Fuzzy matching of an OCR output in text file - ocr

I have a question regarding partial match of two strings.
I have a string and I need to validate it. To be more specific, I have an output from OCR reading and it contains some mistakes, of course. I need to check if the string is really there but as it can be written incorrectly I need only 70% match.
Is it possible to do that in UiPath? The string is in notepad (.txt) so any idead would be helpful.

Try passing OCR output/words_detected against a base word.(double fuzzyness is 0-1)
list<string> Search(string word, list<string> wordList, double fuzzyness) {
list<string> foundWords;
for (string s : wordList) {
int levenshteinDistance = LevenshteinDistance(word, s);
int length = max(word.length(), s.length());
double score = 1.0 - (double)levenshteinDistance / length;
if (score > fuzzyness) foundWords.push_back(s);
}
if (foundWords.size() > 1) {
for (double d = fuzzyness; ; d++) {
foundWords = Search(word, wordList, d);
if (foundWords.size() == 1) break;
}
}
return foundWords;}
int LevenshteinDistance(string src, string dest) {
std::vector<vector<int>> d;
d.resize((int)src.size() + 1, std::vector<int>((int)dest.size() + 1, 0));
int i, j, cost;
std::vector<char> str1(src.begin(), src.end());
std::vector<char> str2(dest.begin(), dest.end());
for (i = 0; i <= str1.size(); i++) d[i][0] = i;
for (j = 0; j <= str2.size(); j++) d[0][j] = j;
for (i = 1; i <= str1.size(); i++) {
for (j = 1; j <= str2.size(); j++) {
if (str1[i - 1] == str2[j - 1]) cost = 0;
else cost = 1;
d[i][j] = min(d[i - 1][j] + 1, min(d[i][j - 1] + 1, d[i - 1][j - 1] + cost));
if ((i > 1) && (j > 1) && (str1[i - 1] == str2[j - 2]) && (str1[i - 2] == str2[j - 1])) d[i][j] = min(d[i][j], d[i - 2][j - 2] + cost);
}
}
return d[str1.size()][str2.size()];}

Related

why is my CS50 filter edges code not working with check50?

