using histogram to determine colored object presence? - perl

I'm trying to determine if portion of the picture contains red-white striped object (liftramp). If it is present, it looks like this: , and when not like this:
The naive approach was to extract histogram, and count if there is more red pixels than blue/green ones:
use Image::Magick;
my $image = Image::Magick->new;
my $rv = $image->Read($picture);
#$rv = $image->Crop(geometry=>'26x100+484+40');
my #hist_data = $image->Histogram;
my #hist_entries;
# Histogram returns data as a single list, but the list is actually groups of 5 elements. Turn it into a list of useful hashes.
while (#hist_data) {
my ($r, $g, $b, $a, $count) = splice #hist_data, 0, 5;
push #hist_entries, { r => $r, g => $g, b => $b, alpha => $a, count => $count };
}
my $total=0;
foreach my $v (#hist_entries) {
if ($$v{r}>($$v{g}+$$v{b})) { $total +=$$v{count}; }
}
and then comparing if $total > 10 (arbitrary threshold). While that seems to work nice for relatively sunny day (giving 50-180 for presence vs 0-2 for not present), heavy clouds and dusk make the detection always say the liftramp is not present.
I guess there must be smarter way to detect if red-white object is present. So the question is how to do that detection more reliably?
Note that grayish/green background might change with seasons to more of gray-brown or something. I also cannot count on pixel precision as it might move a little (or I'd just crop a 3-4 pixels and look if they are red) - but it should mostly fit it he cropped box.

Another way to do it that would be more insensitive to lighting would be to look for red hues after converting to HSV colorspace. But since red has the same 0 hue as black/gray/white, I would invert the image so that red becomes cyan. So histogram the hue channel after inverting and converting to HSV and look for values at cyan hue near 180 degrees or its equivalent of 50% gray or 128 in the range of 0 to 255. In imagemagick, you would do
convert XqG0F.png -negate -colorspace HSV -channel red -separate +channel -define histogram:unique-colors=false histogram:without_hist.png
convert x5hWF.png -negate -colorspace HSV -channel red -separate +channel -define histogram:unique-colors=false histogram:with_hist.png
So you can see in the second image (for the red bar), there is a substantial broad peak near mid-way i.e., 50% (horizontally), but none in the first image in that region.

You could do an FFT to get the spectrum of each image. The image with the striped bar has a repetitive pattern that should show up in the spectrum. Using ImageMagick:
Without the bar:
convert XqG0F.png -fft +delete -evaluate log 100000 without.png
With bar:
convert x5hWF.png -fft +delete -evaluate log 100000 with.png

Related

adding annotations to pdf using perl

I'm using the perl module PDF::API2::Annotation to add annotations to my pdf files.
There is support to decide where the annot will be created using a rect. Something like this:
$annot->text( $text, -rect => [ 10, 10, 10, 10 ] );
which works fine, but I'm having problem to be accurate on where to put my annotations.
I know the lower left corner of the pdf is (0,0). Let's say i want to put an annotation exactly in the middle of the page, any idea how can i achieve that?
according to this https://www.leadtools.com/help/leadtools/v18/dh/to/leadtools.topics.pdf~pdf.topics.pdfcoordinatesystem.html
a pdf is divided to points, and each point is 1/72 inch. and a pdf size is so the middle should be
(306,396)
But thats not even close to the middle.
You can get the size of the page media box and then calculate the middle from that:
# get the mediabox
my ($llx, $lly, $urx, $ury) = $page->get_mediabox;
# print out the page coordinates
say "page mediabox: " . join ", ", $llx, $lly, $urx, $ury;
# output: 0, 0, 612, 792 for the strangely-shaped page I created
# calculate the midpoints
my $midx = $urx/2;
my $midy = $ury/2;
my $annot = $page->annotation;
# create an annotation 20 pts wide and high around the midpoint of the mediabox
$annot->text($text, -rect=>[$midx-10,$midy-10,$midx+10,$midy+10]);
As well as the media box, you can also get the page crop box, trim box, bleed box, and art box:
for my $box ('mediabox', 'cropbox', 'trimbox', 'artbox', 'bleedbox') {
my $get = "get_$box";
say "$box dimensions: " . join ", ", $page->$get;
}
These are usually all the same unless the document has been set up for professional printing with a bleed area, etc.

