Redraw Image every ~5ms - c#

I have a Picturebox with...content approximately 2000x1080 pixel (yes, this makes sense for me)
Now I need to get the old content, replace it 1 pixel down and fill the empty line on the top with new data.
BUT I have to do this in a very short time ~5ms maybe a little bit more.
I get the trigger and the new data to do so.
So now the question is:
What is the fastest and cleanest way to do this?
Maybe I need to buffer the new data and write them in a more "human" time!?

You didn't mention what kind of app it is... I'm more of a web developer, but in jquery, the trick to this is to load all images with zero visibility, and then use logic to determine which to display; I would think that even if this isn't web based, you could use a similar approach... just line them all up on the screen, set the left most to be visible, and then every 5ms, make the next visible... if you were constantly adding images, just make sure you're loading them earlier, maybe during the 5ms between switches?

Related

Split image in parts

I want to be able to reproduce something like this image (taken from NBA.com )
What I have :
- A court with the white lines
- A list of Position for each shot and I know if they are made or missed.
But I'm stuck on the method to realize the image :
Should I create images for each part of the field using photoshop/paint.net and then color it in c# ?
Of course the best way would be to have an equation for each part so I can check easily if the position is in and I could also draw it.
How would you do it ?
You need to first decide on how replicable you need the solution. If you need it for a 1-10 pictures, then don't bother with code- it will most surely take much longer to fine tune it.
If was to work on this specific image, I would probably take my time to find expressions for all lines to make calculations more precise though.

Animate a sprite by using two images

I would have thought this was a common desire, but I'll be damned if I can find this.
I simply want to Animate an image by swapping two images back and forth. I tried StoryBoard, but apparently you can't change the source in a storyboard. The only answer I can come up with is a Timer, which I don't think is the best way.
Edit: How do I animate image content in WPF? Came up in the "Similiar Questions" window. And while this will do what I want, it is "hackish" as the OP of it says, and it only swaps two images, what if I wanted a whole sequence of 10 or 20 or 100.
I found another post here on SO whose answer sounds like it could solve your problem: Change an image during animation using storyboard
The problem with this approach is that it also doesn't satify your request for supporting an arbitrary number of images.
I was going to propose a different method that involves databinding the Image Source to the image path, and then in code behind simply changing the path, but I haven't gotten it to work yet.
Here's an article that seems to have an elegant way to handle your requirements: http://www.codeproject.com/Articles/364529/Animation-using-Storyboards-in-WPF
Hopefully that will work for you.

Drawing formatted text

I set up a draw rectangle to draw simple formatted text first aligned to the left as
*item 1
[1]Something
content
[2]Something else
<a> subsomething else
content
<b> another subsomething else
content
*item 2
The end.
and I would also like it to automatically create a new column (after checking for the longest string in the first column [drawn stuff on the left hand side]) to draw the rest into it.
In order to keep track of the paddings and itemized sections and subsections, I think of using a stack which I can push and pop the current and next positions needed to draw a text line each time I leave a content. Yet, I can't figure out how to jump back to a certain subsection position because stack doesn't offer an inline sub-scripting method.
Then I look into a hash-map (in C# I have tried Dictionary) to keep track of it and to access the value via specific key. For that I also use a external global variable to maintain the number of subsections the user may have entered and increase one each time a new subsection is created; and the float value is used to store the x-coordinate value for the drawstring to be done. This is complicated to me at least at present when I don't really have a nerve to go into it anymore. I can only receive false simulated outcomes.
So I am asking for an easier approach to tackle this problem, which I think is simple to many of you sure experiencing the same situation. I am desperately looking forward to seeing a short easy method to do this.
Draw formatted text using ..
..whatever works. I suggest a JLabel, which will render (simple) HTML/CSS formatted content.
See LabelRenderTest.java for an example.

Image OCR - Filtering unwanted data

Basically I'm reading vehicle license plates using tessract OCR, however despite being able to emphasise text easily enough via changing contrast, reducing noise an so on, some 'parts' of the vehicle remain on the image which does cause the OCR to throw bad results.
For example take:
I can change this easily enough, such as:
I'm looking to eliminate the edges off each plate, here's another example:
I could remove the edges using pixel manipulation algorithm, however I don't feel it's the right method, and would cause quite a lot of problems.
I've been using the following application to test various methods such as morphology and eliminating the unwanted data, so far I haven't been successful.
http://www.codeproject.com/KB/GDI-plus/Image_Processing_Lab.aspx
However someone with knowledge of this could use the application on the article above to achieve want I'm trying, so feel free to give it a try.
Thanks
Please try to use stroke width transformation concept.
This concept use to segment text from natural images.....
I already did such an algorithm. I just can say that it works great. The secret is, that you need to know that the light is coming just from one side perhaps. You cannot set the image to "black/white" just by using ONE threshold.
Detect the average luminance of parts of the image and use this luminance calculation to set the threshold for each region.
For example, if the left top is lighter, you need a lower threshold to make these parts not to bright. And if the bottom right has low light, you need to set the threshold higher to receive all existing light information.
Then, you need just to drive into the image from each side by using the method:
IsPixelAboveThreshold ?
If it is below, you are on the border, if it is above, you can say you are on the middle of the image with more brightness.
Regards

Simultaneous updates across two display contexts in openGL

I have a C# .NET application with which I've created a custom image display control. Each image display represents its own display context and draws the image using glDrawPixels (Yes I know it would be better to use textures, I plan to in the futures but this app is already too far along and my time is limited).
I am now trying to have both images pan simultaneously. That is, when one image is moved down ten pixels, the second image moves down ten pixels. Like so:
imageOne.YPan -= 10;
imageTwo.YPan -= 10;
imageOne.Invalidate(); //This forces a redraw.
imageTwo.Invalidate(); //This forces a redraw.
Alright so here is the problem I am having. Only one of the images displays is redrawing. If I place a pause in between the two Invalidate calls and make the pause duration at least 110 milliseconds both will redraw, but not simultaneously. So it looks as if the second image is always trying to catch up to the first. Plus, a 110 millisecond pause slows down the motion too much.
I have tried placing the updating and invalidating of each image in its own thread but this did not help.
At the beginning of drawing I make the appropriate context is current, and at the end I am calling swapbuffers(). I tried adding a glFinish to the end of the draw function, but there was no change.
Could it be that its the graphics card that is the problem? I am stuck using an integrated gpu that only has openGL 1.4.
Hopefully, I have provided enough detail that the answer to my problem can be found.
Its difficult telling what's wrong with what you do since you give so little detail. Here are some pointers which may help.
- before doing something in a context, make sure you make it the current one. If you want to pan two contexts, make the first one current, pan it and then make the second one current and pan it. These is no real reason why this should not work.
- If it looks like there is a timing problem, adding glFinish() at strategic places may help weed the problem out
- As should always be done, on occasions call glError() and see that everything went well.
- I'm not sure how this is done in the framework you're talking about but you should make sure that both contexts get a swapBuffers() call for every frame.
Invalidate doesn't force an immediate redraw. It marks the window invalid, and when the message queue runs out of other messages, a paint message will be created and processed. But that won't happen until you finish processing the current message and return to the main message loop, and it may be delayed even more than that.
Generally OpenGL animation is an exception to the rule of doing all drawing inside Control.OnPaint (or in a handler for the Control.Paint event).

Categories