bitmap | Bitmap Compression Library in Go | Compression library
kandi X-RAY | bitmap Summary
kandi X-RAY | bitmap Summary
The bitmap package implements the Enhanced Word-Aligned Hybrid (EWAH) bitmap compression algorithms, for now. The setup is so that multiple bitmap compressions can be implemented under the same [bitmap interface] For more details please refer to the [blog post] Please see [ewah_test.go] for examples of how to use.
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Top functions reviewed by kandi - BETA
- Push back to the buffer
- popcount_4 returns the count of 1 in x
- New returns a new bitmap bitmap .
- returns the count of 1
- newCursor returns a new cursor .
- newBitCounter returns a new bitmap storage .
bitmap Key Features
bitmap Examples and Code Snippets
Community Discussions
Trending Discussions on bitmap
QUESTION
I'm retrieving the data from the API, and the image I'm getting it as a String.
In the API it shows something like this: image: "/9j/4AAQSkZJRgABAQEAYA..."
I'm using this to set it on the ImageView:
...ANSWER
Answered 2021-Jun-15 at 09:38Do you necessarily need to do this in this method?
if not I recommend using Glid.
sample code:
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 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
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:
QUESTION
I've used Martin Prikryl's code for my Inno Setup project. This is the link to his code:
How to make Stop and Pause/Resume/Play music buttons in Inno Setup
I used it with some tweaks on it but the problem is that the music glitches when I finish it.
For example, if the music is working while installing something and when I finally finish the setup, I still hear the glitched Audio for about 3 seconds! It's very annoying!
I think the problem is that we need to unload Music dll's before the installer finishes, as we do with the skin.
I hope you understood my situation and thanks in advance!
This is my Full code (it's not well-arranged sorry) :
...ANSWER
Answered 2021-Jun-14 at 07:52If you want to stop the music, when the installer is closing, just use the same code you already have in StopButtonClick
from DeinitializeSetup
:
QUESTION
I have a large bitmap (pf24bit). I want to copy only a part (small rectangle) of that image to a canvas. The canvas is double buffered.
frmTester.Canvas.CopyRect()
will do the trick, but it has two problems:
- the copied image is a bit corrupted
- it is damn slow.
BitBlt is super fast, but it will copy the entire bitmap.
...ANSWER
Answered 2021-Jun-13 at 14:30
BitBlt
is super fast, but it will copy the entire bitmap.
Actually, no: BitBlt
allows you to copy only a rectangular part of the source, specified using the x1
, y1
, cx
, and cy
parameters.
However, the same width and height are used for the source and the destination rectangles, so BitBlt
cannot be used to stretch (or scale) the part you copy.
StretchBlt
lets you do this, though.
QUESTION
In CameraX Analysis, setTargetResolution(new Size(2560, 800), but in Analyzer imageProxy.getImage.getWidth=1280 and getHeight=400, and YUVToByte(imageProxy.getImage).length()=768000。In Camera, parameter.setPreviewSize(2560, 800) then byte[].length in onPreviewFrame is 3072000(equales 768000*(2560/1280)*(800/400))。How can I make CameraX Analyzer imageProxy.getImage.getWidth and getHeight = 2560 and 800, and YUVToByte(ImageProxy.getImage).length()=3072000? In CameraX onPreviewFrame(), res always = null, in Camera onPreviewFrame(), res can get currect value, what's the different between CameraX and Camera? And what should I do in CameraX?
CameraX:
...ANSWER
Answered 2021-Jun-13 at 01:15With regards to the image analysis resolution, the documentation of ImageAnalysis.Builder.setTargetResolution()
states that:
The maximum available resolution that could be selected for an ImageAnalysis is limited to be under 1080p.
So setting a size of 2560x800 won't work as you expect. In return CameraX seems to be selecting the maximum ImageAnalysis
resolution that has the same aspect ratio you requested (2560/800 = 1280/400).
QUESTION
I can't see my image once I've saved it.
Image to Base64 method in my Android project
...ANSWER
Answered 2021-Jun-13 at 00:17EDIT: BETTER WAY
INSTEAD OF EDITING THE STRING IN THE SERVER WE SHOULD ENCODE IN ANDROID THIS WAY
Base64.encodeToString(bytes, Base64.NO_WRAP);
AND GET IT IN THE SERVER THE USUAL WAY WITHOUT EDITING THE STRING
java.util.Base64.getMimeDecoder().decode(yourByteArray);
PREVIOUS WAY:
I just had to edit the String that i was getting in the server by removing the quotes surrounding it with img.substring(1, img.length() - 1)
and the \n with img.replace("\\n", "")
.
