Tensorflow 2 creating custom dataset - tensorflow

I am trying to build a custom dataset-loader, which laods ICDAR-Dataset.
My frist step was to embed a dataset inside my loader as suggested also
here in this post, but the problem is that you have to implement all the nice features that the tenfsoflow-2 class "Dataset" offers manually.
My second try was to subclass the Dataset-Class, something like:
class MyDataset(tf.data.Dataset):
def __init__(self):
super(MyDataset, self).init()
def preprocess_images(self):
pass
But the problem is i did not find any documentation what dataset-class internally really does, the only implementation i found was this one.
So question is does anybody know how to build a custom "dataset" in tf2 by subclassing tf.data.Dataset.
By the way i also tried tensorflow_datasets, bit it does not really worked, shince it will downlaod the dataset, and split them manually which is in this is alreay seperated by train and test and also ICDAr can not be downlaoded without registration.
The content of the ICDAR-Dataset is as following:
An Image
A List of all texts in each image
A List of Bouding-boxes for each text in each image
Image:
#https://rrc.cvc.uab.es/?ch=4 owns the copyrights of this image.
Words and bounding boxes for the above image:
377,117,463,117,465,130,378,130,Genaxis Theatre
493,115,519,115,519,131,493,131,[06]
374,155,409,155,409,170,374,170,###
492,151,551,151,551,170,492,170,62-03
376,198,422,198,422,212,376,212,Carpark
494,190,539,189,539,205,494,206,###
374,1,494,0,492,85,372,86,###
Thanks
does anyone know how to

Related

How to save an interactive plot produced by matplot

I got a super graph that I would like to export as an html file to be showed on an website but I don't know how to figure that. Have you got an idea ?
You can use mpld3. This is a great tutorial. The mpld3 library's main functionality is to take an existing matplotlib visualization and transform it into some HTML code that you can embed on your website.
Use fig_to_html file, which accepts a matplotlib figure object as its sole argument and returns HTML.
To use the fig_to_html method , simply add the following code to the end of our Python script:
html_str = mpld3.fig_to_html(fig)
Html_file= open("index.html","w")
Html_file.write(html_str)
Html_file.close()

In gym, how should we implement the environment's render method so that Monitor's produced videos are not black?

How are we supposed to implement the environment's render method in gym, so that Monitor's produced videos are not black (as they appear to me right now)? Or, alternatively, in which circumstances would those videos be black?
To give more context, I was trying to use the gym's wrapper Monitor. This wrapper writes (every once in a while, how often exactly?) to a folder some .json files and an .mp4 file, which I suppose represents the trajectory followed by the agent (which trajectory exactly?). How is this .mp4 file generated? I suppose it's generated from what is returned by the render method. In my specific case, I am using a simple custom environment (i.e. a very simple grid world/maze), where I return a NumPy array that represents my environment's current state (or observation). However, the produced .mp4 files are black, while the array clearly is not black (because I am also printing it with matplotlib's imshow). So, maybe Monitor doesn't produce those videos from the render method's return value. So, how exactly does Monitor produce those videos?
(In general, how should we implement render, so that we can produce nice animations of our environments? Of course, the answer to this question depends also on the type of environment, but I would like to have some guidance)
This might not be an exhaustive answer, but here's how I did.
First I added rgb_array to the render.modes list in the metadata dictionary at the beginning of the class.
If you don't have such a thing, add the dictionary, like this:
class myEnv(gym.Env):
""" blah blah blah """
metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 2 }
...
You can change the desired framerate of course, I don't know if every framerate will work though.
Then I changed my render method. According to the input parameter mode, if it is rgb_array it returns a three dimensional numpy array, that is just a 'numpyed' PIL.Image() (np.asarray(im), with im being a PIL.Image()).
If mode is human, just print the image or do something to show your environment in the way you like it.
As an example, my code is
def render(self, mode='human', close=False):
# Render the environment to the screen
im = <obtain image from env>
if mode == 'human':
plt.imshow(np.asarray(im))
plt.axis('off')
elif mode == 'rgb_array':
return np.asarray(im)
So basically return an rgb matrix.
Looking at the gym source code, it seems there are other ways that work, but I'm not an expert in video rendering so for those other way I can't help.
Regarding your question "how often exactly [are the videos saved]?", I can point you to this link that helped me for that.
As a final side note, video saving with a gym Monitor wrapper does not work for a mis-indentation (as of today 30/12/20, gym version 0.18.0), if you want to solve it do like this guy did.
(I'm sorry if my English sometimes felt weird, feel free to harshly correct me)

