java 2d graphics array over an image - java

I have built a JPanel which is painted based on a 2D array of data which the user can draw on.
I'm wondering if it is possible to somehow allow the user to upload a background picture, then set the size of the array based on the image to allow them to draw over it by filling in array cells. Then of course, rubbing out the colour in a cell should get back the original segement of the image.
Is this at all possible? I haven't found anything? I have the array at the moment and drawing using a MouseMotionListener but can't seem to find a way to set the 2D array size based on an image and then display it behind the 2d array.

I'm wondering if it is possible to somehow allow the user to upload a background picture, then set the size of the array based on the image to allow them to draw over it by filling in array cells. Then of course, rubbing out the colour in a cell should get back the original segement of the image.
Yes this is definitely possible. The key as in all programming is to break down a big problem into little steps and then try to solve each small step, one at a time.
Is this at all possible? I haven't found anything?
Your question is much too broad to find a complete or even partial solution by searching online. Again you can find solutions for each individual step, but you first have to create your steps. Once this is accomplished then it will be easy to find tutorials and solutions for each step that you may be stuck on.
I have the array at the moment and drawing using a MouseMotionListener but can't seem to find a way to set the 2D array size based on an image and then display it behind the 2d array.
Show us what you have and where you're stuck. We'll need code. And please note, the more specific your question, usually the better and more specific will be our answers. Your current question is in a nut-shell "is this possible", and the answer is of course "yes", but short of that, I'm not sure what else to say without knowing more about where in particular you may be stuck.

Related

How to make a GUI to display my game?

I have already coded a game which is played on a 2D grid. Now I just need to make a GUI to display it.
Each cell in my grid has an attribute that goes along with an image. For instance, if cell (0, 0) is water, I want to display an image of water in that pixel. I have already made images for each attribute (e.g. image of a character, water, land, etc.). I just don't know how to make the GUI.
It's a simple 2d map where each pixel (cell) is a specific texture/character/item. I also would like the character to move around, that is it.
Any resources or help would be appreciated. I've tried searching for a tutorial but they all seem so complicated and use Color to fill in their map instead of images.
Thanks.
Here's a 2D platformer that makes use of a simple thread, drawing, gamestates, etc. Although you might not need the full extent of everything it has, you might find interest in the main thread logic, etc. I believe he has a link to the source code in the comments. YouTube

Sudoku board generation logic in Java

I want to make a program that will randomly generate a sudoku board to play. For those not familiar with the game, you are given a 9x9 gameboard with mostly empty spaces and some numbers pre-filled in. To complete it you must fill in the empty squares so there is 1-9 in every row, column, and 3x3 square, but only once.
The way I am currently imagining it is to use a 2d array. I use a for loop within a for loop to populate it, making sure that the number going into the square is never one that has already been used in the same row or column.
The problem I am having is how to check if the number is already used in the 3x3 part of the grid. I was thinking about using a 3d array and the third dimension is where the 3x3 data is stored, but I don't know a simple way to decide which array to check in for the current square.
I also don't know for sure if randomly generating the tiles the way I am will always produce a complete board. I am worried it might get to one of the last few tiles and find that no number between 1 and 9 will fit in the square because it is already used. I don't know how to check if this is a possibility.
I did do a minimal amount of looking at other questions on the topic but I don't want to accidentally come across the answer, I just need a pointer in the right direction. Also none of them seemed to be directly related to what I am asking.
Hopefully what I am asking makes sense, it is a little difficult to describe in text. I would appreciate it if you could give me a pointer in the right direction without giving me the answer. Also if you don't know much about sudoku (why did you click on this question) you can play it here:
http://www.websudoku.com/
If you need clarification I will respond to comments as quickly as I can.
I'll try to just give you some hints rather than giving you the answers outright.
First, its a great idea to use a 2d array -- that is exactly what a sudoku board is. As for your 3d array idea, it is a bit overcomplicated. Think about using mathematical functions to find the top corner of each 3x3 box (i.e. [0, 0], [0, 2], [2, 0], etc.) and use a for loop to traverse that 3x3 box (still in the 2d array). As for generating the board by putting numbers randomly in, it might not work, and board generation is maybe not as trivial as you might think provided you want each board to have only one correct solution. Make sure you can check board validity first, then take a look at the link posted by kenshinji.

