ImageView still visible after remove - javafx

I'm trying to program a network card game with javafx but I have a problem.
I have programmed an own class CardImageView that extends from ImageView so that I can save the Card-Object there.
I'm able to add this CardImageView to my main group on my pc and on my "enemy's" pc and I am able to remove it on my pc.
But when I try to remove it at my "enemy's" pc it is still visible (but not "interactable".
For network connectivity I am using a Task that gives me the commands as Strings over the message property.
private void onCardRemoved(String msg) {
System.out.println("CARD REMOVED BY: "+Thread.currentThread());
String[] params = msg.split(";");
//Calculating the coordinates of the card on screen
double x = getWidth() - (Double.parseDouble(params[1])/100*getWidth()+card_width/2);
double y = getHeight() - (Double.parseDouble(params[2])/100*getHeight()+card_height/2);
CardImageView toRemove = null;
System.out.println("To-Remove ("+x+"/"+y+")");
//searching for the card in my group
for(Node n : spielfeld.getChildren()) {
if(n instanceof CardImageView && n.getLayoutX() == x && n.getLayoutY() == y) {
toRemove = (CardImageView) n;
break;
}
}
//removing the card
if(toRemove != null) spielfeld.getChildren().remove(toRemove);
}

Related

QProgressbar does not respond to large values

I want to build an application that calculates large computations using an idle timer. The progress bar works fine for small numbers but if I enter large numbers as input the progress bar does not display anything.
Code, where I set the QProgressbar, is as shown below.
void MainWindow::on_startButton_clicked()
{
numberEntered = ui->inputValue->text().toInt();
QIntValidator * validator = new QIntValidator(this);
ui->inputValue->setValidator(validator);
ui->progressBar->setMaximum(numberEntered);
globalIndex = 0;
timer->start(0);
ui->resultArea->append(QString("STARTED"));
}
and in another place
void MainWindow::countManager()
{
if(globalIndex == 0){
ui->resultArea->append(QString("%1 : is a Prime number").arg(globalIndex));
ui->progressBar->setValue(globalIndex);
}
if(globalIndex <= numberEntered && globalIndex != 0){
int result = primeNumberCalculator(globalIndex);
ui->progressBar->setValue(globalIndex);
if(result !=0){
ui->resultArea->append(QString("%1 : is a Prime number").arg(result));
}
}
if(numberEntered == globalIndex){
timer->stop();
ui->resultArea->append(QString("End of count!!"));
}
globalIndex++;
}

