best way in linux to display gif gif87a image from C - c

What would be the best way, in linux from gnu C and not C++, to display a gif87a file on screen and redisplay it in the same location on the screen so the user can observe changes that are made on the fly to the dataset? This is not an animated gif.
in some old code (fortran77) that has a C wrapper which takes an image that was displayed on the screen and writes it to a gif file, there is a comment about X Window Applications Programming, Ed. 2, Johnson & Reichard that was used as a reference to write the C code to display image data to the screen and write a gif87a file, and this code was written around 1995, the onscreen display of the image no longer works (just a black window) but the creation of the gif file still works. What i would like to do is from the existing C code, in SLES version 11.4 with the libraries that are available to open the gif file and display it on screen. The image, or contour plot, has a color bar that the user sets the min/max value for to display the image to their liking and it would be preferable to make it as easy & efficient for the user to adjust those min max values then redraw the image (re-write the gif then redisplay on screen in same location). There's also a handful of other knobs that the user can turn, such as windowing of the dat (hamming or han) and it would be best if the user can quickly/easily run though about 5+ ways of looking at the image before settling on what is considered correct then using that final gif that was created in powerpoint, excel, etc.

Writing an X11 application is non-trivial. You can display a GIF (or any one of around 200 image formats) using ImageMagick which is included in most Linux distros and is available for macOS. Windows doesn't count.
So, you can create images and manipulate images from the command line, or in C if you want. So, let's create a GIF that is 1024x768 and full of random colours:
convert -size 1024x768 xc:blue +noise random -pointsize 72 -gravity center -annotate 0 "10" image.gif
Now we can display it, using ImageMagick's display program:
display image.gif &
Now we can get its X11 "window-id" with:
xprop -root
...
_NET_ACTIVE_WINDOW(WINDOW): window id # 0x600011
...
...
Now you can change the image, however you like with filters and blurs and morphology and thresholds and convolutions:
convert image.gif -threshold 80% -morphology erode diamond -blur 0x3 -convolve "3x3: -1,0,1, -2,0,2, -1,0,1" ... image.gif
And then tell the display program to redraw the window with:
display -window 0x600011 image.gif
Here is a little script that generates images with a new number in the middle of each frame and updates the screen:
for ((t=0;t<100;t++)) ; do
convert -size 640x480 xc:blue +noise random -pointsize 72 -fill white -gravity center -annotate 0 "$t" image.gif
display -window 0x600011 image.gif
done
Now all you need to do is find a little Python or Tcl/Tk library that draws some knobs and dials, reads their positions and changes the image accordingly and tells the screen to redraw.

As a result of the lack of enthusiasm for my other answer, I thought I'd have another attempt. I had a quick look and learn of Processing which is a very simple language, very similar to C but much easier to program.
Here is a screen shot of it loading a GIF and displaying a couple of twiddly knobs - one of which I attached to do a threshold on the image.
Here's the code - it is not the prettiest in the world because it is my first ever code in Processing but you should be able to see what it is doing and adapt to your needs:
import controlP5.*;
ControlP5 cp5;
int myColorBackground = color(0,0,0);
int knobValue = 100;
float threshold=128;
Knob myKnobA;
Knob myKnobB;
PImage src,dst; // Declare a variable of type PImage
void setup() {
size(800,900);
// Make a new instance of a PImage by loading an image file
src = loadImage("image.gif");
// The destination image is created as a blank image the same size as the source.
dst = createImage(src.width, src.height, RGB);
smooth();
noStroke();
cp5 = new ControlP5(this);
myKnobA = cp5.addKnob("some knob")
.setRange(0,255)
.setValue(50)
.setPosition(130,650)
.setRadius(100)
.setDragDirection(Knob.VERTICAL)
;
myKnobB = cp5.addKnob("threshold")
.setRange(0,255)
.setValue(220)
.setPosition(460,650)
.setRadius(100)
.setNumberOfTickMarks(10)
.setTickMarkLength(4)
.snapToTickMarks(true)
.setColorForeground(color(255))
.setColorBackground(color(0, 160, 100))
.setColorActive(color(255,255,0))
.setDragDirection(Knob.HORIZONTAL)
;
}
void draw() {
background(0);
src.loadPixels();
dst.loadPixels();
for (int x = 0; x < src.width; x++) {
for (int y = 0; y < src.height; y++ ) {
int loc = x + y*src.width;
// Test the brightness against the threshold
if (brightness(src.pixels[loc]) > threshold) {
dst.pixels[loc] = color(255); // White
} else {
dst.pixels[loc] = color(0); // Black
}
}
}
// We changed the pixels in destination
dst.updatePixels();
// Display the destination
image(dst,100,80);
}
void knob(int theValue) {
threshold = color(theValue);
println("a knob event. setting background to "+theValue);
}
void keyPressed() {
switch(key) {
case('1'):myKnobA.setValue(180);break;
case('2'):myKnobB.setConstrained(false).hideTickMarks().snapToTickMarks(false);break;
case('3'):myKnobA.shuffle();myKnobB.shuffle();break;
}
}
Here are some links I used - image processing, P5 library of widgets and knobs.