How to determine whether colour is within a range of shades

I am not sure if this is possible as I have been looking for a few hours and cant find what I am looking for.
What i am doing is taking a color from a game panel which is semi translucent so the color which I am taking is always subtly changing. What is need is a way to check if it is +/- 10 or so shades of my desired color.
Something like
If color1 is +/-10 of 0x?
I have tried using the image search to do similar but that didn't work.
Any help would be greatly appreciated
In addition to Robert's answer, you can compare the colors mathematically.
First start by separating the Red, Green, and Blue values.
ToRGB(color) {
return { "r": (color >> 16) & 0xFF, "g": (color >> 8) & 0xFF, "b": color & 0xFF }
}
Then we need a function that compares the colors. Each of thee variables holds a number representing the difference in the two color values. For example if red is 255 in c1, and 200 in c2, rdiff will be 55. We use Abs so that we don't end up with -55 when c2 has a higher value. Then we make sure the difference for each of these is less than our vary.
Compare(c1, c2, vary=20) {
rdiff := Abs( c1.r - c2.r )
gdiff := Abs( c1.g - c2.g )
bdiff := Abs( c1.b - c2.b )
return rdiff <= vary && gdiff <= vary && bdiff <= vary
}
Here's how it can be used. We take some numbers, and then compare them to each other with the default vary of 20.
light_pink := ToRGB(0xFFAAFF)
darker_pink := ToRGB(0xFAACEF)
purple := ToRGB(0xAA00FF)
MsgBox % Compare(light_pink, dark_pink) ; True
MsgBox % Compare(light_pink, purple) ; False
I assume that your read about the limitations of PixelGetColor: Known limitations:
"A window that is partially transparent or that has one of its colors marked invisible (TransColor) typically yields colors for the window behind itself rather than its own.
PixelGetColor might not produce accurate results for certain applications. If this occurs, try specifying the word Alt or Slow in the last parameter."
When using ImageSearch, you can specify the Delta of the colours. Example:
ImageSearch, FoundX, FoundY, %SearchRangeLeft%, %SearchRangeTop%, %SearchRangeRight%, %SearchRangeBottom%, *20 %ImageFile%
Here the *20 indicates the variation in the range from 0 to 255 of my search colour. When searching for a pixel inside the image of 100,100,100 (RGB), it will match anything between 80,80,80 and 120,120,120. Hope this helps, but matching transparent colours is difficult and prone to errors. The smaller the image and search range the better (and faster)

Modifying pixels in an image using Perl

Suppose I want to take one picture, move all of its pixels one pixel to the right and one to the left, and save it. I tried this code:
my $image_file = "a.jpg";
my $im = GD::Image->newFromJpeg($image_file);
my ($width, $height) = $im->getBounds();
my $outim = new GD::Image($width, $height);
foreach my $x (1..$width)
{
foreach my $y (1..$height)
{
my $index = $im->getPixel($x-1,$y-1);
my ($r,$g,$b) = $im->rgb($index);
my $color = $outim->colorAllocate($r,$g,$b);
$outim->setPixel($x,$y,$color);
}
}
%printing the picture...
That doesn't do the trick; it draws all pixels, except those in which x=0 or y=0, in one color. Where am I going wrong?
Look in the docs:
Images created by reading JPEG images will always be truecolor. To
force the image to be palette-based, pass a value of 0 in the optional
$truecolor argument.
It's not indexed. Try adding a ,0 to your newFromJpeg call.
From the comments, it seems your next problem is the number of colors to allocate. By default, the indexed image is 8-bit, meaning a maximum number of 256 unique colors (2^8=256). The "simple" workaround is of course to use a truecolor image instead, but that depends on whether you can accept truecolor output.
If not, your next challenge will be to come up with "an optimal" set of 256 colors that will minimize the visible defects in the image itself (see http://en.wikipedia.org/wiki/Color_quantization). That used to be a whole topic in itself that we seldom have to worry about today. If you still have to worry about it, you are probably better off offloading that job to some specialized tool like Imagemagik or similar, rather than try to implement it yourself. Unless you like challenges of course.
Here's a solution using Imager because it's a very nice module and I'm more familiar with it, and it handles image transformations nicely.
use Imager;
my $image_file = "a.jpg";
my $src = Imager->new(file => $image_file) or die Imager->errstr;
my $dest = Imager->new(
xsize => $src->getwidth() + 1,
ysize => $src->getheight() + 1,
channels => $src->getchannels
);
$dest->paste(left => 1, top => 1, src => $src);
$dest->write(file => "b.jpg") or die $dest->errstr;
Try reversing the direction of x and y - not from 1 to max but from max to 1. You are not sliding the colors but copying the same again and again.
I realize that this is an old post, but this is a piece of code that I use GD:Thumb for creating resized images.
sub png {
my ($orig,$n) = (shift,shift);
my ($ox,$oy) = $orig->getBounds();
my $r = $ox>$oy ? $ox / $n : $oy / $n;
my $thumb = GD::Image->newFromPng($ox/$r,$oy/$r,[0]);
$thumb->copyResized($orig,0,0,0,0,$ox/$r,$oy/$r,$ox,$oy);
return $thumb, sprintf("%.0f",$ox/$r), sprintf("%.0f",$oy/$r);
}

