I am looking to create a program in Visual Studio (C#) which scans the screen for an exact image in an exact location of the screen. I have seen many discussions which involve algorithms to find a "close" image, but mine will be 100% exact; location, size and all.
I have obtained a png from a section of my screen [Image 1] using this code:
private void button1_Click(object sender, EventArgs e)
{
//Create a new bitmap.
var bmpScreenshot = new Bitmap(Screen.PrimaryScreen.Bounds.Width,
Screen.PrimaryScreen.Bounds.Height);
// Create a graphics object from the bitmap.
var gfxScreenshot = Graphics.FromImage(bmpScreenshot);
// Take the screenshot from the upper left corner to the right bottom corner.
gfxScreenshot.CopyFromScreen(1555, 950,
1700, 1010,
Screen.PrimaryScreen.Bounds.Size,
CopyPixelOperation.SourceCopy);
// Save the screenshot to the specified path that the user has chosen.
bmpScreenshot.Save("Screenshot.png");
}
So, basically here is the flowchart of my program on how I want to move forward:
1) create the master png using the above code
2) run loop:
create same screenshot using the same procedure as the master png
compare master png to new screenshot png and if:match then move on otherwise reiterate loop.
I am very new to programming, but I don't believe this is beyond me, given a little guidance. I have written fairly complicated (in my opinion) VBA and Matlab programs. Any help is greatly appreciated.
Thank You,
Sloan
Digging around a bit through Microsoft's documentation, I came up with a rough function that would do something similar to what you want.
https://msdn.microsoft.com/en-us/library/hh191601.aspx
This function offers the chance of getting stuck in an endless loop, so you might consider calling it with a timeout from your main. See here for info on synchronous methods with timeouts:
Monitoring a synchronous method for timeout
From your main, all you'd have to do is see if it returns true.
static int Main(string[] args)
{
if (ImageInLocation(left, right, top, bottom)) {
// do other things
}
return 0;
}
The only thing I'm not entirely sure on is how strict you can be with the ColorDifference. Even if the images are identical, any pixel difference with an entirely non-tolerant ColorDifference will come up false. If you know it should work and it's not, perhaps consider increasing the tolerance. Here's some more info on that:
https://msdn.microsoft.com/en-us/library/microsoft.visualstudio.testtools.uitesting.colordifference.aspx
public bool ImageInLocation(int left, int right, int top, int bottom) {
bool image_found = false;
var masterImage = Image.FromFile("path_to_master");
while (!image_found) {
// screenshot code above, output to "path_to/Screenshot.jpg"
var compImage = Image.FromFile("path_to/Screenshot.jpg");
// note, all zeroes may not be tolerant enough
var color_diff = new ColorDifference(0, 0, 0, 0);
Image diffImage;
image_found = ImageComparer.Compare(masterImage, compImage, color_diff, out diffImage);
}
return true;
}
Good luck! Welcome to the programming community.
Also, if anyone has any suggestions/changes, feel free to edit this. Happy imaging, friends!
Related
I'm quite new to Processing.
I'm trying to make Processing randomly play a video after I clear the screen by mouseclick, so I create an array that contain 3 videos and play one at a time.
Holding 'Spacebar' will play a video and release it will stop the video. Mouseclick will clear the screen to an image. The question is how can it randomize to another video if I press spacebar again after clear the screen.
I've been searching all over the internet but couldn't find any solution for my coding or if my logic is wrong, please help me.