JavaFX: Convert Image to Greysacale

I need to do that in my program. I have to do it in two ways:
1.) by my own, with the following code:`
private Image convertToGrayScale(Image image) {
WritableImage result = new WritableImage((int) image.getWidth(), (int)
image.getHeight());
PixelReader preader = image.getPixelReader();
PixelWriter pwriter = result.getPixelWriter();
for (int i = 0; i < result.getWidth(); i++) {
for (int j = 0; j < result.getHeight(); j++) {
Color c = preader.getColor(i, j);
double red = (c.getRed() * 0.299);
double green = (c.getGreen() * 0.587);
double blue = (c.getBlue() * 0.114);
double sum = c.getRed() + c.getBlue() + c.getGreen();
pwriter.setColor(i , j, new Color(sum, sum, sum, 1.0));
}
}
return result;
}
2.) with the help of the openCV library, with the following code (it was copied almost perfectly from their site) :
public WritableImage loadAndConvert() throws Exception {
//Loading the OpenCV core library
System.loadLibrary( Core.NATIVE_LIBRARY_NAME );
String input = "C:/Users/Dan Ivgy/eclipse-workspace/LuckyBride/sample/20180402_170204.jpg";
//Reading the image
Mat src = Imgcodecs.imread(input);
//Creating the empty destination matrix
Mat dst = new Mat();
//Converting the image to gray scale and saving it in the dst matrix
Imgproc.cvtColor(src, dst, Imgproc.COLOR_RGB2GRAY);
// Imgcodecs.imwrite("C:/opencv/GeeksforGeeks.jpg", dst);
//Extracting data from the transformed image (dst)
byte[] data1 = new byte[dst.rows() * dst.cols() * (int)(dst.elemSize())];
dst.get(0, 0, data1);
//Creating Buffered image using the data
BufferedImage bufImage = new BufferedImage(dst.cols(),dst.rows(),
BufferedImage.TYPE_BYTE_GRAY);
//Setting the data elements to the image
bufImage.getRaster().setDataElements(0, 0, dst.cols(), dst.rows(), data1);
//Creating a WritableImage
WritableImage writableImage = SwingFXUtils.toFXImage(bufImage, null);
System.out.println("Converted to Grayscale");
return writableImage;
}
In both cases, the problem was that i have'nt got a "greyscale" output, just somthing different (and before you
asked: yeas, i have tried to to do it on several pictures, not only one)
Here's the input picture and the output picture:
Well, as you can see, this is Not a greyscale! maybe a sunset-scale..
I'd really appraciate any help, Thank you :)
(espcially if there's something faster out there since those solutions rather takes a while to run)
If someone knows, why there is not some built in option in javaFX as there is a lot of sophisticated imageview effects and this one is so simple and so prevalent.
UPDATE:
i found a website that do somthing similar to ehat i did - and somehow i got a different output! i don't get it
here's the website.
and here's the output from my computer:
my output
UPDATE#2: as #matt correctly asked, here's the code that use this method:
ImageIO.write(SwingFXUtils
.fromFXImage
(convertToGrayScale(new Image(getClass().getResource("1_CNc4RxV85YgthtvZh2xO5Q.jpeg").toExternalForm()) ), null), "jpg", file);
the original target was to show the image to rhe user, and the problem was there, so i changed the code to this one which save the image so i could isolate the problem more easly..
Ok guys, after some research, and endless number of attememts i got what i need
to solve the problem ill show my solution here and come to a coclude of my insights about this issue..
first, ill give the the disticntion between "SAVING the file" and "Setting the file in the ImageView.
when we want just to show it in image view, i have'ne expereinced any problem using almost every solution suggested here. the most simple, short and sweet (in my opinion) is the following one:
private Image convertToGrayScale(Image image) {
WritableImage result = new WritableImage((int) image.getWidth(), (int) image.getHeight());
PixelReader preader = image.getPixelReader();
PixelWriter pwriter = result.getPixelWriter();
for (int i = 0; i < result.getWidth(); i++)
for (int j = 0; j < result.getHeight(); j++)
pwriter.setColor(i , j, preader.getColor(i, j).grayscale());
return result;
}
(for convinience, i ignored exception handling)
it works fine when i use it along when i use it along with the following code:
Image img1 = convertToGrayScale(new Image(filepath);
imageView.setImage(img1);
about SAVING this output image, after some research and using #trashgold 's references, and this important one :
i got my solution as the following:
private void saveBadImage(BufferedImage originalImage, File dest) throws IOException
{
// use the following line if you want the first parameter to be a filepath to src image instead of Image itself
//BufferedImage originalImage = ImageIO.read(file);
// jpg needs BufferedImage.TYPE_INT_RGB
// png needs BufferedImage.TYPE_INT_ARGB
// create a blank, RGB, same width and height
BufferedImage newBufferedImage = new BufferedImage(
originalImage.getWidth(),
originalImage.getHeight(),
BufferedImage.TYPE_INT_RGB);
// draw a white background and puts the originalImage on it.
newBufferedImage.createGraphics().drawImage(originalImage,0,0,null);
// save an image
ImageIO.write(newBufferedImage, "jpg", dest);
}
and, i use it with the following code:
Image img1 = convertToGrayScale(new Image(filepath));
BufferedImage img2 = new BufferedImage((int) img1.getWidth(), (int) img1.getHeight(), BufferedImage.TYPE_INT_ARGB);
saveBadImage(img2, file);
and, it works perfectly!
Thank you all guys, and i hope my insights will help to some people
I decided to work in awt, then create a javafx image.
public class App extends Application {
#Override
public void start(Stage stage) {
WritableImage gray = null;
try {
BufferedImage awtImage = ImageIO.read(new URL("https://i.stack.imgur.com/ysIrl.jpg"));
gray = new WritableImage(awtImage.getWidth(), awtImage.getHeight());
BufferedImage img2 = new BufferedImage(awtImage.getWidth(), awtImage.getHeight(), BufferedImage.TYPE_INT_ARGB);
for(int i = 0; i<awtImage.getWidth(); i++){
for(int j = 0; j<awtImage.getHeight(); j++){
int c = awtImage.getRGB(i, j);
int r = (c>>16)&255;
int g = (c>>8)&255;
int b = (c)&255;
int s = (int)(r*0.299 + g*0.587 + b*0.114);
int gr = (255<<24) + (s<<16) + (s<<8) + s;
img2.setRGB(i, j, gr);
}
}
gray = SwingFXUtils.toFXImage(img2, gray);
} catch (IOException e) {
e.printStackTrace();
}
ImageView view = new ImageView(gray);
ScrollPane pane = new ScrollPane(view);
Scene scene = new Scene(new StackPane(pane), 640, 480);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch();
}
}
Both methods work for me, so I'm not sure if this helps you. I can save the result too.
System.out.println("saving " +
ImageIO.write(img2, "PNG", new File("tested.png")) );
If you're using oracles jdk, I think you can save JPEG. I am using OpenJDK which doesn't seem to be able to write JPEG.

