Get the size of a window in OpenCV - c

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.

Related

How can I get updated system DPI information from X11 in a C program?

I'm trying to create a DPI aware app which responds to user requested DPI change events by resizing the window.
The program in question is created in C and uses SDL2, however to retrieve system DPI information I use xlib directly, as the SDL DPI support in X11 is lacking.
I found two ways to get the correct DPI information on program startup, both involving getting Xft.dpi information from Xresource: one is to use XGetDefault(display, "Xft", "dpi"), while the other is to use XResourceManagerString, XrmGetStringDatabase and XrmGetResource. Both of them return the correct DPI value when the program is created.
The problem is, if the user changes the system scale while the program is running, both XGetDefault abd XrmGetResource still return the old DPI value even though when I run "xrdb -query | grep Xft.dpi" the value has indeed changed.
Does anyone know a way to get the updated Xft.dpi value?
I found out a way to do exactly what I wanted, even though it's rather hackish.
The solution (using XLib) is to create a new, temporary connection to the X server using XOpenDisplay and XCloseDisplay, and poll the resource information from that new connection.
The reason this is needed is because X fetches the resource information only once per new connection, and never updates it. Therefore, by opening a new connection, X will get the updated xresource data, which can then be used for the old main connection.
Be mindful that constantly opening and closing new X connections may not be great for performance, so only do it when you absolutely need to. In my case, since the window has borders, I only check for DPI changes when the title height has changed, as a DPI change will change the size of your title border due to font size differences.
First off it must be noted that the value of the Xft.dpi resource isn't necessarily accurate -- it depends on whether the system and or user login scripts have correctly set it or not.
Also it is important to remember that the Xft.dpi resource is intended to be used by the Xft library, not by arbitrary programs looking for the screen resolution.
The Xft.dpi resource can be set as follows. This example effectively only deals with a display with a single screen, and note that it uses xdpyinfo. This also shows how it might not be exact, but could be rounded. Finally this example shows calculation of both the horizontal and vertical resolution, but Xft really only wants the horizontal resolution:
SCREENDPI=$(xdpyinfo | sed -n 's/^[ ]*resolution:[ ]*\([^ ][^ ]*\) .*$/\1/p;//q')
SCREENDPI_X=$(expr "$SCREENDPI" : '\([0-9]*\)x')
SCREENDPI_Y=$(expr "$SCREENDPI" : '[0-9]*x\([0-9]*\)')
# N.B.: If true screen resolution is within 10% of 100DPI it makes the most
# sense to claim 100DPI to avoid font-scaling artifacts for bitmap fonts.
if expr \( $SCREENDPI_X / 100 = 1 \) \& \( $SCREENDPI_X % 100 \<= 10 \) >/dev/null; then
FontXDPI=100
fi
if expr \( $SCREENDPI_Y / 100 = 1 \) \& \( $SCREENDPI_Y % 100 \<= 10 \) >/dev/null; then
FontYDPI=100
fi
echo "Xft.dpi: ${FontYDPI}" | xrdb -merge
I really wish I knew why Xft didn't at least try to find out the screen's resolution itself instead of relying all of the time on its "dpi" resource being set, but I've found that the current implementation only uses the resource setting, so something like the above is actually always necessary to set the resource properly (and further one must also make sure the X Server itself has been properly configured with the correct physical screen dimensions).
From a C program you want to do just what xdpyinfo itself does and skip all the nonsense about Xft's resources. Here's the xdpyinfo code paraphrased:
Display *dpy;
dpy = XOpenDisplay(displayname);
for (scr = 0; scr < ScreenCount(dpy); scr++) {
int xres, yres;
/*
* there are 2.54 centimeters to an inch; so there are 25.4 millimeters.
*
* dpi = N pixels / (M millimeters / (25.4 millimeters / 1 inch))
* = N pixels / (M inch / 25.4)
* = N * 25.4 pixels / M inch
*/
xres = ((((double) DisplayWidth(dpy, scr)) * 25.4) /
((double) DisplayWidthMM(dpy, scr))) + 0.5;
yres = ((((double) DisplayHeight(dpy, scr)) * 25.4) /
((double) DisplayHeightMM(dpy, scr))) + 0.5;
}
XCloseDisplay(dpy);
Note also that if you are for some odd reason scaling your whole display (e.g. with xrandr), then you should want the fonts to scale equally with everything else. It's just a horrible bad hack to use whole-screen scaling to scale just the fonts, especially when for most things it's simpler to just tell the application to use properly scaled fonts that will display at a constant on-screen point size (which is exactly what Xft uses the "dpi" resource to do). I'm guessing Ubuntu does something stupid to change the screen resolution, e.g. using xrandr to scale up the apparent size of icons and other on-screen widgets without applications having to know about screen size and resolution, then it has to lie to Xft by rewriting the Xft.dpi resource.
Note that if you avoid whole-screen scaling then applications that don't use Xft can still get proper font scaling by correctly requesting a properly scaled font, i.e. even with bitmap fonts you can get them scaled to the proper physical on-screen size by using the screen's actual resolution in the font-spec. E.g. continuing from the above shell fragment:
# For pre-Xft applications we can specify physical font text sizes IFF we also tell
# it the screen's actual resolution when requesting a font. Note the use of the
# rounded values here.
#
DecentDeciPt="80"
DecentPt="8"
export DecentDeciPt DecentPt
#
# Best is to arrange one's font-path to get the desired one first, but....
# If you know the name of a font family that you like and you can be sure
# it is installed and in the font-path somewhere....
#
DefaultFontSpec='-*-liberation mono-medium-r-*-*-*-${DecentDeciPt}-${FontXDPI}-${FontYDPI}-m-*-iso10646-1'
export DefaultFontSpec
#
# For Xft we have set the Xft.dpi resource so this allows the physical font size to
# be specified (e.g. with Xterm's "-fs" option) and for a decent scalable font
# to be chosen:
#
DefaultFTFontSpec="-*-*-medium-r-*-*-*-*-0-0-m-*-iso10646-1"
DefaultFTFontSpecL1="-*-*-medium-r-*-*-*-*-0-0-m-*-iso8859-1"
export DefaultFTFontSpec DefaultFTFontSpecL1
# Set a default font that should work for everything
#
eval echo "*font: ${DefaultFontSpec}" | xrdb -merge
Finally here's an example of starting an xterm (that's been compiled to use Xft) with the above settings (i.e. the Xft.dpi resource and the shell variables above) to show text at physical size of 10.0 Points on the screen:
xterm -fs 10 -fa $DefaultFTFontSpec
You could try to use xdpyinfo(1); on my system it outputs, among a lot of other things:
dimensions: 1280x1024 pixels (332x250 millimeters)
resolution: 98x104 dots per inch
depths (7): 24, 1, 4, 8, 15, 16, 32
I don't know whether it can help you because I don't know how do you change the DPI of your screen, but chances are it works. Good luck!
--- UPDATE after comment ---
In a comment below from the OP, it is said that "there is a setting to change the DPI"... still I don't know which. Anyway, I tried Ctrl+Alt+Plus and Ctrl+Alt+Minus to change the resolution of the X server on the fly. After having changed the resolution, and seeing everything bigger than before, I ran xdpyinfo again. IT DIDN'T WORK: still the same output. But may be the method you use (which?) instead works...

