python-docx get words position and attributes - docx

I'm looking for a means to extract the position (x, y) and attributes (font / size) of every word in a document.
From the python-docx docs, I know that :
Conceptually, Word documents have two layers, a text layer and a
drawing layer. In the text layer, text objects are flowed from left to
right and from top to bottom, starting a new page when the prior one
is filled. In the drawing layer, drawing objects, called shapes, are
placed at arbitrary positions. These are sometimes referred to as
floating shapes.
A picture is a shape that can appear in either the text or drawing layer. When it appears in the text layer it is called an inline shape,
or more specifically, an inline picture.
[...] At the time of writing, python-docx only supports inline pictures.
Yet, even if it is not the gist of it, I'm wondering if something similar exists :
from docx import Document
main_file = Document("/tmp/file.docx")
for paragraph in main_file.paragraphs:
for word in paragraph.text: # <= Non-existing (yet wished) functionnalities, IMHO
print(word.x, word.y) # <= Non-existing (yet wished) functionnalities, IMHO
Does somebody has an idea ?
Best,
Arthur

for word in paragraph.text: # <= Non-existing (yet wished) functionalities, IMHO
This functionality is provided right in the Python library as str.split(). These can be composed easily as:
for word in paragraph.text.split():
...
Regarding
print(word.x, word.y) # <= Non-existing (yet wished) functionnalities, IMHO
I think it's safe to say this functionality will never appear in python-docx, and if it did it could not look like this.
What such a feature would be doing is asking the page renderer for the location at which the renderer was going to place those characters. python-docx has no rendering engine (because it does not render documents); it is simply a fancy XML editor that selectively modifies XML files in the WordprocessingML vocabulary.
It may be possible to get these values from Word itself, because Word does have a rendering engine (which it uses for screen display and printing).
If there was such a function, I expect it would take a paragraph and a character offset within that paragraph, or something more along those lines, like document.position(paragraph, offset=42) or perhaps paragraph.position(offset=42).

Related

Has anyone ever created A VR UML Class model using A-Frame

I'm looking to auto-generate a UML class model in virtual reality using A-Frame.io (or another technology) by passing in values. Has anyone ever done something similar in the past? Not sure where to start.
Thanks
You might want to look into plantuml which is a nice UML generator. Most of it's diagrams are generated as input to graphviz's dot. Dot is a layout engine - it takes a list of nodes and connections and puts them into 2D space and then renders them to one of it's output formats - or just returns the graph, but this time with coordinates on where to draw what. You could meddle with this data and render the elements with volume but on a 2D plane with dot generated coordinates. Perhaps even you could modify it to place them in 3D space instead of a plane.
Or you could just render the plantuml output on a 2D plane, place it in 3D space and it would probably be good enough. There are even online generators for plantuml.

FontForge Interpolation Producing Jumbled Results

I'm making a multi-weight font from a Thin weight and a Heavy weight. The glyphs that were correctly interpolated look good, but the ones that weren't look jumbled and terrible. (I know it looks like Verdana, don't remind me)
I will provide the two fonts as raw .sfd files, and as .otf exports. Could you help me look into this bug?
Check the number of points, the position of the first point (you can set the first point with CTRL-1), and the direction of the path.
Interpolation becomes especially tricky when there are multiple paths (e.g. any character with an enclosed counter such as o or e) or when it contains multiple references (letters with diacritics, for instance). You need to match up not just the points in each path, but also the order of the different paths and the order of different references. You can reorder paths and references by cutting and re-pasting them; this will move them to the top of the stack.
Unfortunately, path and reference ordering are not displayed. You can number your points (View>Number Points>SVG) which helps somewhat with ordering paths, though lines vs curves get numbered differently, so numbering won't always match exactly even between glyphs that interpolate just fine; also, this numbering lasts only as long as that glyph window is open; and none of this tells you anything about the ordering of references. It's a pain.
I usually just start cutting and re-pasting and use a process of elimination until I get it right.
Make your contours compatible, ie. same number of points and same start points across masters.
I fixed the problem by pasting each path onto a new glyph, corresponding glyphs in the same order.

