drawing | Simple image editor for Linux | Dektop Application library

 by   maoschanz Python Version: 1.0.2 License: GPL-3.0

kandi X-RAY | drawing Summary

kandi X-RAY | drawing Summary

drawing is a Python library typically used in Apps, Dektop Application, Qt5, Ubuntu applications. drawing has no vulnerabilities, it has a Strong Copyleft License and it has high support. However drawing has 10 bugs and it build file is not available. You can download it from GitHub.

This simple image editor, similar to Microsoft Paint, is aiming at the GNOME desktop. PNG, JPEG and BMP files are supported. Besides GNOME, the app is well integrated in traditional-looking desktops, as well as elementaryOS. It should also be compatible with the Pinephone and Librem 5 smartphones.
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            kandi-support Support

              drawing has a highly active ecosystem.
              It has 665 star(s) with 90 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 63 open issues and 180 have been closed. On average issues are closed in 123 days. There are 1 open pull requests and 0 closed requests.
              It has a positive sentiment in the developer community.
              The latest version of drawing is 1.0.2

            kandi-Quality Quality

              drawing has 10 bugs (0 blocker, 0 critical, 4 major, 6 minor) and 97 code smells.

            kandi-Security Security

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

            kandi-License License

              drawing is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              drawing releases are available to install and integrate.
              drawing has no build file. You will be need to create the build yourself to build the component from source.
              drawing saves you 3460 person hours of effort in developing the same functionality from scratch.
              It has 7412 lines of code, 802 functions and 58 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed drawing and discovered the below as its top functions. This is intended to give you an instant insight into drawing implemented functionality, and help decide if they suit your requirements.
            • Display the current GUI
            • Check if a file is valid
            • Check if gfile is an image
            • True if version is a beta version
            • Called when a canvas is located
            • Get the value of an action
            • Perform a single operation
            • Shuffle one iteration
            • Shuffle pixels
            • Build the UI
            • Performs a masked brush operation
            • Do a tool operation
            • Updates the editing tips for the user
            • Get the editing tips
            • Return the editing options for the tooltip
            • Builds the menu menu
            • Get the editing tips for the current shape
            • Load all tools
            • Performs a filter operation
            • Apply filter operation
            • Perform a tool operation
            • Close the dialog
            • Get the editing tips
            • Apply a filter operation
            • Called when a release is released
            • Return the list of editing tips
            Get all kandi verified functions for this library.

            drawing Key Features

            No Key Features are available at this moment for drawing.

            drawing Examples and Code Snippets

            No Code Snippets are available at this moment for drawing.

            Community Discussions

            QUESTION

            what is the meaning of "map" from map function?
            Asked 2021-Jun-15 at 11:06

            I'm happy to use "map function" in python for parallelized calculations. such as below.

            ...

            ANSWER

            Answered 2021-Jun-14 at 20:26

            "Map" is also a synonym for "function" in the mathematical sense: something that sends an input to an output. You should be able to find it in any English dictionary. It can also be used as a verb for the process of transformation: "map each element to its square".

            The word "map" for a geographic drawing is related, in that it also "maps" each point of the real terrain to a point on the paper map, or vice versa.

            It is not an acronym.

            Source https://stackoverflow.com/questions/67976134

            QUESTION

            How to keep Opengl Scatter Instances size unchanged?
            Asked 2021-Jun-14 at 21:58

            Here is my question, i will list them to make it clear:

            1. I am writing a program drawing squares in 2D using instancing.
            2. My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
            3. What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:
            ...

            ANSWER

            Answered 2021-Jun-14 at 21:58

            Sounds like you use a perspective projection, and the formula you use in steps 1 and 2 won't work because VP * vec4 will in the general case result in a vec4(x,y,z,w) with the w value != 1, and adding a vec4(a,b,0,0) to that will just get you vec3( (x+a)/w, (y+b)/w, z) after the perspective divide, while you seem to want vec3(x/w + a, y/w +b, z). So the correct approach is to scale a and b by w and add that before the divde: vec4(x+a*w, y+b*w, z, w).

            Note that when you move your camera closer to the geometry, the effective w value will approach towards zero, so (x+a)/w will be a greater than x/w + a, resulting in your geometry getting bigger.

            Source https://stackoverflow.com/questions/67966029

            QUESTION

            How to get rid of the Shape Label
            Asked 2021-Jun-14 at 10:47

            I'm trying to automate network diagrams and I'm having trouble getting rid of the label of the cloud shape. When I try to get rid of the -Label parameter, the cloud will not be drawn. I know that I can manually delete the label but is there a way to draw the cloud without using the -Label parameter? I've provided my code down below:

            ...

