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Friday, May 30, 2025

Ready to Code Your Own Sudoku Solver?

 

Even if you've never played, you've likely seen a Sudoku puzzle. At its core, Sudoku is a logic-based number placement puzzle set on a 9x9 grid. The grid is further divided into nine 3x3 smaller squares. To solve it, you simply need to place numbers from 1 to 9 into the empty cells. The catch? Each number can only appear once in each row, once in each column, and once in each of the nine 3x3 blocks. It's an addictive challenge that relies solely on deduction. For an in-depth look at its origins and variations, check out its Wikipedia page. 

Now that you understand the game, this post will take you behind the scenes. We'll provide the complete Python code for building your own Sudoku puzzle generator and solver, followed by a step-by-step annotation of how it all works.

This code was run on PyCharm and there are a number of posts in this blog for you to get acquainted. Here is the complete code that you could copy and paste.

from kivy.app import App
from kivy.uix.gridlayout import GridLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.label import Label
from kivy.uix.textinput import TextInput
from kivy.properties import ListProperty, ObjectProperty, StringProperty
from kivy.graphics import Color, Line
from kivy.lang import Builder
import random
import time


class Sudoku(object):
def __init__(self, size=9):
self.size = size
self.grid = [[0 for _ in range(size)] for _ in range(size)]
self.original_grid = None
self.original_solution = None

def generate_puzzle(self, difficulty):
self._solve()
self.original_solution = [row[:] for row in self.grid]

squares_to_remove = 0
if difficulty == "easy":
squares_to_remove = 45
elif difficulty == "medium":
squares_to_remove = 55
elif difficulty == "hard":
squares_to_remove = 65

self.grid = [row[:] for row in self.original_solution]
cells = list((r, c) for r in range(self.size) for c in range(self.size))
random.shuffle(cells)

removed_count = 0
for r, c in cells:
if self.grid[r][c] != 0:
temp = self.grid[r][c]
self.grid[r][c] = 0
if not self._has_unique_solution(self.grid):
self.grid[r][c] = temp
else:
removed_count += 1
if removed_count >= squares_to_remove:
break
self.original_grid = [row[:] for row in self.grid] # Corrected line

def _solve(self):
find = self._find_empty()
if not find:
return True
else:
row, col = find

for num in range(1, self.size + 1):
if self._is_valid(row, col, num):
self.grid[row][col] = num
if self._solve():
return True
self.grid[row][col] = 0
return False

def _find_empty(self):
for i in range(self.size):
for j in range(self.size):
if self.grid[i][j] == 0:
return i, j
return None

def _is_valid(self, row, col, num):
if num in self.grid[row]:
return False
if num in [self.grid[i][col] for i in range(self.size)]:
return False
start_row, start_col = 3 * (row // 3), 3 * (col // 3)
for i in range(3):
for j in range(3):
if self.grid[start_row + i][start_col + j] == num:
return False
return True

def _find_all_solutions(self, current_grid):
solutions = []

def solve_recursive(grid, solutions):
find = self._find_empty_in_grid(grid)
if not find:
solutions.append([row[:] for row in grid])
return
row, col = find
for num in range(1, self.size + 1):
if self._is_valid_in_grid(grid, row, col, num):
grid[row][col] = num
solve_recursive(grid, solutions)
if len(solutions) > 1:
return
grid[row][col] = 0

solve_recursive(current_grid, solutions)
return solutions

def _has_unique_solution(self, puzzle_grid):
solutions = self._find_all_solutions([row[:] for row in puzzle_grid])
return len(solutions) == 1

def _find_empty_in_grid(self, grid):
size = len(grid)
for i in range(size):
for j in range(size):
if grid[i][j] == 0:
return i, j
return None

def _is_valid_in_grid(self, grid, row, col, num):
size = len(grid)
if num in grid[row]:
return False
if num in [grid[i][col] for i in range(size)]:
return False
start_row, start_col = 3 * (row // 3), 3 * (col // 3)
for i in range(3):
for j in range(3):
if grid[start_row + i][start_col + j] == num:
return False
return True

def is_complete(self):
for row in self.grid:
if 0 in row or len(set(row)) != self.size:
return False
for col in range(self.size):
if len(set(self.grid[i][col] for i in range(self.size))) != self.size:
return False
for i in range(0, self.size, 3):
for j in range(0, self.size, 3):
block = [self.grid[row][col] for row in range(i, i + 3) for col in range(j, j + 3)]
if len(set(block)) != 9:
return False
return True


