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419 lines
14 KiB
TeX
419 lines
14 KiB
TeX
\documentclass[a4paper, 10pt]{report} % perhaps book?
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\usepackage{graphicx}
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\usepackage{url}
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\usepackage{amsmath}
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\begin{document}
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\title{Mufasa Intro}
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\author{Merlijn Wajer \and Raymond van Veneti\"{e}}
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\maketitle
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\tableofcontents
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\chapter{Introduction}
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\emph{This is the official Mufasa Documentation.
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The main purpose of this document is to provide a clear view on Mufasa's
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interal structure. This guide is aimed at developers and other persons
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interested in project Mufasa.}
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\section{What is Mufasa?}
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Mufasa is a project that aims to create the Mufasa Macro Library (MML).
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As a side project, the project also tries to create a simple but effective
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user interface to the Mufasa Macro Library. This is achieved with the
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Pascal interpreter PascalScript\footnote{
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\url{http://www.remobjects.com/ps.aspx}} combined with a wrapper for the MML.
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Mufasa is:
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\begin{itemize}
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\item Object Oriented. Since OOP also increases the abstraction of
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certain tasks/parts, the code is much easier to maintain and
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comprehend.
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\item Free Software, as in, Freedom.
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\footnote{http://www.gnu.org/licenses/gpl.txt}
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\item Cross platform. Currently the supported platforms are Linux
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(32 and 64 bit) and Windows (32 and 64 bit).
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Mac support is planned; but currently halted due to lack of a
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Mac computer.\footnote{Virtual Machines are an option;
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but currently Darwin is not supported on Virtualbox.}
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\item A community project; the SRL community\footnote{
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\url{http://www.villavu.com}}
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is widely known for it's maturity and open-mindedness.
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\item Mufasa is actively maintained. It also has a bugtracker,
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a wiki, and a forum.
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\item A great project to participate in if you want to sharpen your
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coding skills.
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\pagebreak
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\item A project that has lots of possibilities. Among these are
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running a "macro" service that clients can use to
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connect to. Possibly even remote; which means it would
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also be possible to create a remote-client for the phone.
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This service thread would be multithreaded, and support
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running multiple scripts from one computer. \\
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Now, these are only ideas, but they aren't fully impractical,
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and it is possible to make this, with the right effort. \\
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\item Open minded. We appreciate your help, ideas and critisism!
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\item Well documented. Well... At least we are aiming towards being
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well documented, but there is probably work left.
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\end{itemize}
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\pagebreak
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\subsection{Mufasa Macro Library}
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The MML's main features are:
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\begin{itemize}
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\item Mouse control.
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\item Keyboard control.
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\item Screen capturing and analyzing.
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\item Providing several methods to analyzing the screen; among these
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are DTM's and Bitmaps.
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\item API's to open files and web pages.
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\end{itemize}
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\subsection{Mufasa GUI}
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As mentioned in the introduction, the Mufasa GUI uses Pascal Script as
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interpreter. \\
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A non-OOP MML wrapper has been created only for the purpose
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of exporting MML functionality to Pascal Script.
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This allows the user to use MML functions in their so called `Scripts'. \\
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A more detailed specification will be given once we have explored the MML.
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\chapter{The Mufasa Macro Library and it's Core Classes}
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The Mufasa Library consists out of one class that combines all the other
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classes, the \textbf{Client} class.
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\section{The Client Class}
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The \textbf{Client} class is the main Class, and is designed
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to run seperately from the User Interface.
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The Client class is mainly designed to be a container for other classes.
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If one wants to use the MML as a whole, they will only need the use
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the Client class.
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\begin{figure}[ht]
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\includegraphics[scale=0.4]{Pics/Client_Classes}
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\caption{Classes that the Client contains.}
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\end{figure}
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\pagebreak
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\section{The Window Class}
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The \textbf{Window} class manages the core functionality for retreiving Window data,
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such as the actual pixel data and the position and dimension of a window. \\
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The Window class' main purpose is to form a cross platform class to retrieve
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window information; no other class than the Window class should have to do
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any platform-specific function calls to retreive window data; this is all
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abstracted by the Window class.\footnote{This implements the so-called
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encapsulation of functionality.} \\
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The Window class:
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\begin{figure}[ht]
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\includegraphics[scale=0.4]{Pics/Window}
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\caption{Simplified structure of the Window class}
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\end{figure}
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Figure 2.2 is ofcourse a highly simplified representation of the Window class;
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the real class implements several other features. Among those are copying
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(parts) of a window to a bitmap, methods to set a window as target, and
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a feature that allows the user to ``Lock'' the Windows' current data in
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Mufasa-maintained memory. \\
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\subsection{Quick overview of functions}
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\begin{itemize}
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\item ReturnData
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\item FreeReturnedData
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\item GetDimensions
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\item SetTargetWindow
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\item SetTargetIntArray
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\item SetTargetXWindow
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\item GetPixel
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\end{itemize}
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Together, these functions form the core of the window management.