            ANSWER

            Answered 2021-Jun-14 at 10:47

            The syntax you want comes from:

            https://www.powershellstation.com/2016/04/29/introducing-visiobot3000-part-2-superman/

            So the syntax for the line of code to drop a shape on a page is:

            Source https://stackoverflow.com/questions/67913147

            QUESTION

            glBitmap: bitmap size issue
            Asked 2021-Jun-14 at 10:38

            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 10:38

            You 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:

            Source https://stackoverflow.com/questions/67916860

            QUESTION

            JavaFX Canvas.setScaleX/Y(2) not scaling to twice the size
            Asked 2021-Jun-13 at 13:23

            Maybe I'm misunderstanding something basic, but I'm experimenting with JavaFX and am baffled why scaling a Canvas (using .setScaleX/Y) with value of 2 doesn't result in canvas with two times bigger width/height.

            The relevant code is this: (I'm not using any .fxml at this point)

            ...

            ANSWER

            Answered 2021-Jun-13 at 11:18

            You've already added canvas to the pane, try to apply .setScaleX/Y before pane.getChildren().add(canvas).

            Source https://stackoverflow.com/questions/67957610

            QUESTION

            Group toggle buttons in vb.net winform
            Asked 2021-Jun-13 at 13:04

            I'm working on a theme for a little app where I need to place some toggle buttons. Like showed in many place this site, I've done it using a checkbox and changing the apparance by a custom onpaint event ,(basically a draw it like a button). Then I realize that checkbox not grouping like radio buttons, so I've done the same with a radio buttons, but even if I place 2 of them in a groupbox, I still can "checked" them both; which is the best way to do that? here sample code that I used to make some test:

            ...

            ANSWER

            Answered 2021-Jun-13 at 13:04

            Yes you can imitate the behavior of a group of RadioButton controls in a container. Just find the controls of the same type in the Parent.Controls collection and uncheck them when the current instance is checked.

            Example

            Add this method to MyToggleButton class.

            Source https://stackoverflow.com/questions/67952192

            QUESTION

            Why this SVG has half of its outline missing in both Chrome and Firefox?
            Asked 2021-Jun-13 at 09:00

            This is an SVG which has a complete outline (the black border) in Inkscape, but it is not the case in Chrome and Firefox:

            ...

            ANSWER

            Answered 2021-Jun-13 at 09:00

            The mask simply isn't big enough to cover the shape. You've not set any height/width for it so you'll get the defaults of 120%. That's not enough in this case for the width.

            Increasing the viewBox width corrects things as the mask width is a percentage of that viewBox width so you're indirectly increasing the mask width.

            Source https://stackoverflow.com/questions/67956271

            QUESTION

            threebox "projectToWorld" returns values exceeding canvas, how do I fix this? (with sample code)
            Asked 2021-Jun-12 at 22:39

            I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".

            While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.

            According to the documentation of threebox, it says

            projectToWorld

            tb.projectToWorld(lnglat) : THREE.Vector3

            Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.

            So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.

            So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.

            How do I fix this issue?

            I made a minimal code to demonstrate this issue as below.

            1. instantiating map
            ...

            ANSWER

            Answered 2021-Jun-12 at 22:39

            It's strange that no one could answer this question. So I finally figured out how to make it by myself.

            The solution is in the following link.

            The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.

            var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))

            Source https://stackoverflow.com/questions/67864751

            QUESTION

            Animate a UIBezierPath hexagon like UIActivityIndicatorview
            Asked 2021-Jun-12 at 18:48

            I'm trying to achieve exactly the same animation shown below

            .

            and my output using UIBezierPath and CABasicAnimation is this below.

            Here is my LoaderView code

            ...

            ANSWER

            Answered 2021-Jun-03 at 13:46

            The problem is - the code is rendering the complete path - start-to-end each time and start is same for all animations.

            The idea for loaders is - start point has to change after each animation - something like -

            1. Start at angle 0
            2. Go up to angle 45 /// or 60 whatever you want this to be
            3. Change start angle to next logical step - say 30
            4. Then render up to 75 /// or 90 depending on what you chose previously

            In this arrangement, you have to keep drawing a certain portion of the shape by changing start point continuously.

            In practice, achieving a smooth transition between different start point values may prove out to be difficult than it seems. You can find an example here - https://github.com/SVProgressHUD/SVProgressHUD/blob/master/SVProgressHUD/SVIndefiniteAnimatedView.m#L48-L102

            UPDATE

            The link I shared above has all the hints in it. This library uses an image as a mask and then rotate that continuously. Mask shape can be anything you like - you already have code for that.

            You just need to create an image that's appropriate for your animation. See what their asset looks like

            and AFTER masking what their animation looks like -

            Source https://stackoverflow.com/questions/67819016

            QUESTION

            Calculate % position of the group in fabric js
            Asked 2021-Jun-12 at 16:24

            I am stuck in a problem, don't know if this is related to the current thread.

            I have created a rectangle inside the canvas like this:

            The grey part is the canvas there is a small rectangle inside. This is the code I have written:

            ...

            ANSWER

            Answered 2021-Jun-12 at 16:24

            I found many issues with the approach I was trying to implement. Now instead od repositionin, grouping, etc.I am zooming the canvas

            Source https://stackoverflow.com/questions/67869806

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

            Vulnerabilities

            No vulnerabilities reported

            Install drawing

            You can download it from GitHub.
            You can use drawing like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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