Creating An "Autopilot" For Lander in Perl

I'm using Perl to create a simple Lunar Lander game. All of the elements work (i.e. graphical interface, user implemented controls, etc), but I cannot seem to get the "AutoPilot" function to work. This function should fly the lander to a spot that it can land (or a spot designated as a target for landing), and then safely land there. The restrictions placed on landing are the slope of the place the lander lands and the velocity that the lander has when landing. The only file I can change is AutoPilot.pm. I will post the code I am allowed to work with:
package AutoPilot;
use strict;
use warnings;
# use diagnostics;
=head1 Lunar Lander Autopilot
The autopilot is called on every step of the lunar lander simulation.
It is passed state information as an argument and returns a set of course
correction commands.
The lander world takes the surface of the moon (a circle!)
and maps it onto a rectangular region.
On the x-axis, the lander will wrap around when it hits either the
left or right edge of the region. If the lander goes above the maximum
height of the world, it escapes into the space and thus fails.
Similarly, if the lander's position goes below 0 without ever landing
on some solid surface, it "sinks" and thus fails again.
The simulation is simple in the respect that if the langer goes at a high speed
it may pass through the terrain boundary.
The y-axis has normal gravitational physics.
The goal of the autopilot is to land the craft at (or near) the landing
zone without crashing it (or failing by leaving the world).
=head2 Interface in a nutshell
When the simulation is initialized, AutoPilot::Initialize() is called.
Every clock tick, AutoPilot::ComputeLanding() is called by the simulator.
For more explanation, see below.
=cut
# if you want to keep data between invocations of ComputeLanding, put
# the data in this part of the code. Use Initialize() to handle simulation
# resets.
my $call_count = 0;
my $gravity;
my ($x_min, $y_min, $x_max, $y_max);
my ($lander_width, $lander_height, $center_x, $center_y);
my $target_x;
my ($thrust, $left_right_thrust);
my ($max_rotation, $max_left_right_thrusters, $max_main_thruster);
my $ascend_height = 980;
=head1 AutoPilot::Initialize()
This method is called when a new simulation is started.
The following parameters are passed to initialize:
$gravity, a number, describing the gravity in the world
$space_boundaries, a reference to an array with 4 numerical
elements, ($x_min, $y_min, $x_max, $y_max), describing
the world boundaries
$target_x, a number representing the target landing position
$lander_capabilities, a reference to an array with
5 elements,
($thrust, $left_right_thrust, $max_rotation, $max_left_right_thrusters, $max_main_thruster),
describing the capabilities of the lander.
$lander_dimensions, a reference to an array with
4 elements,
($lander_width, $lander_height, $center_x, $center_y),
describing the dimensions of the lander.
=head2 Details
=head3 Dimensions
The dimensions are given in 'units' (you can think of 'units' as meters).
The actual numbers can take any real value, not only integers.
=head4 World dimensions
The lander world is a square region with a lower left corner at
($x_min,$y_min) and an upper right corner at ($x_max, $y_max).
The measurement units of these dimensions will just be called units
(think about units as meters). By definition, $x_max>$x_min and
$y_max>$y_min.
The default values for the lower left and upper right corners
are (-800,0), and (800,1600), respectively.
=head4 Lander dimensions
The lander is $lander_width units wide and $lander_height high.
The coordinates of the lander are always specified with respect to its center.