class SudokuCell(TextInput):
def __init__(self, **kwargs):
super(SudokuCell, self).__init__(**kwargs)
self.multiline = False
self.input_filter = 'int'
self.halign = 'center'
self.valign = 'middle'
self.font_size = 40
self.foreground_color = (0, 0, 0, 1)
self.bind(focus=self.on_focus) # Added self.on_focus

def on_text(self, instance, value):
if len(value) > 1:
self.text = value[-1]
if value and not (1 <= int(value) <= 9):
self.text = ""

def on_focus(self, instance, focused): # Added this method
if self.parent:
self.parent.on_cell_focus(self, focused)


class SudokuBlock(GridLayout):
"""
Represents a 3x3 sub-grid within the Sudoku grid.
"""
block_row = ObjectProperty(None) # 0, 1, or 2
block_col = ObjectProperty(None) # 0, 1, or 2
cells = ListProperty([])

def __init__(self, **kwargs):
super().__init__(cols=3, rows=3, **kwargs)
self.block_row = kwargs.get('block_row', 0) # Get block row and col
self.block_col = kwargs.get('block_col', 0)
self.cells = []
for i in range(3):
for j in range(3):
cell = SudokuCell()
cell.row =
self.block_row * 3 + i
cell.col =
self.block_col * 3 + j
# cell.bind(focus=self.on_cell_focus) # Removed this line
self.add_widget(cell)
self.cells.append(cell)

def get_block_values(self):
"""Returns the values of the cells in this block."""
values = []
for cell in self.cells:
text = cell.text
if text.isdigit():
values.append(
int(text))
else:
values.append(
0)
return values

def set_block_values(self, values):
"""Sets the values of the cells in this block."""
if len(values) != 9:
raise ValueError("Must provide 9 values for a 3x3 block")
for i, cell in enumerate(self.cells):
cell.text =
str(values[i]) if values[i] != 0 else ""


class SudokuGrid(GridLayout):
grid_data = ListProperty([[
0 for _ in range(9)] for _ in range(9)])
selected_cell = ObjectProperty(
None)
blocks = ListProperty([])
block_line_color = ListProperty([
0, 0, 0, 1]) # Default to black

def __init__(self, **kwargs):
super().__init__(cols=3, rows=3, **kwargs) # 3x3 grid of blocks
self.blocks = []
self.block_line_color = kwargs.get('block_line_color', [0, 0, 0, 1])
for i in range(3):
block_row_list = []
for j in range(3):
block = SudokuBlock(
block_row=i, block_col=j)
self.add_widget(block)
block_row_list.append(block)
self.blocks.append(block_row_list)
self.bind(size=self.on_size, pos=self.on_size)
self.on_size()

def on_size(self, *args):
self.draw_grid()

def on_grid_data(self, instance, value):
for i in range(9):
for j in range(9):
block_row = i //
3
block_col = j // 3
cell_index_in_block = (i % 3) * 3 + (j % 3)
self.blocks[block_row][block_col].cells[cell_index_in_block].text = str(value[i][j]) if value[i][
j] != 0 else ""
j] != 0 else ""

def get_grid_values(self):
values = [[
0 for _ in range(9)] for _ in range(9)]
for i in range(9):
for j in range(9):
block_row = i //
3
block_col = j // 3
cell_index_in_block = (i % 3) * 3 + (j % 3)
text =
self.blocks[block_row][block_col].cells[cell_index_in_block].text
if text.isdigit():
values[i][j] =
int(text)
else:
values[i][j] =
0
return values

def on_cell_focus(self, instance, focused):
"""Handles cell focus and stores the selected cell"""
if focused:
self.selected_cell = (instance.row, instance.col)
else:
if self.selected_cell == (instance.row, instance.col):
self.selected_cell = None

def draw_grid(self, *args):
self.canvas.before.clear()
size =
min(self.width, self.height)
block_size = size /
3
grid_x, grid_y = self.pos
with self.canvas.before:
Color(*
self.block_line_color) # Use the block_line_color
for i in range(4):
line_width =
3
x1 = grid_x + i * block_size
y1 = grid_y
x2 = grid_x + i * block_size
y2 = grid_y + size
Line(
points=[x1, y1, x2, y2], width=line_width)