What could be reasons for this android EditText control to convert the input to the ascii sequence

So for some project i'm working with Xamarin.Forms.
Since one area is just unbearably slow with Xamarin.Forms i've used a CustomRenderer to solve one particular area where a list is involved.
After getting back to the project and upgrading packages, i've suddenly got the weirdest bug.
I am setting "1234" to an EditText, and the EditText.Text Property is suddenly "49505152" - the string is converted to its ascii equivalent.
Is this a known issue? Does anyone know how to fix it?
The cause of the issue was that my EditText had an InputFilter applied and that after updating a package suddenly another code path of FilterFormatted was executed.
public ICharSequence FilterFormatted(ICharSequence source, int start, int end, ISpanned dest, int dstart, int dend)
{
var startSection = dest.SubSequenceFormatted(0, dstart);
var insert = source.SubSequenceFormatted(start, end);
var endSection = dest.SubSequenceFormatted(dstart, dest.Length());
var merged = $"{startSection}{insert}{endSection}";
if (ValidationRegex.IsMatch(merged) && InputRangeCheck(merged, CultureInfo.InvariantCulture))
{
StringBuilder sb = new StringBuilder(end - start);
for (int i = start; i < end; i++)
{
char c = source.CharAt(i);
sb.Append(c);
}
if (source is ISpanned) {
SpannableString sp = new SpannableString(sb);
TextUtils.CopySpansFrom((ISpanned)source, start, sb.Length(), null, sp, 0);
return sp;
} else {
// AFTER UPDATE THIS PATH WAS ENTERED UNLIKE BEFORE
return sb;
}
}
else
{
return new SpannableString(string.Empty);
}
}