best way in linux to display gif gif87a image from 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.

How to visualize LabelMe database using Matlab

The LabelMe database can be downloaded from http://www.cs.toronto.edu/~norouzi/research/mlh/data/LabelMe_gist.mat
However, there is another link http://labelme.csail.mit.edu/Release3.0/
The webpage has a toolbox but I could not find any database to download. So, I was wondering if I could use the LabelMe_gist.mat which has the following fields. The field names contins the labels for the images, and img perhaps contains the images. How do I display the training and test images? I tried
im = imread(img)
Error using imread>parse_inputs (line 486)
The filename or url argument must be a string.
Error in imread (line 336)
[filename, fmt_s, extraArgs, msg] = parse_inputs(varargin{:});
but surely this is not the way. Please help
load LabelMe_gist.mat;
load('LabelMe_gist.mat', 'img')
Since we had no idea from your post what kind of data this is I went ahead and downloaded it. Turns out, img is a collection of 22019 images that are of size 32x32 (RGB). This is why img is a 32 x 32 x 3 x 22019 variable. Therefore, the i-th image is accessible via imshow(img(:,:,:,i));
Here is an animation of all of them (press Ctrl+C to interrupt):
for iImage = 1:size(img,4)
figure(1);clf;
imshow(img(:,:,:,iImage));
drawnow;
end