Here's my code.
int value = 0;
PImage photo;
import processing.video.*;
int n = 3; //number of videos
float vidN = random(0, n+1);
int x = int (vidN);
Movie[] video = new Movie[3];
//int rand = 0;
int index = 0;
void setup() {
size(800, 500);
frameRate(30);
video = new Movie[3];
video[0] = new Movie (this, "01.mp4");
video[1] = new Movie (this, "02.mp4");
video[2] = new Movie (this, "03.mp4");
photo = loadImage("1.jpg");
}
void draw() {
}
void movieEvent(Movie video) {
video.read();
}
void keyPressed() {
if (key == ' ') {
image(video[x], 0, 0);
video[x].play();
}
}
void mouseClicked() {
if (value == 0) {
video[x].jump(0);
video[x].stop();
background(0);
image(photo, 0, 0);
}
}
You have this bit of logic in your code which picks a random integer:
float vidN = random(0, n+1);
int x = int (vidN);
In theory, if you want to randomise to another video when the spacebar is pressed again you can re-use this bit of logic:
void keyPressed() {
if (key == ' ') {
x = int(random(n+1));
image(video[x], 0, 0);
video[x].play();
}
}
(Above I've used shorthand of the two lines declaring vidN and x, but the logic is the same. If the logic is harder to follow since two operations on the same line (picking a random float between 0,n+1 and rounding down to an integer value), feel free to expand back to two lines: readability is more important).
As side notes, these bit of logic look a bit off:
the if (value == 0) condition will always be true since value never changes, making both value and the condition redundant. (Perhaps you plan to use for something else later ? If so, you could save separate sketches, but start with the simplest version and exclude anything you don't need, otherwise, in general, remove any bit of code you don't need. It will be easier to read, follow and change.)
Currently your logic says that whenever you click current video resets to the start and stops playing and when you hit the spacebar. Once you add the logic to randomise the video that the most recent frame of the current video (just randomised) will display (image(video[x], 0, 0);), then that video will play. Unless you click to stop the current video, previously started videos (via play()) will play in the background (e.g. if they have audio you'll hear them in the background even if you only see one static frame from the last time space was pressed).
Maybe this is the behaviour you want ? You've explained a localised section of what you want to achieve, but not overall what the whole of the program you posted should do. That would help others provide suggestions regarding logic.
In general, try to break the problem down to simple steps that you can test in isolation. Once you've found a solid solution for each part, you can add each part into a main sketch one at a time, testing each time you add something. (This way if something goes wrong it's easy to isolate/fix).
Kevin Workman's How To Program is a great article on this.
As a mental excercise it will help to read through the code line by line and imagine what it might do. Then run it and see if the code behaves as you predicted/intended. Slowly and surely this will get better and better. Have fun learning!
PVector m3()
{
return null;
}
(yup, that's the whole program) gives
Error on "PVector"
Why? It looks legal to me.
The same fail occurs with a different Processing-specific type e.g. color but not with a native type e.g. float.
Workaround:
This is because PVector is a class, not a method. I think if you want to make it return null, you have to add void in the front.
void PVector m3() {
return null;
}
Unless you want to create a PVector, you simply type it like creating a new object. Here are some examples:
PVector m3 = null;
PVector m1 = new PVector();
PVector m2 = new PVector(2, 3);
For more information on how to use PVector, I suggest you to look at the information posted on the official Processing website. Here is the link: https://processing.org/reference/PVector.html
I hope this answers your question, good luck!
Processing works in two modes:
Static mode is just a bunch of function calls. In this mode, Processing just draws a single image and then stops. Here's an example:
background(32);
ellipse(10, 20, 50, 50);
Active mode is a sketch that contains functions like setup() and draw(). In this mode, Processing continues executing code after the program starts: for example it executes draw() 60 times per second, or mousePressed() when the user presses the mouse. Here's an example:
void draw(){
background(32);
ellipse(mouseX, mouseY, 25, 25);
}
The problem with your sketch is that Processing doesn't know which mode you're trying to use. It sees that you don't have a setup() or draw() function (or any other Processing callback function), so it thinks you're trying to use static mode. But then it sees you've defined a non-callback function, so it doesn't know how to work.
Like you've discovered, the solution to your problem is to add other functions, so Processing can know what mode you want to be in. Also note that none of your code makes a ton of sense by itself, because Processing has no way of accessing it. My guess is you're planning on adding setup() and draw() functions eventually, so just add them now to get rid of your error.