Using materials on 3D models created in Blender

I want to make a shape that can't be constructed using the SceneKit build in geometry models so I want to use some other 3D modeling program for that. I am interested if those models (created for example in Blender) can act as models that can be created directly in SceneKit. I want to be able to apply materials and change the object's color in code, and want to know beforehand if this is possible with imported models.
I know I can export the model in .dae (Collada file) and like this I can for sure use the model, but can't change its material.
If it is possible to change it in some other way I would appreciate if you could briefly explain how the object should be exported from Blender (in which format).
Actually yes you can change the material in a Collada (dae) format.
The materials are contained in the class SCNMaterial.
Here are the methods you can use to access the material:
First you have probably the easiest method of material access:
SCNNode.geometry.firstMaterial
This method gives your the first material that the object is using.
Next you have entire material access:
SCNNode.geometry.materials
This method gives you an NSArray containing all the materials that the object is using.
Then finally you have the good'ol name access:
[SCNNode.geometry.materialWithName: NSString]
This method gives you an NSArray containing all the materials that the object is using.
And in the apple docs:
What is SCNNode.geometry? Find out here
Material access and manipulation.
A side note:
To actually control the color/image of a SCNMaterial you need to use SCNMaterialProperty
A SCNMaterial is made up of several SCNMaterialPropertys.
For more info please read the docs

How do you assign a default Image to the Blob object in Play framework?

I followed this nice article
http://www.lunatech-research.com/playframework-file-upload-blob
and have a perfectly working image upload solution
My questions is, if the user doesn't select any image, how do I assign a default image during save (probably stored in the server)?
if (!user.photo)
user.photo= ?;
user.save();
The one-hack that I can think of is upload the default image and see which UID "Play" stores in the /tmp directory and assign that above. Is there an elegant named* solution to this?
when I say named, I mean I want the code to look like (which means I know what I'm doing and I can also write elegant automated code if there are more than one picture)
user.photo= "images/default/male.jpg"
rather than (which means I'm just hacking and I can't extend it elegantly for a list of pictures)
user.photo= "c0109891-8c9f-4b8e-a533-62341e713a21"
Thanks in advance
The approach I have always taken is to not change the model for empty images, but instead do something in the view to show a default image, if the image does not exist. This I think is a better approach because your are corrupting your model for display purposes, which is bad practice (as you may want to be able to see all those who have not selected an image, for example).
To achieve this, in your view you can simply use the exists() method on the Blob field. The code would look like
#{if user.photo.exists()}
<img src="#{userPhoto(user.id)}">
#{/if}
#{else}
<img src="#{'public/images/defaultUserImage.jpg'}">
#{/else}
I have assumed in the above code that you are rendering the image using the action userPhoto as described in the Lunatech article.
I'd assume you can store the default image somewhere in your applications source folder and use
user.photo.set(new FileInputStream(photo), MimeTypes.getContentType(photo.getName()));
to save the data. Photo is just a File object, so you can get the reference of your default image and use it.

PyGtk: change image after window's main() method?

I'm using a gtk.Image widget to display a picture in a gtk window. I can set the image to be displayed before I call window.main(), but after I've done that the image won't change any more. Basically:
import pygtk
pygtk.require('2.0')
import gtk
(...)
window= Window()
window.canvas= gtk.Image()
window.window.add(sprite.window.canvas)
window.canvas.show()
window.canvas.set_from_file("pic1.gif")
window.main()
window.canvas.set_from_file("pic2.gif")
pic1.gif will be displayed. Is there a proper way of changing the image (I don't care if I have to use a widget other than gtk.Image)? All I can think of is destroying the window and creating a new one.
Edit:
I realized my mistake... I called window.main() for every window and any window's destroy event called gtk.main_quit(). Had to make slight adjustments, but it works now. Even after calling window.main() :)
As Rawing hasn't yet accepted his own answer, I'll post it to get this off the top of the unanswered questions page, and to help out anyone skimming this from a search engine clickthrough by providing a comprehensive answer. (Rawing, feel free to post your answer yourself, all the same.)
In your code, you're declaring window as Window(), as opposed to gtk.Window. If you're building in one window, you should not need to do this every time. Create the window once, add what you need to it. If you need additional windows, declare them separately in this module, and call them from code (instead of from main).
Furthermore, don't name your objects with a "window." at the beginning...that just gets overly confusing. Give it a simple name, add it where you need it. Python will do the rest.
A cleaned up version of your code above would probably look like this:
window = gtk.Window()
#You may need additional arguments above, such as to make it top level.
canvas = gtk.Image()
window.add(canvas)
canvas.show()
canvas.set_from_file("pic1.gif")
Now, just change the image in an event or another "def", like this:
def ChangePicture():
canvas.set_from_file("pic2.gif")
Canvas should update the picture automatically.