Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()

2008-07-21 Thread Nirav Patel
I found a different bug in the patch I wrote anyway, so its good it
wasn't included.  The latest code I have in my repo has the bug fixed.

Nirav

On Tue, Jul 15, 2008 at 11:54 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
> hi,
>
> I think we'll add all of your patches after 1.8.1 is released this weekend.
>
> Nicholas and I wrote some tests for Mask.get_bounding_rects, and
> transform.threshold...  However I think it's a bit late to test them
> properly still, and might as well add them to pygame 1.9 starting this
> weekend.
>
>
> cheers,
>
>
> On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
>> Thanks for the patch.  I'm looking it over today.
>>
>> Firstly I'm writing some more extensive test cases for it.
>>
>> cheers,
>>
>>
>>
>> On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote:
>>> In testing some computer vision stuff I was writing, I found that
>>> mask.get_bounding_rects() often split a connected component into
>>> multiple bounding boxes.  Specifically in the following case:
>>>
>>> 0011
>>> 
>>>
>>> It would split the 11 in the first row and the  in the second row
>>> into separate connected components, and therefore separate bounding
>>> boxes.
>>>
>>> I wrote a new version of it based on the algorithm I used in
>>> mask.connected_component.  It correctly detects connected components,
>>> and there is also a side benefit of an, on average, 2x increase in
>>> performance.
>>>
>>> I attached the functions that I changed, and the full mask.c is
>>> available in my repo, though it also contains other functions that I'm
>>> proposing for 1.9.
>>> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c
>>>
>>> Nirav
>>>
>>
>


Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()

2008-07-15 Thread René Dudfield
hi,

I think we'll add all of your patches after 1.8.1 is released this weekend.

Nicholas and I wrote some tests for Mask.get_bounding_rects, and
transform.threshold...  However I think it's a bit late to test them
properly still, and might as well add them to pygame 1.9 starting this
weekend.


cheers,


On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
> Thanks for the patch.  I'm looking it over today.
>
> Firstly I'm writing some more extensive test cases for it.
>
> cheers,
>
>
>
> On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote:
>> In testing some computer vision stuff I was writing, I found that
>> mask.get_bounding_rects() often split a connected component into
>> multiple bounding boxes.  Specifically in the following case:
>>
>> 0011
>> 
>>
>> It would split the 11 in the first row and the  in the second row
>> into separate connected components, and therefore separate bounding
>> boxes.
>>
>> I wrote a new version of it based on the algorithm I used in
>> mask.connected_component.  It correctly detects connected components,
>> and there is also a side benefit of an, on average, 2x increase in
>> performance.
>>
>> I attached the functions that I changed, and the full mask.c is
>> available in my repo, though it also contains other functions that I'm
>> proposing for 1.9.
>> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c
>>
>> Nirav
>>
>


Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()

2008-07-12 Thread René Dudfield
Thanks for the patch.  I'm looking it over today.

Firstly I'm writing some more extensive test cases for it.

cheers,



On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote:
> In testing some computer vision stuff I was writing, I found that
> mask.get_bounding_rects() often split a connected component into
> multiple bounding boxes.  Specifically in the following case:
>
> 0011
> 
>
> It would split the 11 in the first row and the  in the second row
> into separate connected components, and therefore separate bounding
> boxes.
>
> I wrote a new version of it based on the algorithm I used in
> mask.connected_component.  It correctly detects connected components,
> and there is also a side benefit of an, on average, 2x increase in
> performance.
>
> I attached the functions that I changed, and the full mask.c is
> available in my repo, though it also contains other functions that I'm
> proposing for 1.9.
> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c
>
> Nirav
>


[pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()

2008-07-11 Thread Nirav Patel
In testing some computer vision stuff I was writing, I found that
mask.get_bounding_rects() often split a connected component into
multiple bounding boxes.  Specifically in the following case:

0011


It would split the 11 in the first row and the  in the second row
into separate connected components, and therefore separate bounding
boxes.

I wrote a new version of it based on the algorithm I used in
mask.connected_component.  It correctly detects connected components,
and there is also a side benefit of an, on average, 2x increase in
performance.

I attached the functions that I changed, and the full mask.c is
available in my repo, though it also contains other functions that I'm
proposing for 1.9.
http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c

Nirav


get_bounding_rects
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