The result code in the server is like this:
QUESTION
I am attempting to implement the following tutorial: https://www.youtube.com/watch?v=GJIXTm_MsbY
I create the Blur class as instructed:
...ANSWER
Answered 2021-Jun-12 at 16:51You cannot access the Context
in recycler adapter directly. Get it by a View
object. In your case either you pass the context through the constructor from an activity like:-
QUESTION
I am using a 3.5: TFT LCD display with an Arduino Uno and the library from the manufacturer, the KeDei TFT library. The library came with a bitmap font table that is huge for the small amount of memory of an Arduino Uno so I've been looking for alternatives.
What I am running into is that there doesn't seem to be a standard representation and some of the bitmap font tables I've found work fine and others display as strange doodles and marks or they display upside down or they display with letters flipped. After writing a simple application to display some of the characters, I finally realized that different bitmaps use different character orientations.
My questionWhat are the rules or standards or expected representations for the bit data for bitmap fonts? Why do there seem to be several different text character orientations used with bitmap fonts?
Thoughts about the questionAre these due to different target devices such as a Windows display driver or a Linux display driver versus a bare metal Arduino TFT LCD display driver?
What is the criteria used to determine a particular bitmap font representation as a series of unsigned char values? Are different types of raster devices such as a TFT LCD display and its controller have a different sequence of bits when drawing on the display surface by setting pixel colors?
What other possible bitmap font representations requiring a transformation which my version of the library currently doesn't offer, are there?
Is there some method other than the approach I'm using to determine what transformation is needed? I currently plug the bitmap font table into a test program and print out a set of characters to see how it looks and then fine tune the transformation by testing with the Arduino and the TFT LCD screen.
My experience thus farThe KeDei TFT library came with an a bitmap font table that was defined as
...ANSWER
Answered 2021-Jun-12 at 16:19Raster or bitmap fonts are represented in a number of different ways and there are bitmap font file standards that have been developed for both Linux and Windows. However raw data representation of bitmap fonts in programming language source code seems to vary depending on:
- the memory architecture of the target computer,
- the architecture and communication pathways to the display controller,
- character glyph height and width in pixels and
- the amount of memory for bitmap storage and what measures are taken to make that as small as possible.
A brief overview of bitmap fonts
A generic bitmap is a block of data in which individual bits are used to indicate a state of either on or off. One use of a bitmap is to store image data. Character glyphs can be created and stored as a collection of images, one for each character in the character set, so using a bitmap to encode and store each character image is a natural fit.
Bitmap fonts are bitmaps used to indicate how to display or print characters by turning on or off pixels or printing or not printing dots on a page. See Wikipedia Bitmap fonts
A bitmap font is one that stores each glyph as an array of pixels (that is, a bitmap). It is less commonly known as a raster font or a pixel font. Bitmap fonts are simply collections of raster images of glyphs. For each variant of the font, there is a complete set of glyph images, with each set containing an image for each character. For example, if a font has three sizes, and any combination of bold and italic, then there must be 12 complete sets of images.
A brief history of using bitmap fonts
The earliest user interface terminals such as teletype terminals used dot matrix printer mechanisms to print on rolls of paper. With the development of Cathode Ray Tube terminals bitmap fonts were readily transferable to that technology as dots of luminescence turned on and off by a scanning electron gun.
Earliest bitmap fonts were of a fixed height and width with the bitmap acting as a kind of stamp or pattern to print characters on the output medium, paper or display tube, with a fixed line height and a fixed line width such as the 80 columns and 24 lines of the DEC VT-100 terminal.
With increasing processing power, a more sophisticated typographical approach became available with vector fonts used to improve displayed text quality and provide improved scaling while also reducing memory required to describe the character glyphs.
In addition, while a matrix of dots or pixels worked fairly well for languages such as English, written languages with complex glyph forms were poorly served by bitmap fonts.
Representation of bitmap fonts in source code
There are a number of bitmap font file formats which provide a way to represent a bitmap font in a device independent description. For an example see Wikipedia topic - Glyph Bitmap Distribution Format
The Glyph Bitmap Distribution Format (BDF) by Adobe is a file format for storing bitmap fonts. The content takes the form of a text file intended to be human- and computer-readable. BDF is typically used in Unix X Window environments. It has largely been replaced by the PCF font format which is somewhat more efficient, and by scalable fonts such as OpenType and TrueType fonts.
Other bitmap standards such as XBM, Wikipedia topic - X BitMap, or XPM, Wikipedia topic - X PixMap, are source code components that describe bitmaps however many of these are not meant for bitmap fonts specifically but rather other graphical images such as icons, cursors, etc.
As bitmap fonts are an older format many times bitmap fonts are wrapped within another font standard such as TrueType in order to be compatible with the standard font subsystems of modern operating systems such as Linux and Windows.
However embedded systems that are running on the bare metal or using an RTOS will normally need the raw bitmap character image data in the form similar to the XBM format. See Encyclopedia of Graphics File Formats which has this example:
Following is an example of a 16x16 bitmap stored using both its X10 and X11 variations. Note that each array contains exactly the same data, but is stored using different data word types:
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