ImageStore | Open source google photos | Widget library

 by   gregordr TypeScript Version: Current License: Apache-2.0

kandi X-RAY | ImageStore Summary

kandi X-RAY | ImageStore Summary

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

ImageStore is a self-hosted photo gallery, that makes Google Photos users feel right at home.
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            kandi-support Support

              ImageStore has a low active ecosystem.
              It has 662 star(s) with 29 fork(s). There are 13 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 9 open issues and 21 have been closed. On average issues are closed in 58 days. There are 32 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ImageStore is current.

            kandi-Quality Quality

              ImageStore has no bugs reported.

            kandi-Security Security

              ImageStore has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ImageStore is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ImageStore 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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            ImageStore Key Features

            No Key Features are available at this moment for ImageStore.

            ImageStore Examples and Code Snippets

            No Code Snippets are available at this moment for ImageStore.

            Community Discussions

            QUESTION

            Core Data model attribute types not compatible with program types
            Asked 2021-May-23 at 09:46

            I'm following an example from an iOS programming book. The example in the book downloads photos from Flickr and place them in a collection view. Each photo are downloaded through a link as one of the elements of an object in a json code. The example uses Core Data for persistence of data and involves conversion from Core Data managed object type to custom object type.

            The compiler reports that "Cannot convert value of type '[Photo]' to expected argument type '[FlickrPhoto]'". The [Photo] is an array of Photo objects which are automatically generated by Core Data according to Entity and Attributes information provided by me and the [FlickrPhoto] is an array of FlickrPhoto objects which are custom objects.

            Please let me know what problem there is and suggest some solutions. Thank you!

            Relevant code is as follows:

            Photo+CoreDataClass.swift

            ...

            ANSWER

            Answered 2021-May-23 at 09:46

            In the function processPhotosRequest there is a mapping from FlickrPhoto to Photo objects which is done so the data can be stored in Core Data but it is not those objects that should be returned so the row

            Source https://stackoverflow.com/questions/67644088

            QUESTION

            How can I use a compute shader to calculate values and store them in a 3D texture?
            Asked 2021-Apr-23 at 19:15

            I'm trying to use a compute shader to do three-dimensional physical simulations but having trouble storing anything into my 3D texture. My shaders compile successfully but when reading back any value from the 3D texture I get a zero vector. I haven't used compute shaders before either so I'm not sure if I'm even distributing the work load properly in order to achieve what I want.

            I've isolated the problem in a small example here. Basically the compute.glsl shader has a uniform image3D and uses imageStore to write a vec4(1,1,0,1) into gl_WorkGroupID. In C++ I create a 100x100x100 3D texture and bind it to the shader's uniform, then I call glDispatchCompute(100,100,100) - to my knowledge, this will create 1,000,000 jobs/shader invocations, one for each coordinate in the texture. In my view.glsl fragment shader I read the value of a random coordinate (in this case (3,5,7)) and output that. I use this shade a cube object.

            Everything I've tried results in a black cube being output:

            Here's my code (I've been following along with learnopengl.com so it's mostly the same boiler plate stuff except I extended the shader class to handle compute shaders):

            ...

            ANSWER

            Answered 2021-Apr-23 at 19:15

            It turned out that I was missing a call to glBindImageTexture - I thought that in order to bind my texture to the shader's image variable I needed to set the uniform and call glActiveTexture+glBindTexture but it seems only glBindImageTexture is needed.

            I replaced:

            Source https://stackoverflow.com/questions/67219738

            QUESTION

            how to call post after ajax done
            Asked 2021-Apr-11 at 03:35

            I would like to call form submit button after done if ajax called.
            My page has two button.
            One is upload image by ajax.
            Another one is submit button.

            ...

            ANSWER

            Answered 2021-Apr-10 at 06:54

            It is unclear from the provided details, whether it is a single image file upload per form, or there is a chance of multiple image files. Below is one of the approach to process submit after the image(s) are uploaded successfully.

            • Change function upload(data) to return ajax promise.

