X axis vs Y axis Kotlin - kotlin

I drew a perfect large square in canvas and then split that large square into 15x15 smaller squares.
Now I am moving a bitmap using an image along X and Y Axis. The bitmap is of same size as the smaller square.
It moves along X axis perfectly one square at a time. But it covers more than one square along Y axis. So I have to multiply by approximately 0.93 to get to the size of the smaller square. But the problem is that it gets more complicated with different devices cellphone vs tablet.
Does anybody know why Y axis is different from X axis?
Thank you in advance...

Most of the displays have a slightly different densities between the X and Y axis, using my device and running the following command:
adb shell dumpsys display
searching for "density", I got the result:
PhysicalDisplayInfo{1080 x 2280, 60.000004 fps, density 3.0, 442.451 x 438.727 dpi, secure true, appVsyncOffset 0, bufferDeadline 17666666}
Depending on how you're declaring your square that may be the cause.

Related

Line Profile Diagonal

When you make a line profile of all x-values or all y-values the extraction from each pixel is clear. But when you take a line profile along a diagonal, how does DM choose which pixels to use in the one dimensional readout?
Not really a scripting question, but I'm rather certain that it uses bi-linear interpolation between the grid-points along the drawn line. (And if perpendicular integration is enabled, it does so in an integral.) It's the same interpolation you would get for a "rotate" image.
In fact, you can think of it as a rotate-image (bi-linearly interpolated) with a 'cut-out' afterwards, potentially summed/projected onto the new X-axis.
Here is an example
Assume we have a 5 x 4 image, which gives the grid as shown below.
I'm drawing top-left corners to indicate the coordinates system pixel convention used in DigitalMicrgraph, where
(x/y)=(0/0) is the top-left corner of the image
Now extract a LineProfile from (1/1) to (4/3). I have highlighted the pixels for those coordinates.
Note, that a Line drawn from the corners seems to be shifted by half-a-pixel from what feels 'natural', but that is the consequence of the top-left-corner convention. I think, this is why a LineProfile-Marker is shown shifted compared to f.e. LineAnnotations.
In general, this top-left corner convention makes schematics with 'pixels' seem counter-intuitive. It is easier to think of the image simply as grid with values in points at the given coordinates than as square pixels.
Now the maths.
The exact profile has a length of:
As we can only have profiles with integer channels, we actually extract a LineProfile of length = 4, i.e we round up.
The angle of the profile is given by the arc-tangent of dX and dY.
So to extract the profile, we 'rotate' the grid by that angle - done by bilinear interpolation - and then extract the profile as grid of size 4 x 1:
This means the 'values' in the profile are from the four points:
Which are each bi-linearly interpolated values from four closest points of the original image:
In case the LineProfile is averaged over a certain width W, you do the same thing but:
extract a 2D grid of size L x W centered symmetrically over the line.i.e. the grid is shifted by (W-1)/2 perpendicular to the profile direction.
sum the values along W

Can I move the axes of a ggplot to centre the data in R

I am plotting meteor observation data from a sky camera, sometimes using right ascension and declination for my x and y axes, at other times azimuth and elevation. The problem I have in both cases is with the x axis when my observations span the 360 degree mark. Sometimes I get a batch of observations on the left of my plot (near zero degrees, and a batch on the right hand side (near 360 degrees), with a big expanse of nothing in the middle. Is there any easy way I can change the x axis so that the 360/0 degree wrap over is in the centre of the plot? I would still want to show the true azimuth (or right ascension) in the axis labels.
PS. Pointing the camera elsewhere is not an option ]1
PPS So in the image shown the plots on the left hand side should be to the right of those on the right hand side with x axis from 250 (via 360/0) to 100.
PPPS So the second image shows what I am after - but I got to that by doctoring the data - as is obvious from the scale of the x axis in this plot

Quartz scaling sprite vertical range but not horizontal when go to fullscreen mode / increase window size

