Un-hardwrap a text file

I made a python script that un-hardwraps text, and put it up on github:

https://github.com/johnflux/unhardwrap

Take a txt file that has been hard-wrapped and remove the hardwrapping.

Use like:

./unhardwrap.py < example_in.txt > example_out.txt

This takes text, for example: (line numbers added for clarity)

1. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor
2. incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis
3. nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
4. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu
5. fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in
6. culpa qui officia deserunt mollit anim id est laborum.

And produces output without the hardwrapped newlines, like: (line numbers added for clarity)

1. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
2. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

The rules are:

  • Two adjacent lines are considered to have been hardwrapped and should be remerged, if the first line ends with a letter, comma or hyphen.
  • But don’t merge if the second line starts with a space or utf8 opening quote.
  • Everything between utf8 speechmarks “..” will be treated as one line.

Interactive dialogue on a webpage with React and Promises

Here’s the goal:

A way to make a webpage that lets you have an interactive dialogue by choosing options, like the old Interactive Fiction games.

The input file is very simple:

PRINT Hello!
WAIT ; This is a comment.  Wait for a key press or mouse click
PRINT I would like to ask you a question.
PRINTW Please don't be nervous. ; The 'W' means WAIT afterwards
PRINT Are you happy?
PRINT [0] Yes
PRINT [1] Not really...
CALL INPUTINT(0, 1)
IF RESULT == 0
    PRINTW I'M SO HAPPY THAT YOU'RE HAPPY!
ELSE
    PRINTW Then I am miserable 😦
ENDIF

The challenge is to make a webpage that could read that input, and run it, producing the interactive output shown in the video above.

Perhaps have a think if you don’t know how you would implement this. It is perhaps not so obvious.

Here is the approach that I decided to take.  Note that I only wanted to spend a weekend on this, so I took various shortcuts that I wouldn’t recommend if writing for production:

  1. Read in the input file in, using javascript with a Tokenizer and Parser.
  2. Output javascript using the above Parser, effectively making a transpiler from the input language to javascript.  Call outside javascript functions to ‘PRINT’ etc.
  3. Use ‘eval’ to run the resulting transpiled code.  Yes, eval is evil and this is a case of don’t do what I do.
  4. Use Promises, via async and await, to ‘pause’ and allow interaction.  Implement ‘WAIT’, ‘PRINTW’ ‘INPUTINT’ etc functions in javascript with Promises, so that they only resolve when the user has clicked, typed a number etc.
  5. Display output by just appending to a list, and displaying that list in React.

1. Read the file in, using Javascript with a Tokenizer and Parser

I used jison.  Although the README blurb says that it is for Context Free Grammars, because it is based on BISON which is likewise, it does actually support context.  This was vital because the input file language is not actually a context free grammar.

2. Output javascript using the above Parser, effectively making a transpiler from the input language to javascript

The correct way to do this would be to create an Abstract Syntax Tree, however I didn’t want to take too long on this, and instead simply outputted javascript code as a string.

3. Use ‘eval’ to run the resulting transpiled code.

This is very frowned upon, but this was a weekend project, so….

There is one trick that I used here.  I wrap the entire program to be ‘eval’ed like:

async function() { ..... }()

This allows the program code inside to use async and await to wait for input, and the eval is returning a Promise.  One minor point – when we use eval to evaluate this, we want to catch errors that the Promise throws, to provide clear feedback to the user if there are problems.  E.g.

try {
    await eval(program);
} catch(e) { ... }

4. Use Promises, via async and await, to ‘pause’ and allow interaction.  Implement ‘WAIT’, ‘PRINTW’ ‘INPUTINT’ etc functions in javascript with Promises, so that they only resolve when the user has clicked, typed a number etc.

I used two layers of callbacks, to implement a poor-man’s publish and subscribe system.

So the transpiler turns:

PRINTW Hello!

into:

printLine("Hello!");
await wait();

And the wait() function is implemented as:

async function wait() {
  await new Promise(
    resolve => cb_setClickListener(() => resolve())
  )
}

So we subscribe to a click listener via the callback ‘cb_setClickListener’ and then resolve the promise (and thus resume running the program) when the click is published.

Inside the React page, we now listen for clicks and publish it to the callback:

 this.state.clickListener &&
        this.state.clickListener()
}>

And likewise for keypresses.  (Note, I’ve simplified the code here a bit.  In the real code, I pass the keypressed etc, so that INPUTINT can listen to a particular key).

