pixels | 🦀 | Graphics library

 by   parasyte Rust Version: 0.12.1 License: MIT

kandi X-RAY | pixels Summary

kandi X-RAY | pixels Summary

pixels is a Rust library typically used in User Interface, Graphics, WebGL applications. pixels has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

A tiny hardware-accelerated pixel frame buffer. .
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            kandi-support Support

              pixels has a medium active ecosystem.
              It has 1462 star(s) with 95 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 21 open issues and 104 have been closed. On average issues are closed in 183 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of pixels is 0.12.1

            kandi-Quality Quality

              pixels has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              pixels 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

              pixels releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            pixels Key Features

            No Key Features are available at this moment for pixels.

            pixels Examples and Code Snippets

            Returns an element s position in pixels .
            javascriptdot img1Lines of Code : 14dot img1License : Non-SPDX
            copy iconCopy
            function getElementUnderClientXY(elem, clientX, clientY) {
              var display = elem.style.display || '';
              elem.style.display = 'none';
            
              var target = document.elementFromPoint(clientX, clientY);
            
              elem.style.display = display;
            
              if (!target || target  
            Convert all of the pixels in the image .
            pythondot img2Lines of Code : 10dot img2License : Permissive (MIT License)
            copy iconCopy
            def convert_to_negative(img):
                # getting number of pixels in the image
                pixel_h, pixel_v = img.shape[0], img.shape[1]
            
                # converting each pixel's color to its negative
                for i in range(pixel_h):
                    for j in range(pixel_v):
                         
            Clear all pixels .
            javadot img3Lines of Code : 4dot img3License : Non-SPDX
            copy iconCopy
            @Override
              public void clearAll() {
                Arrays.fill(pixels, Pixel.WHITE);
              }  

            Community Discussions

            QUESTION

            Find near duplicate and faked images
            Asked 2022-Mar-24 at 01:32

            I am using Perceptual hashing technique to find near-duplicate and exact-duplicate images. The code is working perfectly for finding exact-duplicate images. However, finding near-duplicate and slightly modified images seems to be difficult. As the difference score between their hashing is generally similar to the hashing difference of completely different random images.

            To tackle this, I tried to reduce the pixelation of the near-duplicate images to 50x50 pixel and make them black/white, but I still don't have what I need (small difference score).

            This is a sample of a near duplicate image pair:

            Image 1 (a1.jpg):

            Image 2 (b1.jpg):

            The difference between the hashing score of these images is : 24

            When pixeld (50x50 pixels), they look like this:

            rs_a1.jpg

            rs_b1.jpg

            The hashing difference score of the pixeled images is even bigger! : 26

            Below two more examples of near duplicate image pairs as requested by @ann zen:

            Pair 1

            Pair 2

            The code I use to reduce the image size is this :

            ...

            ANSWER

            Answered 2022-Mar-22 at 12:48

            Rather than using pixelisation to process the images before finding the difference/similarity between them, simply give them some blur using the cv2.GaussianBlur() method, and then use the cv2.matchTemplate() method to find the similarity between them:

            Source https://stackoverflow.com/questions/71514124

            QUESTION

            Compose UI testing - How do I assert a text color?
            Asked 2022-Feb-11 at 09:02

            I'm trying to test a Text that on my component I can print it in different colors, so on my test I'm verifying it gets the expected color. I was looking for a method to return the color but I did not find any.

            From now I'm asserting that the text is correct and the visibility is correct, but when trying to find the method to get the colour I get too deep and I'm looking for a simpler solution.

            ...

            ANSWER

            Answered 2022-Feb-11 at 09:02

            I am by no means a compose expert, but just looking at compose source code, you could utilize their GetTextLayoutResult accessibility semantic action. This will contain all the properties that are used to render the Text on a canvas.

            Some quick and dirty extension functions I put up for convenience:

            Source https://stackoverflow.com/questions/70988755

            QUESTION

            Convert GPS Coordinates to Match Custom 2d outdoor layout Image
            Asked 2022-Jan-17 at 04:19

            I don't know if this is possible, but I am trying to take the image of a custom outdoor football field layout and have the players' GPS coordinates correspond to the image xand y position. This way, it can be viewed via the app to show the players' current location on the field as a sort of live tracking.