Simple java game: Filling up figures drawn by a moving cursor

So I'm doing the project of an introduction to Java course and it seems that I chose something that goes way beyond what I'm able to do. :P
Any help would be greatly appreciated. This is what I'm having problems with:
You have a cursor that is controlled by a player (goes forward or
turns 90°) which leaves a colored line as it goes. If you manage to go
over your own line and close a polygon of any shape (only right angles
though), its surface changes color into the color of your line.
I can detect when this situation arises but I am kind of lost as how to actually fill the correct polygon just closed. I can't seem to imagine an algorithm that would cover any case possible.
I looked at the Scanline fill algorithm but I think it would start having problems by the time there are already some polygons already filled in the map.
The Floodfill algorithm would be perfect if I had a way of finding a point inside the polygon, but, as there are many different possibilities, I can't think of a general rule for this.
I'm using an array 2x2 of integers where each color is represented by a number.
Does anyone have an idea on how to approach this problem?
If you can detect the situation then this can be solved in very simple manner. The question is which point to choose as start point for floodfill. The simple answer is: try all of them. Of course it makes a sense to start only with points adjacent to the one where your cursor is located. In this case you will have at most 8 points to check. Even better - at least 2 of them are definitely painted already if current point forms a polygon.
So you have 8 points to check. Launch floodfill 8 times starting from each of those points.
Two things which you probably should keep in mind:
You should try filling the area in cloned version of your field in order to be able to get back if floodfill will not find a polygon.
Launching floodfill second time and later you should reuse this cloned version of your field to see whether it was filled there. This will allow you to check every point at most once and this will make your 8 floodfills almost as fast as 1 floodfill.
Check this question, using Graphics2 and Polygon to fill an arbitrary polygon: java swing : Polygon fill color problem
Finding out whether a point is inside or outside a polygon: http://en.wikipedia.org/wiki/Point_in_polygon
Make sure you use double buffering. If you set individual pixels and don't use double buffering the component may redraw after every pixel was set.

How to simulate clothes changes in 2D image?

I'm working on small project which requires: Change clothes (shirt/pants etc.) of a person in any 2D image he chooses to upload. So somehow edges needs to be detected and relevant areas are supposed to be filled with new patterns. I do see a lot of other complications, but let's assume simple patterns have to be filled only.
For a web application, is it possible to do it in HTML5? Any other alternatives?
For a standalone application, what kind of technology would be preferred, C++/Java?
Update
Based on Bart's comment:
Any useful pointer like Bart's would be really useful
Assumption: Clear traceable 'standing' human figure in 2d image
Since it's an image, there is no real-time scenario
Assumption: Clear traceable 'standing' human figure in 2d image
A way to do this is to require the user to take two pictures. One picture is the one with the user in it, the other picture must be taken in the same camera position and orientation, but the user steps out of the frame for that one.
Since both pictures will have the same background you can compare pixel by pixel between the two images and flag those pixels that have a difference over some threshold. Of course the threshold must be selected so that camera noise isn't detected as a difference. Once you have the collection of pixels that are different you can filter them and calculate an approximate silhouette for the user from the pixels on the edge.
A simplification of the above method can be done if you have control over the background. You could use a bluescreen to avoid having to have a second picture with the background.

Java detection of images on a screen

I'm trying to take an ongoing chess game and use image recognition to automatically transcribe it into a list of chess moves (1. e4 e5 2. Nf3 Nc6), automatically.
Given a 2D layout of the board and pieces, and standard images for each of the pieces, how would I go about in Java doing this?
Thanks!
I would imagine that depending on the set being played with, given a top down view of the board, it might prove difficult to distinguish between the different pieces.
Rather than relying on image recognition to determine which pieces are which, it would almost certainly be easier to simply track the pieces throughout the course of the game. You already know exactly where they started from, so after each turn it should be possible to deduce which square is now empty that wasn't previously empty, and which square is now occupied that wasn't previously occupied. This makes your image analysis much simpler as you're just determining whether each square on the board is empty or not.
Well if you have an image for each piece than just follow and save(using some arrays) all the moves. But first show us some code on what you have. More info.
For image classification in JAVA you can try Rapidminer and IMMI extension for image mining:
http://spl.utko.feec.vutbr.cz/en/component/content/article/46-image-processing-extension-for-rapidminer-5
For this purpose you should extract global features from images and than train some classifier (e.g. SVM). Another approach might be training Viola-Jones detector.

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