[Moved]octave 8 bit pixels

I installed octave from the repos but when I use the imread function I get the following:
warning: your version of GraphicsMagick limits images to 8 bits per pixel
I can't be restricted to 8 bits per pixel and from what I have read the default is 16, so I am not sure why the version of GraphicsMagick in the repos is compiled using 8. I tried to recompile both GraphicsMagick and Octave by slightly modifying the PKGBUILD I downloaded from the x86_64 extra repository. The only change is that I added --with-quantum-depth=32. PKGBUILDS shown below.
Both compile using makepkg and install via pacman but when octave compiles I get the following warning:
configure: WARNING: GraphicsMagick++ library not found. The function for reading image files will not be fully functional.
And when I fire up the installation of octave and attempt to use imread I get
error: imread: invalid image file: imread: image reading capabilities were disabled when Octave was compiled
Any ideas?
PKGBUILD for GraphicsMagick
# $Id$
# Maintainer: Ronald van Haren <ronald.archlinux.org>
# Maintainer: Gaetan Bisson <[email protected]>
# Contributor: Jaroslav Lichtblau <[email protected]>
# Contributor: Anton Leontiev <[email protected]>
pkgname=graphicsmagick
pkgver=1.3.13
pkgrel=1
pkgdesc='Image processing system'
url='http://www.graphicsmagick.org/'
arch=('i686' 'x86_64')
license=('MIT')
makedepends=('perl')
depends=('bzip2' 'freetype2' 'ghostscript' 'jasper' 'lcms2' 'xz'
'libtiff' 'libwmf' 'libsm' 'libxml2' 'libltdl')
options=('!libtool')
source=("http://downloads.sourceforge.net/project/${pkgname}/${pkgname}/${pkgver}/GraphicsMagick-${pkgver}.tar.xz")
sha1sums=('b85b21785bb072fd795f7fc6ac902cffae4e96e6')
build() {
cd "${srcdir}/GraphicsMagick-$pkgver"
./configure \
--prefix=/usr \
--with-perl \
--enable-shared \
--disable-static \
--with-gs-font-dir=/usr/share/fonts/Type1 \
--with-quantum-depth=32 \
make
package() {
cd "${srcdir}/GraphicsMagick-$pkgver"
make DESTDIR="${pkgdir}" install
# Install MIT license
install -Dm644 "Copyright.txt" "${pkgdir}/usr/share/licenses/$pkgname/Copyright.txt"
# Install perl bindings
# The patching was introduced in order to build perl module without installing package itself and
# not to introduce unnecessary path into LD_RUN_PATH
cd PerlMagick
sed -i -e "s:'LDDLFLAGS' => \"\(.*\)\":'LDDLFLAGS' => \"-L${pkgdir}/usr/lib \1\":" Makefile.PL
perl Makefile.PL INSTALLDIRS=vendor PREFIX=/usr DESTDIR="${pkgdir}"
sed -i -e "s/LDLOADLIBS =/LDLOADLIBS = -lGraphicsMagick/" Makefile
make
make install
# Remove perllocal.pod and .packlist
rm -rf "${pkgdir}/usr/lib/perl5/core_perl"
rm "${pkgdir}/usr/lib/perl5/vendor_perl/auto/Graphics/Magick/.packlist"
PKGBUILD for Octave
# $Id$
# Maintainer: Ronald van Haren <ronald.archlinux.org>
# Contributor : shining <shiningxc.at.gmail.com>
# Contributor : cyberdune <[email protected]>
pkgname=octave
pkgver=3.4.3
pkgrel=1
pkgdesc="A high-level language, primarily intended for numerical computations."
arch=('i686' 'x86_64')
url="http://www.octave.org"
license=('GPL')
depends=('fftw' 'pcre' 'curl' 'lapack' 'libx11' 'graphicsmagick' 'glpk' 'hdf5' 'gcc-libs' 'qhull')
makedepends=('texinfo' 'graphicsmagick' 'gcc-fortran' 'umfpack' 'texlive-core' 'fltk')
optdepends=('texinfo: for help-support in octave'
'gnuplot: alternative plotting'
'umfpack: LU decomposition of some large sparse matrices'
'fltk: alternative plotting')
source=("ftp://ftp.gnu.org/gnu/octave/octave-$pkgver.tar.bz2")
options=('!emptydirs')
install=octave.install
sha1sums=('fe622c28a38f8730c59e46211bc7b18e7f51a679')
build() {
cd ${srcdir}/${pkgname}-${pkgver}
# http://www.nabble.com/Random-rounding-errors-td16010966.html
FFLAGS="-O -ffloat-store" \
./configure --prefix=/usr --libexecdir=/usr/lib \
--enable-shared --disable-static --with-quantum-depth=32 \
--with-magick=GraphicsMagick
LANG=C make
package(){
cd ${srcdir}/${pkgname}-${pkgver}
make DESTDIR="${pkgdir}" install
# add octave library path to ld.so.conf.d
install -d ${pkgdir}/etc/ld.so.conf.d
echo "/usr/lib/${pkgname}-${pkgver}" > ${pkgdir}/etc/ld.so.conf.d/${pkgname}.conf
Last edited by scarypezsanta (2012-01-06 19:13:40)