Related

How to control/scale image size in Codename One?

I used the (new) GUI Builder and inserted an image (by way of adding a Label). However, it appears too big. Is there anyway I can scale and control the size? (I saw something which points to cloudinary but that seems too complicated. I just want to simply scale down the image.)
There are several ways to resize images in Codename One and I will mention few below:
1.
Use MultiImages in the GUI Builder. With this multiple sizes of images are generated from one image based on the sizes you specified. In your GUI Builder, Click Images -> Add Multi Images -> Select your image -> Check Preserve Aspect Ratio -> Increase the % that represents the percentage of the screen width you want the image to occupy. Set any DPI you don't require to 0.
2.
Use ScaledImageLabel or ScaledImageButton, it will resize the image the fill available space the component is occupying.
3.
Scale the image itself in code (This is not efficient, though):
public static Image getImageFromTheme(String name) {
try {
Resources resFile = Resources.openLayered("/theme");
Image image = resFile.getImage(name);
return image;
} catch (IOException ioe) {
//Log.p("Image " + name + " not found: " + ioe);
}
return null;
}
Image resizedImage = getImageFromTheme("myImage").scaledWidth(Math.round(Display.getInstance().getDisplayWidth() / 10)); //change value as necessary
4.
Mutate the image (Create an image from another image).

Share image painted on a larger graphics than the screen itself

The code bellow will paint he component on the image graphics - but it will translate it - instead of fitting it to the size of the graphics.
int ratio = 2;
Image screenshotImage = Image.createImage(getWidth()* ratio,getHeight()* ratio);
c.revalidate();
c.setVisible(true);
c.paintComponent(screenshotImage.getGraphics(), true);
I cannot use the the image and just scale it because some of the content will be truncated.
Can the component paint itself on image graphics with specified size.
Many thanks
Use:
c.setX(0);
c.setY(0);
c.setWidth(img.getWidth());
c.setHeight(img.getHeight());
if(c instanceof Container) {
c.setShouldLayout(true);
c.layoutContainer();
}
c.remove();
c.paintComponent(myImage.getGraphics(), true);
// add c back to it's parent container and revalidate
If the component is currently on a form you would want to undo all of that by calling revalidate on the parent form afterwards.

GhostScript (PostScript): Printer cut- off borders when scaling down from A* to A4

I'm working on a "GS Wrapper" (using the 9.20 SDK) for use by an external application. There i scale down for example a A0 Sheet to A1, A2 and A3 and it works fine. (PDF to PS, then Print)
Problem: When i scale down any input format to A4, the printer cut off the borders of the content (these are technical drawings with a black border each 5mm from the sheet edge).
Is there an opportunity to scale down the A4 (to A4) again about 95% and center the image? (This should be result in a smaller base image, say the black borders are about ~10mm away from the sheet border afterwards)
I use the following parameter for scaling:
GhostArg[0] = "-dNOPAUSE";
GhostArg[1] = "-dBATCH";
GhostArg[2] = "-dSAFER";
GhostArg[3] = "-dNOPAUSE";
GhostArg[4] = "-g2480x3508";
GhostArg[5] = "-dPDFFitPage";
GhostArg[6] = "-r300x300";
GhostArg[7] = "-sDEVICE=ps2write";
GhostArg[8] = Output;
GhostArg[9] = Input;
Solution Update:
I managed to fix this problem by insert this three lines between Arg[8] and Arg[9]:
GhostArg[9] = "-c";
GhostArg[10] = "<< /BeginPage { 0.99 0.99 scale 10 10 translate } >> setpagedevice";
GhostArg[11] = "-f";
Thanks to KenS for the /BeginPage hint.
It sounds like your printer has a non-printable area. This is not uncommon, the paper handling needs to hold the paper while its being printed, and this can lead to some areas of the media not being printable.
If your content reaches to the edge of the media, its possible that the printer simple cannot print there, resulting in the content being cropped.
It is entirely possible to have ps2write drop the media content to a smaller size, but you can't have it (automatically) scale down and also shift the content location, because the content is fitted to the media size.
However, the FitPage mechanism doesn't look at the content, just the media size requests. So if the input requests A3 and the selected media is A4 (and fixed) then a scale factor is applied to scale the content to the required media size (and the media request for A3 is ignored).
So what you could do is leave the code you have as it is as present, but add a BeginPage or Install procedure which uses the scale operator to further reduce the size of marks on the page, and the translate operator to move the origin slightly so that the final content is centered.
Something like (example only, untested):
<<
/BeginPage {
0.95 0.95 scale
16 20 translate
}
>> setpagedevice
By the way, you do realise Ghostscript is licenced under the AGPL ?
Also, I'd very strongly recommend that you do not use the -g and -r switches, but instead simply use -dDEVICEWIDTHPOINTS and -dDEVICEHEIGHTPOINTS to alter the media size.
The -g switch works in pixels, but high level output devices (eg pdfwrite and ps2write) don't emit pixels, they write high level vector objects. However, due to differences in the PostScript and PDF graphics models, some elements do need to be rendered to images and enclosed in that fashion in the PostScript output. By setting the resolution to 300 you are fixing the resolution at which those elements (eg pages containing transparency) are rendered. I'd suggest that you don't do so, unless you are working in a very tightly controlled workflow and know the resolution of the final output.
By using the DEVICEHEIGHTPOINTS and DEVICEWIDTHPOINTS switches you can control the media size without reference to the resolution. Note that in PostScript (and PDF) 1 point = 1/72 inch.

