I'm just getting into phpBB forums and can't find an extension that would first image dimension reduce then file size reduce then delete original file from server after conversion. I followed a thread here from discussion that DOES the first 2 but not the last. Is this something someone would take on? I'm not a code warrior but can follow basic directions re forum tweaks, ext, etc. I've changed some script per direction to achieve a few tweaks. Anyway, any thoughts about this?
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I am a stamp collector and trying to work with colors on stamps. specifically remove the color of the paper the stamp is printed on as well as any cancellation marks and return the colors of the stamp itself. Right now I have scanned them into .png files but can certainly change them to other file types. I have tried many suggestion that I have found on the internet, but none seem to help or not work. I am very very very naïve on python programming (using pycharm) to write my own script. Can anyone help me? Please keep it basic. I am slowly learning python, it took me about a week to finally be able to read a file and display it. I had a lot of programming when I was in college (1976-83), ancient languages but consider myself capable of learning. Help help help
I tried all scripts that try to return rgb values of an image, no luck. I've tried to convert the image to an Excel files. Some internet programs seem to be what I am looking for but do not run. I always seem to get the program to run but no output and then when I try to run it again, I get a warning that I cannot run "****" in parallel.
I have 1 running server for handle C-Move, 2 running server for handle C-Store and remote pacs server(GEPACS)
When i tried to C-Move command from remote pacs to C-Store handler, 1 server(py-netdicom) is build and save the file properly and 1 server(go-netdicom) is not.
So there was couple of problems in go-netdicom.
I fixed the code can handle hexadecimals. It originally not supported on go-netdicom.
This was fix almost every problems in my case but still cannot store pixel data properly.
For example, I got 9117252 bytes from original signal from remote pacs and I saved the data itself, but actually it needs to be 18000000 bytes(got an error). even CT images are short for 3 times(got approximately 180000, but need 524288)
I think the problem caused by might be the encapsulation of pixel-data but not sure.
Is there any tip or some help?
Thank you.
EDIT 4: I've got a clue.link here
Somehow C-STORE command have a kind of transfer syntax.
This offer to scp type(compressed or not) of data scu get.
But still I don't have a idea which part of go-netdicom has to be changed.
I'll delete "python" tag because this is not related with python anymore.
I found the solution.
Somehow, GEPACS send the certain transfer syntax for JPEG compression.
if go-netdicom doesn't have the TransferSyntaxUID then pick the GEPACS's first transfer syntax and that was for JPEG compression.
i just put bigendian and explicitvr (GEPACS default) when transfersyntax is empty.
which placed in contextmanager.go line 101 on AssociateRequest, line 127
Hope this result help someone.
Thank you
The problem here is that go-netdicom uses the first PresentationContext sent in the A_ASSOCIATE_RQ (As you can see in the last image). So it accepts "2.16.840.1.113709.1.2.2" which is a privative Transfer Syntax and it is not in the DICOM standart, so no one can manage the C-STORE at the end.
If you are reading this.. maybe you do not use go-netdicom but the problem could be the same if the error involves the transfer Syntax "2.16.840.1.113709.1.2.2", in the Centricity PACs documentation says: "It is expected that other vendors' applications will ignore all Presentation Context proposed with the GE Private Compress Express Transfer Syntax"
And that is what we are suppose to do. I see a list of PRs in go-netdicom so I suppose it is not mantained, so I will post the change for go-netdicom here. I made this changes in contextmanager.go and works like a charm:
I have been running several independent multi-class NL models on an identical data set (to compare performance to a multi-label model) and had no problems importing the data or running the models. I've just been through the identical preparation process, uploaded the file to the bucket and now get this error on import:
Uri is not found in CSV row ",NotWarm".
Warm and NotWarm are my labels. A sample of the csv is below so you can see the format:
"To ensure you get the best possible service, we stagger the cut-off time for next day delivery from 5pm right up until Midnight.",Warm
You’ll be able to see if Next Day Delivery is still available when you place your order.,NotWarm
"You can choose a home delivery option, which lets you have your order delivered to an address of your choice.",Warm
"Some eligible items also let you choose Click + Collect, where your order is delivered to a local store.",NotWarm
I've double checked all the advice about preparing datasets on the AutoML help pages. The file itself has been encoded in UTF-8 using Notepad++ so there should be nothing amiss with the CSV format. The file is identical to those I've used previously except for the labels.
Has something changed on the AutoML NL process as it was over a month since my last model was created?
Thanks in advance for any guidance.
SOLVED
I tagged all my labels with unique numbers to determine which line of data it was failing on upload. Turned out some blank lines had crept into the file so I was trying to assign a label to a null string. Removed the empty lines and all works. Hopefully this may help someone else.
First, full disclosure: I'm very new to coding and very new to file dissecting, but its something I anticipate studying in school very soon, so please pardon my ignorance in future interactions.
As a project I've decided to dissect the files of a mobile app I greatly enjoy. This app is Futurama: Worlds of Tomorrow. I'm a big fan of the cartoon, even spent money on the stuff, so I figured it was natural for me to pick.
Extracting the .apk file was easy, I found some of the assets they use in the game, like the music, the soundbytes, and some .pngs. All simple stuff.
However there are two files I'm absolutely baffled by: files with an .astc.czz extension and an .ita file that is not an italian read me file, the developers informed me that those are animation files.