x1 = grid_x
y1 = grid_y + i * block_size
x2 = grid_x + size
y2 = grid_y + i * block_size
Line(
points=[x1, y1, x2, y2], width=line_width)


class SudokuCreatorApp(App):
grid_widget = ObjectProperty(
None)
message = StringProperty(
"")

def build(self):
main_layout = BoxLayout(
orientation='vertical')
# Pass the color to the grid widget
self.grid_widget = SudokuGrid(block_line_color=[1, 0, 0, 1])
# Example: Red color
main_layout.add_widget(self.grid_widget)

button_layout = BoxLayout(size_hint_y=None, height=50)
generate_easy_button = Button(text="Generate Easy", on_press=lambda btn: self.generate_puzzle("easy"))
generate_medium_button = Button(text="Generate Medium", on_press=lambda btn: self.generate_puzzle("medium"))
generate_hard_button = Button(text="Generate Hard", on_press=lambda btn: self.generate_puzzle("hard"))
check_button = Button(text="Check", on_press=self.check_puzzle)

solve_button = Button(
text="Solve", on_press=self.solve_puzzle)
clear_button = Button(
text="Clear", on_press=self.clear_grid)

button_layout.add_widget(generate_easy_button)
button_layout.add_widget(generate_medium_button)
button_layout.add_widget(generate_hard_button)
button_layout.add_widget(check_button)
button_layout.add_widget(solve_button)
button_layout.add_widget(clear_button)

message_label = Label(
text=self.message, size_hint_y=None, height=30)

main_layout.add_widget(button_layout)
main_layout.add_widget(message_label)

return main_layout

def generate_puzzle(self, difficulty):
sudoku = Sudoku()
sudoku.generate_puzzle(difficulty)
self.grid_widget.grid_data = sudoku.grid
self.message = f"Generated {difficulty} puzzle."

def check_puzzle(self, event):
current_grid =
self.grid_widget.get_grid_values()
sudoku = Sudoku()
sudoku.grid = current_grid
if sudoku.is_complete():
self.message = "Sudoku is complete and valid!"
else:
self.message = "Sudoku is not complete or contains errors."

def solve_puzzle(self, event):
current_grid =
self.grid_widget.get_grid_values()
sudoku = Sudoku()
sudoku.grid = [row[:]
for row in current_grid]
if sudoku._solve():
self.grid_widget.grid_data = sudoku.grid
self.message = "Puzzle solved!"
else:
self.message = "This puzzle has no solution."

def clear_grid(self, event):
self.grid_widget.grid_data = [[0 for _ in range(9)] for _ in range(9)]
self.message = "Grid cleared."


if __name__ == '__main__':
SudokuCreatorApp().run()

The code is long and should you be wanting some explanation, it is here:

You've created a fascinating Sudoku puzzle maker! Let's break down your code step-by-step to understand how each part contributes to the overall application.


1. Importing Libraries

At the beginning of your code, you import all the necessary modules:

  • Kivy Modules: These are the core components for building your graphical user interface (GUI).
    • kivy.app.App: The base class for all Kivy applications.
    • kivy.uix.gridlayout.GridLayout: Arranges widgets in a grid.
    • kivy.uix.boxlayout.BoxLayout: Arranges widgets in a box, either horizontally or vertically.
    • kivy.uix.button.Button: Creates interactive buttons.
    • kivy.uix.label.Label: Displays static text.
    • kivy.uix.textinput.TextInput: Allows users to input text (for the Sudoku cells).
    • kivy.properties.ListProperty, ObjectProperty, StringProperty: These are Kivy properties used for data binding and making attributes observable.
    • kivy.graphics.Color, kivy.graphics.Line: Used for drawing shapes and lines on the canvas, specifically for the Sudoku grid lines.
    • kivy.lang.Builder: Allows you to load Kivy language (KV) files, although you're not explicitly using a KV file in this specific code.
  • Standard Python Modules:
    • random: Used for generating random numbers, crucial for shuffling cells during puzzle generation.
    • time: Although imported, it's not explicitly used in the provided code snippet. It could be used for timing operations, if needed.

2. Sudoku Logic (Sudoku Class)

This class encapsulates all the backend logic for generating, solving, and validating Sudoku puzzles.