My cs50 filter edges function is not working, it compiles ok but when i run check50 the first test (edges correctly filters middle pixel) us correct while the others are incorrect just by the last value, like this:
:( edges correctly filters pixel on edge
expected "213 228 255\n", not "213 228 140\n"
However, when I print the gx and gy for the red, green and blue alone, and the value of the squareroot, none of the values for the colors match.
now, this is my code for edges
void edges(int height, int width, RGBTRIPLE image[height][width])
{
int sr = 0;
int sb = 0;
int sg = 0;
int yr = 0;
int yb = 0;
int yg = 0;
struct RGBTRIPle
{
int rgbtRed;
int rgbtGreen;
int rgbtBlue;
};
struct RGBTRIPle copia[height][width];
struct RGBTRIPLe
{
int rgbtRed;
int rgbtGreen;
int rgbtBlue;
};
struct RGBTRIPLe copia2[height][width];
//Implementing Gx
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
sr = 0;
sb = 0;
sg = 0;
for (int m = i - 1; m <= i + 1; m++)
{
for (int c = j - 1; c <= j + 1; c++)
{
if (m >= 0 && m < height && c >= 0 && c < width)
{
if (c == j - 1)
{
if (m == i - 1 || m == i + 1)
{
sr += -1 * image[m][c].rgbtRed;
sb += -1 * image[m][c].rgbtBlue;
sg += -1 * image[m][c].rgbtGreen;
}
else
{
sr += -2 * image[m][c].rgbtRed;
sb += -2 * image[m][c].rgbtBlue;
sg += -2 * image[m][c].rgbtGreen;
}
}
if (c == j + 1)
{
if (m == i - 1 || m == i + 1)
{
sr += image[m][c].rgbtRed;
sb += image[m][c].rgbtBlue;
sg += image[m][c].rgbtGreen;
}
else
{
sr += 2 * image[m][c].rgbtRed;
sb += 2 * image[m][c].rgbtBlue;
sg += 2 * image[m][c].rgbtGreen;
}
}
else //c = j
{
sr += 0 * image[m][c].rgbtRed;
sb += 0 * image[m][c].rgbtBlue;
sg += 0 * image[m][c].rgbtGreen;
}
}
}
}
copia[i][j].rgbtRed = sr;
copia[i][j].rgbtGreen = sg;
copia[i][j].rgbtBlue = sb;
}
}
//Implementing Gy
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
yr = 0;
yb = 0;
yg = 0;
for (int m = i - 1; m <= i + 1; m++)
{
for (int c = j - 1; c <= j + 1; c++)
{
if (m >= 0 && m < height && c >= 0 && c < width)
{
if (m == i - 1)
{
if (c == j - 1 || c == j + 1)
{
yr += -1 * image[m][c].rgbtRed;
yb += -1 * image[m][c].rgbtBlue;
yg += -1 * image[m][c].rgbtGreen;
}
else
{
yr += -2 * image[m][c].rgbtRed;
yb += -2 * image[m][c].rgbtBlue;
yg += -2 * image[m][c].rgbtGreen;
}
}
if (m == i + 1)
{
if (c == j + 1 || c == j - 1)
{
yr += image[m][c].rgbtRed;
yb += image[m][c].rgbtBlue;
yg += image[m][c].rgbtGreen;
}
else
{
yr += 2 * image[m][c].rgbtRed;
yb += 2 * image[m][c].rgbtBlue;
yg += 2 * image[m][c].rgbtGreen;
}
}
else //c = j
{
yr += 0 * image[m][c].rgbtRed;
yb += 0 * image[m][c].rgbtBlue;
yg += 0 * image[m][c].rgbtGreen;
}
}
}
}
copia2[i][j].rgbtRed = yr;
copia2[i][j].rgbtGreen = yg;
copia2[i][j].rgbtBlue = yb;
}
}
//Implementing math operation to calculate resulting color
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
int r = 0;
int g = 0;
int b = 0;
image[i][j].rgbtRed = (int) round(sqrt((copia[i][j].rgbtRed * copia[i][j].rgbtRed) + (copia2[i][j].rgbtRed *
copia2[i][j].rgbtRed)));
image[i][j].rgbtGreen = (int) round(sqrt((copia[i][j].rgbtGreen * copia[i][j].rgbtGreen) + (copia2[i][j].rgbtGreen *
copia2[i][j].rgbtGreen)));
image[i][j].rgbtBlue = (int) round(sqrt((copia[i][j].rgbtBlue * copia[i][j].rgbtBlue) + (copia2[i][j].rgbtBlue *
copia2[i][j].rgbtBlue)));
r = image[i][j].rgbtRed;
g = image[i][j].rgbtGreen;
b = image[i][j].rgbtBlue;
if (image[i][j].rgbtRed > 255)
{
image[i][j].rgbtRed = 255;
}
if (image[i][j].rgbtGreen > 255)
{
image[i][j].rgbtGreen = 255;
}
if (image[i][j].rgbtBlue > 255)
{
image[i][j].rgbtBlue = 255;
}
}
}
return;
}
The problem you describe arises when you store round(sqrt((copia[i][j].rgbtRed * copia[i][j].rgbtRed) + (copia2[i][j].rgbtRed *copia2[i][j].rgbtRed))); into the variable image[i][j].rgbtRed(or any other variant thereof). This is because when calculating sqrt(gx^2 + gy^2) you are getting a number above 255. For example, you may get the integer value 395 after rounding. To store that value in to image[i][j].rgbtRed, C will store the value of 395 % 255, or 140, because the image cannot store values greater than 255, by definition.
This means that your if statements are useless, because the respective color values will never be greater than 255:
if (image[i][j].rgbtRed > 255)
{
image[i][j].rgbtRed = 255;
}
if (image[i][j].rgbtGreen > 255)
{
image[i][j].rgbtGreen = 255;
}
if (image[i][j].rgbtBlue > 255)
{
image[i][j].rgbtBlue = 255;
}
To solve this problem you have to cap the value before storing them into the image. A simple implementation of this would be by making a function called cap that returns 255 if an input is above 255.:
int cap(int rgb)
{
if (rgb > 255)
{
return 255;
}
else
{
return rgb;
}
}
You can then use this function in the following manner, which will solve your problem completely:
image[i][j].rgbtRed = cap(round(sqrt((copia[i][j].rgbtRed * copia[i][j].rgbtRed) + (copia2[i][j].rgbtRed * copia2[i][j].rgbtRed))));
image[i][j].rgbtGreen = cap(round(sqrt((copia[i][j].rgbtGreen * copia[i][j].rgbtGreen) + (copia2[i][j].rgbtGreen * copia2[i][j].rgbtGreen))));
image[i][j].rgbtBlue = cap(round(sqrt((copia[i][j].rgbtBlue * copia[i][j].rgbtBlue) + (copia2[i][j].rgbtBlue * copia2[i][j].rgbtBlue))));
This will also shorten your code, make it look cleaner, and avoid unnecessary repetition.