5. Display output by just appending to a list, and displaying that list in React.

The ‘printLine’ function was implemented like:

function printLine(str) {
  const newLine =
<div>{str}</div>
;
  this.setState({displayLines: [...displayLines, newLine]})
}

One extra detail – if the string starts with a number in a bracket like: “[0] Yes”, then I output a link that publishes that number like:

<div> this.state.keyPressedListener &amp;&amp;
          this.state.keyPressedListener(number)
  }
&gt;{str}</div>

This way, when presented with a choice, the user can just click a link instead.   I maintain two separate output lists, so that I can disable the links once we are done with them.

Conclusion and notes

It worked very nicely! I further extended this to support variables, entering strings, showing pictures, and so on.

The language is actually a real language, but very niche and used almost exclusively by Japanese. It hasn’t seen much acceptance or use outside of Japan.

TypeScript + lodash map and filter

I love TypeScript.  I use it whenever I can.  That said, sometimes it can be…  interesting.  Today, out of the blue, I got the typescript error in code that used to work:

[06:53:30]  typescript: src/mycode.ts, line: 57 
            Property 'video' does not exist on type 'number | (<U>(callbackfn: (value: Page, index: number, 
            array: Page[]) => U, thisA...'. Property 'video' does not exist on type 'number'. 

 

The code looks like:

return _.chain(pages)
        .filter((s, sIdx) => s.video || s.videoEmbedded)
        .map((s, sIdx) => {
            if (s.video) { ... }

Can you spot the ‘error’?

The problem is that s.video || s.videoEmbedded isn’t returning a boolean. It’s return a truthy value, but not a boolean. And the lodash typescript developers made a change 1 month ago that meant that filter() would only accept booleans, not any truthy value. And the lodash typescript developers are finding that fixing this becomes very complicated and complex. See the full conversation here:

https://github.com/DefinitelyTyped/DefinitelyTyped/issues/21485

(Open issue at time of writing. Please leave me feedback or message me if you see this bug get resolved)

The workaround/fix is to just make sure it’s a boolean. E.g. use !! or Boolean(..) or:

return _.chain(pages)
        .filter((s, sIdx) => s.video !== null || s.videoEmbedded !== null )
        .map((s, sIdx) => {
            if (s.video) { ... }

Erasing background from an image

I have two opaque images –  one with an object and a background, and another with just the background.  Like:

I want to subtract the background from the image so that the alpha blended result is visually identical, but the foreground is as transparent as possible.

E.g:

lion

Desired output (All images under Reuse With Modification license)

I’m sure that this must have been, but I couldn’t find a single correct way of doing this!

I asked a developer from the image editor gimp team, and they replied that the standard way is to create an alpha mask on the front image from the difference between the two images.  i.e. for each pixel in both layers, subtract the rgb values, average that difference between the three channels, and then use that as an alpha.

But this is clearly not correct.  Imagine the foreground has a green piece of semi-transparent glass against a red background.  Just using an alpha mask is clearly not going to subtract the background because you need to actually modify the rgb values in the top layer image to remove all the red.

So what is the correct solution?  Let’s do the calculations.

If we have a solution, the for a solid background with a semi-transparent foreground layer that is alpha blended on top, the final visual color is:

out_{rgb} = src_{rgb} * src_{alpha} + dst_{rgb} \cdot (1-src_{alpha})

We want the visual result to be the same, so we know the value of out_{rgb} – that’s our original foreground+background image.  And we know dst_{rgb} – that’s our background image.  We want to now create a new foreground image, src_{rgb}, with the maximum value of src_{alpha}.

So to restate this again – I want to know how to change the top layer src so that I can have the maximum possible alpha without changing the final visual image at all.  I.e. remove as much of the background as possible from our foreground+background image.

Note that we also have the constraint that for each color channel, that src_{rgb} \le 1 since each rgb pixel value is between 0 and 1.  So:

src_{alpha} \le (out_{rgb} - dst_{rgb})/(1-dst_{rgb})

So:

src_{alpha} = Min((out_r - dst_r)/(1-dst_r), out_g - dst_g)/(1-dst_g), out_b - dst_b)/(1-dst_b))\\ src_{rgb} = (dst_{rgb} \cdot (1-src_{alpha}) - out_{rgb})/src_{alpha}

Proposal

Add an option for the gimp eraser tool to ‘remove layers underneath’, which grabs the rgb value of the layer underneath and applies the formula using the alpha in the brush as a normal erasure would, but bounding the alpha to be no more than the equation above, and modifying the rgb values accordingly.