            I have also looked into this Convert GPS coordinates to coordinate plane. The problem is that I don't know if this would work and wanted to confirm beforehand. The image provided in the post was for indoor location, and it was from 11 years ago.

            I used Location and Google Maps packages for flutter. The player's latitude and longitude correspond to the actual latitude and longitude that the simulator in the android studio shows when tested.

            The layout in question and a close comparison to the result I am looking for.

            Any help on this matter would be appreciated highly, and thanks in advance for all the help.

            Edit:

            After looking more at the matter I tried the answer of this post GPS Conversion - pixel coords to GPS coords, but it wasn't working as intended. I took some points on the image and the correspond coordinates, and followed the same logic that the answer used, but reversed it to give me the actual image X, Ypositions.

            The formula that was given in the post above:

            ...

            ANSWER

            Answered 2022-Jan-12 at 08:20

            First of All, Yes you can do this with high accuracy if the GPS coordinates are accurate.

            Second, the main problem is rotation if the field are straight with lat lng lines this would be easy and straightforward (no bun intended).

            The easy way is to convert coordinate to rotated image similar to the real field then rotated every X,Y point to the new straight image. (see the image below)

            Here is how to rotate x,y knowing the angel:

            Source https://stackoverflow.com/questions/70603285

            QUESTION

            Android: Iterative queue-based flood fill algorithm 'expandToNeighborsWithMap()' function is unusually slow
            Asked 2021-Dec-30 at 04:27

            (Solution has been found, please avoid reading on.)

            I am creating a pixel art editor for Android, and as for all pixel art editors, a paint bucket (fill tool) is a must need.

            To do this, I did some research on flood fill algorithms online.

            I stumbled across the following video which explained how to implement an iterative flood fill algorithm in your code. The code used in the video was JavaScript, but I was easily able to convert the code from the video to Kotlin:

            https://www.youtube.com/watch?v=5Bochyn8MMI&t=72s&ab_channel=crayoncode

            Here is an excerpt of the JavaScript code from the video:

            Converted code:

            ...

            ANSWER

            Answered 2021-Dec-29 at 08:28

            I think the performance issue is because of expandToNeighbors method generates 4 points all the time. It becomes crucial on the border, where you'd better generate 3 (or even 2 on corner) points, so extra point is current position again. So first border point doubles following points count, second one doubles it again (now it's x4) and so on.

            If I'm right, you saw not the slow method work, but it was called too often.

            Source https://stackoverflow.com/questions/70490938

            QUESTION

            How to register an exact X/Y boundary crossing when object is moving more than 1 pixel per update?
            Asked 2021-Dec-26 at 20:16

            I'm trying to learn Python/Pygame and I made a simple Pong game. However I cannot get the square to bounce off the sides at the perfect pixel as the drawing of the square is updating let's say 3 pixels every frame.

            I have a code to decide when the square is hitting the edges and bounce in a reverse direction like this:

            ...

            ANSWER

            Answered 2021-Dec-26 at 20:16

            You also need to correct the position of the ball when changing the direction of the ball. The ball bounces on the boundaries and moves the excessive distance in the opposite direction like a billiard ball:

            e.g.:

            Source https://stackoverflow.com/questions/70489368

            QUESTION

            Is it possible to use a collection of hyperspectral 1x1 pixels in a CNN model purposed for more conventional datasets (CIFAR-10/MNIST)?
            Asked 2021-Dec-17 at 09:08

            I have created a working CNN model in Keras/Tensorflow, and have successfully used the CIFAR-10 & MNIST datasets to test this model. The functioning code as seen below:

            ...

            ANSWER

            Answered 2021-Dec-16 at 10:18

            If the hyperspectral dataset is given to you as a large image with many channels, I suppose that the classification of each pixel should depend on the pixels around it (otherwise I would not format the data as an image, i.e. without grid structure). Given this assumption, breaking up the input picture into 1x1 parts is not a good idea as you are loosing the grid structure.