            Source https://stackoverflow.com/questions/67031203

            QUESTION

            GLSL compute shader flickering blocks/squares artifact
            Asked 2021-Mar-30 at 05:39

            I'm trying to write a bare minimum GPU raycaster using compute shaders in OpenGL. I'm confident the raycasting itself is functional, as I've gotten clean outlines of bounding boxes via a ray-box intersection algorithm.

            However, when attempting ray-triangle intersection, I get strange artifacts. My shader is programmed to simply test for a ray-triangle intersection, and color the pixel white if an intersection was found and black otherwise. Instead of the expected behavior, when the triangle should be visible onscreen, the screen is instead filled with black and white squares/blocks/tiles which flicker randomly like TV static. The squares are at most 8x8 pixels (the size of my compute shader blocks), although there are dots as small as single pixels as well. The white blocks generally lie in the expected area of my triangle, although sometimes they are spread out across the bottom of the screen as well.

            Here is a video of the artifact. In my full shader the camera can be rotated around and the shape appears more triangle-like, but the flickering artifact is the key issue and still appears in this video which I generated from the following minimal version of my shader code:

            ...

            ANSWER

            Answered 2021-Mar-30 at 05:39

            I've fixed the issue, and it was (unsurprisingly) simply a stupid mistake on my own part.

            Observe the following lines from my code snippet:

            Which leaves my v2 vertex quite uninitialized.

            The moral of this story is that if you have a similar issue to the one I described above, and you swear up and down that you've initialized all your variables and it must be a driver bug or someone else's fault... quadruple-check your variables, you probably forgot to initialize one.

            Source https://stackoverflow.com/questions/66861415

            QUESTION

            Azure Search - Highlights - Locating in image
            Asked 2021-Feb-08 at 17:56

            Just looking for guidance or even a general outline on approach here.

            I am using azure search to OCR a batch of pdfs. I have turned on hit highlighting and I am successfully getting results back there that I am looping through / displaying in my view for the end user. I was looking on expanding that functionality to show the pdf images with the highlighting on the images themselves like in the JFK azure example. I am not proficient in react and seem to be getting lost there.

            I am assuming I need to save off the OCR images to a data store for reference using the normalized_images that are created? I do have pdfs locally I can load but assume the OCR images maybe different. Have turned on GeneratedNormalizedImagesPerPage and turned on cache which creates files in my storage account.

            Then I assume I need to pull the associated image, display it, use the highlight results and pull a corresponding bounding box where the phrase was detected? Problem with that approach is that I do not see any association between the highlight hit and the location (bounding box) of the hit nor the associated image file the hit was on.

            Probably way off on approach here but any guidance is appreciated.

            Edit 1 I did noticed the items on this page in the JFK example: https://github.com/microsoft/AzureSearch_JFK_Files/tree/master/JfkWebApiSkills/JfkWebApiSkills Would trying to replicate the ImageStore (so those are stored in my storage account) and then the HocrGenerator (appears to handle points in a doc) into my skillset for my index be the approach?

            ...

            ANSWER

            Answered 2021-Feb-08 at 17:56

            There are a few steps here:

            1. you need to save the layoutText from the OCR skill somewhere the UI can access it. The JFK Files demo converts it to a HOCR (to display in the UI) and saves it in index as a field in the index so that it is retrieved in the search results. HOCR isn't necessary and you may find it more efficient to store the layout in blobs using a knowlege store object projection.

            2. save the extracted images into blob storage using a file projection into the knowledge store. Keep in mind that the images may be resized in the process and the coordinates will match the resized image saved to the store. If you want to map the coordinates to the original image see this.

            3. At search time, map the highlight to the the metadata. You will find this code in the nodejs frontend, however it may be simpler to follow in the original demo by following the code here. Essentially you just find the first occurrence of the highlighted word in the metadata, display the associated image, and calculate the bounding region of the word.

            Source https://stackoverflow.com/questions/66103937

            QUESTION

            Upload image issue to server android php mysql
            Asked 2020-Dec-31 at 17:58

            While I'm trying upload image to server (000webhost) through my android app by using php mysql I'M facing directry issue.