  • __init__(self, size=9):
    • Initializes a Sudoku object with a given size (defaulting to 9x9).
    • self.grid: Represents the current state of the Sudoku grid, initialized with zeros.
    • self.original_grid: Stores the puzzle as it was originally generated (with empty cells).
    • self.original_solution: Stores the complete, solved grid that was used to create the puzzle.
  • generate_puzzle(self, difficulty):
    • This is the heart of your puzzle creation.
    • It first calls self._solve() to create a completely filled (solved) Sudoku grid.
    • self.original_solution is then set to this newly solved grid.
    • Based on the difficulty ("easy", "medium", "hard"), it determines how many squares_to_remove (i.e., how many cells to clear) from the solved grid.
    • It shuffles a list of all cell coordinates (cells).
    • It then iterates through the shuffled cells:
      • It temporarily removes a number from a cell.
      • It calls self._has_unique_solution() to check if the puzzle still has only one solution after removing the number.
      • If it doesn't have a unique solution, the number is put back.
      • If it does have a unique solution, the removal is kept, and removed_count is incremented.
    • This process stops once enough squares have been removed for the chosen difficulty.
    • Finally, self.original_grid is set to the puzzle state after removing cells.
  • _solve(self):
    • This is a recursive backtracking algorithm to solve the Sudoku grid.
    • It finds the next empty cell using self._find_empty(). If no empty cells are found, the puzzle is solved, and it returns True.
    • For each number from 1 to 9, it checks if placing that number in the empty cell is _is_valid().
    • If valid, it places the number and recursively calls _solve() again.
    • If the recursive call returns True (meaning a solution was found), it propagates True back up.
    • If the recursive call returns False (meaning that number didn't lead to a solution), it backtracks by setting the cell back to 0.
  • _find_empty(self):
    • Iterates through the self.grid to find the first cell with a value of 0 (empty).
    • Returns the (row, col) of the empty cell or None if no empty cells are found.
  • _is_valid(self, row, col, num):
    • Checks if placing num at (row, col) is valid according to Sudoku rules.
    • It verifies:
      • No duplicate num in the row.
      • No duplicate num in the col.
      • No duplicate num in the 3x3 block that contains (row, col).
  • _find_all_solutions(self, current_grid):
    • This function is crucial for ensuring the generated puzzle has a unique solution.
    • It uses a nested solve_recursive helper function, similar to _solve, but designed to find all possible solutions.
    • It stops searching for solutions as soon as more than one solution is found to optimize performance (if len(solutions) > 1: return).
  • _has_unique_solution(self, puzzle_grid):
    • Takes a puzzle_grid (which might have empty cells).
    • Calls _find_all_solutions() on a copy of the puzzle_grid.
    • Returns True if len(solutions) is exactly 1, indicating a unique solution.
  • _find_empty_in_grid(self, grid):
    • Similar to _find_empty, but operates on an arbitrary grid passed as an argument.
  • _is_valid_in_grid(self, grid, row, col, num):
    • Similar to _is_valid, but operates on an arbitrary grid passed as an argument.
  • is_complete(self):
    • Checks if the current self.grid represents a complete and valid Sudoku solution.
    • It verifies:
      • No zeros (empty cells) in any row.
      • All rows contain unique numbers from 1 to 9.
      • All columns contain unique numbers from 1 to 9.
      • All 3x3 blocks contain unique numbers from 1 to 9.

3. Sudoku Cell (SudokuCell Class)

This Kivy widget represents a single input cell in the Sudoku grid.

  • __init__(self, **kwargs):
    • Initializes the TextInput properties:
      • multiline = False: Ensures only single-line input.
      • input_filter = 'int': Allows only integer input.
      • halign = 'center', valign = 'middle': Centers the text horizontally and vertically.
      • font_size = 40: Sets a large font size for readability.
      • foreground_color = (0, 0, 0, 1): Sets text color to black.
    • self.bind(focus=self.on_focus): Binds the on_focus event to the on_focus method, allowing the parent to track which cell is selected.
  • on_text(self, instance, value):
    • This method is called whenever the text in the TextInput changes.
    • It ensures that only the last character entered is kept if the user types multiple characters quickly.
    • It also clears the text if the entered value is not between 1 and 9.
  • on_focus(self, instance, focused):
    • This method is called when the cell gains or loses focus.
    • It calls the on_cell_focus method of its parent (the SudokuBlock), passing itself and the focus status.