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However; to fake user input, a programmer also needs the ability to
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manipulate user input. Which brings us to the next MML Core class.
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\subsection{Freeze}
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The Window class also contains a feature called `Freeze'.
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Freeze allows one to save the current Client's Window data.
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All further methods that use the Client's Window data now use the saved
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data, until `UnFreeze' is called. \\
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This feature was easy to implement since we only had to modify the
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`ReturnData' method. If used wisely, this can speed up your program
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a lot, depending on the client size. It makes FindColorsTolerance about
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6 times faster on my system.
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\section{The Input Class}
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The \textbf{Input} Class is the class that takes care of all the input. \\
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As one can see in Figure 4, MML aims to support both Silent and non Silent
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Input. Since the Input heavily differs per operating system,
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the Input class should have a general way of sending keys,
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possibly at the expense of losing some functionality.
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\subsection{Silent Input}
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So what is Silent Input?
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We\footnote{The Designers and Developers of Mufasa} define Silent Input as
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methods to manipulate the user's mouse and keyboard, without visually using
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them. So what does this mean? \\
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This basically means that you will still be able to use your mouse while
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MML is performing mouse operations on your targetted window/client.
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However, silent input is very hard to implement, and often hardly supported
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by host operating systems. Often silent mouse or keyboard input is simply
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ignored. So in general it is advised to stick to non silent input.
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\begin{figure}[ht]
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\includegraphics[scale=0.4]{Pics/Input_Diag}
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\caption{Input Functionality.}
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\end{figure}
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\section{The Colour Conversions Include}
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The \textbf{Colour Conversions} unit contains pascal code to quickly convert
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one colour type to another. It also adds support for comparing colours.
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The reason this is not a class, is because constantly dereferencing a class
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to call a single\footnote{Small} function won't do the speed of a program any
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good. There also wasn't really a need for a class,
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since none of these functions need to be initialized in any way.
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\section{The Colour Class}
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The colour class is a Class that does all the colour identfying and locating
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work. (A function like FindColor does this)
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The colour class uses the Colour Convertions unit for several of it's
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functions.
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A FindColor-derivative function in Mufasa exists generally out of the following
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steps:
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\begin{itemize}
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\item Retrieve Client Data.
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\item Loop over the data, possibly with a special (spiral) algorithm.
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\item Check the current pixel data against another colour, possibly
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with tolerance.
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\item Free the Client Data.
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\item Return found point(s).
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\end{itemize}
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\begin{figure}[ht]
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\includegraphics[scale=0.4]{Pics/FindColor}
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\caption{A basic find colour.}
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\end{figure}
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\section{DTMs and the DTM Class}
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DTM is shorthand for Deformable Template Model. \\
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\emph{``DTM'' is the term used in SCAR. If it is actually a Deformable Template
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Model is definately debateable; but for now we will stick to ``DTM''.} \\
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A DTM is in my view just a relatively simple way of defining a relationship
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between several points. Each of these points have a relative offset to each
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other, and may different in colour, tolerance, area size and shape.
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A DTM generally consists out of one \textbf{Main Point}, and several
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\textbf{Sub Points}
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The structure of a DTM looks like this:
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\begin{figure}[ht]
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\includegraphics[scale=0.4]{Pics/DTM}
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\caption{Structure of a DTM.}
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\end{figure}
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Where each point in a DTM has a colour, tolerance, area size and area shape
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entity. The main point's ``point'' is typically $ (0, 0) $, and all the
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sub point points are arelative to the main point.
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\subsection{DTM Structure in MML}
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\begin{verbatim}
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pDTM = record
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p: TPointArray;
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c, t, asz, ash: TIntegerArray;
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end;
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\end{verbatim}
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\subsection{Example of a simple DTM}
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If one was to create his own DTM, he\footnote{Or she, but we will denote he
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and she as ``he'' in this article.} would first have to think of a usefull DTM
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structure.
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Say:
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$$ MainPoint = (123, 456) $$
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$$ SubPoint_1 = (122, 460) $$
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$$ SubPoint_2 = (120, 450) $$
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Then we could create the following pDTM structure:
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\begin{verbatim}
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// Give dtm.p a length of three.
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// Mainpoint
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dtm.p[0] = Point(123, 456);
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// Subpoints
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dtm.p[1] = Point(122, 460)
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dtm.p[2] = Point(120, 450)
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\end{verbatim}
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Note that we do not include other variables, such as colour, tolerance, area
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size and area shape; they are of no importance in this example.
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However, this code is not very clear about the DTM's points.
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Better would be to write:
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\begin{verbatim}
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// Give dtm.p a length of three.
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// Mainpoint
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dtm.p[0] = Point(0, 0);
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// Subpoints
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dtm.p[1] = Point(-1, 4) // 122 - 123 = -1, 460 - 456 = 4
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dtm.p[2] = Point(-3, -6) // 120 - 123 = -3, 450 - 456 = -6
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\end{verbatim}
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As you can see it is perfectly valid to use negative points.
