Canvas2 | A Metal accelerated canvas for drawing on iOS devices | Canvas library

 by   Authman2 Swift Version: Current License: MIT

kandi X-RAY | Canvas2 Summary

kandi X-RAY | Canvas2 Summary

Canvas2 is a Swift library typically used in User Interface, Canvas applications. Canvas2 has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

🖼 A Metal accelerated canvas for drawing on iOS devices!
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            kandi-support Support

              Canvas2 has a low active ecosystem.
              It has 10 star(s) with 1 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Canvas2 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Canvas2 is current.

            kandi-Quality Quality

              Canvas2 has 0 bugs and 0 code smells.

            kandi-Security Security

              Canvas2 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Canvas2 code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Canvas2 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

              Canvas2 releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            Canvas2 Key Features

            No Key Features are available at this moment for Canvas2.

            Canvas2 Examples and Code Snippets

            No Code Snippets are available at this moment for Canvas2.

            Community Discussions

            QUESTION

            Convert an array of ['[object HTMLCanvasElement]'] into a string to get the element "id" so I can select a specific element on the web page
            Asked 2022-Mar-31 at 23:01

            I have a basic html page that has three canvas elements all with unique id's. I have collected the elements into an array using javascript's document.querySelectAll('canvas'). If I do a function using for each on the array, I can see all the info BUT if I try to extract that info so I can split it and get the id value, it doesn't work. I have tried several things but nothing seems to work. Am I trying to do something that cannot be done?

            !IMPORTANT!: This has to be done in vanilla javascript, not third party libraries are allowed of any kind. Its due to security reasons, and that's all I can say on it.

            ...

            ANSWER

            Answered 2022-Mar-31 at 18:05

            I would recommend printing the html to console with console.dir() to check the HTML DOM properties available for a particular element.

            And you would access an id of an element using its id property - Element.id.

            Source https://stackoverflow.com/questions/71697110

            QUESTION

            Embedding multiple real-time graphs in one Python Tkinter GUI
            Asked 2022-Mar-14 at 17:21

            I am new with Tkinter. I am trying to plot two real-time animated graphs in a window, but two realtime data overlaps onto the same graph after a while. I want them to be displayed on separate graphs. I put a gif to show my output. I want to plot the other data to left graph. Is there any way to fix this? If I can make it I will try to plot three graphs instead of two. Can you help me with my code below?

            ...

            ANSWER

            Answered 2022-Mar-14 at 17:21

            If You don't specifically need canvas1 and 2, You can create two subplots for one figure / canvas.
            Then You will get 2 axes: ax1 and ax2.

            You can use just one FuncAnimation with same x. If You need separate animations for ax1 and ax2, You can do that as well and just update either ax1 or ax2 in respective animation.

            Here is code snippet:

            Source https://stackoverflow.com/questions/71470699

            QUESTION

            Canvas getImageData is always the same for 2 visually different images
            Asked 2022-Jan-31 at 15:06

            I've got 3 images, 2 are visually identical but they have different file names and one is completely different. I load the images, put them on a canvas, get the image data and compare the image.

            The 2 that are visually the same returns true which is correct when comparing 2 that are not visually the same it also returns true which is not correct.

            UPDATED from @obscure answer below

            ...

            ANSWER

            Answered 2022-Jan-31 at 15:06

            To compare two array for equality you can indeed use a hashing algorithm. Utilizing crypto.subtle is an easy solution but I'm afraid you aren't aware what the .digest() method does/returns.

            From your code it seems you think it's a synchronous operation:

            Source https://stackoverflow.com/questions/70915405

            QUESTION

            Body not expading with the content inside. Images and canvas overlapping the body
            Asked 2022-Jan-28 at 06:19

            I have created a resizable split view you can drag the line between to increase and decrease the size of the left and right screens. the right screen consists of two canvases containing 2 images on them we can write on that canvas. The problem is that the body has a height of 100% but the canvas overlapping the

            and the HTML, body. HTML and body is not expanding with the canvas as shown in the below image:

            Here is the image of the

            border consisting of right and left sides and a resizable line between them. I can not resize below the container line because the container is not expanding with the canvas. HTML CODE:

            ...