4. Sudoku Block (SudokuBlock Class)

This Kivy widget represents a 3x3 sub-grid of Sudoku cells.

  • block_row, block_col: Kivy ObjectProperty to store the row and column index of the block within the larger 3x3 grid of blocks (e.g., top-left block is block_row=0, block_col=0).
  • cells: Kivy ListProperty to hold references to the nine SudokuCell instances within this block.
  • __init__(self, **kwargs):
    • Initializes a GridLayout with 3 columns and 3 rows.
    • It sets block_row and block_col from the passed keyword arguments.
    • It creates nine SudokuCell instances, assigns their absolute row and col values within the 9x9 grid, adds them to the block's layout, and stores them in self.cells.
  • get_block_values(self):
    • Retrieves the current numerical values (or 0 for empty) from all cells within this block and returns them as a list.
  • set_block_values(self, values):
    • Takes a list of 9 values and updates the text of the cells in the block accordingly. An empty string is used for 0 to represent an empty cell.

5. Sudoku Grid (SudokuGrid Class)

This Kivy widget represents the entire 9x9 Sudoku grid, composed of nine SudokuBlock instances.

  • grid_data: Kivy ListProperty to hold the 2D list representing the Sudoku puzzle data. When this property changes, the Kivy framework automatically updates the UI.
  • selected_cell: Kivy ObjectProperty to store the (row, col) of the currently focused cell.
  • blocks: Kivy ListProperty to hold a 2D list of SudokuBlock instances.
  • block_line_color: Kivy ListProperty to define the color of the major 3x3 block lines.
  • __init__(self, **kwargs):
    • Initializes as a GridLayout with 3 columns and 3 rows (to hold the SudokuBlock instances).
    • It creates nine SudokuBlock instances, arranging them in a 3x3 grid, and adds them as widgets.
    • It binds the size and pos properties to on_size to redraw grid lines when the widget is resized or moved.
  • on_size(self, *args):
    • Called when the size or position of the SudokuGrid changes.
    • It triggers self.draw_grid() to redraw the grid lines.
  • on_grid_data(self, instance, value):
    • This is a Kivy property observer method. Whenever grid_data is updated, this method is called.
    • It iterates through the 9x9 value (the new grid data) and updates the text property of the corresponding SudokuCell widgets.
  • get_grid_values(self):
    • Retrieves the current numerical values (or 0 for empty) from all SudokuCell widgets in the entire 9x9 grid and returns them as a 2D list.
  • on_cell_focus(self, instance, focused):
    • This method is called by a SudokuCell (via its SudokuBlock parent) when its focus state changes.
    • It updates self.selected_cell to the (row, col) of the focused cell or None if focus is lost.
  • draw_grid(self, *args):
    • This method uses Kivy's graphics instructions to draw the thick lines that delineate the 3x3 blocks.
    • It clears previous drawings (self.canvas.before.clear()).
    • It uses Color(*self.block_line_color) to set the drawing color.
    • It draws four vertical and four horizontal lines with a specified line_width to create the block boundaries.

6. Sudoku Application (SudokuCreatorApp Class)

This is the main Kivy application class that brings everything together.

  • grid_widget: Kivy ObjectProperty to hold the instance of SudokuGrid.
  • message: Kivy StringProperty to display messages to the user (e.g., "Generated Easy puzzle.").
  • build(self):
    • This method is called by Kivy to construct the application's user interface.
    • It sets up a BoxLayout as the main_layout with vertical orientation.
    • It creates an instance of SudokuGrid (self.grid_widget) and adds it to the main_layout, passing a red color for the block lines.
    • It creates another BoxLayout for the buttons (button_layout).
    • It creates "Generate Easy", "Generate Medium", "Generate Hard", "Check", "Solve", and "Clear" buttons, each with an on_press event handler that calls the appropriate method.
    • It adds a Label to display the message to the user.
    • Finally, it adds the button_layout and message_label to the main_layout.
    • It returns the main_layout which becomes the root widget of the application.
  • generate_puzzle(self, difficulty):
    • Creates a Sudoku object.
    • Calls the sudoku.generate_puzzle() method with the specified difficulty.
    • Updates self.grid_widget.grid_data with the generated puzzle, which automatically updates the UI.
    • Updates the self.message label.
  • check_puzzle(self, event):
    • Retrieves the current grid values from the grid_widget.
    • Creates a Sudoku object and sets its grid to the current user input.
    • Calls sudoku.is_complete() to check the validity and completeness.
    • Updates the self.message label based on the result.
  • solve_puzzle(self, event):
    • Retrieves the current grid values from the grid_widget.
    • Creates a Sudoku object and sets its grid.
    • Calls sudoku._solve() to find a solution.
    • If a solution is found, it updates self.grid_widget.grid_data with the solved grid.
    • Updates the self.message label.
  • clear_grid(self, event):
    • Resets self.grid_widget.grid_data to an empty 9x9 grid of zeros, effectively clearing the UI.
    • Updates the self.message label.

