I was wondering what would be the best way to trim the "canvas" of an UIImage (pretty much like any image editor allows out there)
Now, the previous example is not a single UIImage. It's actually 2 UIViews. So clipping the superview against the blue box would do the trick, but I guess I am looking into the best possible way to do this. Given that there could be several blue boxes in the "canvas".
Is there a faster way than going through every pixel?
Thanks!
Thinking about it algorithmically, I would say no. You need to find the pixel that extends furthest to the left, right, top and bottom. Unless you look at every pixel from each direction you could miss non-transparent pixels.
You could speed things up if you figure out how to map your image into memory and then index into memory directly rather than using a high level function that fetches pixels. I would suggest searching from the top down (which would be sequential memory accesses) until you find a non-clear pixel. Then search from the end of the image backwards, which would give you the bottom-most pixel.
You would then want to limit your search from each side to only look starting at the first non-transparent pixel from the top and ending at the last non-transparent pixel on the bottom.
For anything other than a very large image this should take a fraction of a second.
Ok, I was being dumb. The union of the subviews is all I really needed, so its just a simple loop over the subviews and doing a CGRect union against their frames.
Related
So here is a question that is sure to stump some people.
Here is my scenario. I want a user to take a picture of something, in this case it will be just a black rectangle with white circles on it. I don't care about the size of the circles, but I want to know how many circles there are and where they are located in respect to the photo. Then a user will enter the width and height of the photo they just took and I will be able to tell the distance the circles are from each other.
Does anyone have any clue how I could do this?
I don't think you will get a straight forward answer.But below is my approach.
Take the image, get its pixel data using CGBitmapContext (reference).
Now search in the array, where white pixels are located (white pixels - colorvalue >240/255).
Now try to find its white-circle-centre using some algorithm (reference).
Store those centers in an array,and later when user gives width ,return widths relatively.
I'm working on a jigsaw puzzle webapp, and one of the requirements is automatically generating puzzle pieces from any image. I'm using RMagick for the image processing. I've got some sets of blank puzzle pieces to use as masks, and I can handle that part, but then I need to trim the whitespace (er, transparentspace) out of the resulting images.
Now, I know I can use trim for this - I might have to put a one-pixel border on it to make sure all four corners are the right color, but that's easy and I can just subtract one pixel from the final number. The only problem is that I also need to record the position of the piece. According to the documentation on trim, the function will "retain the offset information", which sounds like exactly what I need. But I can't find anything about how to retrieve the offset information! Does anyone know how to do that?
If worst comes to worst, I suppose I could always just look through pixel-by-pixel, find the boundaries myself, and use crop to trim the picture, but that wouldn't exactly be good for performance.
Aha, found it. image.page.x and image.page.y give the upper left corner, and then image.rows and image.columns have the height and width.
I have two image views. They are "puzzle pieces" I want to test if one fits inside the other. Not that the frames overlap. I guess its a CGRect thing... but seems like they test the outer boundaries. Any ideas would be appreciated? Thanks.
Just brainstorming here... Maybe this will get you thinking of something that will work for you. If the images do not overlap, then drawing image A on top of image B will result in the same image as drawing image B on top of image A. If they overlap, that will result in different images. You could do something like draw image A, then B. Create a checksum of the result, draw A again, and checksum that. If the checksums match, the puzzle piece fits.
If you have a 1-bit mask that represents each image, then ORing them together and XORing them together will have the same result if they don't overlap and different results if they do.
Do you know the correct order of pieces beforehand? May be it's better assign the tag to each UIImageView which will represent the image's index number. Then you just create a kind of mesh and check in which cell the piece was placed. If the cell number and UIImageView tag match - then this is the right place.
If you have only two images and one must fit to the specific area in another, you could store the frame of this hole and check if the piece is placed somewhere around the centre of this frame. It'll be more user-friendly because when you're checking pixels or bit masks you want the user be extremely precise. Or your comparison code should allow some shifts and will be very complicated.
But if you don't want to hardcode the hole frame you could calculate it dynamically (just find transparent areas in the image). Anyway, this solution will be more effective then checking bit match on the fly.
I'm drawing some cars. They're Bitmap's, loaded from PNG's in the library. I need to be able to color the cars-- red ones and green ones and blue ones, whatever. However, when you paint the car green, the tires should stay black, and the windows stay window-color.