            [Here is image of error ][1] [1]: https://i.stack.imgur.com/cAK7S.jpg

            Code where i am calling function in UpdateInfo.php to upload image.

            ...

            ANSWER

            Answered 2020-Dec-31 at 17:58

            The file_put_contents() function expects a complete file name as an argument, you've provided only a directory for the file to go in. It looks like you have built the complete file name and stored it in a variable, but then forgot to use it. You probably want this:

            Source https://stackoverflow.com/questions/65524158

            QUESTION

            How can I properly create an array texture in OpenGL (Go)?
            Asked 2020-Dec-21 at 22:41

            I have a total of two textures, the first is used as a framebuffer to work with inside a computeshader, which is later blitted using BlitFramebuffer(...). The second is supposed to be an OpenGL array texture, which is used to look up textures and copy them onto the framebuffer. It's created in the following way:

            ...

            ANSWER

            Answered 2020-Dec-21 at 22:41
            vec4 c = texture(texAtlas, vec3(iCoords.x%16, iCoords.y%16, 7))
            

            Source https://stackoverflow.com/questions/65392626

            QUESTION

            Ray traced shadow bias without normal
            Asked 2020-Dec-06 at 08:51

            I'm following Infinity Ward's approach to ray tracing shadows where they reconstruct the world position from the depth buffer and cast a ray from that towards the light. I find that I get really bad shadow acne using this method with 1 ray per pixel, probably because of numerical errors. The obvious fix is moving the world position a small amount in the normal direction, but I do not have access to normals. I figure it might go away once I shoot multiple rays per pixel but for performance reasons I'm trying to stick to 1. Any options or am I just doomed without access to normals?

            ...

            ANSWER

            Answered 2020-Dec-06 at 08:51

            You could reconstruct an approximation of the normals by looking up the position of neighboring pixels (e.g. offset of 1 in x and y direction) and compute the cross products of their respective direction vectors to the current pixels.

            So for example:

            Source https://stackoverflow.com/questions/65165213

            QUESTION

            Spring Content, convenient way to populate DB with images for test environment
            Asked 2020-Nov-14 at 07:32

            To store images I'm using Spring Content JPA strategy. My test profile has HSQLDB in-memory implementation. Is there a more convenient way to populate DB with images? For now, I have a solution to create a folder with images and then upload them manually on startup. As I understand, to get rid of the image folder I can upload them to SQLite and then fetch data from it, but maybe there is a better way?

            CarrentalApplication

            ...

            ANSWER

            Answered 2020-Nov-14 at 07:32

            Another way to do this is move the images onto the classpath; i.e. into /src/test/resources (assuming maven) and load them from there with:

            Source https://stackoverflow.com/questions/64166851

            QUESTION

            How can i access depth texture with ImageLoad()?
            Asked 2020-Sep-22 at 12:22

            I need to read depth texture data in OpenGL Compute shader.

            this is texture intialize code.

            ...

            ANSWER

            Answered 2020-Sep-22 at 12:22

            How can i access depth texture with imageLoad()?

            You can't. Image Load/Store only works for color image formats, and there is simply no path that would ever match GL_DEPTH_COMPONENT24. However, since you only read from the image anyway, there is also no need to use Image Load/Store. As you already noticed yourself, you can simly use it as texture and access it as sampler2D from the shader.

            Source https://stackoverflow.com/questions/64004325

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

            Vulnerabilities

            No vulnerabilities reported

            Install ImageStore

            If you want to build yourself, then clone this repo and run docker-compose -f docker-compose-build.yml up. Again, you can use --profile to add features.
            Docker
            Docker-compose
            For automatic labeling: x86_64 CPU (also known as x64, x86_64, AMD64 and Intel 64)

            Support

            Feel free to open an issue if you want to see any new features. If you would like to implement a feature, please create a PR to the test branch.
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            https://github.com/gregordr/ImageStore.git

          • CLI

            gh repo clone gregordr/ImageStore

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            git@github.com:gregordr/ImageStore.git

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