Get Dicom image position into a sequence

A simple question as i am developing a java application based on dcm4che ...
I want to calculate/find the "position" of a dicom image into its sequence (series). By position i mean to find if this image is first, second etc. in its series. More specifically i would like to calculate/find:
Number of slices into a Sequence
Position of each slice (dicom image) into the Sequence
For the first question i know i can use tag 0020,1002 (however it is not always populated) ... For the second one?
If you are dealing with volumetric image series, best way to order your series is to use the Image Position (Patient) (0020, 0032). This is a required Type 1 tag (should always have value) and it is part of the image plane module. It will contain the X, Y and Z values coordinates representing the upper left corner of the image in mm. If the slices are parallel to each other, only one value should change between the slices.
Please note that the Slice Location (0020, 1041) is an optional (Type 3) element and it may not exist in the DICOM file.
We use the InstanceNumber tag (0x0020, 0x0013) as our first choice for the slice position. If there is no InstanceNumber, or if they are all the same, then we use the SliceLocation tag (0x0020, 0x1041). If neither tag is available, then we give up.
We check the InstanceNumber tag such that the Max(InstanceNumber) - Min(InstanceNumber) + 1 is equal to the number of slices we have in the sequence (just in case some manufacturers start counting at 0 or 1, or even some other number). We check the SliceLocation the same way.
This max - min + 1 is then the number of slices in the sequence (substitute for tag ImagesInAcquisition 0x0020, 0x1002).
Without the ImagesInAcquisition tag, we have no way of knowing in advance how many slices to expect...
I would argue that if the slice location is available, use that. It will be more consistent with the image acquisition. If it is not available, then you'll have to use or compute from the image position (patient) attribute. Part 3 section C.7.6.2.1 has details on these attributes.
The main issue comes when you have a series that is oblique. If you just use the z-value of the image position (patient), it may not change by the slice thickenss/spacing between slices attributes, while the slice location typically will. That can cause confusion to end users.

How are the graphs on SQLite made? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Tool for generating railroad diagram used on json.org
SQLite has some awesome graphs showing the grammer of the language on their website, does anyone know how these are made?
Is there a tool for generating graphs from grammas?
This example looks a lot like a finite automaton -- i.e. the graph equivalent of a regular expression. If you can repesent your grammar to a RE (naturally, not all grammars will be representable as REs!), you can use the Kleene's theorem to translate it into a FA graph.
Note that the alphabet in question for the REs is not single letters, but words and tokens. In the above example, the corresponding RE looks like:
DELETE FROM qualified-table-name
(WHERE expr|()) /* "WHERE expr" is optional; the alternative branch is the empty expression "()" */
(
(ORDER BY ordering-term (, ordering-term)*|()) /* ", ordering-term" may be repeated */
LIMIT expr ((OFFSET|,) expr|()) /* can use "OFFSET" or "," */
|()
)
This translates into a FA very similar to your diagram. GraphViz will do a passable job of drawing it legibly.
However that's not quite the same as the original, is it? Presenting it nicely is the next challenge. I'd suggest taking the nested RE expressions and rendering them recursively, starting at the leaves.
For example, to render (WHERE expr|()):
Two alternate paths. Render each separately:
Render WHERE expr:
Render WHERE as box.
Then an arrow.
Then render expr as a box.
Render () as a single arrow.
Find the longest (the first one) and stretch the others to match it.
Create start and end nodes at each end.
Draw connecting edges from the start node to each subpart, then from each subpart to the end node.
Doing this graphically means keeping track of box sizes and positions, including invisible boxes. There is an invisible box round each subpart. There are three things to note about the recursive structure:
The size of a part depends on the sizes of its children.
The location of a subpart depends on the location of its parent.
Locations of everything (may) depend on the sizes of everything else.
This implies that you should first calculate the sizes of each part, starting at the bottom. Then, once you know the size of the root, you can start positioning the parts, top-down.

Do objects drawn by Flash Graphics class exist as objects?