Result

I showed this to the Gimp team, and they found a way to do this with the latest version in git.  Open the two images as layers.  For the top layer do: Layer->Transparency->Add Alpha Channel.  Select the Clone tool.  On the background layer, ctrl click anywhere to set the Clone source.  In the Clone tool options, choose Default and Color erase, and set alignment to Registered.  Make the size large, select the top layer again, and click on it to erase everything.

Result is:

Screenshot_20170307_133539.png

When the background is a very different color, it works great – the sky was very nicely erased.  But when the colors are too similar, it goes completely wrong.

Overall..  a failure.  But interesting.

Tensorflow for Neurobiologists

I couldn’t find anyone else that has done this, so I made this really quick guide.  This uses tensorflow which is a complete overkill for this specific problem, but I figure that a simple example is much easier to follow.

Install and run python3 notebook, and tensorflow.  In Linux, as a user without using sudo:

$ pip3 install --upgrade --user ipython[all] tensorflow matplotlib
$ ipython3  notebook

Then in the notebook window, do New->Python 3

Here’s an example I made earlier. You can download the latest version on github here: https://github.com/johnflux/Spike-Triggered-Average-in-TensorFlow

Spike Triggered Average in TensorFlow

The data is an experimentally recorded set of spikes recorded from the famous H1 motion-sensitive neuron of the fly (Calliphora vicina) from the lab of Dr Robert de Ruyter van Steveninck.

This is a complete rewrite of non-tensorflow code in the Coursera course Computational Neuroscience by University of Washington. I am thoroughly enjoying this course!

Here we use TensorFlow to find out how the neuron is reacting to the data, to see what causes the neuron to trigger.

%matplotlib inline
import pickle
import matplotlib.pyplot as plt
import numpy as np
import tensorflow as tf
sess = tf.InteractiveSession()

FILENAME = 'data.pickle'

with open(FILENAME, 'rb') as f:
    data = pickle.load(f)

stim = tf.constant(data['stim'])
rho = tf.constant(data['rho'])
sampling_period = 2 # The data was sampled at 500hz = 2ms
window_size = 150 # Let's use a 300ms / sampling_period sliding window

We now have our data loaded into tensorflow as a constant, which means that we can easily ‘run’ our tensorflow graph. For example, let’s examine stim and rho:

print("Spike-train time-series =", rho.eval(),
      "\nStimulus time-series     =", stim.eval())
Spike-train time-series = [0 0 0 ..., 0 0 0] 
Stimulus time-series    = [-111.94824219  -81.80664062 
    10.21972656 ...,  9.78515625 24.11132812 50.25390625]

rho is an binary array where a 1 indicates a spike. Let’s turn that into an array of indices of where the value is 1, but ignoring the first window_size elements.

Note: We can use the [] and + operations on a tensorflow variable, and it correctly adds those operations to the graph. This is equivalent to using the tf.slice and tf.add operations.

spike_times = tf.where(tf.not_equal(rho[window_size:-1], 0)) + window_size
print("Time indices where there is a spike:\n", spike_times.eval())
Time indices where there is a spike:
 [[   158]
 [   160]
 [   162]
 ..., 
 [599936]
 [599941]
 [599947]]
def getStimWindow(index):
    i = tf.cast(index, tf.int32)
    return stim[i-window_size+1:i+1]
stim_windows = tf.map_fn(lambda x: getStimWindow(x[0]), spike_times, dtype=tf.float64)
spike_triggered_average = tf.reduce_mean(stim_windows, 0).eval()
print("Spike triggered averaged is:", spike_triggered_average[0:5], "(truncated)")
Spike triggered averaged is: [-0.33083048 -0.29083503 -0.23076012 -0.24636984 -0.10962767] (truncated)

Now let’s plot this!

time = (np.arange(-window_size, 0) + 1) * sampling_period
plt.plot(time, spike_triggered_average)
plt.xlabel('Time (ms)')
plt.ylabel('Stimulus')
plt.title('Spike-Triggered Average')

plt.show()

output_8_0

It’s… beautiful!

What we are looking at here, is that we’ve discovered that our neuron is doing a leaky integration of the stimulus. And when that integration adds up to a certain value, it triggers.

