What does 'semicolon' mean as a unit of size - terminology

On the Io home page it mentions its small size, but it uses a unit of measure I've not seen before:
small vm (~10K semicolons)
Is this just the size in characters (~bytes), or is there something more subtle going on here?

It's a measure of Logical lines of code.
Rather than simply counting all lines of code, including comments, blank lines, etc., you only measure the lines that end in a semicolon. It's a still-simple but more accurate measure of how large a piece of code is.

Related

Producing many different hashes of a jpg file with minimal change to picture

My goal is to write a program (e.g. in Python or C++) which takes as input a JPG file (e.g. tux.jpg) and make tiny changes to it, such that it outputs many different images (maybe a thousand images or even more), but in a way that all these images, while having different hash, look almost the same visually, i.e. the changes should have the least impact to the original image as possible.
I first though to play around with the jpg header but that might not be enough to make the many thousands of different pictures I want.
As a naive way, I thought to flip a random bit in the file, but that bit can possibly result in a less than desirable result, which can be seen especially in small pictures (e.g. a dark pixel in the white space in the tux picture). Ideally, I would like to change a random pixel with a "neighboring" color, such that the two resulting pictures have almost no visual difference.
For this purpose, I read the JPG codec example but I find it very confusing and hard to understand. Can someone help me what my program should look for as it parses the file in binary format and how to change a random pixel with a "neighboring" color?
You can change the comment part of the file by playing with the file header. A simple way to do that is to use a ready made open source program that allows you to put the comment of your choice, example HLLO repeated 8 times. That should give you 256 bits to play with. You can then determine the place where the HLLO pattern is located in the file using a hex editor. You then load the data in memory and start changing these 32 bytes and calculate the hash each time to get a collision (a hash that matches)
By the time you find a collision, the universe will have ended.
Although in theory doable, it's practically impossible to crack SHA256 in a reasonable amount of time, standard encryption protocols would be over and hackers would be enjoying their time.

How to concat two tensors of size [B,C,13,18] and [B,C,14,18] respectively in Pytorch?

I often met this problem when the height or width of an image or a tensor becomes odd.
For example, suppose the original tensor is of size [B,C,13,18]. After forwarding a strided-2 conv and several other conv layers, its size will become [B,C,7,9]. If we upsample the output by 2 and concat it with the original feature map as most cases, the error occurs.
I found that in many source codes, they use even sizes like (512,512) for training, so this kind of problem won't happen. But for test, I use the original image size to keep fine details and often met this problem.
What should I do? Do I need to change the network architecture?
Concatenating tensors with incompatible shapes does not make sense. Information is missing, and you need to specify it by yourself. The question is, what do you are expected from this concatenation ? Usually, you pad the input with zeros, or truncate the output, in order to get compatible shapes (in the general case, being even is not the required condition). If the height and width are large enough, the edge effect should be negligible (well, except perhaps on the edge, it depends).
So if you are dealing with convolutions only, no need to change the architecture strictly speaking, just to add a padding layer somewhere it seems appropriate.

Is there a trick to creating an animated gif of tv static that will allow it to be relatively small?

Apologies in advance, but this isn't really a photoshop question. Rather, I'm trying to come up with something that is convincing but exploits the compression and features of the gif format as best as possible to produce the smallest possible file for the animation.
Some constraints:
It needs to be at least 20 or 30 frames. I've tried with fewer (and since they're largely uncompressable 15 frames is half the size of 30, generally speaking)
Size needs to be no less than about 256x192
It doesn't need to be color though, nor even full grayscale. I've seen convincing stills with as few as about 16 grays
It can have a pattern, but not one that is instantly obvious to the human eye. If someone takes a single frame and after a minute or two can spot the pattern (which makes it compressable?) that's ok
Frames 2 through n can use quite a bit of alpha, but when I started using big horizontal stripes of alpha, it was instantly noticeable to my eyes. So you don't get to rack up a bunch of RLE with the easy cheat.
All of the above and still needs to look good at 30-33ms frame speed. No variable speed or relying on anything significantly faster than that.
Also acceptable: an apng that complies with the above constraints. Possibly even mpeg, if you can come up with that (I'm ignorant of how the DCT does its magic).
Ideally I could get something down in the 250kbyte range, but I'd settle for anything significantly smaller than the 9 meg monstrosity I cooked up last week.
Oh, and one last thing: obviously I don't expect anyone to supply the graphic for me. I'm just looking for some trick(s) that will let me get there myself eventually.
This is a very interesting question.
Static (random noise) by its nature is actually highly incompressible. Information theory says that true noise is basically incompressible, and the more patterns something contains the more compressible it becomes (to the point of a solid line of 1's or 0's being perfectly compressible.
The ideal would be to create a true noise generator (just random numbers), but that doesn't help within the constraints of your problem.
The best thing I can think of is storing a number of small tiles of static and displaying them in staggered fashion to prevent the eye catching on to any patterns. Aside from that, you won't have much luck compressing this beyond 256 x 192 x 20 / 2 or about 500 kilobytes ( assuming 20 frames with resolution of 256 x 192, using 4 bit color depth ).
Simply encoding your animated gif in 16 color mode should get you to that point.
Well old but still unanswered answer (not checked anyway)
so create the NoSignal image data
If it is not obvious how read this:
NoSignal in asm and C++
encode into gif
Had played with it a bit so I used resolution 320x240, the lowest bit resolution usable is 3 bit per pixel. Lower does not look good. Single global palette only (obvious) here 300KB example
[Notes]
if this is just for some app then generate the image on the run it is really just few lines of code see that linked answer in bullet #1
Yes, you can achieve that with a lossy GIF compression, or rather a specifically rigged compressor that outputs noisy LZW stream.
A best-case scenario for LZW compression is to output X pixels, then X+1 pixels, then X+2 pixels, etc. It's easy to make that noisy.
Try screwing up the gfc_lookup function to (almost) always return longest dictionary item and compress series of noisy frames with it:
https://github.com/pornel/giflossy/blob/master/src/gifwrite.c#L270
Not easily normally. Good randomness (high entropy) by definition does not compress well. Having it greyscale may help, but not much.
If you want to do this on a web page and you have (some) control, you can always write a very small bit of JS to help... if you can do this, then you can do the following:
Create a gif about 1.5x the size you need with high-entropy static.
Set the clipping to the size you want.
Then you randomly move it around by changing the starting offset.
As long as your offsets are a decent distance away from one another (and don't repeat patterns) it is usually difficult to discern it as movement, and it looks truly like static.
I did this trick about 20 years ago on an Amiga to emulate static on a limited-memory demo, and it worked remarkably well... it also does not require fast low-level code as all was done by changing offsets and the co-processor bitblit-ed the rest.