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\subsection{Colour and Tolerance}
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The colour value of a point in a DTM is just a RGB integer value.
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Black = 0, Red = 255, White = 16777215, et cetera.
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The value tolerance decides if a colour is similar enough to the given
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colour; if this is the case, we say that the colours \textbf{matched}.
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With no Area Size and Area Shape specified\footnote{Read: with Area
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Size = 0 and Area Shape = Rectangle} we say that a DTM matches if for each
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point in the DTM, the colour at the relative point matches the colour in dtm
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with the given tolerance.
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$$ \forall p \in P, \forall t \in Tol, \forall c \in Col : T(C(p), c) \leq t $$
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With C() defining the colour at the given point, and T() defining the tolerance
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between the two given colours.
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\subsection{Area Size and Shape}
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Area Size and Shape add that nifty extra functionality to DTM's.
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\textbf{Area Size} defines the area that should all match the colour
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with the given tolerance. \\
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The \textbf{Area Shape} defines the Shape of the Area Size.
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Currently, the following shapes are supported:
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\begin{itemize}
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\item Rectangle
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\item Cross
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\item DiagonalCross
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\item Circle
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\item Triangle\footnote{Not fully implemented yet.}
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\end{itemize}
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\subsection{Loading a DTM from a string}
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It is also possible to load a DTM from a ``zipped'' string.
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The details of the algorithm will not be explained here.\footnote{Take
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a look at the code in dtm.pas}
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\subsection{pDTM and TDTM}
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One may know DTM's as a different type:
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\begin{verbatim}
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TDTMPointDef = record
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x, y, Color, Tolerance, AreaSize, AreaShape: integer;
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end;
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TDTMPointDefArray = Array Of TDTMPointDef;
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TDTM = record
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MainPoint: TDTMPointDef;
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SubPoints: TDTMPointDefArray;
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end;
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\end{verbatim}
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The MML provides the two functions \textbf{pDTMtoTDTM} and \textbf{TDTMtopDTM} to
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directly convert between the two types.
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\subsection{Main Point and AreaSize / Shape}
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The main point's area size and shape are not used in the current
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implementation. It wouldn't be that hard to add them, however.
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%\subsection{DTM algorithm}
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\section{Bitmaps and the Bitmaps Class}
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\subsection{Introduction to Mufasa Bitmaps}
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To understand how the bitmaps in MML work, we will first make a
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distinguishment between two different objects; the Bitmap Manager and the
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Bitmap itself. The bitmap manager contains and manages a pool of bitmaps.
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\subsection{The Bitmap}
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Mufasa has it's own implementation of a Bitmap.
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A bitmap is basically just a piece of bytes, ordered in a certain fashion.
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We have extended this concept to a full blown Bitmap class: ``TMufasaBitmap''.
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The data per pixel consists out of 32 bits\footnote{4 bytes}, and is
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``stored'' in the variable ``FData'', of the type ``TRGB32''.
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FData is a pointer to the data in memory.
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The advantage of a 32 bit structure to a 24 bits structure, consists mainly
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of the fact that 32 bits are more easily accessed that 24 bits. 32 bits are
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aligned in such a fashion that they are easily accessed, and translated to
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other formats\footnote{Or just ``Colours''}.
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\subsection{Example of usage}
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As you can directly access the rawdata, bitmap functions will be fast and
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easy to use. Since the data is stored as an array you need to do convert your
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coordinate into a array-index using the following transformation:
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$$ \{\forall (x, y) \in Points,\ \forall\ i \in Index: i = (x * w) + x \} $$
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With ``w'' as the Bitmap width.
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For example we want to change pixel (5,20) to clWhite and our bitmaps
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width = 50:
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\begin{verbatim}
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Bitmap.FData[20 * 50 + 5].r := 255;
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Bitmap.FData[20 * 50 + 5].g := 255;
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Bitmap.FData[20 * 50 + 5].b := 255;
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\end{verbatim}
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\subsection{Naming a bitmap}
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You can also name a bitmap by setting the BmpName property.
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This may come in handy when working with multiple bitmaps.
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\section{Notes on the previously mentioned classes}
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\section{More On The Core Classes}
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The previously mentioned MML classes are considered to be the absolute core
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`of the library. (Although one could argue that even the Colour class isn't
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part of the core classes.)
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With these classes most functions that Mufasa will contain can be created.
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If you can make FindColor, you can make FindColorsSpiralTolerance,
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they don't really differ a lot. The same goes for DTM's, OCR and Bitmaps.
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Mouse and keyboard functions will be done with the Input class.
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The MML contains more classes, and they will mainly utilize the previous
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mentioned classes. It is essential to understand the Classes architecture
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to fully understand Mufasa. Before work on other classes will be done,
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the core classes must be finished and stable.
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A good rule of thumb is the following: any units that make extensive use of
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Compiler Directives, are considered a core unit.
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\end{document}
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