Pointers to members have different representations; cannot cast between them cocos2d-x

x and new to programming too, i'm making a reversi but some way its give me an error.
can anyone help me?
CCSprite* bg = CCSprite::create("Images/Reversi.png");
addChild(bg, 1);
bg->setAnchorPoint(CCPointZero);
_midArea = CCLayerColor::create(ccc4(255, 0, 0, 0), 600, 600);
addChild(_midArea, 2);
_midArea->setAnchorPoint(CCPointZero);
_midArea->setPosition(ccp(88, 271));
CCMenu* menu = CCMenu::create();
_midArea->addChild(menu, 10);
menu->setAnchorPoint(ccp(0, 0));
menu->setPosition(ccp(0, 0));
_gameOver = CCMenuItem::create();
_gameOver->setTarget(this, menu_selector(GameLayer::startNewGame));
menu->addChild(_gameOver);
_gameOver->setAnchorPoint(ccp(0.5, 0.5));
_gameOver->setPosition(ccp(300, 300));
_gameOver->setContentSize(getContentSize());
CCSprite* overImg = CCSprite::create("Images/GameOver.png");
_gameOver->addChild(overImg);
CCSize layerSize = getContentSize();
overImg->setPosition(ccp(layerSize.width / 2, layerSize.height / 2));
_gameOver->setVisible(false);
_gameOver->setEnabled(false);
float gridSize = 75;
CCTextureCache* textureCache = CCTextureCache::sharedTextureCache();
_whiteTex = textureCache->addImage("Images/ReversiWhitePiece.png");
_blackTex = textureCache->addImage("Images/ReversiBlackPiece.png");
_whiteTex->retain();
_blackTex->retain();
for (int i = 0; i < NUM_ROW; i++) {
for (int j = 0; j < NUM_COL; j++) {
CCMenuItem* item = CCMenuItem::create();
item->setContentSize(CCSizeMake(gridSize, gridSize));
menu->addChild(item);
item->setTarget(this, menu_selector(GameLayer::onClickGrid));
item->setTag(i * NUM_COL + j);
item->setAnchorPoint(ccp(0, 0));
item->setPosition(ccp(j * gridSize, i * gridSize));
_gridSprites[i][j] = CCSprite::createWithTexture(_whiteTex);
_midArea->addChild(_gridSprites[i][j], 2);
_gridSprites[i][j]->setVisible(false);
_gridSprites[i][j]->setAnchorPoint(item->getAnchorPoint());
_gridSprites[i][j]->setPosition(item->getPosition());
_grids[i][j] = FLAG_NONE;
if ((i == 3 && j == 3) || (i == 4 && j == 4)) {
_grids[i][j] = FLAG_BLACK;
_blackCount++;
_gridSprites[i][j]->setTexture(_blackTex);
_gridSprites[i][j]->setVisible(true);
}
else if ((i == 3 && j == 4) || (i == 4 && j == 3)) {
_grids[i][j] = FLAG_WHITE;
_whiteCount++;
_gridSprites[i][j]->setTexture(_whiteTex);
_gridSprites[i][j]->setVisible(true);
}
}
}
_curFlag = FLAG_BLACK;
_curFlagSprite = CCSprite::createWithTexture(_blackTex);
_midArea->addChild(_curFlagSprite, 1);
_curFlagSprite->setAnchorPoint(ccp(0, 0));
_curFlagSprite->setPosition(ccp(7 * 75, 75 * 8 + 25));
setKeypadEnabled(true);
scheduleUpdate();
printf("GameLayer::init whiteCount %d, blackCount %d\n", _whiteCount,
_blackCount);
return true;
and this is an error
1>e:\games\game maker\cocos2d-x-2.2.6\cocos2d-x-2.2.6\projects\reversi2\classes\gamescene.cpp(48): error C2440: 'type cast' : cannot convert from 'void (__thiscall GameLayer::* )(cocos2d::CCNode *)' to 'cocos2d::SEL_MenuHandler'Pointers to members have different representations; cannot cast between them
and then its give me this too
1>e:\games\game maker\cocos2d-x-2.2.6\cocos2d-x-2.2.6\projects\reversi2\classes\gamescene.cpp(48): error C2660: 'cocos2d::CCMenuItem::setTarget' : function does not take 1 arguments
sorry english is not my mother leanguage so hope you all understand :v
I don't remember the solution, i think it was about a typecast :)