Extract or crop image from within TIFF

I need to extract/crop the logotype (BEAVER) in the middle from a TIFF file that looks like this: http://i41.tinypic.com/2i7rbie.jpg
And then I need to automate the process so it can be repeated about 9 million times...
My guess is that I would have to use some OCR software. But is it possible for such a software to "crop anything that starts below this point and ends above this point"?
Thoughts?
Typically OCR software does only extraction of text from images and conversion of it into some text-specific format. It does not do crop. However, you can use OCR technologies to achieve your task. I would recommend following:
OCR whole page
Get coordinates of recognized text
Apply your magic rules to recognized text to locate area to crop: such as averything in between "application filled" and "STATEMENT" sentences.
Cut from image that area and export it where you want it.
Real challenge is in the amount of text you would like to process. You have to be very carefull when defining your "smart rules" to make sure they don't provide false positives and always send suspicious images to separate queue that you will later manually review and update your rules.
In general it may look like this:
Take first 10 of images, define logo detection rules, test and see if everything works well
Then run on next 10, see what was prcessed wrong, what was not processed, update rules, re-process those 10 to make sure everything works well now
Re-run it on new batches of same size until it will start working well.
Then increase batch size from 10 to 100, and go with those batches until again everything start working smoothly
Then continue this way perfecting your rules and increasing batch size. At some point of time you will go to production speed.
Most likely you will encounter some strange images that either contradict existing rules, or just wrong. Not always you have to update your rules to accomodate it. It may happen that there it only dozen of images like that in whole your 9 million collection. It might be better to leave them in exceptions queue for manual processing, and don't risk stability of your magic rules.

How to implement text selecting?

My question is not language based or OS based. I guess every system is offering some sort of TextOut(text, x, y) method. I am looking for some guidlines or articles how should I implement selection of outputed text. Could not find any info about this.
The only thing which comes to my mind is like this:
When user clicks some point on the text canvas I know the coordinates of this point. I need to calculate where exactly it will be in my text buffer. So I am traversing from the begining of the buffer and I am applying to each character (or block of text) a style (if it has any). After this, I know that after given style the letter has given size. I am adding its width and height to previously calculated X,Y coordinates. In this way, I am traversing the buffer until the calculated position has not reached the point that has been clicked by the user. After I reach the point within range of some offset I have starting point for the selection.
This is the basic idea. I don't know if this is good, I would like to know how this is done for real like for example in Firefox. I know I could browse the sources and if I won't have a choice I'll do it. But first I am trying to find some article about it...
Selecting text is inherently specific to the control which is containing it and the means it stores that text.
A very simple (though questionably inefficient means) is to run the text flow algorithm you are using when clicking on a point and stopping the algorithm when you have reached what is closest to that point. More advanced controls might cache the text layout to make selections or drawing their content more efficient. Depending on how much you value CPU time or memory there are ways to use caches and special cases to make this “hit test” cheaper.
If you can make any assertions (only one font in the control, so every line has the same height) then it is possible to make these tests cheaper by indexing the font layout by lines and then doing simple arithmetic to find out which line was clicked on. If your text control is also using monospace fonts (every character occupies the same width as well as height) then you are in even more luck, as you can jump straight to the character information via a lookup table and two simple divisions.
Keep in mind that writing a text control from scratch is obscenely difficult. For best practice, you should keep the content of the document separate from the display information. The reason for this is because the text itself will need to be edited quite often, so algorithms such as Ropes or Gap Buffers may be employed on the data side to provide faster insertion around the caret. Every time text is edited it must also be rendered, which involves taking that data and running it through some kind of formatting / flow algorithms to determine how it needs to be displayed to the user. Both of these sides require a lot of algorithms that may be annoying to get right.
Unfortunately using the native TextOut functions will not help you. You will need to use methods which give you the text extents for individual characters, and more advanced (multiline for example) controls often must do their own rendering of characters using this information. Functions like TextOut are not built to deal with blinking insertion carets for example, or performing incremental updates on text layouts. While some TextOut style functions may support word wrap and alignment for you, they also require re-rendering the entire string which becomes more undesirable in proportion to the amount of text you need to work with in your control.
You are thinking at a much lower level than necessary (not an insult. you are thinking that you need to do much more work then you need to). Most (if not all) languages with GUI support will also have some form of selectionRange that gives you either the string that was selected or the start and stop indices in the string.
With a modern language, you should never have to calculate pixels and character widths.
For text selection in Javascript, see this question: Understanding what goes on with textarea selection with JavaScript