Using PyMEL to set the "Alpha to Use" attribute in an object of class psdFileTex

I am using Maya to do some procedural work, and I have a lot of textures that I need to load into Maya, and they all have transparencies (alpha channels). I would very much like to be able to automate this process. Using PyMEL, I can create my textures and hook them up to a shader, but the alpha doesn't set properly by default. There is an attribute in the psdFileTex node called "Alpha to Use", and it must be set to "Transparency" in order for my alpha channel to work. My question is this - how do I use PyMEL scripting to set the "Alpha to Use" attribute properly?
Here is the code I am using to set up my textures:
import pymel.core as pm
pm.shadingNode('lambert', asShader=True, name='myShader1')
pm.sets(renderable=True, noSurfaceShader=True, empty=True, name='myShader1SG')
pm.connectAttr('myShader1.outColor', 'myShader1SG.surfaceShader', f=True)
pm.shadingNode('psdFileTex', asTexture=True, name='myShader1PSD')
pm.connectAttr('myShader1PSD.outColor', 'myShader1.color')
pm.connectAttr('myShader1PSD.outTransparency', 'myShader1.transparency')
pm.setAttr('myShader1ColorPSD.fileTextureName', '<pathway>/myShader1_texture.psd', type='string')
If anyone can help me, I would really appreciate it.
Thanks
With any node, you can use listAttr() to get the available editable attributes. Run listAttr('myShaderPSD'), note in it's output, there will be two attributes called 'alpha' and 'alphaList'. Alpha, will return you the current selected alpha channel. AlphaList will return you however many alpha channels you have in your psd.
Example
pm.PyNode('myShader1PSD').alphaList.get()
# Result: [u'Alpha 1', u'Alpha 2'] #
If you know you'll only ever be using just the one alpha, or the first alpha channel, you can simply do this.
psdShader = pm.PyNode('myShader1PSD')
alphaList = psdShader.alphaList.get()
if (len(alphaList) > 0):
psdShader.alpha.set(alphaList[0])
else:
// No alpha channel
pass
Remember that lists start iterating from 0, so our first alpha channel will be located at position 0.
Additionally and unrelated, while you're still using derivative commands of the maya.core converted for Pymel, there's still some commands you can use to help make your code read nicer.
pm.setAttr('myShader1ColorPSD.fileTextureName', '<pathway>/myShader1_texture.psd', type='string')
We can convert this to pymel like so:
pm.PyNode('myShader1ColorPSD').fileTextureName.set('<pathway>/myShader1_texture.psd')
And:
pm.connectAttr('myShader1PSD.outColor', 'myShader1.color')
Can be converted to:
pm.connect('myShader1PSD.outColor', 'myShader1.color')
While they may only be small changes, it reads just the little bit nicer, and it's native PyMel.
Anyway, I hope I have helped you!

WPF image vector format export (XPS?)