For more info:
See George's answer here.
See my answer here.
See this GitHub issue where the creator of Processing explains all of the above.
Pango syntax supports some text only markup. As far as i can see this does not extend to embedding images as well.
Looking around I cannot find much in the way of an existing implementation, but i havent done pango+cairo work before so i might be missing the obvious community for it.
As far as i can tell a reasonable approach would be to just analyse a string, pull out any tags, create cairo images, and then modify the pango layout around them accordingly.
It also seems like something someone might have done before.
Im specifically looking for an answer on these questions:
Does pango+cairo already solve this and I have just misread the docs?
Has something like this been done before, and where is a reference?
Is this a reasonable approach, or should i try something else, and what?
(also note i am using ruby, so that may affect my options)
I've been through the source of the markup parser and it does not allow for "shape" attributes (the way Pango almost incorporates graphics) but it is possible to do it "by hand".
Since there is absolutely no example code on the Web, here's Pango/Cairo/Images 101.
For a simple demo, I created an 800x400 window, added a GtkDrawingArea and connected up the "draw" signal. Before entering the main program loop, I initialized it with the following code:
PangoLayout *Pango;
void init_drawingArea (GtkWidget *pWidget)
{
cairo_surface_t *pImg = cairo_image_surface_create_from_png ("linux.png");
PangoRectangle r = {0, 0, PANGO_SCALE * cairo_image_surface_get_width (pImg),
PANGO_SCALE * cairo_image_surface_get_height(pImg)};
PangoContext *ctxt = gtk_widget_get_pango_context (pWidget);
PangoAttrList *attList = pango_attr_list_new();
PangoAttribute *attr;
Pango = pango_layout_new (ctxt);
pango_cairo_context_set_shape_renderer (ctxt, render, NULL, NULL);
pango_layout_set_text (Pango, pszLorem, -1);
pango_layout_set_width(Pango, PANGO_SCALE * 800);
attr = pango_attr_shape_new_with_data(&r, &r, pImg, NULL, NULL);
attr->start_index = 0; attr->end_index = 1;
pango_attr_list_insert (attList, attr);
attr = pango_attr_shape_new_with_data(&r, &r, pImg, NULL, NULL);
attr->start_index = 152; attr->end_index = 153;
pango_attr_list_insert (attList, attr);
pango_layout_set_attributes (Pango, attList);
}
The context's shape renderer is set to render () and a PangoLayout is created and initialized. It then creates 2 shape attributes, sets the user data to a cairo surface which we populate from a png file and applies the attributes to characters 0 and 152 of the text.
The "draw" signal processing is straightforward.
gboolean onDraw (GtkWidget *pWidget, cairo_t *cr, gpointer user_data)
{
pango_cairo_show_layout (cr, Pango);
return 1;
}
and the render () PangoCairoShapeRenderFunc function is called as needed:
void render (cairo_t *cr, PangoAttrShape *pShape, gboolean do_path, gpointer data)
{
cairo_surface_t *img = (cairo_surface_t *)pShape->data;
double dx, dy;
cairo_get_current_point(cr, &dx, &dy);
cairo_set_source_surface(cr, img, dx, dy);
cairo_rectangle (cr, dx, dy, pShape->ink_rect.width/PANGO_SCALE,
pShape->ink_rect.height/PANGO_SCALE);
cairo_fill(cr);
}
Taking the current point from cairo, it draws a rectangle and fills it with the image.
And that's pretty much all it does. Images were added as an afterthought and it shows. They are subject to the same rules as any other glyph so they are limited to the equivalent of CSS's display: inline.
I've put the code up at http://immortalsofar.com/PangoDemo/ if anyone wants to play with it. Me, I arrived here trying to get around GtkTextBuffer's limitations. Guess I'll just have to go deeper.
I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives.