Do see the github repo for full source: https://github.com/johnflux/Spike-Triggered-Average-in-TensorFlow

Update: I was curious how much noise there was. There’s a plot with 1 standard deviation in light blue:

mean, var = tf.nn.moments(stim_windows,axes=[0])
plt.errorbar(time, spike_triggered_average, yerr=tf.sqrt(var).eval(), ecolor="#0000ff33")

spike2

Yikes!  This is why the input signal MUST be Gaussian, and why we need lots of data to average over.  For this, we’re averaging over 53583 thousand windows.

Biped Robot

I’ve always wanted to make a walking robot.  I wanted to make something fairly rapidly and cheaply that I could try to get walking.

And so, 24 hours of hardware and software hacking later:

8jiqqy

He’s waving only by a short amount because otherwise he falls over 🙂  Took a day and half to do, so overall I’m pretty pleased with it.  It uses 17 MG996R servos, and a Chinese rtrobot 32 servo controller board.

Reverse Engineering Servo board

The controller board amazingly provides INCOMPLETE instructions.  The result is that anyone trying to use this board will find that it just does not work because the board completely ignores the commands that are supposed to work.

I downloaded the example software that they provide, which does work.  I ran the software through strace like:

$ strace  ./ServoController 2>&1 | tee dump.txt

Searching in dump.txt for ttyACM0 reveals the hidden initialization protocol.  They do:

open("/dev/ttyACM0", O_RDWR|O_NOCTTY|O_NONBLOCK) = 9
write(9, "~RT", 3)                      = 3
read(9, "RT", 2)                        = 2
read(9, "\27", 1)                       = 1
ioctl(9, TCSBRK, 1)                     = 0
write(9, "~OL", 3)                      = 3
write(9, "#1P1539\r\n", 9)              = 9

(The TCSBRK  ioctl basically just blocks until nothing is left to be sent).  Translating this into python we get:


#!/usr/bin/python
import serial
from time import sleep

ser = serial.Serial('/dev/ttyACM0', 9600)
ser.write('~RT')
print(repr(ser.read(3)))
ser.write('~OL')
ser.flush()
ser.write("#1P2000\r\n")  # move motor 1 to 2000
sleep(1)
ser.write("#1P1000\r\n")  # move motor 1 to 1000
print("done")

(Looking at the strace more, running it over multiple runs, sometimes it writes “~OL” and sometimes “OL”.  I don’t know why.  But it didn’t seem to make a difference.  That’s the capital letter O btw.)

Feedback

I wanted to have a crude sensor measurement of which way up it is.  After all, how can it stand up if it doesn’t know where up is?  On other projects, I’ve used an accelerometer+gyro+magnetometer, and fused the data with a kalman filter or similar.  But honestly it’s a huge amount of work to get right, especially if you want to calibrate them (the magnetometer in particular).  So I wanted to skip all that.

Two possible ideas:

  1. There’s a really quick hack that I’ve used before – simply place the robot underneath a ceiling light, and use a photosensitive diode to detect the light (See my Self Balancing Robot).  Thus its resistance is at its lowest when it’s upright 🙂   (More specifically, make a voltage divider with it and then measure the voltage with an Arduino).  It’s extremely crude, but the nice thing about it is that it’s dead cheap, and insensitive to vibrational noise, and surprisingly sensitive still.  It’s also as fast as your ADC.
  2. Use an Android phone.

I want to move quickly on this project, so I decided to give the second way a go.  Before dealing with vibration etc, I first wanted to know whether it could work, and what the latency would be if I just transmitted the Android fused orientation data across wifi (UDP) to my router, then to my laptop, which then talks via USB to the serial board which then finally moves the servo.

So, I transmitted the data and used the phone tilt to control the two of the servos on the arm, then recorded with the same phone’s camera at the same time.   The result is:

I used a video editor (OpenShot) to load up the video, then measured the time between when the camera moved and when the arm moved.  I took 6 such measurements, and found 6 or 7 frames each time – so between 200ms and 233ms.

That is..  exactly what TowerKing says is the latency of the servo itself (Under 0.2s).  Which means that I’m unable to measure any latency due to the network setup.  That’s really promising!

I do wonder if 200ms is going to be low enough latency though (more expensive hobby servos go down to 100ms), but it should be enough.  I did previously do quite extensive experimental tests on latency on the stabilization of a PID controlled quadcopter in my own simulator, where 200ms delay was found to be controllable, but not ideal.  50ms was far more ideal.  But I have no idea how that lesson will transfer to robot stabilization.

But it is good enough for this quick and dirty project.  This was done in about 0.5 days, bringing the total so far up to 2 full days of work.

