I would like to know if there is an image processing toolbox available for Eclipse (much like the one available for MATLAB)?
I have found similar questions on SO.com, but nothing that quite answers my question.
Thank you.
The MATLAB Image Processing Toolbox gives you facilities to implement image processing using MATLAB's own scripting language. As Eclipse is now a fairly agnostic IDE, such a Toolbox would have to be targeted at a specific implementation language. Do you have one in mind? To my knowledge, no such Toolbox exists for Eclipse. However, there are a whole variety of similar libraries for a multitude of programming languages that give you the same functionality. (Perhaps minus the very good in situ previews)
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Is there any Java image processing library that is as easy to use as and provides the set of functionalities provided by RMagick? (I have seen JMagick and unfortunately that is not the kind of library I am looking for.)
EDIT: Please note that the speed does not concern us as such. What we are looking for is an easy-to-use library that provides many common operations built-in.
Check out this, especially JAI. i dont have experience with this libs, but its on my todo list. there are demos somewhere on the site. maybe it is what you are looking for?!
There's ImageJ, which boasts to be the
world's fastest pure Java image processing program
It can be used as a library in another application. It's architecture is not brilliant, but it does basic image processing tasks.
It's not a pure Java solution, but the IM4JAVA project works for many uses. Im4Java itself is a pure Java library that uses the commandline version of ImageMagick as its back-end. It's easy to use and exposes pretty much all the functionality of ImageMagick without the dangers of including native code in your app. That means you can safely use it in application servers etc. without worrying that a crash in the native code will bring down your whole server.
I just ordered an Android smartphone and want to start playing around with creating my own applications. Now the question is which language to use, the native Java or Python using SL4A (former ASE).
I tend to Python, as I know it much better than Java, but I'm wondering what I would be missing using a "second class" language on Android. On the SL4A website it is also stated to be alpha quality software, which is not exactly encouraging.
I'm also not quite sure what the limitations of the scripting environment are and if they would be problematic.
At the moment you cannot create a releasable program with Python (or any other scripting language) using SL4A. I have heard rumours that this is something Google is working on, but even if they do enable it Python apps are likely to be slow and power-hungry compared to Java. Also the scripting API only gives you access to a limited subset of the native Java API. I would not consider using SL4A for serious development work at the moment, only for one-off scripts and prototyping.
Take a look at Scala. It is a statically typed language on the JVM, but uses type inference to remove most of the noise that you get in Java. It also fully supports functional programming, and has a lot of pythonish features. Because it is statically typed it is as efficient as straight Java with none of the disadvantages. IMHO it is the language that Java should have been in the first place.
A lot of people are blogging about using Scala on Android, so Google around for more information.
More likely will depend what type of applications you will develop.
I would start with Java to become familiar with Android SDK. Anyway first you need to look into some examples, tutorials. Most of them are done in Java, and only a few, probably on the dev site of SL4A for that.
Also there is native development Android NDK, that can be programmed with C++.
But anyway Java rules for general applications.
Adding an update to Dave Kirby's answer:
Issue 55, Distribute scripts as APKs, in the issue tracker at SL4A deals specifically with that.
There is a solution being worked out (may be complete by now) described at SharingScripts. The only issue seems to be that you need to have a interpreter APK already installed.
you may want to check out Ruboto it is a framework for developing Android apps based on JRuby which means your JRuby code can call Android APIs and can also be called back from the Android Java side.
Here is an introduction article .
Consider ising Kivy, if you want to write Android apps with Python. The process of packing script to .apk file is described here.
The problem is, resulting .apk will be big (~7Mb for 300Kb data). It is obvious, because you need to pack there Python runtime and all libraries.
Another solution I have heard of, is Pygame for Android, but it works on lower lewel, so you need to draw graphics manually.
Unfortunately, I have not tried any of this ways yet, but it looks, that I'm going to start using kivy soon.
I'm trying to learn swing and I was thinking you guys may know a really good swing based open source application that I could study and inspire from. I'm looking for something that has a real world use, not just some concepts explained (like examples in most books and tutorials).
Thank you!
It's certainly less well-known than some of the other projects mentioned here, but have a look at GoGrinder. The code is well written and documented.
It might also be a good idea to look for something that you'll actually use. I find it easier to read the source of applications that I'm familiar with from using them.
In the same spirit as the answer suggesting to check NetBeans, I would suggest to get the sources of IntelliJ IDEA Community Edition and IntelliJ Platform from their git repository. At some point, IDEA was IMO a state of the art Swing application (fast, responsive, not ugly, nice user experience, etc).
Maybe you could have a look at the open source NetBeans IDE. It is huge, but it is using Swing intensively and is well designed and documented. Moreover, it is also a generic platform to build modular GUI applications.
The Swing Tutorial is filled with excellent code, and the Swing code itself is available for study in most IDEs.
jEdit is a programmer's text editor that I wrote some plugins for a few years ago. Partially due to the plugin system, the code is well documented, and after having been in development for many years is generally very high quality.
You could take a look at the jgoodies examples. They are not plain swing though, and I don't know the license.
Is there an easy way to use DirectX in Java? In particular, DirectX's video APIs.
I know that C# might be a more natural choice, but I have my devious reasons for wanting to do something so perverse.
I don't know about easy, but you could always use JNI to load the DirectX libs and invoke the methods.