7. Application Entry Point (if __name__ == '__main__':)

This standard Python construct ensures that SudokuCreatorApp().run() is called only when the script is executed directly (not when it's imported as a module).

  • SudokuCreatorApp().run(): Starts the Kivy application event loop, displaying the GUI.

Running the code:

The result of running the code is an empty Sudoku grid with 4 buttons at the bottom with their functionality as their names.

When you click Generate Hard this is displayed. This populates only a couple of cells in the grid leading to a 'hard' to solve problem.

When you hit Solve in the generated grid, this will be displayed.

The game is still under testing and development.









Thursday, December 26, 2024

Ever Explored an Image? Dive In Now!


If you have not, it is time you do it. Python lends itself to be the way to unveil the magic behind images. While python is the main tool you need libraries to help along.

There is a famous adage, if you want to control something you need to measure it first. In order to change or use image in a yet to unknown ways, you need to unravel an image. Image processing is all about how in myriad ways you can use images for aesthetic, scientific and medical fields. Python with a plethora of image and other supportive libraries such as PIL, OpenCV, NumPy, etc. is great for this purpose. First of all we need to understand Pixel, it is like understanding a point in geometry, the fundamental building block.

What is a pixel?

The unveiling of an image starts with the building block of images, the pixels - geometrical structures with very minute dimensions that have some color in them.

Pixels are actually square. Each pixel is a tiny square of color that, when combined with other pixels, forms the images you see on screens. This grid of square pixels is what allows digital displays to render images with precision and clarity. The concept of pixels being square is fundamental to how digital images are created and displayed. In a sense, pixels are abstract that depend on the device on which we see the image. The physical size of a pixel is device dependent. The physical size of a pixel has to be derived from a knowledge of the resolving power of the device, the dots per inch seen on the device. While in Micro LEDs they are about 50 microns they can be fraction of a millimeter in large LEDs.  

Images are a grid of pixels, each with a specific color. When viewed together, these pixels form the images we see.

What is NumPy and what is its role in image processing?

In the process of understanding images, NumPy plays a crucial role. This library helps to separate an image into three distinct parts: height, width, and color. Furthermore, it isolates the colors red, green, and blue, placing them into their respective channels. By dismantling the image with NumPy, we can access the five important components of an image. These components can be manipulated using various image libraries in Python.

Also, while NumPy can disassemble an image, it can also reconstruct an image and it is extremely versatile. NumPy depends for its speed on the core C programming constructs but implemented for a high level language like Python.

Finding the height and width of an image using NumPy in Python:

This program takes in an image and find its shape with three arguments, height, width and number of channels. You can also see the result of running this code in PyCharm.

This image Kiss.jpg has height and width of 7401 and 7376 with three colors.

Finding the height, width and colors:

The following code unravels the image (the python program is using PyCharm interface):



1. When this code is run the image dimensions (height and width) are returned.

2. It separates the 3 color channels into its constituents.

3. It gives three images and saves them to a files in the same project

In arriving at these results it has,

1. Reduced the size of image by resizing so that final image is not distorted, visible and without any display related artifacts. (When this code was run without resizing, it returned 3 very large images all in grey).

2. After resizing, I have extracted the three channel information. Remember, it is zero-based.

3. Each channel (red, green, and blue) is populated by values from the image in a two-step process. In the first step, an array with the same dimensions as the image is created, but all elements are initialized to zero for the chosen channel. In the second step, this array is filled with the values of the pertinent color from the image.

4. It creates separate images of the same image in separate colors, one each for red, green and blue and shows them.

5. It also writes to file, the images for each of these channels.

As you can see, we have the height, width and three separate images of the image looking at ony red, green and blue values in its pixels.