I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following:
Check IF lives are equal to 0
Pause the game and display a new screen (probably transparent) that says 'Game Over'
When a user clicks or hits ENTER restart the level
Here is the function I currently have to update the lives:
private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void
{
// check for game over
if (lives_count == 0)
{
}
else
{
FlxG:lives_count -= 1;
lives.text = 'Lives: ' + lives_count.toString()
}
}
Here is my main game.as:
package
{
import org.flixel.*;
public class Game extends FlxGame
{
private const resolution:FlxPoint = new FlxPoint(640, 480);
private const zoom:uint = 2;
private const fps:uint = 60;
public function Game()
{
super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom);
FlxG.flashFramerate = fps;
}
}
}
There are multiple ways to go about doing this...
You could use different FlxStates, like I described in the answer to your other post: Creating user UI using Flixel, although you'll have to get smart with passing the score or whatever around, or use a Registry-type setup
If you want it to actually work like you described above, with a transparent-overlay screen, you can try something like this (keep in mind, the exact details may differ for your project, I'm just trying to give you an idea):
First, make sure you have good logic for starting a level, lets say it's a function called StartLevel.
You'll want to define a flag - just a Boolean - that tracks whether or not the game is still going on or not: private var _isGameOver:Boolean; At the very end of StartLevel(), set this to false.
In your create() function for your PlayState, build a new FlxGroup which has all the things you want on your Game Over screen - some text, an image, and something that says "Press ENTER to Restart" (or whatever). Then set it to visible = false. The code for that might look something like:
grpGameOver = new FlxGroup();
grpGameOver.add(new FlxSprite(10,10).makeGraphic(FlxG.Width-20,FlxG.Height-20,0x66000000)); // just a semi-transparent black box to cover your game screen.
grpGameOver.add(new FlxText(...)); // whatever you want to add to the group...
grpGameOver.visible = false;
add(grpGameOver); // add the group to your State.
Depending on how your game is setup, you may also want to set the objects in your group's scrollFactor to 0 - if your game screen scrolls at all:
grpGameOver.setAll("scrollFactor", new FlxPoint(0,0));
In your update() function, you'll need to split it into 2 parts: one for when the game is over, and one for if the game is still going on:
if (_isGameOver)
{
if (FlxG.keys.justReleased("ENTER"))
{
grpGameOver.visible = false;
StartLevel();
}
}
else
{
... the rest of your game logic that you already have ...
}
super.update();
Keep in mind, if you have things that respond to user input anywhere else - like a player object or something, you might need to change their update() functions to check for that flag as well.
Then, the last thing you need to do is in your loseLive() logic:
if (lives_count == 0)
{
_isGameOver = true;
grpGameOver.visible = true;
}
else
...
That should do it!
I would highly recommend spending some time with different tutorials and sample projects to kind of get a better feel for Flixel in general. Photon Storm has some great material to play with (even though he's jumped over to HTML5 games)
I also want to note that if you get comfortable with the way Flixel handles updates, you can get really smart with your state's update() function and have it only call update on the grpGameOver objects, instead of having to change all your other objects updates individually. Pretty advanced stuff, but can be worth it to learn it.
I already managed to create wxListCtrls with either icons or multicolumn text like this
Picture of two wxListCtrls
Now I'd like to add an icon to each line of the text list on the left. I thought this should be possible as typical wxWidgets applications like code::blocks and wxSmith often diplay icons in list/tree views (resource browser window) and even in tabs of notebooks (compiler log window).
So how can I create something like this? (Everybody knows Windows Explorer)
Picture of Explorer Window with icons
I tried this...
SetImageList (ToolImages, wxIMAGE_LIST_NORMAL);
InsertColumn (0, "Icon");
SetColumnWidth (0, 40);
...
for (int i=0; i<5; i++)
{
InsertItem (i, i);
SetItemColumnImage (i, 0, i);
SetItem (i, 1, IntToStr (i+1));
...
But as you can see, only the text gets displayd, the image column is blank. Is it possible at all to mix text and images in report mode? If not, what other wxControl class can I use to get the desired result?