Cost and Time Breakdown so far

Metal skeleton $99 USD
17x MG996R servo motors $49 USD
RT Robot 32ch Servo control board $25 USD
Delivery from China $40 USD
USB Cable $2 USD
Android Phone (used own phone)
Total: $215 USD
Parts cost:

For tools, I used nothing more than some screwdrivers and needle-nosed pliers, and a bench power supply. Around $120 in total. I could have gotten 17x MG995 servos for a total of $45, but I wanted the metal gears that the MG996R provide.

Time breakdown:
Mechanical build 1 day
Reverse engineering servo board 0.5 days
Hooking up to Android phone + writing some visualization code 0.5 days
Blogging about it 🙂 0.5 days
Total: 2.5 days

Future Plans – Q Learning

My plan is to hang him loosely upright by a piece of string, and then make a neural network in tensor flow to control him to try to get him to stand full upright, but not having to deal with recovering from a collapsed lying-down position.

Specifically, I want to get him to balance upright using Q learning.  One thing I’m worried about is the sheer amount of time required to physically do each tests.  When you have a scenario where each test takes a long time compared to the compute power, this just screams out for Bayesian learning.   So…  Bayesian Q-parameter estimation?  Is there such a thing?  A 10 second google search doesn’t find anything.  Or Bayesian policy network tuning?    I need to have a think about it 🙂

React + Twine

Twine is a neat ‘open-source tool for telling interactive, nonlinear stories’, as its blurb says.  It lets you write stories using variables, conditionals, and other simple programming primitives.  It supports three different languages, but I’ll focus only on the default, Harlowe.  Some example code:

Hello $name. (if: $isMale)[You're male!](else:)[You're female!].

This works pretty well, but it can be really cumbersome to do anything complicated.  I was curious to see how well it could be integrated into React.  Harlowe purposefully does not expose any of its internals, so our solution is going to need to be pretty hacky.

The solution that I came up with was to add some javascript to a startup tag that Harlowe will run, and attach the necessary private variable to the global window variable.  Then to load and run the Harlowe engine in the react componentWillMount function.  Like so:

import React, { Component } from 'react';
import './App.css';

class App extends Component {
  componentWillMount() {
    const script = document.createElement("script");
    script.src = "harlowe-min.js";
    script.async = true;
    document.body.appendChild(script);
  }

  render() {
    return (
<div className="App">
        <header id="header">My header

</header>
<div id="container">
          <main id="center" className="column">
            <article>
              <tw-story dangerouslySetInnerHTML={{__html: ""}}></tw-story>
              <tw-storydata startnode={1} style={{display:"none"}}>
                <script role="script" id="twine-user-script" type="text/twine-javascript">{`
                  if (!window.harlowe){ window.harlowe = State; }
                `}</script>
                <tw-passagedata pid={1} name="Start">**Success!**(set: $foo to 1) Foo is $foo</tw-passagedata>
              </tw-storydata>
            </article>
          </main>

          <nav id="left" className="column">
<h3>Left heading</h3>
<ul>
	<li><a href="#">Some Link</a></li>
</ul>
</nav>
<div id="right" className="column">
<h3>Right heading</h3>
</div>
</div>
<div id="footer-wrapper">
          <footer id="footer">&nbsp;

</footer></div>
</div>
);
  }
}

export default App;

It seemed to work just fine without

dangerouslySetInnerHTML={{__html: ""}}

But I added it to make it clear to react that we don’t want react to manage this.

Unfortunately I couldn’t proceed further than this with trying to make them nicely integrate. I couldn’t see a way to hook into the engine to know when a variable is updated via, say, a user clicking on a (link:..)[].

There is a VarRef object that would allow exactly this with jQuery, by doing something like:

var setState = this.setState.bind(this);
VarRef.on('set', (obj, name, value) => {
  if (obj === State.variables) {
    setState({[name]: value})
  }
})

Unfortunately the VarRef is not exposed in any scope that I can find. The source code is available, so the VarRef can be exposed with a fairly simple change, but not without doing that, as far I can tell.

Changing the color of image in HTML with an SVG feColorMatrix filter

In a previous post, I changed the color of a simple image (of a pair of eyes) by converting it to an SVG first, and then changing the SVG colors.

But what if you want to a take a complex image and change the color?

 

In Photoshop/Gimp this can be achieved by creating a new layer on top of the image and filling it with a solid color, and then setting its Mode to ‘Multiply’.  But how can we reproduce this on the web?