image array creating unwanted image in top corner

I have this set up in my main.lua file
images = {
display.newImageRect("images/player3.png", 45,35),
display.newImageRect("images/player4.png", 45,35),
display.newImageRect("images/player5.png", 45,35)
}
and call it from my game.lua file with this code:
bird = images[math.random(1,3)]
bird.x, bird.y = -80, 140
bird.name = "bird"
physics.addBody( bird, "static")
bird.isFixedRotation = true
birdIntro = transition.to(bird,{time=1000, x=100, onComplete= birdReady})
A random image spawns (where it should, in the middle) but the issue is that a second image spawns and sits in the top left corner of the screen (slightly off screen). I can't seem to remove it and keep the one correct image only, any solutions?
Your help is greatly appreciated.
Thanks
I think the problem is your images array. I've found by calling the display.newImageRect it will create the object and plop it on the screen. Even if you don't want it to show the object right then. Usually I see this when I should be putting it in a display group (not sure if you are doing that).
I think the solution might be to have the array of images be the image paths and then you can set bird equal to a new image rect at that point, thus only creating 1 image rectangle instead of 3.
images = {
"images/player3.png",
"images/player4.png",
"images/player5.png",
}
bird = display.newImageRect(images[math.random(1,3)],45,35)
Let me know if that works.

Get the size of a window in OpenCV

I have searched online and wasn't able to find an answer to this so I figured I could ask the experts here. Is there anyway to get the current window resolution in OpenCV? I've tried the cvGetWindowProperty passing in the named instance of the window, but I can't find a flag to use.
Any help would be greatly appreciated.
You can get the width and height of the contents of the window by using shape[1] and shape[0] respectively.
I think when you use Open CV, the image from the camera is stored as a Numpy array, with the shape being [rows, cols, bgr_channels] like [480,640,3]
code e.g.
import cv2 as cv2
cv2.namedWindow("myWindow")
cap = cv2.VideoCapture(0) #open camera
ret,frame = cap.read() #start streaming
windowWidth=frame.shape[1]
windowHeight=frame.shape[0]
print(windowWidth)
print(windowHeight)
cv2.waitKey(0) #wait for a key
cap.release() # Destroys the capture object
cv2.destroyAllWindows() # Destroys all the windows
console output:
640
480
You could also call getWindowImageRect() which gets a whole rectangle: x,y,w,h
e.g.
import cv2 as cv2
cv2.namedWindow("myWindow")
cap = cv2.VideoCapture(0) #open camera
ret,frame = cap.read() #start streaming
windowWidth=cv2.getWindowImageRect("myWindow")[2]
windowHeight=cv2.getWindowImageRect("myWindow")[3]
print(windowWidth)
print(windowHeight)
cv2.waitKey(0) #wait for a key
cap.release() # Destroys the capture object
cv2.destroyAllWindows() # Destroys all the windows
-which very curiously printed 800 500 (the actual widescreen format from the camera)
Hmm... it's not really a great answer (pretty hack!), but you could always call cvGetWindowHandle. With that native window handle, I'm sure you could figure out some native calls to get the contained image sizes. Ugly, hackish, and not-very-portable, but that's the best I could suggest given my limited OpenCV exposure.

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