Retouching several images in several Task

Generalities : explanations about my program and its functioning
I am working on a photo-retouching JavaFX application. The final user can load several images. When he clicks on the button REVERSE, a Task is launched for each image using an Executor. Each of these Task executes the reversal algorithm : it fills an ArrayBlockingQueue<Pixel> (using add method).
When the final user clicks on the button REVERSE, as I said, these Task are launched. But just after these statements, I tell the JavaFX Application Thread to draw the Pixel of the ArrayBlockingQueue<Pixel> (using remove method).
Thus, there are parallelism and concurrency (solved by the ArrayBlockingQueue<Pixel>) between the JavaFX Application Thread and the Task, and between the Task themselves.
To draw the Pixel of the ArrayBlockingQueue<Pixel>, the JavaFX Application Thread starts an AnimationTimer. The latter contains the previously-mentionned remove method. This AnimationTimer is started for each image.
I think you're wondering yourself how this AnimationTimer can know to what image belongs the Pixel it has removed ? In fact, each Pixel has an attribute writable_image that specifies the image to what it belongs.
My problems
Tell me if I'm wrong, but my program should work. Indeed :
My JavaFX Application Thread is the only thread that change the GUI (and it's required in JavaFX) : the Task just do the calculations.
There is not concurrency, thanks to the BlockingQueue I use (in particular, there isn't possibility of draining).
The AnimationTimer knows to what image belongs each Pixel.
However, it's (obviously !) not the case (otherwise I wouldn't have created this question haha !).
My problem is that my JavaFX Application freezes (first problem), after having drawn only some reversed pixels (not all the pixels). On the last loaded image moreover (third problem).
A detail that could be the problems' cause
But I would need your opinion.
The AnimationTimer of course doesn't draw the reversed pixels of each image directly : this is animated. The final user can see each pixel of an image being reversed, little by little. It's very practical in other algorithms as the creation of a circle, because the user can "look" how the algorithm works.
But to do that, the AnimationTimer needs to read a variable called max. This variable is modified (writen) in... each Task. But it's an AtomicLong. So IF I AM NOT WRONG, there isn't any problem of concurrency between the Task themselves, or between the JavaFX Application Thread and these Task.
However, it could be the problem : indeed, the max's value could be 2000 in Task n°1 (= in image n°1), and 59 in Task n°2 (= in image n°2). The problem is the AnimationTimer must use 2000 for the image n°1, and 59 for the n°2. But if the Task n°1 et n°2 have finished, the only value known by the AnimationTimer would be 59...
Sources
When the user clicks on the button REVERSE
We launch the several Task and start several times the AnimationTimer. CLASS : RightPane.java
WritableImage current_writable_image;
for(int i = 0; i < this.gui.getArrayListImageViewsImpacted().size(); i++) {
current_writable_image = (WritableImage) this.gui.getArrayListImageViewsImpacted().get(i).getImage();
this.gui.getGraphicEngine().executor.execute(this.gui.getGraphicEngine().createTask(current_writable_image));
}
for(int i = 0; i < this.gui.getArrayListImageViewsImpacted().size(); i++) {
current_writable_image = (WritableImage) this.gui.getArrayListImageViewsImpacted().get(i).getImage();
this.gui.getImageAnimation().setWritableImage(current_writable_image);
this.gui.getImageAnimation().startAnimation();
}
The Task are part of the CLASS GraphicEngine, which contains an Executor :
public final Executor executor = Executors.newCachedThreadPool(runnable -> {
Thread t = new Thread(runnable);
t.setDaemon(true);
return t ;
});
public Task createTask(WritableImage writable_image) {
int image_width = (int) writable_image.getWidth(), image_height = (int) writable_image.getHeight();
Task ret = new Task() {
protected Void call() {
switch(operation_to_do) {
case "reverse" :
gui.getImageAnimation().setMax(image_width*image_height); // USE OF "MAX" VARIABLE
reverseImg(writable_image);
break;
}
return null;
}
};
return ret;
}
The same CLASS, GraphicEngine, also contains the reversal algorithm :
private void reverseImg(WritableImage writable_image) {
int image_width = (int) writable_image.getWidth(), image_height = (int) writable_image.getHeight();
BlockingQueue<Pixel> updates = gui.getUpdates();
PixelReader pixel_reader = writable_image.getPixelReader();
double[] rgb_reversed;
for (int x = 0; x < image_width; x++) {
for (int y = 0; y < image_height; y++) {
rgb_reversed = PhotoRetouchingFormulas.reverse(pixel_reader.getColor(x, y).getRed(), pixel_reader.getColor(x, y).getGreen(), pixel_reader.getColor(x, y).getBlue());
updates.add(new Pixel(x, y, Color.color(rgb_reversed[0], rgb_reversed[1], rgb_reversed[2], pixel_reader.getColor(x, y).getOpacity()), writable_image));
}
}
}
Finally, here is the code of the CLASS AnimationTimer. There is nothing particular. Note the variable max is used here too (and in the CLASS GraphicEngine : setMax).
public class ImageAnimation extends AnimationTimer {
private Gui gui;
private AtomicLong max, speed, max_delay;
private long count, start;
private WritableImage writable_image;
ImageAnimation (Gui gui) {
this.gui = gui;
this.count = 0;
this.start = -1;
this.max = new AtomicLong(Long.MAX_VALUE);
this.max_delay = new AtomicLong(999_000_000);
this.speed = new AtomicLong(this.max_delay.get());
}
public void setMax(long max) {
this.max.set(max);
}
public void setSpeed(long speed) { this.speed.set(speed); }
public double getMaxDelay() { return this.max_delay.get(); }
#Override
public void handle(long timestamp) {
if (start < 0) {
start = timestamp ;
return ;
}
ArrayList<Pixel> list_sorted_pixels = new ArrayList<>();
BlockingQueue<Pixel> updates = this.gui.getUpdates();
for(Pixel new_pixel : updates) {
if(new_pixel.getWritableImage() == writable_image) {
list_sorted_pixels.add(new_pixel);
}
}
while (list_sorted_pixels.size() > 0 && timestamp - start > (count * this.speed.get()) / (writable_image.getWidth()) && !updates.isEmpty()) {
Pixel update = list_sorted_pixels.remove(0);
updates.remove(update);
count++;
if (update.getX() >= 0 && update.getY() >= 0) {
writable_image.getPixelWriter().setColor(update.getX(), update.getY(), update.getColor());
}
}
if (count >= max.get()) {
this.count = 0;
this.start = -1;
this.max.set(Long.MAX_VALUE);
stop();
}
}
public void setWritableImage(WritableImage writable_image) { this.writable_image = writable_image; }
public void startAnimation() {
this.start();
}
}