There are various solutions using svg filters (feFlood and feBlend) but these are not very well supported in browsers.  So I’ve come up with a solution that is very well supported in all modern browsers, including IE.









...


Replace the numbers 0.5 with the rgb values of the color that you want.  For example, in react:


hexToRgb(hex) {
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : {r: 255, g: 255, b: 255};
}

skinColorDef(colorAsString) {
const hex = hexToRgb(colorAsString); /* <-- See next for an improvement*/
const r = hex.r/255;
const g = hex.g/255;
const b = hex.b/255;
return (





);
}

 

We can now tint our image with a color like skinColorDef(“#e7b48f”).

But let’s make small improvement.  It’s not obvious what the final color is going to be because the tint color is multiplied by the color in the image.  So let’s make it more intuitive by first looking at the main color in the image (e.g. using the color picker in gimp/photoshop) and then dividing (i.e ‘un-multiplying’) the colorAsString by that color.

For example, the skin color in that girl image is #fff2f2 which is (255,242,228).  So:


divideByImageSkinColor(rgb) {
return {r: rgb.r * (255/255), g: rgb.g * (255/242), b: rgb.b * (255/242)}
}

and modify the skinColorDef like:


skinColorDef(colorAsString) {
const hex = divideByImageSkinColor(hexToRgb(colorAsString));

Now we can just chose the colors directly.  For skin, the Fitzpatrick Scale is a nice place to start:

fitzpatrick-color-chart

We can now use these RGB values directly in our skinColorDef function.  Here’s an example html combobox to select the color: (The onChange function is left to you to implement)



Light
Fair
Medium
Olive
Brown
Black


And that’s it!

Sidenote: Many years ago, I wrote the graphics drivers (when I worked at Imagination Technologies) to accelerate this sort of multiply operation using shaders.  That driver is used in the iPhone, iPad, TomTom, and many other small devices.

Photoshop/gimp layers to SVG

Ever wanted to export multiple layers in a Gimp or Photoshop image, with each layer as its own PNG, but the whole thing then wrapped up as an SVG?

The usefulness is that an artist can create an image of, say, a person, with eyes of various different colours in multiple layers.  Then we can create an SVG file that we can embed in an html page, and then change the color of the eyes through Javascript.

So take this example.  In this image we have a face made up of various layers, and the layers are further grouped in GroupLayers.

So imagine having this image, then in Javascript on your page being able to swap out just the eye image.  Or just the mouth image.

To achieve this, I had to modify an existing gimp python script from 5 years ago that has since bitrotted.  Back when it was written, there was no such thing as group layers, so the script doesn’t work now.  A bit of hacking, and I get:

#!/usr/bin/env python
# -*- coding: <utf-8> -*-
# Author: Erdem Guven <zuencap@yahoo.com>
# Copyright 2016 John Tapsell
# Copyright 2010 Erdem Guven
# Copyright 2009 Chris Mohler
# "Only Visible" and filename formatting introduced by mh
# License: GPL v3+
# Version 0.2
# GIMP plugin to export as SVG

# Save this to ~/.gimp-*/plug-ins/export_svg.py

from gimpfu import *
import os, re

gettext.install("gimp20-python", gimp.locale_directory, unicode=True)

def format_filename(imagename, layer):
	layername = layer.name.decode('utf-8')
	regex = re.compile("[^-\w]", re.UNICODE)
	filename = imagename + '-' + regex.sub('_', layername) + '.png'
	return filename

def export_layers(dupe, layers, imagename, path, only_visible, inkscape_layers):
	images = ""
	for layer in layers:
		if not only_visible or layer.visible:
			style=""
			if layer.opacity != 100.0:
				style="opacity:"+str(layer.opacity/100.0)+";"
			if not layer.visible:
				style+="display:none"
			if style != "":
				style = 'style="'+style+'"'

			if hasattr(layer,"layers"):
				image = '<g inkscape:groupmode="layer" inkscape:label="%s" %s>' % (layer.name.decode('utf-8'),style)
				image += export_layers(dupe, layer.layers, imagename, path, only_visible, inkscape_layers)
				image += '</g>'
				images = image + images
			else:
				filename = format_filename(imagename, layer)
				fullpath = os.path.join(path, filename);
				pdb.file_png_save_defaults(dupe, layer, fullpath, filename)