Hello,
I think for greyscale, the RBG colors are all equal, and vary between 0 and 255.  That is, 0,0,0 corresponds to black and 255, 255, 255 correponds to black... where 127, 127, 127 would be some intermediate shade of grey.  You can use RGB to Color.vi to build an array of colors which correspond to these greyscale colors to use for your color table input.  Attached is a screenshot of the code which you can build very quickly in your version of LabVIEW!
Best Regards,
JLS
Best,
JLS
Sixclear
Attachments:
Generate Greyscale Color Table Array.bmp ‏114 KB

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    I have 8-bit PSDs of my edits of these files which contains multiple layers. I use features from the Nik and Topaz collections for noise reduction, contrast enhancement, black and white conversion, and sharpening. I also use layered Photoshop features like Selective Color. I want to know if I can simply duplicate the layers from the 8-bit PSD files onto a new 16-bit RAW converted background layer rather than re-edit each and every file. There would be no change in the crop of other reasons why the layers would not match up, but I am concerned that duplicating those layers might throw away the benefit of moving to 16-bit since they were created in an 8-bit color-depth.
    As a test, I looked at a few files where I had pushed the shadows and colors to an extent and duplicated the layers from an 8-bit conversion to a 16-bit conversion and could see no difference. I am not sure if this is because Photoshop has become very good at reducing color-depth without a perceptible difference or if I am throwing away information in moving the layers.
    I work off of a fairly modern computer and a top-end Eizo CG276 self-calibrating monitor and good video card. I am extremely sensitive to color and shade changes as well.
    Thanks for any help, I am a bit stressed at the thought of re-editing hundreds of files from step 1, but it is important to me that I not throw away color information and it is better I start re-editing now rather than years from now.
    Ketan

    While raw file contain a 8Bit jpeg previews image in some color space. The RAW sensor data is not a color image and has no color space and the bit dept of pixels depend on the manufacturing.  Most sensor produce one value for each pixel  10 to 14 bit seems to be common.   Sensors only measure the light intensity not color.  If front of each pixel sensor is a color filter which lets Red or Green or Blue light be measured for intensity.
    A RAW converter can convert your sensors RAW data into a color RGB image in any color work-space in 8 or 16 bit color depth.    No Adobe update went around and scanning your computer looking for 16bit color depth images and convert all of them to 8bit color.  Your ACR workflow settings may have been change from 16 bit color to 8 bit color by you or set to 8bit by some update or script used.  So you current ACR work-flow setting may be converint tou raw datya into 8bit RGB images. As long as you have you raw files you can reprocess these  to produce 16Bit color RGB Image by makinf the proper ACR work-flow settings.   You can also change your 8bit image to 16 bit image mode.  However this will not recover any color quality lost or posterization that has set in..  It will give you a bit more latitude using Photoshop filters which may help you not get banding posterization.

  • Illustrator not exporting at correct pixel size...

    Hi, im having trouble setting up an illustrator doc that exports at the correct size so i can work with exported elements in photoshop, using CS5 for both.
    What i am trying to do is set up a wireframe illustrator doc for creating iphone 4 artwork, the iphone4 screen size is 640px x 960px (326ppi).
    So, i have set illustrator to measure units (general, stroke & type) in pixels, then created an artboard 640 x 960. If i draw a shape to fill the artboard then export it, the exported image is 2892px x 4348px
    Similarly, if i create an image in photoshop thats 640px x 960px, then open that image with illustrator, the artboard thats created for it is 141.35px x 212.025px
    Can anyone suggest what might be causing this? and how i can correct it so that my pixel measurements match in both programs?
    thanks
    Richard