I have create a Quartz composition for use in MAC OS program as part of my interface.
I am relying on the fact that when you have composition sprite movement (a text bullet point in my case) is limited both in the X plane and Y plane to minimum -1 and maximum +1.
When I scale up the window / make my window full screen, I find that the horizontal plane (X axis) remains the same, with -1 being my far left point and +1 being my far right point. However the vertical plane (Y axis) changes, in full screen mode it goes from -0.7 to +0.7.
This scaling is screwing with my calculations. Is there anyway to get the application to keep the scale as -1 to +1 for both horizontal and vertical planes? Or is there a way of determining the upper and lower limits?
Appreciate any help/pointers
Quartz Composer viewer Y limits are usually -0.75 -> 0.75 but it's only a matter of aspect ratio. X limits are allways -1 -> 1, Y ones are dependents on them.
You might want to assign dynamically customs width and heigth variables, capturing the context bounds size. For example :
double myWidth = context.bounds.size.width;
double myHeight = context.bounds.size.height;
Where "context" is your viewer context object.
If you're working directly with the QC viewer : you should use the Rendering Destination Dimensions patch that will give you the width and the height. Divide Height by 2, then multiply the result by -1 to have the other side.

disturbing artifacts in pdf

I'm struggling with a problem when making plots with filledcurves. Between the filled areas, there seems to be a "gap". However, these artifacts do not appear on the print, but depend on the viewer and zoom-options. In Gnuplot I use the eps terminal, the eps-files look great, but the lines appear when I'm converting to pdf. The conversion it either done directly after plotting or when converting the latex-document from dvi to pdf. As most of the documents are here on the display nowadays, this is an issue. The problem also appears when I'm directly using the pdfcairo terminal in Gnuplot, so it's not caused by the conversion (tried epstopdf and ps2pdf) alone.
I attached a SCREENSHOT of a plot displayed in "acroread" (same problem in other pdf-viewers).
Has anybody an idea how to get rid of it but keeping the graphic vectorized?
I just ran into the same issue. Apparently the filling between two curves
is done as a set of polygons that do not exactly touch one another, thus
the thin white lines visible on some PDF viewers.
One way to fix the issue is to draw over these polygon boundaries. First
define min and max functions in gnuplot:
min(x, y) = x < y ? x : y
max(x, y) = x > y ? x : y
Then, assuming that column 1 of "datafile" contains your x values and
that columns 2 and 3 contain the y values of curves 2 and 3, write:
plot "datafile" using 1:2:3 with filledcurves lc rgb "gray", \
"" using 1:2:(min($2, $3)):(max($2, $3)) with yerrorbars ps 0 lt 1 \
lc rgb "gray" lw 0.5
The first plot instruction fills the spaces between the curves in gray.
The second plot instruction draws points of zero size (ps 0) at each
x value (1) on curve (2) with thin (lw 0.5), continuous (lt 1), gray
(lc rgb "gray"), vertical errorbars (yerrorbars) from the lower to
the higher of curves 2 and 3.
This covers the white lines. To get best results you may need to
experiment with the thickness of the bars (e.g., lw 0.6, lw 0.2).
This issue is fixed with gnuplot 5.2, see https://sourceforge.net/p/gnuplot/patches/749/
The actual problem was, that filled curves were previously plotted as many quadrilaterals, which leads to artifacts (white stripes) in many viewers due to antialiasing.
Since version 5.2 filled curves are rendered as single polygon, which prevents these problems (see issue linked above).
The problem is still present in Gnuplot 5.0.4 and at least the cairolatex terminal which I use to output PDFs.
I also wanted to color the area between two curves, in my case defined as functions.
When I used something like
f(x) = 2 + sin(x)
g(x) = cos(x)
plot '+' using 1:(f($1)):(g($1)) with filledcurves closed
I got the same vertical white lines as in the question.
A simple solution for curves where one is always above the other is to let Gnuplot fill the area from the upper curve to the x-axis with the desired color and then paint it over with white from the lower curve downwards:
f(x) = 2 + sin(x)
g(x) = cos(x)
plot f(x) with filledcurves x1, g(x) w filledc x1 fs lc rgb "white"
Apparently this filledcurves style (not between curves but between a curve and an axis) avoids the trapezoid artifacts.
This can be readily extended for plotting data files and multiple stacked cures like in the question. Just paint from top to bottom and finish with white for the empty area between the lowest curve and the x-axis.
For overlapping curves a construction of minimum and maximum curves like in the answer from françois-tonneau might do the trick.
If you're talking about the red and cyan bits the gap could be an illusion caused by the Red + Cyan = White on a RGB screen. Maybe there's no gap, but the border areas appear as white due to the proximity of the pixels.
Take the screenshot and blow it up so you can see the individual pixels around the perceived gap.
If this is the case, maybe selecting a different colour scheme for the adjacent colurs would get rid of the effect. I certainly can't see anything matching your description on anywhere but the red and cyan bits.
From https://groups.google.com/forum/#!topic/comp.graphics.apps.gnuplot/ivRaKpu5cJ8, it seemed to be a pure Gostscript issue.
Using the eps terminal of Gnuplot and converting the eps file to pdf with
epstopdf -nogs <file.eps> -o <file.pdf>
solved the problem on my system. From the corresponding Man page, the "-nogs" option instructs epstopdf not to use Gostscript.