The center of the lander relative to the lower left corner of the lander bounding box
is given by $center_x, $center_y. Thus, if ($x,$y) are the coordinates of the lander,
($x-$center_x,$y-$center_y) and ($x-$center_x+$lander_width,$y-$center_y+$lander_height)
specify the corners of the bounding box of the lander. (Think of the lander as completely
filling this box.) The significance of the bounding box of the lander is that a collision
occurs if the bounding box intersects with the terrain or the upper/lower edges of the world.
If a collision occurs, as described earlier, the lander might have just landed,
crashed or 'escaped' (and thus the lander failed).
The constraints on these values are: $lander_width>0, $lander_height>0,
$center_x>0, $center_y>0.
The default value for the width is 60 units, for the height it is 50,
for $center_x it is 30, for $center_y it is 25.
=head4 Forces
The gravitational force is:
$g
The thrust exerted by the engine when fired is:
$thrust
The thrust exerted by the left/right thrusters when fired is:
$left_right_thrust
=head4 Limits to the controls
Within a single timestep there are limits to how many degrees the
lander may rotate in a timestep, and how many times the side thrusters,
and main thruster, can fire. These are stored in:
$max_rotation, $max_left_right_thrusters, $max_main_thruster
=head4 Target
The target landing zone that the lander is supposed to land at:
$target_x
which returns
the string "any" if any safe landing site will do, or
a number giving the x-coordinate of the desired landing site.
Note: there is no guarantee that this is actually a safe spot to land!
For more details about how the lander is controlled, see AutoPilot::ComputeLanding.
=cut
sub Initialize {
my ($space_boundaries, $lander_capabilities,$lander_dimensions);
($gravity, $space_boundaries, $target_x, $lander_capabilities, $lander_dimensions) = #_;
($x_min, $y_min, $x_max, $y_max) = #{$space_boundaries};
( $thrust, $left_right_thrust, $max_rotation,
$max_left_right_thrusters, $max_main_thruster) = #{$lander_capabilities};
($lander_width, $lander_height, $center_x, $center_y) = #{$lander_dimensions};
$call_count = 0;
}
=head1 AutoPilot::ComputeLanding()
This method is called for every clock tick of the simulation.
It is passed the necessary information about the current state
and it must return an array with elements, describing the
actions that the lander should execute in the current tick.
The parameters passed to the method describe the actual state
of the lander, the current terrain below the lander and some
extra information. In particular, the parameters are:
$fuel, a nonnegative integer describing the remaining amount of fuel.
When the fuel runs out, the lander becomes uncontrolled.
$terrain_info, an array describing the terrain below the lander (see below).
$lander_state, an array which contains information about the lander's state.
For more information, see below.
$debug, an integer encoding whether the autopilot should output any debug information.
Effectively, the value supplied on the command line after "-D",
or if this value is not supplied, the value of the variable $autopilot_debug
in the main program.
$time, the time elapsed from the beginning of the simulation.
If the simulation is reset, time is also reset to 0.
=head2 Details of the parameters
=head3 The terrain information
The array referred to by $terrain_info is either empty, or
it describes the terrain element which is just (vertically) below the lander.
It is empty, when there is no terrain element below the lander.
When it is non-empty, it has the following elements:
($x0, $y0, $x1, $y1, $slope, $crashSpeed, $crashSlope)
where