				image = ""
				if inkscape_layers:
					image = '<g inkscape:groupmode="layer" inkscape:label="%s" %s>' % (layer.name.decode('utf-8'),style)
					style = ""
				image += ('<image xlink:href="%s" x="%d" y="%d" width="%d" height="%d" %s/>\n' %
					(filename,layer.offsets[0],layer.offsets[1],layer.width,layer.height,style))
				if inkscape_layers:
					image += '</g>'
				images = image + images
		dupe.remove_layer(layer)
	return images

def export_as_svg(img, drw, imagename, path, only_visible=False, inkscape_layers=True):
	dupe = img.duplicate()

	images = export_layers(dupe, dupe.layers, imagename, path, only_visible, inkscape_layers)

	svgpath = os.path.join(path, imagename+".svg");
	svgfile = open(svgpath, "w")
	svgfile.write("""<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Generator: GIMP export as svg plugin -->

<svg xmlns:xlink="http://www.w3.org/1999/xlink" """) 	if inkscape_layers: 		svgfile.write('xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" ') 	svgfile.write('width="%d" height="%d">' % (img.width, img.height));
	svgfile.write(images);
	svgfile.write("</svg>");

register(
	proc_name=("python-fu-export-as-svg"),
	blurb=("Export as SVG"),
	help=("Export an svg file and an individual PNG file per layer."),
	author=("Erdem Guven <zuencap@yahoo.com>"),
	copyright=("Erdem Guven"),
	date=("2016"),
	label=("Export as SVG"),
	imagetypes=("*"),
	params=[
		(PF_IMAGE, "img", "Image", None),
		(PF_DRAWABLE, "drw", "Drawable", None),
		(PF_STRING, "imagename", "File prefix for images", "img"),
		(PF_DIRNAME, "path", "Save PNGs here", os.getcwd()),
		(PF_BOOL, "only_visible", "Only Visible Layers?", False),
		(PF_BOOL, "inkscape_layers", "Create Inkscape Layers?", True),
		   ],
	results=[],
	function=(export_as_svg),
	menu=("<Image>/File"),
	domain=("gimp20-python", gimp.locale_directory)
	)

main()

(Note that if you get an error ‘cannot pickle GroupLayers’, this is a bug in gimp. It can be fixed by editing

    350: gimpshelf.shelf[key] = defaults

)

Which when run, produces:

girl-Layer12.png
girl-Layer9.png
girl-Layer11.png
girl-Layer14.png
girl.svg

(I later renamed the layers to something more sensible 🙂 )

The (abbreviated) svg file looks like:


<g inkscape:groupmode="layer" inkscape:label="Expression" >

<g inkscape:groupmode="layer" inkscape:label="Eyes" >

<g inkscape:groupmode="layer" inkscape:label="Layer10" ><image xlink:href="girl-Layer10.png" x="594" y="479" width="311" height="86" /></g>

<g inkscape:groupmode="layer" inkscape:label="Layer14" ><image xlink:href="girl-Layer14.png" x="664" y="470" width="176" height="22" /></g>

<g inkscape:groupmode="layer" inkscape:label="Layer11" ><image xlink:href="girl-Layer11.png" x="614" y="483" width="268" height="85" /></g>

<g inkscape:groupmode="layer" inkscape:label="Layer9" ><image xlink:href="girl-Layer9.png" x="578" y="474" width="339" height="96" /></g>

<g inkscape:groupmode="layer" inkscape:label="Layer12" ><image xlink:href="girl-Layer12.png" x="626" y="514" width="252" height="30" /></g>

</g>

</g>

We can now paste the contents of that SVG directly into our html file, add an id to the groups or image tag, and use CSS or Javascript to set the style to show and hide different layers as needed.

CSS Styling

This all works as-is, but I wanted to go a bit further.  I didn’t actually have different colors of the eyes.  I also wanted to be able to easily change the color.  I use the Inkscape’s Trace Bitmap to turn the layer with the eyes into a vector, like this:

girl-eyecolor

Unfortunately, WordPress.com won’t let me actually use SVG images, so this is a PNG of an SVG created from a PNG….