Unity - Making Camera Lock on To Enemy and stay behind player?

I am attempting to create a Camera that moves with the Player but locks onto an enemy when the player clicks the lock on button. The behaviour is almost working as I want it, the camera locks onto the target. And when the player stand in-front of the target it works fine. However as soon as the player runs past the target, the camera behaves strangely. It still looks at the Enemy, however it does not stay behind the player. Here is the code that dictates the behaviour:
if(MouseLock.MouseLocked && !lockedOn){ // MOUSE CONTROL:
Data.Azimuth += Input.GetAxis("Mouse X") * OrbitSpeed.x;
Data.Zenith += Input.GetAxis("Mouse Y") * OrbitSpeed.y;
} else if(lockedOn) { // LOCKON BEHAVIOUR:
FindClosestEnemy();
}
if (Target != null) {
lookAt += Target.transform.position;
base.Update ();
gameObject.transform.position += lookAt;
if(!lockedOn){
gameObject.transform.LookAt (lookAt);
} else if(enemyTarget != null) {
Vector3 pos1 = Target.transform.position ;
Vector3 pos2 = enemyTarget.transform.position ;
Vector3 dir = (pos2 - pos1).normalized ;
Vector3 perpDir = Vector3.Cross(dir, Vector3.right) ;
Vector3 midPoint = (pos1 + pos2) / 2f;
gameObject.transform.LookAt (midPoint);
}
}
And the Code for Finding the nearest Enemy:
void FindClosestEnemy () {
int numEnemies = 0;
var hitColliders = Physics.OverlapSphere(transform.position, lockOnRange);
foreach (var hit in hitColliders) {
if (!hit || hit.gameObject == this.gameObject || hit.gameObject.tag == this.gameObject.tag){
continue;
}
if(hit.tag != "Enemy") // IF NOT AN ENEMY: DONT LOCK ON
continue;
var relativePoint = Camera.main.transform.InverseTransformPoint(hit.transform.position);
if(relativePoint.z < 0){
continue;
}
numEnemies += 1;
if(enemyTarget == null){
print ("TARGET FOUND");
enemyTarget = hit;
}
}
if(numEnemies < 1){
lockedOn = false;
enemyTarget = null;
}
}
As I said, teh behaviour almost works as expected, however I need the camera to stay behind the player whilst locked on and it must face the enemy/midPoint between the enemy and player. How can this be done? Thank you for your time.
To clarify your intent: you want to lock the position relative to the target (player), whilst setting the camera rotation to look at either the target or a secondary target (enemy)? And your current code performs the rotation correctly but the positioning is buggy?
The easiest way to fix the camera relative to another object is to parent it in the scene. In your case you could add the camera as a child under the Player game object.
If you would rather not do this then look at your positioning code again:
lookAt += Target.transform.position;
base.Update ();
gameObject.transform.position += lookAt;
I don't know where lookAt comes from originally but to me this looks all wrong. Something called lookAt should have nothing to do with position and I doubt you want to += anything in the positioning code given that you want a fixed relative position. Try this instead:
public float followDistance; // class instance variable = distance back from target
public float followHeight; // class instance variable = camera height
...
if (Target != null) {
Vector3 newPos = target.position + (-Target.transform.forward * followDistance);
newPos.y += followHeight;
transform.position = newPos;
}
This should fix the positioning. Set the followDistance and followHeight to whatever you desire. Assuming your rotation code works this should fix the problem.

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