Using something like Swig you could auto-generate a lot of the code.
Not sure how workable something like that would be though.
There seems to be a standard API about dealing with 3D inside Java.
It probably uses some kind of accelerating technology, may be even DirectX.
But I'm not sure about direct video support in this framework.
I create a library using BridJ (https://bridj.googlecode.com) that wrap DirectX classes, so you can use almost the same code than C++ examples.
You can find the library in https://bitbucket.org/fourthskyinteractive/directx-for-java.
Please, let me know about projects you develop.
There is a set of Direct3D bindings for Java available at http://java-direct3d.sourceforge.net/ but it seems that developement stopped in 2006 with DirectX 9.
Otherwise, there are OpenGL binding for java called JOGL.
The package that you want to investigate is the Java Media Framework (JMF). The core of it is pure Java, and per-platform "performance packs" provide acceleration via native libraries. It currently supports A/V capture and playback in a wide variety of data types as well as streaming via RTP and RTSP.
Sun's JMF home page
JMF SW/HW requirements
Minecraft is coded in Java with LWJGL, but Messiah Andrew's Renderer Wrapper converts the OpenGL to DirectX by using a modified version of the LWJGL libraries. Using these libraries, you should be able to code in LWJGL and have the game be running DirectX.
It seems that most are forgetting that JavaFX and Java3D support both DirectX and OpenGL using the best context for the machine you are on... well actually if you are on windows it attempts to load DirectX if it is newer than your OpenGL version.
I am not telling anyone to use either Java3D or JavaFX, but if you look at the source you can see how it is done.
GrepCode "good for looking for how things are implemented"
Open JavaFX "Open JavaFX project home" source
I should note that you want to look at the com.sun.prism package.
Java3D "Java3D project home" sources
I have been LEARNING development, LOL, for 20 years. Professionally for about 8 possible has never been the question, but how long, and/or is it worth it... Those are the questions.
Good luck my friend!
If you need any help I would be interested in creating a DirectX wrapper for java so
GIVE ME A SHOUT!
I'm developing a Java ME app & need pointers to some really good UI libraries. I did see a few such as Java ME Polish. Are there any more out there? For e.g. ebuddy's java ME app has an amazing UI and so is gmail's java ME app. What libraries would they have been using or would have they have developed it on their own?
Sun recently released and opensourced their solution to crappy looking lcdui. It is called LIghtweight UI Toolkit and can be found on lwuit.dev.java.net
We have been trying lately on kuix.. So far so good and more light weight than LWUIT
code.http://code.google.com/p/kuix
eSWT would be available for MIDlets on the latest J9 VM, as used by the Series60 3rd Edition feature Pack 2 handsets (Nokia N78, 6210, N96...) but we're mainly talking about nicer looking UI controls. Basically, a MIDlet can look much more like a native application now.
Sun has recently open-sourced LWUIT.That could also be worth a look.
Nothing beats drawing your own images on a Canvas,though. Generic layout managers in any kind of library will only get you so far. You should only look at the available technologies once you have a good idea of how many different kind of screens your application should have and what they look like.
Most of the apps with amazing UIs (Opera Mini, Gmail, any game from an AAA developer) use custom UIs developed in-house. These developers take the task of developing an UI as one more in their projects and give it personality, involving professional graphic designers. Going with a packaged library would quickly accomplish the task but it would make the application look generic and bland (less bland that with the default UI, but still bland and limited).
In short, go with a packaged UI for quick development, but don't expect the level of quality to be near the apps you mentioned.
I'm facing a similar dilemma right now. We're currently using the default, high-level LCDUI framework for the speed of development, but its severely limiting what we can do. I had thought our best option would be to use a third-party UI framework, but I'm now coninced that if we're serious about the application we should write our own. Its like anything in software, if its mission critical to your application you should write it yourself, even if it that means re-inventing the wheel.
Digitalapes has developed a framework for J2ME application development that includes a high level UI library.
The library is lightweight and well documented, you can get have a look at the Gear framework page for more information, or you can directly download the JAR and javadoc from Gear's sourceforge page.
Digitalapes blog includes also a series of tutorial about how to use the framework.
Polish has really nice set of UI components, which are skinable with css style comments.
It also features a device database for compatibility purposes.
Some tipps if you decide to go with polish (as i did):
Use eclipse and the mepose plugin. The netbeans integration is really nerve wracking.
The bulletin board is dead, so by all means !use the mailing list!.
If you are not familiar with the ant building system, you better start now.
The J2ME Polish book is not worth its money. (My opinion). The documentation on their website and the sample coded are enough to give you a solid start.
I've used SWT when deploying to a full profile J2ME (IBM J9 on PocketPC), I don't know if it is usable by MIDlets however. It's quite a nice GUI library in its own way, and far better than AWT.
Unfortunately companies usually end up designing their own GUI's when it comes to mobile development. It's the only way to have full control over your interfaces, but you should consider if it's worth the additional development time, and you're also on your own when it comes to device compatibility issues / handset bugs - of which there are plenty.
If you are happy with a less flexible interface, you can go with one of the existing libraries. I currently use J2ME GUI from http://www.garcer.com/. We get the same flexibility as with desktop development and it also features custom styling, so with a little extra effort you can make it look the way you want it to.
You can use LWUIT for the UI development in J2ME framework.