Here is the code, should you try to run for your image:

========================================

import cv2
import numpy as np

# Load the image
image = cv2.imread(r'C:\Users\hoden\PycharmProjects\exploreImage\Images\TheKiss.jpg')
# Get the dimensions of the image
height, width, channels = image.shape

# Print the dimensions
print(f'Width: {width} pixels, Height: {height} pixels')

# resizing the image to display smaller sizes on my display device
resized_image = cv2.resize(image, (200, 200))

# Extract individual color channels
blue_channel = resized_image[:, :, 0]
green_channel = resized_image[:, :, 1]
red_channel = resized_image[:, :, 2]

# Create separate images for each channel
blue_image = np.zeros_like(resized_image)
blue_image[:, :, 0] = blue_channel

green_image = np.zeros_like(resized_image)
green_image[:, :, 1] = green_channel # Assign green channel to green image

red_image = np.zeros_like(resized_image)
red_image[:, :, 2] = red_channel

# Display the extracted channels as images
cv2.imshow('Blue Channel', blue_image)
cv2.imshow('Green Channel', green_image)
cv2.imshow('Red Channel', red_image)
cv2.waitKey(0)
cv2.destroyAllWindows()

# Save the extracted channels as images (optional)
cv2.imwrite('blue_channel.jpg', blue_image)
cv2.imwrite('green_channel.jpg', green_image)
cv2.imwrite('red_channel.jpg', red_image)



 

 





Sunday, December 15, 2024

Have you considered image augmentation in image data generation - Part 1?

 Python has emerged as a programming language of choice when it comes to generating images through image augmentation techniques. Image augmentation techniques can provide a rich diversity of the training dataset and turbocharge the image recognition models. 

This post explores one of the fundamental image data augmentation techniques, random cropping. A future post discusses the random clipping.

Cropping and flipping are common image manipulation techniques that don't require explicit redefinition. They are often implemented using built-in functions or libraries like OpenCV and PIL.

Details of random cropping:

Here is the python code to randomly crop an image.

=========

def random_crop(img, crop_size):


    h, w = img.shape[:2]

    x = np.random.randint(0, w - crop_size[1])

    y = np.random.randint(0, h - crop_size[0])

    crop_img = img[y:y+crop_size[0], x:x+crop_size[1]]

    return crop_img

============================

The random cropping shown above does not directly use the OpenCV, it uses the functionality of NumPy arrays. 

Note:  Defining h, w =img.shape[:2] correctly picks the images height and width appropriate for NumPy array. The common channels of NumPy are [height, width, and  color-channel] in that order.

Also note:

NumPy arrays use zero-based indexing. This means the first element in an array has an index of 0, the second has an index of 1, and so on.

In the random_crop function:

x = np.random.randint(0, w - crop_size[1])

This line generates a random starting x-coordinate for the crop. w is the width of the image.

crop_size[1] is the width of the cropped region.

By subtracting crop_size[1] from w, we ensure that the starting x-coordinate plus the crop width doesn't exceed the image's width.

y = np.random.randint(0, h - crop_size[0])

This line generates a random starting y-coordinate for the crop.

h is the height of the image. crop_size[0] is the height of the cropped region.

Similarly, this ensures the starting y-coordinate plus the crop height doesn't exceed the image's height.

Random cropping is the same as cropping with randomness introduced to the randomness in choosing the cropping coordinates.

The following code is just regular cropping of an image:

====================

from PIL import Image

def crop_image(image_path, left, top, right, bottom):
"""
Crops an image using PIL.

Args:
image_path: Path to the image file.
left: X-coordinate of the top-left corner of the cropping region.
top: Y-coordinate of the top-left corner of the cropping region.
right: X-coordinate of the bottom-right corner of the cropping region.
bottom: Y-coordinate of the bottom-right corner of the cropping region.

Returns:
The cropped image as a PIL Image object.
"""
try:
img = Image.open(image_path)
cropped_img = img.crop((left, top, right, bottom))
return cropped_img
except Exception as e:
print(f"Error cropping image: {e}")
return None


# Example usage:
image_path = r"C:\Users\hoden\PycharmProjects\exploreImage\Images\TheKiss.jpg"
left = 100
top = 50
right = 300
bottom = 200

cropped_image = crop_image(image_path, left, top, right, bottom)

if cropped_image:
cropped_image.show()
cropped_image.save("cropped_image.jpg")

Now, Let us consider random cropping:

TBC--> TO BE CONTIUED