    Hi justjoshuasp and welcome to the forum,
    First, did you register to the Adobe forums just to respond to this 7 months old thread?
    Second, ...
    justjoshuasp wrote:
    Pretty easy fix. Seams as though everyone above hasn't got a clue....especially the idiots rampling on about the Swedes...Danes...etc.. ...
    what did you drink before your wrote that ?
    Third, what do you expect to happen when changing the "Document Raster Effect Settings". The OP didn't mention  anything about using raster effects and unless such effects are used these settings will make no difference. 
    Forth, while your statement about higher ppi adding more clarity is correct, have in mind that this is valid mostly when comparing the same size with different pixel density, otherwise your general conclusions and logic is wrong. The major difference between different pixel densities is not clarity but the size of the pixels and thus the size of the final image - the clarity is  by-product of this. In order to define clarity you have to add the viewing distance in the equation. I have created images for billboards and huge digital murals with pixel density of 10 ppi and I can assure you that all images with such sizes are created with similar pixel density. According to your logic they should be completely unclear and impossible to see comparing to images displayed on i-phones.
    When creating for phones and other small displays, in order to see exact details of the final raster image with nothing less or more, the vector graphic in illustrator has to be zoomed to the same physical size on your screen that Photoshop is displaying at 100% zoom using an image with the final pixel dimensions. it is also a good idea to have the image on an additional window zoomed out to the real physical size of the phone screen to get the feel of the final physical dimensions. But because desktop monitors don't have the high pixel density of the phones, the detail will be lost when displaying the real size. Moving a little bit away from the screen to Increase the viewing distance when looking at the larger image with all details in it, can very well approximate the final experience.

  • [svn:bz-trunk] 21048: moving the locking of MessageService. subscribeLock one level up in the for loop.

    Revision: 21048
    Revision: 21048
    Author:   [email protected]
    Date:     2011-04-08 06:47:21 -0700 (Fri, 08 Apr 2011)
    Log Message:
    moving the locking of MessageService.subscribeLock one level up in the for loop.
    in case of multiple subscribers, we only lock once
    checkintests pass
    Modified Paths:
        blazeds/trunk/modules/core/src/flex/messaging/services/MessageService.java

    I have finally been able to replicate the behavior that you are seeing on another computer once the image was large enough.  Here are a few notes about this behavior:
    First. The UI only slows down when the images are large, 16 bit images.  The reason why this is unique to 16 bit images is that they can only be displayed on the front panel as 8 bit images.  The workaround that Weiyuan suggested to change the 16 bit display mapping hints towards the root of the problem...that any time a mouse runs over the indicator, Windows asks the entire image to re-draw (having a separate indicator overlapping the image will create the same behavior).  With a 16 bit image, not only does the image have to re-draw on the screen but the 16 bit pixels need to be mapped to 8 bits.  When setting the 16 bit display mapping to Full Dynamic, this requires mor computation/pixel than 90% dynamic or one of the other mapping schemes.
    This is expected behavior if your program is running and you're trying to display a large 16 bit image.  To fix this behavior there are a couple options:
    Change the 16 bit display mapping to something other than full dynamic.  You can choose which 8 bits to display or if you want to map the bits. 
    Resize the image just for viewing purposes on your front panel (since you aren't going to view every single pixel of you image on the screen). You can use the IMAQ Resample.vi to do this.  This will allow you to take your 1500x1500 pixel image and only display a 500x500 pixel version.
    If you are interested in viewing small details of the large image, consider just displaying a smaller region of interest at a time.
    Let me know if any of these solutions work for you.  Good luck on your application.
    Zach C.
    Field Engineer
    Greater Los Angeles

  • 32 bit color Wine for Diptrace

    I've been running Diptrace in wine, and it works almost perfectly, but every time it opens it complains that it is not in 32 bit color. I'm getting some weird effects using either OpenGl or Direct3d, but not Windows GDI.  When stuff is moved around or the screen is zoomed, it stops, then jumps slightly. It's pretty annoying, and I was wondering if it was related to the 32 bit color. I'm not sure where to start with this, so anything you can provide will be helpful. I'm using Openbox with the open source intel drivers, and Diptrace is 64 bit on my wine. Thanks

    Do any "real" 32 bit color systems actually exist? And, if so, which colour do they drop a bit from to get to 32? (3x11 = 33, 3x10=30) I see that according wiki even those that aren't 3x8 + 8 bits of extras are usually 3x10 + 2 bits of padding:
    +32-bit color+
    +"32-bit color" is generally a misnomer in regard to display color depth. While actual 32-bit color at ten to eleven bits per channel produces over 4.2 billion distinct colors, the term “32-bit color” is most often a misuse referring to 24-bit color images with an additional eight bits of non-color data (I.E.: alpha, Z or bump data), or sometimes even to plain 24-bit data.+
    +Systems using more than 24 bits in a 32-bit pixel for actual color data exist, but most of them opt for a 30-bit implementation with two bits of padding so that they can have an even 10 bits of color for each channel, similar to many HiColor systems.+
    (from http://en.wikipedia.org/wiki/Color_depth)
    Cheers
    Rod

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