I used as few colors as possible in the SVG, resulting in just 4 colors used in 4 paths.  I manually edited the SVG, and moved the color style to its own tag, like so:


<defs>
<style type="text/css"><![CDATA[ #eyecolor_darkest { fill:#34435a; } #eyecolor_dark { fill:#5670a1; } #eyecolor_light { fill:#6c8abb; } #eyecolor_lightest { fill:#b4dae5; } ]]></style>

</defs>

<path id="eyecolor_darkest" ..../>

The result is that I now have an svg of a pair of eyes that can be colored through css.  For example, green:

girl-eyecolor_green

Which can now be used directly in the head svg in an html, and styled through normal css:

head_green

Colors

For the sake of completeness, I wanted to let the user change the colors, but not have to make them specify each color individually. I have 4 colors used for the eye, but they are obviously related. Looking at the blue colors in HSL space we get:

RGB:#34435a =  hsl(216, 27%, 28%)
RGB:#5670a1 =  hsl(219, 30%, 48%)
RGB:#6c8abb =  hsl(217, 37%, 58%)
RGB:#b4dae5 =  hsl(193, 49%, 80%)

Annoyingly, the lightest color has a different hue. I viewed this color in gimp, change the hue to 216, then tried to find the closest saturation and value that matched it. 216, 85%, 87% seemed the best fit.

So, armed with this, we now have a way to set the color of the eye with a single hue:

#eyecolor_darkest  =  hsl(hue, 27%, 28%)
#eyecolor_dark     =  hsl(hue, 30%, 48%)
#eyecolor_light    =  hsl(hue, 37%, 58%)
#eyecolor_lightest =  hsl(hue, 85%, 87%)

Or in code:

function setEyeColorHue(hue) {
    document.getElementById("eyecolor_darkest").style.fill = "hsl("+hue+", 27%, 28%)";
    document.getElementById("eyecolor_dark").style.fill = "hsl("+hue+", 30%, 48%)";
    document.getElementById("eyecolor_light").style.fill = "hsl("+hue+", 37%, 58%)";
    document.getElementById("eyecolor_lightest").style.fill = "hsl("+hue+", 85%, 87%)";
}
<label for="hue">Color:</label>
<input type="range" id="hue" min="0" value="216" max="359" step="1" oninput="setEyeColorHue(this.value)" onchange="setEyeColorHue(this.value)"/>

Tinting a more complex image

But what if the image is more complex, and you don’t want to convert it to an SVG?  E.g.

The solution is to apply a filter to multiply the layer by another color.

See my follow up post: Changing the color of image in HTML with an SVG feColorMatrix filter

 

Simple HTML

I frequently want a simple single-file html page that generates some text dynamically based on some inputs at the top of the page.  This can be done in react etc of course, but sometimes my usecase is so simple that it’s an overkill.

For example, to generate some template code based on a few input parameters. Or to make some calculations based on inputs, or to make a customizable story, etc.

With this in mind, I produced the following minimal HTML, using the handlebars processor, that lets me do exactly this:


<!DOCTYPE html>
<html>
<head>
	<meta charset="UTF-8">
    <title>Welcome</title>
    <script type="application/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/handlebars.js/4.0.5/handlebars.min.js"></script>
    <script id="result-template" type="text/x-handlebars-template">
Hello {{name}}!  You are {{age}} years old.  {{#xif "this.age > 18"}} That's really old! {{else}} So young! {{/xif}}


Put the rest of your page here.
    </script>
</head>

<body>
<h2>What is your name?</h2>
Name: <input type="text" id="name" value="Bob"/>

        Age: <input type="number" id="age" value=32 min=0 ><p/><p/>
<div id="resultDiv"></div>
<script>
		var inputs = document.querySelectorAll("input");
		function update() {
			var params = {};
			for (i = 0; i < inputs.length; ++i) {
				params[inputs[i].id] = (inputs[i].type === "number")?Number(inputs[i].value):inputs[i].value;
			}
			document.querySelector("#resultDiv").innerHTML = template(params);
		}
		document.addEventListener("DOMContentLoaded", function() {
			Handlebars.registerHelper("xif", function (expression, options) {
   				 return Handlebars.helpers["x"].apply(this, [expression, options]) ? options.fn(this) : options.inverse(this);
			});
			Handlebars.registerHelper("x", function (expression, options) {
				try { return Function.apply(this, ["window", "return " + expression + " ;"]).call(this, window); } catch (e) { console.warn("{{x " + expression + "}} error: ", e); }
			});

			var source = document.querySelector("#result-template").innerHTML;
			template = Handlebars.compile(source);
			for (i = 0; i < inputs.length; ++i) {
				// Use 'input' to update as the user types, or 'change' on loss of focus
				inputs[i].addEventListener("input", update);
			}
			update();
		});
	</script>
</body>
</html>

Which produces a result like:

html

Single-page HTML that changes the page on user input