Our tool allows export to PNG, which works very nicely.
Now, I would like to add export to some vector format. I tried XPS, but the results are not satisfying at all.
Take a look at a comparison http://www.jakubmaly.cz/xps-vs-png.png.
The picture on the left comes from an XPS export, the picture on the right from PNG export, the XPS picture is visibly blurred when opened in XPS Viewer and zoomed 100%.
Are there any settings that I am missing or why is it so?
Thanks,
Jakub.
A sample xps output can be found here: http://www.jakubmaly.cz/files/a.xps.
This is the code that does the XPS export:
if (!boundingRectangle.HasValue)
{
boundingRectangle = new Rect(0, 0, frameworkElement.ActualWidth, frameworkElement.ActualHeight);
}
// Save current canvas transorm
Transform transform = frameworkElement.LayoutTransform;
// Temporarily reset the layout transform before saving
frameworkElement.LayoutTransform = null;
// Get the size of the canvas
Size size = new Size(boundingRectangle.Value.Width, boundingRectangle.Value.Height);
// Measure and arrange elements
frameworkElement.Measure(size);
frameworkElement.Arrange(new Rect(size));
// Open new package
System.IO.Packaging.Package package = System.IO.Packaging.Package.Open(filename, FileMode.Create);
// Create new xps document based on the package opened
XpsDocument doc = new XpsDocument(package);
// Create an instance of XpsDocumentWriter for the document
XpsDocumentWriter writer = XpsDocument.CreateXpsDocumentWriter(doc);
// Write the canvas (as Visual) to the document
writer.Write(frameworkElement);
// Close document
doc.Close();
// Close package
package.Close();
// Restore previously saved layout
frameworkElement.LayoutTransform = transform;
Interesting (and annoying) issue - you may want to check out the lengthy answer from Jo0815 to Printing XpsDocument causes resampled images (96dpi?) - FixedDocument prints sharp, quoting a Microsoft support response - a couple of excerpts:
Some vector features from WPF cannot be emulated in our GDI code and
we resort to converting subsets of the scene to GDI bitmaps. These
bitmaps are the cause of the blurred zooming.
[...]
These bitmaps are the cause of the blurred zooming. The problem is
that the WPF is being rasterised to a bitmap at the -wrong resolution.
The print path is designed to rasterise unsupported features into a
bitmap, but it is supposed to do it at device resolution. Instead the
rasterisation is always being done at 96dpi. That's fine for a screen
but produces blurred output for a 600dpi printer. [emphasis mine]
Please note that the latter will apply for nowadays higher DPI screens as well of course, I've encountered blurring like this various times already - do you by chance use a high DPI monitor?
Now, apparently Microsoft is not entirely in control of the apparatus regarding this:
Additionally the problem only occurs when printing XPS and isn't a
problem when printing XAML directly. I'm pretty sure there is
documentation somewhere that says XPS will print at device resolution.
[...] It is something we
plan to improve in the next version of the product but not for Win 7.
The problem is that when printing XAML it will correctly render the
image at 600dpi, but when printing XPS it will still render the image
at 96dpi. Since XAML is converted to XPS before printing it seems
highly odd that one method of printing XPS produces different results
to another method of printing XPS. [emphasis mine]
[...]
There is no UI to configure the XPS Document Writer DPI. If you later
print a generated XPS document at a different DPI from the writers
internal default you may get poor results for bitmap content. With GDI
printers you can control the final DPI and your final desitination is
usally paper - no chance to reprint the document.
Conclusion
In conclusion, I'd still try to adjust PrintTicket.PageResolution Property within Néstor Sánchez' approach (+1), if your use case does allow this (though I remotely recall reading somewhere, that this doesn't have any effect as well); section Bitmap Resolution and Pixel Format in Using the XPS Rasterization Service confirms the issue he encountered with FixedDocument:
XPS rasterizer object for a fixed page must know the resolution at
which the page will be rendered. The XPSDrv filter specifies this
resolution, in dots per inch (DPI), as an input parameter [...] For example, if a display device has a resolution
of 600 DPI, and a fixed page describes a standard letter-size page, a
bitmap image of the entire page has the following dimensions [...]
Workaround
As a potential workaround you might want to explore alexandrud's solution for the related question How to convert a XPS file to an image in high quality (rather than blurry low resolution)?, which recommends using xps2img, a XPS (XML Paper Specification) document to set of images conversion utility. In particular it Allows to specify images size or DPI, which might help depending on the print path solution applied in turn.
Good luck!
I've had a similar problem. My image was very blurry when passed to XPS intermediated thru a FixedDocument.
The solution was to write the image directly to the XPS...
/// <summary>
/// Saves the supplied visual Source, within the specified Bounds, as XPS in the specified File-Name.
/// Returns error message or null when succeeded.
/// </summary>
public static string SaveVisualAsXPS(Visual Source, Size Bounds, string FileName)
{
string ErrorMessage = null;
try
{
using (var Container = Package.Open(FileName, FileMode.Create))
{
using (var TargetDocument = new XpsDocument(Container, CompressionOption.Maximum))
{
var Writer = XpsDocument.CreateXpsDocumentWriter(TargetDocument);
var Ticket = GetPrintTicketFromPrinter();
if (Ticket == null)
return "No printer is defined.";
Ticket.PageMediaSize = new PageMediaSize(Bounds.Width, Bounds.Height);
var SourceVisual = Source;
Writer.Write(SourceVisual, Ticket);
}
}
}
catch (Exception Problem)
{
ErrorMessage = "Cannot export document to XPS.\nProblem: " + Problem.Message;
}
return ErrorMessage;
}
Giving a print-ticket with the exact width and height avoids scaling (that was I wanted in my case).
Get the function from the example in:
http://msdn.microsoft.com/en-us/library/system.printing.printticket.aspx

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