return a boost::python::tuple containing a PyObject*?
            Asked 2018-Jan-24 at 19:47

            I currently have a boost.python class that I use to acquire images from a basler camera convert them to opencv images and return them as numpy arrays for a python script.

            I originally had the following code which worked:

            ...

            ANSWER

            Answered 2018-Jan-24 at 19:47

            The key indicator of the problem is this line in the compilation error:

            Source https://stackoverflow.com/questions/48407620

            QUESTION

            Displaying large image with SharpDX
            Asked 2018-Jan-18 at 17:05

            I'm trying to use SharpDX to draw a large image (21000x7000) from file.

            The code looks like this:

            ...

            ANSWER

            Answered 2018-Jan-18 at 17:05

            From your description, it sounds like the issue is exceeding Direct3D's texture size limits (Direct2D uses Direct3D for its work so it has the same constraints).

            If you look at Max Texture Dimension in the Direct3D Feature Level table you'll see that ranges from 4,096 to 16,384 pixels depending on the level of graphics hardware. You can:

            • assume 4,096 is your limit (this is what you should do if you are running this program on a variety of computers that have different graphics cards)
            • run dxdiag.exe, clicking the "Display 1" tab, and looking for Feature Levels or DDI to see what feature levels are available.

            The solution is to resize your image down until it fits within the pixel limits before calling target.DrawBitmap. In other words, you can't make zooming work as easily as you might like - even if you zoom in and out on a texture, at some point you'll have to resample or it will be more pixelated than the original image.

            Source https://stackoverflow.com/questions/41685483

            QUESTION

            How to improve the performance of loading textures?
            Asked 2017-Mar-26 at 13:52

            I am currently looking for performance optimizations for my game project. The bottleneck of my initialization process is loading the textures of my models. Loading and assigning a large texture takes up to 100ms. This is a problem, because I have a lot of them. I analyzed my code and found out, that most of the time (around 96%) is spent on the call of CopyPixels (see below).

            I attached the function I use for importing all my textures below. This function works like a charm and is based on the official SharpDX-samples-master example codes. First, I load the image bytes from my custom file format (which takes around 2 ms for large textures). Then, I create the format converter and use it to copy the pixels to the data stream. However, copying the pixels is very slow.

            Is there any faster way to achieve the same?

            ...

            ANSWER

            Answered 2017-Mar-26 at 13:52

            Looks like you are using bitmaps. Have you considered using DDS files instead? It supports both compressed and uncompressed formats – Asesh

            Asesh was right. At first, I was sceptical, but I did some research and found an older article which states, that an average PNG texture takes less memory on hard drive than a comparable DDS texture. However, PNG textures need to be converted at run-time which is slower than using DDS textures.

            I spent last night looking for proper conversion tools and after testing some stuff (like a plug-in for GIMP), I used the Compressonator from AMD to convert all my PNG textures to DDS textures. The new files take even less memory on my hard drive than the PNG files (1.7 GB instead of 2.1 GB).

            My texture loading method I presented in the initial post still worked and was slightly faster. However, I decided to code a DDS importer based on several code samples I found online.

            The result: A large textures takes only 1 ms instead of 103 ms to import. I think you can that an improvement. :-D

            Thank you very much, Asesh!

            Source https://stackoverflow.com/questions/42974031

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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