How Do I Switch Y and Z Axises from Blender? (So Y is Up)

I've been having a bit of a problem with making the Y axis my up axis when exporting mesh and scenes from Blender. Both Blender and my export target use right handed transformation matrices. Z is the up axis in Blender while Y is the up axis in my target. The problem exists in 2 places though. The scene's transformations can't just be shifted on the X axis to fix this, because I also need to do the Y/Z switch for the vertices in the mesh (export as vertex.x, vertex.z, vertex.y). I need to have the actual Y and Z rotations switched, so that if the Y and Z rotations are the same, no change will occur (ie. identity). Thanks for your help in advance. Feel free to ask questions if I was not thorough enough.
Blender does two things different than the rest of the known world!
1. It uses Z axis for vertical (should be Y); Y axis for horizontal (should b X); and X axis for in and out (should b Z).
Very weird! Every high school graph since the beginning of time uses X for horizontal and Y for vertical.
It uses the right mouse button for selections.
U can change the selection btn in Preferences, but not the crazy axis arrangement!
no,
you do this
y=z
z=-y
no rotation of 90 degrees can make you go from left to right hand.
I ran into a similar issue when working with cinema4d and blender. In cinema4d Y is the up axis and rotations are heading,pitch and bank.
Blender's system looks like a right handed system, but rotated by 90 degrees on x axis.
I did the same thing for coordinates(exported as vertex.x,vertex.z,vertex.y). For rotations,
I think you should add 90 degrees(math.pi * 0.5) for rotations on X axis and the rest should be fine.
HTH
Have you tried just using Select All (the 'a' key) and then r x 90 to rotate everything 90 degrees around the X axis and the pivot point? (your pivot point is choosable in the menu bar of the 3D view if you need to control that).
You could do that, export, and then undo.
Just Download Wings3D. Export from Blender as .3ds and then Import this file in Wings3D.
Now you can just export it from Wings3D, again to .3ds. But instead of clicking directly on .3ds, click on the small icon in the right of the ".3ds" menu. now you can unchecked the Box Swap y und z axis and import the .3ds in another program.
There is no way that would be possible. Coordinate system was innately selected as hard coded from the blender source and there are no explicit option has been made in blender to switch it. It would also affected many of the hard coded functionality of any function blender was used or has been made by assume that coordinate
However, in theory, it would be possible to access blender source code and rebuild the blender to have it use another coordinate we would like. Albeit we need to carefully swap everything related to coordinate system
I too wish that left handed coordinate system (as of Unity3D) would be industrial standard and blender should at least have another version that work in left handed coordinate. People should just graduated from table coordinate to screen coordinate already
In blender, you could add empty plain axes, that will correct your orientation when exporting to unity, or try exporting as fbx file and change orientation in export options