pixel-grid | render a grid of small squares | Grid library

 by   freeman-lab JavaScript Version: 1.0.2 License: MIT

kandi X-RAY | pixel-grid Summary

kandi X-RAY | pixel-grid Summary

pixel-grid is a JavaScript library typically used in User Interface, Grid applications. pixel-grid has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i pixel-grid' or download it from GitHub, npm.

render a grid of small squares
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              pixel-grid has a low active ecosystem.
              It has 177 star(s) with 15 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 1 have been closed. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of pixel-grid is 1.0.2

            kandi-Quality Quality

              pixel-grid has 0 bugs and 0 code smells.

            kandi-Security Security

              pixel-grid has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              pixel-grid code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              pixel-grid 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

              pixel-grid releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              pixel-grid saves you 1 person hours of effort in developing the same functionality from scratch.
              It has 6 lines of code, 0 functions and 7 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            pixel-grid Key Features

            No Key Features are available at this moment for pixel-grid.

            pixel-grid Examples and Code Snippets

            No Code Snippets are available at this moment for pixel-grid.

            Community Discussions

            QUESTION

            Retrieve Decision Boundary Lines (x,y coordinate format) from SKlearn Decision Tree
            Asked 2019-Jan-22 at 07:57

            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 13:14

            Decision 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:

            Source https://stackoverflow.com/questions/43929400

            QUESTION

            How to handle action in EmberJS in nested Component
            Asked 2019-Jan-07 at 19:25

            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 22:17

            Ok, so I did manage to get this to work. It looks like this:

            pixel-grid template:

            Source https://stackoverflow.com/questions/54065956

            QUESTION

            Strange warping/shimmering effect with Unity Tilemap and Cinemachine
            Asked 2018-Apr-01 at 14:32

            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 14:32

            I cross-posted this question to https://gamedev.stackexchange.com and someone responded with a great answer:

            https://gamedev.stackexchange.com/a/157021/11212

            Source https://stackoverflow.com/questions/49590867

            QUESTION

            Stylesheet not cropped properly on
            Asked 2018-Mar-31 at 04:10

            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 04:10

            For 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.

            Source https://stackoverflow.com/questions/49567219

            QUESTION

            Post-processing the heatmap in python or ImageMagick
            Asked 2017-Jul-07 at 19:10

            How could I make this heatmap look more clear without the blurred effect. How could I sharpen it Python (or ImageMagick)? also, how could I get a pixel-grid on the background?

            Here is what I used to get the current image:

            ...

            ANSWER

            Answered 2017-Jul-07 at 14:51

            What module did you import as is Image? What you need is a nearest neighbor interpolation, not bicubic interpolation. Probably something like

            Source https://stackoverflow.com/questions/44973679

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

            Vulnerabilities

            No vulnerabilities reported

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            Install
          • npm

            npm i pixel-grid

          • CLONE
          • HTTPS

            https://github.com/freeman-lab/pixel-grid.git

          • CLI

            gh repo clone freeman-lab/pixel-grid

          • sshUrl

            git@github.com:freeman-lab/pixel-grid.git

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