I know of two ways to handle this, neither one of which makes me happy. First, I could have two bitmaps for each car; one underneath for the body color, and one on top for detail bits. The underneath bitmap gets its transform.colorTransform set to turn the white car-body into whatever color I need. Not great, because I end up with twice as many Bitmap's running around on screen at runtime.
Second, I could programmatically search-and-replace "white" with "car-body" color when I load the bitmap for each car. Not great either, because the amount of memory I take up multiplies by however many colors I need.
What I would LIKE would be a way to say "draw this Bitmap with JUST THE WHITE PARTS turned into this other color" at runtime. Is there anything like this available? I will be less than surprised if the answer is "no," but I figure it's worth asking.
You might have answered the question yourself.
I think your first approach would need only two transparent images: one with pixels of the parts that need to change colour, one with the rest of the image. You will use colorTransform or ColorMatrix filter by case. It might even work with having the pixels the need the colour change covered with Sprite with a flat colour set on overlay ?
The downside would be that you will need to create a 'colour map'/set of pixels to replace for each different item that will need colour replacement.
For the second approach:
You might isolate the areas using something like threshold().
For speed, you might want either to store the indices of the pixels you need to replace in an Vector.<int> object that could be used in conjuction with BitmapData's getVector() method. (You would loop once to fetch the pixel indices that need to be replaced)
Since you will use the same image(same dimensions) to fill the same content with a different colour, you'll always loop through the same pixels. Also keep in mind that you will gain a bit of speed by using lock() before your loop to setPixel() and unlock() after the loop.
Alternatively you could use Pixel Bender and try some green screen/background subtraction techniques. It should be fast and wouldn't delay the execution of the rest of your as3 code as Pixel Bender code runs in it's own thread.
Also check out Lee's Pixel Bender subtraction technique too.
Although it's a bit old now, you can use some knowledge from #Quasimondo's article too.
HTH
I'm a little confused where you see the difference between your second approach and the one you would like to have. You can go over your loaded bitmap pixel by pixel and read out the color. If it turns out to be white replace it with another color. I do not see occurence of multiplied memory consumption.
You might want to try my selective color transform: http://www.quasimondo.com/archives/000614.php - it's from 2006, so some parts of it could probably be replaced by a pixel bender filter now.
Why not just load the pieces separately, perform the color transform on the one you want to change, then do a BitmapData.copyPixels() with the result? The blit routine runs in machine code, so is wicked fast. Doing it pixel by pixel in ActionScript would be glacially slow in comparison.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BitmapData.html#copyPixels()
Can anyone share a sample code to draw a non-rectangular part of a picture in delphi canvas?
You're looking for GDI paths. Start here, which explains what paths are in this context, and provides links on the left to explain the functionality available with them.
Google can turn up lots of examples of using paths in Delphi. If you can't find them, post a comment back here and I'll see what I can turn up for you.
Your question is pretty vague. But I suspect what you are looking for is clipping regions. Read up on them. Set the clipping region on the target device to the shape you want, and then draw the image onto the device. Only the part of the image that would be within the clipping region will be drawn.
Canvas.Ellipse(0, 0, 10, 20); // not a rectangle
I use so called runlists for this feature (generalized shapes and blitting them). I've seen them called warplists too. A shape is encoded as a runlist by defining it as a set of horizontal lines, and each line is two integer values (skip n pixels,copy n pixels).
This means you can draw entire lines, leaving you with only "height" draw operations.
So a rectangle is defined (the first "skip" pixels from top level corner to the left corner (xorg,yorg). The rectangle is width_rect wide, and width_pixels goes a line further. width_pixels can be wider than the width of the picture (alignment bytes)
(yorg*width_pixels+xorg , width_rect),
(width_pixels-width_rect , width_rect),
(width_pixels-width_rect , width_rect),
(width_pixels-width_rect , width_rect),
..
..
This way you can make your drawing routines pretty generic, and for simple, regular shapes (rects, circles) it takes only minor math to precalculate these lists. It simplified my shape handling enormously.
However I draw directly to bitmaps, not to canvasses, so I can't help with that part. A primitive that efficiently draws a row, and a way to extract a row from a graphic should be enough.