Chinese Handwriting Recognition App

Chinese Handwriting Recognition App

 

 

 

 

 

 

 

Unlike the iPad, the BlackBerry PlayBook has rather poor international keyboard support, with no method for entering chinese characters. I like the way iOS achieves this, so went about building my own version in ActionScript.

This was mainly an academic exercise and to help me to learn to write chinese. My approach was to sample the strokes drawn into the app as a series of up to 8 directions, including the relative position of a given stroke to the previous stroke, again as one of 8 directions. This pattern, represented as a string of numbers is then put through a smoothing algorithm, to remove some unnecessary noise and then compared with a dictionary of pattern keys, which may contain one or more suggested characters. If there are no hits, an advanced search occurs, by mutating the given pattern in specific ways, in order to find alternative suggestions. I can also find characters based on the next most likely character to the one you’ve just entered, using frequency analysis on given sample text.

The app will eventually be a PlayBook App, but is still unfinished and currently in ‘training mode’, so that character patterns can be trained into the database. It’s currently primed with some simplified sample data, from which it picks the most popular few characters to learn. If you write chinese, give it a go.

SmoothBitmap – How to enforce pixel smoothing on a Bitmap

A common oversight when using Bitmaps with loaded content is that Flash will revert a Bitmap’s smoothing parameter to false when you replace its bitmapData. It’s simple enough to fix, but since you may not know if someone is going to replace the bitmapData of a Bitmap you have created – then it’s often better to code defensively around it.

This little SmoothBitmap class is for just such an occassion. Instantiate it like a regular Bitmap and, no matter what another developer does with it, smooth pixels when scaling/rotating will be ensured.

CODING WRONGS – Where do I start with the bad?

It gets scary out there sometimes. During my freelance career I’ve worked a lot of different companies and have seen such coding horrors as you cannot imagine. So I thought I’d start immortalising some of them – so that we can all learn better coding practices, by looking at the bad.

Starter for 10 – What’s wrong with this picture?
[AS]
public function set someProperty(value:String):void
{
var newPixels:BitmapData = new BitmapData(someUint, someUint, true, 0);
someBlitUtil.blitStuffTo(newPixels, value);
someBitmap.bitmapData = newPixels;
}
[/AS]

If it’s not immediately obvious, the fubar here is the potential replacement of a Bitmap’s BitmapData, without explictly disposing any existing BitmapData. I see this kind of thing quite often and it’s the source of many a memory leak. AVM2 isn’t that great and dealing with this kind of situation and there’s a crucial difference between GC cleaning up out-of-scope objects for you and things like BitmapData: GC will reclaim the memory associated with objects ‘when it feels like it’, whereas explicitly calling the ‘dispose’ method of a BitmapData will immediately give you back that memory. In the case of hardware accelerated setups, the memory associated with the pixel data itself (video memory) will be reclaimed immediately. You shouldn’t make more work for GC when you can avoid it – defensive programming is always best!

TextField.getRawText() what it does

I was recently creating an API that required extending TextField and happened across the getRawText() method. I assumed this returned the text from the field without formatting or something – so I looked up the AS3 docs for flash.text.TextField.

Nothing there – gee thanks Adobe. A quick search turned up this which, it turns out, isn’t quite accurate.

So, with a tad of testing, it appears that getRawText() returns the text, stripped of any HTML tags (if you had set htmlText). I now wonder if this is faster than using a RegEx to strip the tags and why Adobe didn’t document it?

Loan Shark – fast object pooling

Loan Shark AS3 object pooling utilityA couple of years ago, I created an AS3 object pooling utility for a games project I was building. Since then, I’ve used it quite a few times, in order to speed up apps and improve resource management, easing the load on the garbage collector by reusing objects instead of recreating them.

While object pooling isn’t a magic bullet to speed up every use case, it works especially well with custom classes that are heavy to continually contruct and destroy. A good example is my History of the World project, which uses an object pool for item renderers, instead of creating and destroying them as you navigate around – press ALT+CTRL to bring up the resource debugger, which shows a little information on its usage.

I recently updated the utility, improving its performance, adding features and putting loads of unit tests around it. It’s now hosted it over at GoogleCode. Using it is a simple as:
[AS]
import org.kissmyas.utils.loanshark.LoanShark;

var pool:LoanShark = new LoanShark(SomeClass);
var someInstance:SomeClass = pool.borrowObject();
someInstance.doStuff();

// Instead of nullifying an object, check it back into the pool
pool.returnObject(someInstance);
[/AS]

Fastest way to add multiple elements to an Array / Vector

In a simple situation, where you wish to add many elements to an Array or Vector, you might just do:
[AS]
var input:Array;
var output:Array;
while (input.length)
output.push(input.shift());
[/AS]

However, the sizes of both Arrays are manipulated for each loop, which will have an adverse impact on speed and memory usage. So, we could cache the length of the input Array and not manipulate it:
[AS]
var input:Array;
var output:Array;
var inputLength:uint = input.length;
for (var i:int = 0; i < inputLength; i++)
output.push(input[i]);
[/AS]

But we’re still growing the size of the output Array incrementally, which is very bad. Since we know input.length in advance, we could grow the output Array to its new size just once, before the loop:
[AS]
var input:Array;
var inputLength:uint = input.length;
var output:Array;
var outputLength:uint = output.length;
var newOutputLength:uint = outputLength + inputLength;
output.length = newOutputLength;
for (var i:int = 0; i < inputLength; i++)
output[i + outputLength] = input[i]);
[/AS]

This is OK, but still involves a loop. If only we could push multiple elements into the push method in one go. Well, we can – enter the apply method. Since Array.push accepts multiple arguments (something rarely used) and apply allows us to pass an Array of arguments to any Function, one line and we’re done:
[AS]
var input:Array;
var output:Array;
output.push.apply(null, input);
[/AS]

This works out faster and more memory efficient than the other methods. It works nicely for Vectors, too. If anyone has a faster method of doing this, do let me know.

SWFIdle – simple flash idling utility

I created this simple utility, called SWFIdle, to enable the Flash Player to lower its CPU usage while the user is not interacting with it. Since it’s possible to have multiple Flash instances embedded in one page (for example, a game and a couple of banners), I recommend that everyone uses this in their projects, so that SWFs needn’t fight for CPU and give Flash a bad name.