Allow me to go into what I know and what I don't know:
Filename.astc.czz
Example file here
I recognize .astc as a compression file and was informed that .astc files are common for mobile games. Fair enough, but the real extension is .czz, the "real" extension of the file leads me to dead end. I've found the ASTC Evaluation Codec
by ARM-Software on github so I tried that. I changed the extension to .astc and then tried keeping .czz but the codec gives me an error every time. This is where I show my ignorance, I didn't know the right way to do this so I'm showing you every combination of what I tried. I replaced my name with user.
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.tga
File C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc not recognized
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d AC0001-dialogue1-003#2x.astc AC0001-dialogue1-003#2x.tga
File AC0001-dialogue1-003#2x.astc not recognized
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc.czz C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.tga
Failed to open file C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc.czz
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d AC0001-dialogue1-003#2x.astc.czz AC0001-dialogue1-003#2x.tga
Failed to open file AC0001-dialogue1-003#2x.astc.czz
No success there.
So then I learned that .CZZ files are apparently associated with visECAD Viewer and I downloaded that and the .astc.czz files became associated with the program. I tried opening them but visECAD says it cant open them because they are "outdated." So that's another dead end.
Right, so that's all I know.
Filename.ita
Example file here
Out of curiosity I've actually emailed the developers about this file (and the astc ones too) and they said those are the animation of the game. They couldn't send me a viewer, which is perfectly fine, but I don't even know what .ita files are associated with that aren't italian read me's. Any insight would be appreciated, the animations are great and I would love to see them.
For full disclosure here are snippets of what the developers sent me:
Those strange file types are actually compressed files (like
".astc.ccz"). Different devices use different compression methods, so
we support many types to maintain low storage and memory usage. Some
devices don't use compression and just use .png versions of the same
file names.
The .lta files are the game's animations. I wish I could help you out
with viewing them, but there's no way for me to send you a viewer. :(
Well that's all folks, sorry it was so long, and thank you so much in advance. I'm grateful already!
I realise this is a few months old, but in case you're still interested, I've just cracked it. Basically, it's a compressed texture, the ccz part being the compression, and the astc being the texture format. I managed to decompress the file using QuickBMS (http://aluigi.altervista.org/quickbms.htm), using the following script for ccz files (copy the following into a txt file):
endian big
comtype zlib_dynamic
get ZSIZE asize
math ZSIZE - 0x10
get NAME basename
idstring "\x43\x43\x5a\x21"
goto 0xc
get SIZE long
clog NAME 0x10 ZSIZE SIZE
On running QuickBMS, it will first ask for a script, upon which point it to your new txt file. Then it will ask for the file you want to decompress, point it at your ccz file. Then it will ask where you want to save your astc file.
Now you will need a program that can open astc files! I used this one, Noesis: http://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91
Find your astc file (the interface is quite straightforward), then from there you can double click the file to open it, then right-click and export to a variety of formats. For proof of concept, here is the extracted pf0001-action5-001#4xout (PF being Philip Fry I assume). https://www.dropbox.com/s/t2l3mesi2psbd1p/pf0001-action5-001%404xout.png?dl=0
Both programs allow for batch processing as well, so you should have everything you need! However, the lta files are skeletal animation I believe, so unfortunately the character animations are all in pieces. However, I'm looking into that next. Hope this helps!
EDIT: The above information is useful for your specific query, i.e. decompressing and reading the contents of those files. HOWEVER, if your end goal is to view the assets of the game, it's worth knowing that many of the assets are only downloaded AFTER the game is run, so looking in the "com.tinyco.futurama" on your Android voice will show all kinds of assets not present in the apk file. Many of them will be ready-extracted as well, being made ready for gameplay, so I would highly recommend copying the contents of this folder periodically. I think it re-compresses unused assets as well, so I would copy out the ccz files also, then either way you should reap the maximum benefits.
Looked around with numerous search strings but can't find anything quite like this:
I'm writing a custom log parser (ala analog or webalizer except not for webserver) and I want to be able to skip the hard work for the lines that have already been parsed. I have thought about using a history file like webalizer but have no idea how it actually works internally and my C is pretty poor.
I've considered hashing each line and writing the hashes out, then parsing the history file for their presence but I think this will perform poorly.
The only other method I can think of is storing the line number of the last parse and skipping until that number is reached the next time round. What happens when the log is rotated I am not sure.
Any other ideas would be appreciated. I will be writing the parser in ruby but tips in a similar language will help as well.
The solutions I can think of right now are bound to be brittle.
Even if you store the line number and later realize it would be past the length of the current file, what happens if old lines have been trimmed? You would start reading (well) after the last position.
If, on the other hand, you are sure your log files won't be tampered with and they will only be rotated, I only see two ways of doing what you want, and I'm not sure the second is applicable to you.
Anyway, here goes.
First solution
You store the last line you parsed along with a timestamp. At the next run, you consider all the rotated log files sorting them by their last modified date, figure out which one you read last time, and start reading from there.
I didn't think this through, there might be funny corner cases you will need to handle.
Second solution
You create a background script that continuously watches the log file. A quick search on Google turned out this gem, but I'm not sure if that's even an option for you. Even then, you might want to integrate this solution with the previous one just in case your daemon will get interrupted (because that's clearly bound to happen at some point).
As you read the file and parse the lines keep track of the byte count. Save that. On next read, try to seek to that byte offset in the file. If the file is smaller than the byte count, it's a new file so start at the beginning.