pixel-grid | render a grid of small squares | Grid library
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kandi X-RAY | pixel-grid Summary
render a grid of small squares
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QUESTION
I am trying to create a surface plot on an external visualization platform. I'm working with the iris data set that is featured on the sklearn decision tree documentation page. I'm also using the same approach to create my decision surface plot. My end goal though is not the matplot lib visual, so from here I input the data to my visualization software. To do this I just called flatten()
and tolist()
on xx
, yy
and Z
and wrote a JSON file containing these lists.
The trouble is when I try to plot it, my visualization program crashes. It turns out the data is too large. When flattened the length of the list is >86,000. This is due to the fact the step size/plot step is very small .02
. So it is essentially taking baby steps across the domain of the data's min and max and plotting/filling as it goes, according to the model's predictions.It's kind of like a pixel-grid; I shrunk the size down to an array of only 2000 and noticed that the coordinates were just lines going back and forth (eventually encompassing the entire coordinate plane).
Question: Can I retrieve the x,y coordinates of the decision boundary lines themselves (as opposed to iterating across the whole plane)? Ideally a list containing only the turning points of each line. Or alternatively, is there maybe some other completely different way to recreate this plot, so that it is more computationally efficient?
This can somewhat be visualized by replacing the contourf()
call with countour()
:
I'm just not sure how to retrieve the data governing those lines (via xx
, yy
and Z
or possibly other means?).
Note: I'm not picky about the exact format of the list/or data structure that contains the lines format as long as its computationally efficient. For instance, for the first plot above, some red areas are actually islands in the prediction space, so that might mean we'd have to handle it like it's its own line. I'm guessing as long as the class is coupled with the x,y coordinates, it shouldn't matter how many arrays (containing coordinates)are used to capture the decision boundaries.
...ANSWER
Answered 2017-May-23 at 13:14Decision trees do not have very nice boundaries. They have multiple boundaries that hierarchically split the feature space into rectangular regions.
In my implementation of Node Harvest I wrote functions that parse scikit's decision trees and extract the decision regions. For this answer I modified parts of that code to return a list of rectangles that correspond to a trees decision regions. It should be easy to draw these rectangles with any plotting library. Here is an example using matplotlib:
QUESTION
so I have nested components in EmberJS and can't manage to properly handle their actions.
I have route Create
and in its template Component pixel-grid
:
ANSWER
Answered 2019-Jan-06 at 22:17Ok, so I did manage to get this to work. It looks like this:
pixel-grid
template:
QUESTION
I've been struggling with an issue for quite some time now and have all but run out of ideas.
I'm using a Cinemachine Virtual Camera in a 2D project to follow around a target. The ground / background is a Unity Tilemap GameObject. As you can see in this gif, when following around the player (a 24x24 sprite), the background tiles seem to warp a bit. I've tried to script all types of solutions to adjust the Virtual Camera transform position and hopefully snap/move it "correctly" to no avail. I don't even know for sure that the source of the issue is with the camera setup. I'm running out of solutions to something that seems like a pretty straightforward and very common scenario. I've created a sample project illustrating the issue which can be downloaded here.
Using Unity 2017.3.1f1 Personal. The background sprites are 32x32, with a PPU of 32. No compression, Point (no filter), rendered using a material with Shader: Sprites/Default, and Pixel snap.
Cinemachine Virtual Cam is set to Ortho lens size 16, Body: Framing Transposer with default settings.
Thank you so much for any suggestions or tips!!!
It feels similar to what's being described here with sub-pixel movement but I don't know for sure, and the solution in that blog post seems like it should be unnecessary (but again - maybe not).
I've created camera scripts and attached them to the virtual camera as follows:
...ANSWER
Answered 2018-Apr-01 at 14:32I cross-posted this question to https://gamedev.stackexchange.com and someone responded with a great answer:
QUESTION
I'm doing a game with canvas but I have a small problem with the the method drawImage(...);
which is supposed to crop the sprite sheet to get the proper sprite. When we run and especially when we jump, we can see bits of the adjacent sprite.
(Note: if you want to run this code, make sure you run either Firefox or Chrome as the values given to image-rendering
are only supported on these browsers).
ANSWER
Answered 2018-Mar-31 at 04:10For pixel-art, always draw at integer values, so that you avoid close sprites to bleed off.
This means, that your context must have its transformation matrix set to integer values too, and that you do round all the values you pass to drawImage
method.
In your code, the x
and y
values of your object are floating values when you do move, because your gravity
and speed
values are floats.
This is not a problem per se, you just need to round it in the rendering phase.
In below snippet, I added a conditional fillRect, which gets triggered every time these values were not integers.
QUESTION
ANSWER
Answered 2017-Jul-07 at 14:51What module did you import as is Image
? What you need is a nearest neighbor interpolation, not bicubic interpolation. Probably something like
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