scaling

Scaling An Array (Matrix)

别来无恙 提交于 2019-12-06 13:45:45
The intention of this program is to create a larger array of bytes scaled up by a factor of 10 from the original array. For example, the 1 in [0][0] should be a 10x10 square of 1's in the new array. I provide the code and the output, which seems to work properly during population of the larger array, but then prints different values. I'm currently experimenting with just the rows in order to limit the number of variables I'm dealing with during testing. Can anyone think of a reason why this happens? public class Test { static byte[][] byteArray = {{1, 0}, {0, 1}}; public static void main

R: outlier cleaning for each column in a dataframe by using quantiles 0.05 and 0.95

六眼飞鱼酱① 提交于 2019-12-06 07:49:58
问题 I am a R-novice. I want to do some outlier cleaning and over-all-scaling from 0 to 1 before putting the sample into a random forest. g<-c(1000,60,50,60,50,40,50,60,70,60,40,70,50,60,50,70,10) If i do a simple scaling from 0 - 1 the result would be: > round((g - min(g))/abs(max(g) - min(g)),1) [1] 1.0 0.1 0.0 0.1 0.0 0.0 0.0 0.1 0.1 0.1 0.0 0.1 0.0 0.1 0.0 0.1 0.0 So my idea is to replace the values of each column that are greater than the 0.95-quantile with the next value smaller than the 0

Disable Scaling for UWP App

巧了我就是萌 提交于 2019-12-06 07:16:04
Windows 10 automatically applies a scale factor to UWP apps, to give a similar effective pixel size across multiple devices. I want my UWP UI to look the same across any screen of the same resolution, regardless of the scale factor. Is this possible? For instance, when running my app on the Hololens it applies a 150% scale factor. This means the UI looks squished when compare to a desktop screen of a similar resolution (1280x720). A suggestion ( How to disable auto-scaling on UWP mobile ) says to use TrySetDisableLayoutScaling on the ApplicationViewScaling Class . But this doesn't work. The

Why do standardscaler and normalizer need different data input?

对着背影说爱祢 提交于 2019-12-06 06:10:53
I was trying the following code and found that StandardScaler(or MinMaxScaler) and Normalizer from sklearn handle data very differently. This issue makes the pipeline construction more difficult. I was wondering if this design discrepancy is intentional or not. from sklearn.preprocessing import StandardScaler, Normalizer, MinMaxScaler For Normalizer , the data is read "horizontally". Normalizer(norm = 'max').fit_transform([[ 1., 1., 2., 10], [ 2., 0., 0., 100], [ 0., -1., -1., 1000]]) #array([[ 0.1 , 0.1 , 0.2 , 1. ], # [ 0.02 , 0. , 0. , 1. ], # [ 0. , -0.001, -0.001, 1. ]]) For

QGraphicsScene scaled weirdly in QGraphicsView

对着背影说爱祢 提交于 2019-12-06 06:00:53
问题 I'm messing around with QGraphicsView and QGraphicsScene to create a Tic Tac Toe clone. I add some QGraphicsLineItem s to my scene and override the resizeEvent method of the Widget that contains the view, so that when the window is resized, the view and its contents are scaled appropriately. This works fine, except for the first time that I run the program: Once I resize the window by any amount, the scene is scaled correctly: Here's the code: main.cpp: #include <QtGui> #include "TestApp.h"

Android: How do you scale multiple views together?

∥☆過路亽.° 提交于 2019-12-06 05:19:29
问题 I'm trying to layer graphics one top of each other, like an icon over a background, with the second layer (icon) at a certain pixel offset from the top left corner of first layer (background). Since each layer will eventually have its own animation, I'm placing each in its own View. For my implementation I have two ImageViews, one for each layer, inside a RelativeLayout, which in turn is inside a ScrollView. ImageViews are positioned using layout_margin relative to the top left corner (0,0).

Full size image in ImageView

走远了吗. 提交于 2019-12-06 04:59:49
问题 I'm trying to draw an image in an ImageView, but i want it to be unscaled, with scrollbars as necessary. How can I accomplish this? Right now I just have a drawable set as the android:src of the ImageView in the XML. This autoscales the image to fit the screen width. I read that this might be because of the compatibility mode (developing for 1.5, testing on 2.1), but then I added <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="4" /> to my manifest, and nothing changed. Any clues

Fixing the ios7 squished image in canvas, with rotation and scaling

穿精又带淫゛_ 提交于 2019-12-06 04:49:52
I am having problems with images being squished in iOS7 using canvas. I have found the following post which seems to be headed in the right direction: HTML5 Canvas drawImage ratio bug iOS However, I am beyond the simple case of drawing an image, I am also rotating and scaling the context (for thumbnails with EXIF orientation data) before drawing the image. The code runs, but there is no image data in my thumbnails. I'm guessing this has to do with the canvas rotation and scaling. However, I'm having a hard time understanding why the thumbnail does not create properly when my squish factor is 1

Retain the resolution of the label after scaling in iphone

早过忘川 提交于 2019-12-06 02:59:08
I am having a label in a view.After scaling the view, the label looks little blurred,the resolution is lost.How to retain the resolution after scaling. Here is my code for scaling secondView.transform = CGAffineTransformIdentity; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.0]; secondView.transform = CGAffineTransformMakeScale(2 ,2); [UIView commitAnimations]; [self.view bringSubviewToFront:secondView]; I set the ContentScaleFactor property of the label to retain the resolution of the label after scaling . [label setContentScaleFactor:2]; Create a label of big size

Maintaining object size while zooming in fabric js

五迷三道 提交于 2019-12-06 02:02:49
Is there any solution for maintaining object size even if the user zoom in or out? I want to achieve like on the google maps behavior. So if I have an object (group of object) with a height and width of 20 even if I zoom into it, it should still be 20 pixels by default. Right now the behavior I have is that when the user zoom in or out the image gets bigger / smaller. I also did looping all the objects that I have on the canvas then set the scaleX and scaleY for it but the result was so laggy for me. var canvas = new fabric.Canvas('c') ; var circle = new fabric.Circle({ radius: 20, fill: 'red'