            I further suppose that the order of the channels is arbitrary, which implies that convolution over the channels is probably not meaningful (which you however did not plan to do anyways).

            Instead of reformatting the data the way you did, you may want to create a model that takes an image as input and also outputs an "image" containing the classifications for each pixel. I.e. if you have 10 classes and take a (145, 145, 200) image as input, your model would output a (145, 145, 10) image. In that architecture you would not have any fully-connected layers. Your output layer would also be a convolutional layer.

            That however means that you will not be able to keep your current architecture. That is because the tasks for MNIST/CIFAR10 and your hyperspectral dataset are not the same. For MNIST/CIFAR10 you want to classify an image in it's entirety, while for the other dataset you want to assign a class to each pixel (while most likely also using the pixels around each pixel).

            Some further ideas:

            • If you want to turn the pixel classification task on the hyperspectral dataset into a classification task for an entire image, maybe you can reformulate that task as "classifying a hyperspectral image as the class of it's center (or top-left, or bottom-right, or (21th, 104th), or whatever) pixel". To obtain the data from your single hyperspectral image, for each pixel, I would shift the image such that the target pixel is at the desired location (e.g. the center). All pixels that "fall off" the border could be inserted at the other side of the image.
            • If you want to stick with a pixel classification task but need more data, maybe split up the single hyperspectral image you have into many smaller images (e.g. 10x10x200). You may even want to use images of many different sizes. If you model only has convolution and pooling layers and you make sure to maintain the sizes of the image, that should work out.

            Source https://stackoverflow.com/questions/70226626

            QUESTION

            Is it acceptable for a reducer to mutate its action object in order to communicate partial handling of the action?
            Asked 2021-Nov-19 at 16:23

            I’m writing a pretty complex app in React/Redux/Redux Toolkit, and I came across a situation which I’m not really sure how to handle. I found a way to do it, but I’m wondering if it can cause issues or if there is a better way. The short version is that I want the reducer to communicate to the caller without modifying the state, and the only way I’ve found is to mutate the action.

            Description:

            To simplify, let’s say that I want to implement a horizontal scrollbar (but in reality it’s significantly more complicated). The state contains the current position, a number capped between some min and max values, and the UI draws a rectangle that has that position and that can be clicked and dragged horizontally.

            Main property: If the user clicks and drags further than the min/max value, then the rectangle does not move further, but if the user then moves in the other direction, the rectangle should wait until the mouse is back at its original position before starting to move back (exactly like scrollbars behave on most/all operating system).

            Keep in mind that my real use case is significantly more complex, I have a dozen of similar situations, sometimes capping between min and max, sometimes snapping every 100 pixels, sometimes more complicated constraints that depend on various parts of the state, etc. I’d like a solution that works in all such cases and that preserves the separation between the UI and the logic.

            Constraints:

            • I do not want the UI/component/custom hook to have the responsibility to compute when we reach the min/max, because in my use case it can be pretty complex and depend on various parts of the state. So the reducer is the only place that knows whether we did reach the min/max.
            • On the other hand, in order to implement the Main property above, I do need to somehow remember where we clicked on the rectangle, or how many pixels of a given "drag" action was handled, in order to know when to start moving back. But I don’t want to store that in the state as it’s really a UI detail that doesn’t belong there (and also because I have quite a few different situations where I need to do that and my state would become significantly more complex, and unnecessary state changes will be performance heavy).

            Problem:

            So the reducer is the only part that knows if we reached the min/max, and the only way a reducer usually communicates to the rest of the app is through the state, but I don’t want to communicate that information through the state.

            Solution?

            I actually managed to find a way to solve it, which seems to work just fine but feels somewhat wrong: mutating the action object in the reducer.

            The reducer takes the action "dragged by 10 pixels", realizes that it can only drag by 3 pixels, creates a new state where it has been dragged by 3 pixels, and adds an action.response = 3 field to the action.