            ANSWER

            Answered 2022-Jan-28 at 06:19

            Your elements are positioned absolutely even if the body has 100% width and height. Remove positioning and display the elements in flex.

            Source https://stackoverflow.com/questions/70787644

            QUESTION

            Funcanimation embedded in Tkinter not properly stopping while blitting, Animation display rate increase after window resize
            Asked 2022-Jan-14 at 15:17

            Problem: I am having issues with an embedded funcanimation plot in a tkinter GUI. I am having trouble breaking into the funcanimation object to tell it to stop. the consequence of not properly stopping the animation is that I end up with timer after calls happening after my app is closed. An added wrinkle is that when I expand the tkinter window to full screen the animation speeds up significantly but when closing this speed leads to more leftover after calls.

            Current Solution: After lots of research on this problem my current solution is to set repeat=False in the funcanimation initiation and then have a function that produces data check a boolean and if False return nothing. This strategy starves the funcanimation of frames and allows it to stop and be killed with the self.ani.event_source.stop() call.

            Wrinkle: This solution works great for me while the animation is running slower. here is where the wrinkle comes in; when the window is resized using the windows maximize button in the top right on the window the animation speeds up!. Frame rate goes from 12fps to 25fps. This only happens when resized with the windows button in the top right, if I drag the frame it does not happen leading me to think this is a Windows thing. This increased frame rate persists even after I minimize the window again. Because blit=True the init_func is called on the resize and I can figure out why or how this would speed things up. is there a event flush that happens? What is the resize doing?

            Goal: Get the maximum display rate out of my funcanimation from the start (like the speed after I maximize the window) but make sure that all the aftercalls are properly canceled so they are not scheduled after the gui has been closed. see code below. thank you for the help.

            Plotting Class:

            ...

            ANSWER

            Answered 2022-Jan-14 at 15:17

            Found the solution to this problem here: Matplotlib animation running at double speed expected

            the resize event stops and restarts the event_source which for some reason sets the animation up to run at the right rate. I simply added the following lines in the show_image() function and an integer variable in the init.

            Source https://stackoverflow.com/questions/70699581

            QUESTION

            Html canvas element resets width and height to zero after drag/drop
            Asked 2022-Jan-13 at 11:04

            I'm working on customisable dashboard where (amongst other features) users can drag dashboard tiles (div elements) around and reposition those tiles anywhere in the dashboard.

            HTML Structure

            The html structure is similar to the snippet below

            ...

            ANSWER

            Answered 2022-Jan-13 at 08:10

            This is a Chart.js issue of version 3.6.0 and fixed in version 3.6.1. Example below:

            Source https://stackoverflow.com/questions/70691935

            QUESTION

            Scrollbar in Canvas doesn't work - Tkinter Python
            Asked 2022-Jan-13 at 09:33

            I have been struggling to add a working scrollbar to my canvas widget for days. I'm working on a small app to show excel data. I have tried so many things but couldn't achieve a working result :/

            I populate canvas2 with "file_opener" function, and I would like to add the scrollbar to the 7th column of canvas2. However, in my previous attempts the scrollbar was appearing only in row 0 and without the functionality.

            I would greatly appreciate your help as I'm a self-learning beginner.

            This is how it looks: "https://ibb.co/W2d674g"

            Here is my code:

            ...

            ANSWER

            Answered 2022-Jan-13 at 09:33

            Getting scrollbars to work can be awkward with tkinter, especially when also accounting for things like grid weight (I asked a question about that myself recently).

            I've created a minimal version of your code below but replaced the layout of the entries & button canvas with a frame for simplicity, as well as also minimizing the file opener function, which now just needs the filepath to be added in the code below to run.

