charwidth | Normalize fullwidth and halfwidth | Data Manipulation library
kandi X-RAY | charwidth Summary
kandi X-RAY | charwidth Summary
Normalize Unicode fullwidth / halfwidth (zenkaku / hankaku) characters.
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Top functions reviewed by kandi - BETA
- Normalizes the character size of a string .
- Runs the command line .
- Receives a width into a string .
- Unsubnets from a single string
- Escapes modifier characters in string
- Normalizes the given string .
- Normalizes strings .
- Convert a string to a string
- Convert the width to a string .
- Convert the full width to a full width
charwidth Key Features
charwidth Examples and Code Snippets
Community Discussions
Trending Discussions on charwidth
QUESTION
I am making an image/video to ASCII converter. For this, I need to get the average darkness for each character I will use. I modified the answer to this question, which gets the average brightness of an image. But it keeps saying that the brightness is 0. What did I do wrong?
...ANSWER
Answered 2021-Feb-13 at 03:33For starters, please don't set CSS properties on canvas nodes -- this stretches and warps the image. Only use the HTML element attributes canvas.width
and canvas.height
to get and set the width and height of the canvas.
As for the main issue, all of your rgb values are 0 (black) on your canvas by default. If you print data[x+3]
you'll see the alpha channel varies from 0-255 but this is never taken into consideration.
Depending on what you'd like to do, simply average the alpha in this channel, or fill the canvas with white (a non-transparent background color) before drawing your text and then use rgb as you're doing.
QUESTION
So currently I have an app that looks great on my device, what I see but on another device It looked like this. Both devices are android and I have used the preset FontSize's (micro, small, default, large).
I have used a variation of this but I cannot get it to work corrently, It comes out like this. I actually find that if I divide the result by 2 it actually gives a decent result but I want to make sure I am not doing anything fundamentally wrong or if there is a much simpler way!
Here is my xaml label, each are in a frame in a grid set with each row 1/5th of the space given.
...ANSWER
Answered 2020-Apr-07 at 01:56It seems this feature is in progresses of being implemented for Android in Xamarin 4.6 Pull 7981
QUESTION
I have the following handler
...ANSWER
Answered 2020-Mar-24 at 18:08The link is
QUESTION
ANSWER
Answered 2019-May-30 at 10:20I finally fixed it by pushing a matrix and using the original x, y and z coords in the translation. I also had to subtract 180
from the rotation because that's my starting rotation. Ended up with the following code:
QUESTION
I am trying to put JLabel and JTextArea into JPanel. There are few requirements for this JTextArea: 1. JTextArea must have constant width (approximately 680px). 2. Height must be relative to content. Content can be different.
...ANSWER
Answered 2019-Jan-02 at 16:15Solved with checking real lines amount.
QUESTION
I am looking to draw outlined text around the radius of a circle, both at the top and the bottom, with both sections of text facing the correct way.
How to draw an outline around text in AWT? and Write text along a curve in Java have helped me to create code (below) that will draw text character-by-character, where each character is rotated independantly (with a few minor graphical glitches that will be the subject of a different question).
...ANSWER
Answered 2018-May-04 at 17:10Starting from scratch using the code that I had written and post to the original question as a base, and also countless sheets of paper, I worked out for this to work:
If text is at the bottom, and increasing angles moves the text to the left (different from what was originally asked)
Do sequentially:
- Put the characters in reverse order
- Rotate the image 180 degrees
- Flip each glyph horizontally and vertically
If text is at the bottom, and increasing angles moves the text to the right
Either:
- Do the above, but negate the angle first
- Do sequentially:
- Flip the entire image horizontally
- Rotate the image 180 degrees
- Flip each glyph vertically
The below solution implements this (using the left option). It also separates the logic of text styling from text positioning:
QUESTION
since I work on a LWJGL project, it encountered a problem to display text. In theory I'd like to iterate through the (extended) ascii table and save each texture of all the chars inside of a ArrayList.
But my problem is that it won't get the right dimensions while creating a char image. The dimensions seem to be 1 (width) x 3 (height) Code:
...ANSWER
Answered 2018-Feb-12 at 21:46The line font.awtFont.deriveFont(100);
in your code currently literally does nothing except waste time by creating a new font and then immediately discarding it and using the original font instead.
Derive the new font and then use it:
QUESTION
I've got some code that's supposed to render text to a texture so that I don't have to render each character each draw step, and can instead use the rendered texture. However, my code does not as it's supposed to, and the texture is left blank. After a few hours of trying different things, I cannot figure it out, and so I bring the question to you.
I'm fairly certain the problem is somewhere in this code chunk below, but if you think it's not, I'll gladly post whatever other samples of code you would like. I just really want to get this done already. The exact problem is that the created texture is blank, and never is rendered to (it seems like). I've tried just drawing one massive quad on it, and that didn't seem to work either.
Edit: After flipping the buffer, I can get some color to be rendered to the texture, but it's all just one color (which makes me think it's only sampling one pixel), and I can't figure out how to get the actual image I want to render to show on it.
...ANSWER
Answered 2018-Jan-11 at 22:02You never defined an array of generic vertex attribute data for the texture coordinates (in vec2 textures;
).
Add something like this to your code:
QUESTION
I have two problems with my drag and drop of li
to a div
.
First - I am dropping the text into a div and it doesn't work very well, i need a better function to determine the characters in a line.
Second - whenever i drop an element over a already dropped element in the div it gets messed up, i need a function that if I drop on the other one it gives me the position on the end or beginning of that element.
Here the fiddle to help to see the problems. Link to fiddle
Here the jquery code:
...ANSWER
Answered 2017-Dec-13 at 22:00It was a little unclear what you were trying to accomplish. This may work for you, yet it may nor be what you're looking for. Either way, it should help.
Working Example: https://jsfiddle.net/Twisty/4mqvequ8/7/
JavaScript
QUESTION
I am using Vue.js as the main two-way data binding tool on a remote control I and building for my alarm clock: read more here.
A publicly accessible version of a running instance of the server can be found here
Most of the page is using pure Vue or JavaScript to render items. But I saw that bootstrap color picker was an easy choice to implement a color picker, I chose this instead. As using normal Vue along with this color picker gave me lots of weird issues with not having access to pre-rendered variables of the Vue root instance, I used document.getElementById().style.display = "...";
to render or hide the color picker (The color picker is part of the settings tab, and hence, it should be hidden when accessing home or about, or when LED setting functionality is disabled using the toggle).
Below is the the definition of my Vue app instance: As you can see, I am defining the color picker code as the last element I define:
...ANSWER
Answered 2017-Dec-11 at 07:22Since Vue and ColorPicker are independent components. You should bind a change event handler to ColorPicker so that it links up to Vue. When it gets changed, it should tell Vue that the values are changed, and vice versa. This is the minimal solution that you should try:
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