            Then after my custom hook dispatched the "dragged by 10 pixels" action, it looks at the action.response field of the return value of dispatch to know how much was actually handled, and it remembers the difference with the expected value (in this case it remembers that we are 7 pixels away from the original position). In this way, if at the next mousemove we drag by -9 pixels, my custom hook can add that number to the 7 pixels it remembers, and tell the reducer that we only moved by -2 pixels.

            It seems to me that this solution preserves separation of UI/logic perfectly:

            • The reducer only needs to know by how many pixels we moved and then return the new state and how many pixels were actually handled (through mutating the action)
            • The custom hook can remember how far off we are from the original position (without having to know why), and then it will simply correct event.movementX to compensate with how much the reducer didn’t handle in previous actions, and then send the correct delta to the reducer.

            It also works just fine with things like snapping at every 100 pixels or such.

            The only weird thing is that the reducer mutates the action, which I would assume is not supposed to happen as it should be a pure function, but I couldn’t find any issue with it so far. The app just works, Redux Toolkit doesn’t complain, and the devtools work just fine as well.

            Is there any issue with this solution?

            Is there another way it could be done?

            ...

            ANSWER

            Answered 2021-Nov-19 at 16:23

            At a technical level, I can see how this could work. But I'd also agree it feels "icky". Very technically speaking, mutating the action itself qualifies as a "side effect", although it's not one that would meaningfully break the rest of the app.

            It sounds as if the key bit of logic here is more at the "dispatch an action" level. I think you could likely call getState() before and after the dispatch to compare the results, and derive the additional needed data that way. In fact, this might be a good use case for a thunk:

            Source https://stackoverflow.com/questions/70034408

            QUESTION

            How to find the number of neighbours pixels in binary array
            Asked 2021-Nov-15 at 05:47

            I am looking for an easy way to count the number of the green pixels in the image below, where the original image is the same but the green pixels are black.

            I tried it with numpy.diff(), but then I am counting some pixels twice. I thought about numpy.gradient() – but here I am not sure if it is the right tool.

            I know there have to be many solutions to this problem, but I don't know how to google for it. I am looking for a solution in python.

            To make it clearer, I have only one image (only black and white pixels). The image with the green pixel is just for illustration.

            ...

            ANSWER

            Answered 2021-Nov-14 at 13:19

            QUESTION

            How to obtain smooth histogram after scaling image?
            Asked 2021-Nov-09 at 10:42

            I am trying to linearly scale an image so the whole greyscale range is used. This is to improve the lighting of the shot. When plotting the histogram however I don't know how to get the scaled histogram so that its smoother so it's a curve as aspired to discrete bins. Any tips or points would be much appreciated.

            ...

            ANSWER

            Answered 2021-Nov-02 at 14:07

            I'm not sure if this is possible if you're linearly scaling the image. However, you could give OpenCV's Contrast Limited Adaptive Histogram Equalization a try:

            Source https://stackoverflow.com/questions/69755906

            QUESTION

            Error: No native splash screen registered for given view controller. for react-native expo using expo-splash-screen
            Asked 2021-Sep-29 at 15:01

            Unhandled promise rejection: Error: No native splash screen registered for given view controller. Call 'SplashScreen.show' for given view controller first.

            I get the following warning only on my ios emulator when I first launch the app. Not on my ios physical device or android emulator. I am using expo-splash-screen for my splash screen. Is this something I can just ignore or do I need to resolve it because I can't figure out how to resolve it. The splash screen seems to load fine. Is it an error with expo-splash-screen? I followed expo's tutorial on setting it up.

            warning:

            ...

            ANSWER

            Answered 2021-Sep-29 at 15:01

            The problem is caused because u're using AppLoading, this component is currently having this bug on iOS.

            You can solve this avoid using this component until the bug is resolved, an alternative is create a Screen like your Splashscreen and replace to

            ... or in a ruder and lazy way (bad UX) just change to

            Source https://stackoverflow.com/questions/68823075

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

            Vulnerabilities

            No vulnerabilities reported

            Install pixels

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            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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            https://github.com/parasyte/pixels.git

          • CLI

            gh repo clone parasyte/pixels

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            git@github.com:parasyte/pixels.git

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