            I've added some comments to the canvas/scrollbar gui section just so its easier to visualise placement of the elements and how they relate to one another.

            Source https://stackoverflow.com/questions/70680456

            QUESTION

            tkinter: How can I use one vertical scroll bar to scroll two canvases?
            Asked 2021-Nov-04 at 22:16

            In my UI I need two canvases, each with their own horizontal scroll bar, but with a single scroll bar controlling the vertical movement of both canvases.

            The following code creates two canvases, each with their own horizontal and vertical scrollbars. How can I get rid of one of the vertical scrollbars? Apologies for the length of code, it's as canonical as I could make it.

            ...

            ANSWER

            Answered 2021-Nov-04 at 22:16

            First make the canvases attributes of the instance:

            Source https://stackoverflow.com/questions/69829990

            QUESTION

            How to remove thin border on 2 sides of canvas element?
            Asked 2021-Oct-31 at 19:50

            UPDATE: Link to JSFiddle with workable code

            I'm making a website and have created a stack of two canvas elements: the top canvas context is a white rectangle that "erases" to reveal an image loaded into the bottom canvas context. The functionality works properly. My issue is that a thin grey border appears on the right and bottom sides of the canvas stack when I include a setInterval line of code.

            It disappears when I remove this timer variable (see code below) but reappears if I add any type of state check like onmouseout to the canvas elements. Here is a screenshot:

            Any idea why this is happening? Similar SO questions/solutions have not solved my problem.

            ...

            ANSWER

            Answered 2021-Oct-31 at 17:21

            The problem is that the dimensions of the canvas are being calculated as a fraction (0.3) of the dimensions of the underlying image. This can result in a 'part pixel' problem. That is the system has to decide how to show a fraction of a CSS pixel, and on modern screens several screen pixels are used to show one CSS pixel. A screen pixwl can get 'left behind' (ie still showing) during this process.

            A slightly hacky way of getting round this (but I know of no other) is to decrease the size of the bottom canvas by a few pixels so that we are absolutely sure any left overs are under the white of the top canvas at the start.

            This snippet makes doubly sure by taking 2px off the width and height.

            Incdentally, I copied the code from the codepen pointed at by the question and it worked as an SO snippet OK. Here it is:

            Source https://stackoverflow.com/questions/69782093

            QUESTION

            Trigger event when ALL of an element's pixels are transparent
            Asked 2021-Oct-30 at 18:06

            I have a web page with two canvas elements stacked on top of each other. This is the basis for some functionality that lets me "erase" the top canvas to reveal an image loaded into the bottom canvas. The functionality works well.

            What I'm trying to do now is trigger an event once the top canvas has been completely "erased" i.e. all of the pixels for the top context are transparent. I've found ways on SO to check a particular pixel's alpha value via getImageData but I'm trying to figure out a way to determine when the very last pixel's alpha value = 0.

            I've included my code as well as an unfinished attempt to do this with a for and if loop (but this seems to not be the best approach). Another issue I've discovered is that when I use getImageData a thin grey border appears around two edges of my canvas.

            Thanks for any help in advance!

            ...

            ANSWER

            Answered 2021-Oct-30 at 18:06

            The dataimage that you get will be an array which has 4 bytes per point on the canvas the first 3 bytes of which are the RGB colors and the 4th one is the alpha.

            If the color is transparent this 4th one will be 0. You will need to go through each time some erasing is done looking at every 4th byte in the array. If you come across one that isn't zero you will know that the erasing isn't complete.

            This is quite a useful reference: https://www.w3schools.com/tags/canvas_getimagedata.asp

            Source https://stackoverflow.com/questions/69780636

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

            Vulnerabilities

            No vulnerabilities reported

            Install Canvas2

            Canvas2 is available through CocoaPods. To install it, simply add the following line to your Podfile:.

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