Many Thanks in advance.
Yes, it is possible, and the listctrl sample shows how to do it, in particular see MyFrame::InitWithReportItems() function. The only difference with your code seems to be that you use a different InsertItem() overload, so perhaps you should use InsertItem(i, "") instead.
Also check that your image list does have the 5 icons in it.
More generally, trying to reduce the differences between your code and the (working) sample will almost always quickly find the problem.
Thanks, VZ, but I found out that it's not the InsertItem() but the SetImageList(). My image list was correct, but the "which" parameter wasn't. Replacing wxIMAGE_LIST_NORMAL by wxIMAGE_LIST_SMALL fixes the problem! I thought "SMALL" was only meant for the SMALL_ICON mode and that "NORMAL" should be the default. But yes, that makes sense, normal icons are big and don't fit in the text display. Would be nice if the documentation had told us that before long trial and error...
This is a simple example for SMALL ICONIC VIEW USING WXLISTCTRL .Please place this code inside the class declaration.I did it in Frame based Windows Application using CODE BLOCKS.It will be useful to you.
wxImageList *il=new wxImageList(32,32,false,0);
wxImageList *i2=new wxImageList(32,32,false,0);
wxDir dir(wxGetCwd());
wxDir dir1(wxGetCwd());
if ( !dir.IsOpened() )
{
// deal with the error here - wxDir would already log an error message
// explaining the exact reason of the failure
return;
}
if ( !dir1.IsOpened() )
{
// deal with the error here - wxDir would already log an error message
// explaining the exact reason of the failure
return;
}
puts("Enumerating object files in current directory:");
wxString path, filename, dirstring,filename1, dirstring1, img,imgPath,path1,img1,imgPath1;
int i=0;
path=wxT("C:\\testing\\splitterwindow\\set\\devices");
path1=wxT("C:\\testing\\splitterwindow\\set\\actions");
img=wxT("C:\\testing\\splitterwindow\\set\\devices\\");
img1=wxT("C:\\testing\\splitterwindow\\set\\actions\\");
bool cont=dir.Open(path);
bool cont1=dir1.Open(path1);
cont = dir.GetFirst(&filename, wxEmptyString, wxDIR_DEFAULT);
dirstring.Append(filename.c_str());
cont1 = dir1.GetFirst(&filename1, wxEmptyString, wxDIR_DEFAULT);
dirstring1.Append(filename1.c_str());
while ( cont )
{
imgPath.clear();
cont = dir.GetNext(&filename);
dirstring.Append(filename.c_str());
// Consturct the imagepath
imgPath.Append(img.c_str());
imgPath.Append(filename.c_str());
//Now, add the images to the imagelist
il->Add(wxBitmap(wxImage(imgPath.c_str())));
i++;
}
while ( cont1 )
{
imgPath1.clear();
cont1 = dir1.GetNext(&filename1);
dirstring1.Append(filename1.c_str());
// Consturct the imagepath
imgPath1.Append(img1.c_str());
imgPath1.Append(filename1.c_str());
//Now, add the images to the imagelist
i2->Add(wxBitmap(wxImage(imgPath1.c_str())));
i++;
}
//assigning the imagelist to listctrl
ListCtrl1->AssignImageList(il, wxIMAGE_LIST_SMALL);
ListCtrl3->AssignImageList(i2, wxIMAGE_LIST_SMALL);
for(int j=0;j < il->GetImageCount()-1;j++)
{
wxListItem itemCol;
itemCol.SetId(j);
itemCol.SetImage(j);
itemCol.SetAlign(wxLIST_FORMAT_LEFT);
ListCtrl1->InsertItem(itemCol);
}
for(int k=0;k < i2->GetImageCount()-1;k++)
{
wxListItem itemCol1;
itemCol1.SetId(k);
itemCol1.SetImage(k);
itemCol1.SetAlign(wxLIST_FORMAT_LEFT);
ListCtrl3->InsertItem(itemCol1);
}
`