how to print values in reverse order for this logic?

Here in my code i'm printing values 1 to 64.But i need to print those values in reverse order that is start from 64 to 1.And all values in single table.For my current logic values are printing in 2 tables.number 1 to 56 in first table and 57 to 64 in second table.How to change this logic.
<%
int apps = 64;
int N = 1, k;
label:
for (int i = 1; i <= apps; i++) {
out.println("<table>");
for (int j = 1; j <= 7; j++) {
out.println("<tr>");
for (k = N; k <= N + 7; k++) {
out.println("<td>");
out.println("" + k + "");
out.println("</td>");
if (k == apps) {
break label;
}
}
out.println("</tr>");
N = N + 8;
}
out.println("</table>");
}
%>
your help will be appreciated.
out.println("<table>");
int row=8;
int col =8;
int count = 64;
for(int i = row;i>0 ;i--){
out.println("<tr>");
for(int j=col;j>0;j--){
out.println("<td>"+count+"</td>");
count--;
}
out.println("</tr>");
}
out.println("</table>");
Try this.
Rather than specifying rows and columns variable we can write it as follows:
out.println("<table>");
int apps = 64;
double rowColumn = Math.sqrt(apps);
for (double i = rowColumn; i > 0; i--) {
out.println("<tr>");
for (double j = rowColumn; j > 0; j--) {
out.println("<td>" + apps + "</td>");
apps--;
}
out.println("</tr>");
}
out.println("</table>");
It will work fine.

Divide function

I need to write the divide function in the Jack language.
my code is:
function int divide(int x, int y) {
var int result;
var boolean neg;
let neg = false;
if(((x>0) & (y<0)) | ((x<0) & (y>0))){
let neg = true;
let x = Math.abs(x);
let y = Math.abs(y);
}
if (y>x){
return 0;
}
let result = Math.divide(x, y+y);
if ((x-(2*result*y)) < y) {
if (neg){
return -(result + result);
} else {
return (result + result);
}
} else {
if (neg){
return -(result + result + 1);
} else {
return (result + result + 1);
}
}
}
this algorithm is sub-optimal since each multiplication operation also requires O(n) addition and subtraction operations.
Can I compute the product 2*result*y without any multiplication?
Thanks
Here's an implementation of (unsigned) restoring division (x/y), I don't actually know Jack though so I'm not 100% sure about this
var int r;
let r = 0;
var int i;
let i = 0;
while (i < 16)
{
let r = r + r;
if ((x & 0x8000) = 0x8000) {
let r = r + 1;
}
if ((y ^ 0x8000) > (r ^ 0x8000)) { // this is an unsigned comparison
let x = x + x;
}
else {
let r = r - y;
let x = x + x + 1;
}
let i = i + 1;
}
return x;
You should be able to turn that into signed division.