Internally Flash obviously keeps a list of the primitives drawn using Graphics so I wondered if you have many such primitives in a Sprite, can you re-position/remove/alter individual items rather than clear and re-draw everything? Or is this deeper into the bowels of Flash than you're allowed (or recommended) to go?
Drawing primitives aren't accessible to user code once they've been committed to the graphics context, but if you need fast drawing objects you should use shapes instead of sprites. Sprites are containers that can contain other sprites and graphics contexts, Shapes are objects with only graphics contexts and non interactive.
Sprite -> DisplayObjectContainer - > InteractiveObject -> DisplayObject
Shape -> DisplayObject
Unfortunately, it is impossible: Once the items are drawn, you can only modify the full shape, but not the drawing itself.
To give you more of an explanation, I googled about how Flash actually calculates display objects. Unfortunately, I couldn't find anything specific.
But I found enough to make an educated guess: [EDIT]: I found a very interesting PDF on the Anatomy of a Flash. It explains the rendering tree and how graphics objects are treated internally.
I know for a fact that all shape tweens created in the IDE are compiled into shape sequences (each frame is stored as a separate image). And it makes sense to do it that way: Each new frame of the movie must be calculated, all vector images are added to a tree, each rendered as bitmaps, combined and drawn as one final bit plane, in order to be displayed. So it is only logical to do every possible shape calculation at compile time, rather than at runtime.
Then again, a bitmap would store 32 bits of color information for every single pixel, while vectors are stored in simple values, storing x and y coordinates, line style, fill style, etc. Some vectors can be grouped, so that for more complex shapes, line and fill styles only have to be stored once, and only coordinates are necessary for the rest. Also, primitive shapes like circles and rectangles require less information than objects combined from many individual points and lines.
[EDIT]: The above mentioned PDF says this:
Both AS3 and AS3 DisplayObjects are
converted to SObjects internally.
SObjects have a character associated.
Based on the character type it has
different drawing methods, but it all
resumes to drawing fills with
different source of colors.
It would take a very, very complex vector shape to require more single pieces of information than its bitmap representation, provided it is larger than a few pixels in width and height. Therefore, keeping simple shapes as vector representations consumes considerably less memory than storing full bitmaps - and so it is logical not to do shape rendering at compile time, as well (except for complicated shapes - then the "cacheAsBitmap" property comes into play).
Consider what I've said about vectors, line style and fill style, etc. - sounds quite a lot like the sequence of commands we have to write when drawing in ActionScript, right? I would assume these commands are simply converted 1:1 into exactly the kind of vector representations I was talking about. This would make the compiler faster, the binaries smaller, and the handling of both the IDE shapes and the AS shapes exactly the same.
[EDIT]: Turns out I was not quite right on that:
Edge & Colors
LSObjects tree is traversed and a list of edges is created
Edges have colors associated
Strokes are converted to edges
Colors are sources of display data, eg. Bitmaps, Video, Solid fills,
Gradients
Rasterization
Edges are sorted and a color is calculated for each pixel – pixels are
touched only once
Presentation
After the main rasterizer is done painting, the memory buffer is
copied to the screen
Now imagine all of those vectors were freely editable:
The sequence of commands would no longer be final! What if you were to add, move or erase one at runtime? For example: Having a rectangle inside of a filled rectangle subtracts the inner shape from the outer shape. What if you moved one of the corner points to the outside? The result would be a completely different shape! Or if you added one point? You could not store the shape as a rectangle any longer, requiring 5 point items to draw the same thing that once had been one rect item. In short: All the groupings and memory optimizations would no longer work. And it would also slow down runtime graphics considerably. That's why it is only allowed to add new elements to the shape, but not to modify them once they are drawn. And why you have to clear and redraw your graphics, if you want existing shapes to change.
[EDIT]: You can always do complex stuff by doing the calculations yourself. I still believe it was a good decision not to integrate those into basic graphics functionality.
With Flash CS5, and the XFL file format, this data is now accessible as XML.
For my example, you could make a tile map composed of 'Graphic' items from a MovieClip with various frames being various tiles. Instantly you come to the problem of needing to access those inaccessible frame indexes from 'Shape' objects.
If you put them into a symbol (even one that is not exported), you can find it in a file in your LIBRARY folder (after saving as 'xfl'). It mirrors the Library contents.
<DOMSymbolItem xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://ns.adobe.com/xfl/2008/" name="Tileset_Level_Test" itemID="4e00fe7f-00000450" linkageExportForAS="true" linkageClassName="Tileset_Level_Test" sourceLibraryItemHRef="Symbol 1" lastModified="1308719656" lastUniqueIdentifier="3">
<timeline>
<DOMTimeline name="Tileset_Level_Test">
<layers>
<DOMLayer name="Layer 1" color="#4FFF4F" current="true" isSelected="true" autoNamed="false">
<frames>
<DOMFrame index="0" keyMode="9728">
<elements>
<DOMSymbolInstance libraryItemName="Tileset_Test" name="" symbolType="graphic" firstFrame="8" loop="play once">
<transformationPoint>
<Point/>
</transformationPoint>
</DOMSymbolInstance>
<DOMSymbolInstance libraryItemName="Tileset_Test" name="" symbolType="graphic" firstFrame="4" loop="play once">
<matrix>
<Matrix tx="48"/>
</matrix>
<transformationPoint>
<Point/>
</transformationPoint>
</DOMSymbolInstance>
... lots more...
</elements>
</DOMFrame>
</frames>
</DOMLayer>
</layers>
</DOMTimeline>
</timeline>
</DOMSymbolItem>
The XML looks quite complex, but you can process it down to something much simpler with the XML class, and (for instance) construct a collision mask from a MovieClip mirroring those frame indexes, and identify spawn points and other special classes of things. Or you might process the data and draw the whole map yourself, having only needed a way to build it visually. All you might really care about is tx,ty attributes in the Matrix (for where a tile is placed), and 'firstFrame' attribute in the 'DOMSymbolInstance' (for which tile).
Anyways, you could preprocess it with an AIR applet to make just the data you want, and then either poop out a .as file to include in the project, or simplified XML, or whatever you like. Or use whatever other tools/languages you prefer, and add that processing step to your build scripting.
The xfl file format is also handy for tracking down and fixing all manner of things which Flash is too broken/buggy/AFU to fix, such as leftover font references in obscure parts of parts of parts.... You can either fix them in the library, or literally delete the file of the offending part, or edit the XML by hand. Grep and sed and find and xargs are all your friends for these tasks. Especially for things like snapping all coordinates to integer values, or proper cell boundaries, since all of Flash 'snapping' is horribly broken, too. Piping XML files through sed can be quite hazardous to files that you have not backed up, but quite rewarding for evil people who know what they're up to, and use version control.
Well every DisplayObject has only one graphic reference. So if you want to move (or scale etc.) several graphic objects in one Sprite, I suggest you use the display tree as it was intended.
Just add several children (Sprites or MovieClips or ...) in one Sprite each being redrawn when necessary.

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