I am having problems with my FFT in c#

Does Microsoft have a good FFT that I can use ?
so I made my owe FFT and it work from some case but now all...
like if I get it
f(t) =10*sin(2*pi *3000*t) + 20*sin(1000* 2* PI* t)
it will work but if I add
+ 5*sin(2*pi*100*T) is start acting fun?
now in Matlab it works good but not in my close, also my fft only seem to return the right numbers in the Image not so much in the real...
here is my code:
enter code here
public struct polar1
{
public double real;
public double img;
};
private float Fs;
private int N;
private polar1 [] F;
private int R;
public DSPclass(float[] DSP1,int f1)
{
N = DSP1.Length;
R = DSP1.Length;
F = new polar1[N];
Fs = (float)f1;
}
public void FFT1(float[] DSP1)
{
polar1[] x = new polar1[DSP1.Length];
for (int v = 0; v < N; v++)
{
x[v].real = DSP1[v];
x[v].img = 0;
}
F = FFT(x);
int temp;
}
public polar1[] FFT(polar1[] x)
{
int N2 = x.Length;
polar1[] X = new polar1[N2];
if (N2 == 1)
{
return x;
}
polar1[] odd = new polar1[N2 / 2];
polar1[] even = new polar1[N2 / 2];
polar1[] Y_Odd = new polar1[N2 / 2];
polar1[] Y_Even = new polar1[N2 / 2];
for (int t = 0; t < N2 / 2; t++)
{
even[t].img = x[t * 2].img;
even[t].real = x[t * 2].real;
odd[t].img = x[(t * 2) + 1].img;
odd[t].real = x[(t * 2) + 1].real;
}
Y_Even = FFT(even);
Y_Odd = FFT(odd);
polar1 temp4;
for (int k = 0; k < (N2 / 2); k++)
{
temp4 = Complex1(k, N2);
X[k].real = Y_Even[k].real + (Y_Odd[k].real * temp4.real);
X[k + (N2 / 2)].real = Y_Even[k].real - (Y_Odd[k].real * temp4.real);
X[k].img = Y_Even[k].img + (Y_Odd[k].real * temp4.img);
X[k + (N2 / 2)].img = Y_Even[k].img - (Y_Odd[k].real * temp4.img);
}
return X;
}
public double magnitude( polar1 temp)
{
double tempD;
tempD = Math.Sqrt ( (temp.img * temp.img) + (temp.real * temp.real));
return tempD;
}
public polar1 Complex2(int K, int N, int F3)
{
polar1 temp;
double temp1;
temp1 = (2D * K *F3) / N;
if (temp1 % 2 == 0 || temp1 == 0)
{
temp.real = 1D;
temp.img = 0D;
}
else if ((temp1 - 1) % 2 == 0)
{
temp.real = -1D;
temp.img = 0D;
}
else if ((temp1 / .5D) - 1 % 2 == 0)
{
if ((temp1 - .5D) % 2 == 0)
{
temp.real = 0D;
temp.img = -1D;
}
else
{
temp.real = 0D;
temp.img = 1D;
}
}
else
{
temp.real = Math.Cos(temp1 * Math.PI);
temp.img = -1D * Math.Sin(temp1 * Math.PI);
}
return temp;
}
public polar1 Complex1(int K, int N3)
{
polar1 temp;
double temp1;
temp1 = (2D * Math.PI *K) / N3;
temp.real = Math.Cos(temp1);
temp.img = Math.Sin(temp1);
return temp;
}
public int Apm(double[] img, double[] real)
{
for (int i = 0; i < R; i++)
{
img[i] = F[i].img;
real[i] = F[i].real;
}
return R;
}
public int frequencies(float [] freq, float [] Ctemp)
{
bool flag = false;
bool flagD = false;
float tempOld = 0;
float tempNew =0;
int tempc = 0;
int counter = 0;
for (int i = 0; i < R; i++)
{
if (((i / N) * Fs) >= (Fs / 2))
{
return counter;
}
if ((int)F[i].img != 0 )
{
flag = true;
tempOld = (float)(Math.Abs(F[i].img));
}
else
{
if (flagD == true)
{
freq[counter] = ((float)tempc / (float)N) * Fs;
Ctemp[counter] = tempNew; //magnitude(F[tempc]);
counter++;
flagD = false;
}
flag = false;
tempOld = 0;
tempNew = 0;
}
if(flag == true)
{
if (tempOld > tempNew)
{
tempNew = tempOld;
tempc = i;
flagD = true;
}
}
}
return counter;
}
}