($x0, $y0) is the left coordinate of the terrain segment,
($x1, $y1) is the right coordinate of the terrain segment,
$slope is the left to right slope of the segment (rise/run),
$crashSpeed is the maximum landing speed to avoid a crash,
$crashSlope is the maximum ground slope to avoid a crash.
=head3 The state of the lander
The array referred to by $lander_state contains
the current position, attitude, and velocity of the lander:
($px, $py, $attitude, $vx, $vy, $speed)
where
$px is its x position in the world, in the range [-800, 800],
$py is its y position in the world, in the range [0, 1600],
$attitude is its current attitude angle in unit degrees,
from y axis, where
0 is vertical,
> 0 is to the left (counter clockwise),
< 0 is to the right (clockwise),
$vx is the x velocity in m/s (< 0 is to left, > 0 is to right),
$vy is the y velocity in m/s (< 0 is down, > 0 is up),
$speed is the speed in m/s, where $speed == sqrt($vx*$vx + $vy*$vy)
=head2 The array to be returned
To control the lander you must return an array with 3 values:
($rotation, $left_right_thruster, $main_thruster)
$rotation instructs the lander to rotate the given number of degrees.
A value of 5 will cause the lander to rotate 5 degrees counter clockwise,
-5 will rotate 5 degrees clockwise.
$left_right_thruster instructs the lander to fire either the left or
right thruster. Negative value fire the right thruster, pushing the
lander to the left, positive fire the left thruster, pushing to the right.
The absolute value of the value given is the number of pushes,
so a value of -5 will fire the right thruster 5 times.
$main_thruster instructs the lander to fire the main engine,
a value of 5 will fire the main engine 5 times.
Each firing of either the main engine or a side engine consumes
one unit of fuel.
When the fuel runs out, the lander becomes uncontrolled.
Note that your instructions will only be executed up until the
limits denoted in $max_rotation, $max_side_thrusters, and $max_main_thruster.
If you return a value larger than one of these maximums than the
lander will only execute the value of the maximum.
=cut
sub ComputeLanding {
my ($fuel, $terrain_info, $lander_state, $debug, $time) = #_;
my $rotation = 0;
my $left_right_thruster = 0;
my $main_thruster = 0;
# fetch and update historical information
$call_count++;
if ( ! $terrain_info ) {
# hmm, we are not above any terrain! So do nothing.
return;
}
my ($x0, $y0, $x1, $y1, $slope, $crashSpeed, $crashSlope) =
#{$terrain_info};
my ($px, $py, $attitude, $vx, $vy, $speed) =
#{$lander_state};
if ( $debug ) {
printf "%5d ", $call_count;
printf "%5s ", $target_x;
printf "%4d, (%6.1f, %6.1f), %4d, ",
$fuel, $px, $py, $attitude;
printf "(%5.2f, %5.2f), %5.2f, ",
$vx, $vy, $speed;
printf "(%d %d %d %d, %5.2f), %5.2f, %5.2f\n",
$x0, $y0, $x1, $y1, $slope, $crashSpeed, $crashSlope;
}
# reduce horizontal velocity
if ( $vx < -1 && $attitude > -90 ) {
# going to the left, rotate clockwise, but not past -90!
$rotation = -1;
}
elsif ( 1 < $vx && $attitude < 90 ) {
# going to the right, rotate counterclockwise, but not past 90
$rotation = +1;
}
else {
# we're stable horizontally so make sure we are vertical
$rotation = -$attitude;
}
# reduce vertical velocity
if ($target_x eq "any"){
if (abs($slope) < $crashSlope){
if ($vy < -$crashSpeed + 6){
$main_thruster = 1;
if (int($vx) < 1 && int ($vx) > -1){
$left_right_thruster = 0;
}
if (int($vx) < -1){
$left_right_thruster = 1;
}
if (int($vx) > 1){
$left_right_thruster = -1;
}
}
}
else{
if ( $py < $ascend_height) {
if ($vy < 5){
$main_thruster=2;
}
}
if ($py > $ascend_height){
$left_right_thruster = 1;
if ($vx > 18){
$left_right_thruster = 0;
}
}
}
}
if ($target_x ne "any"){
if ($target_x < $px + 5 && $target_x > $px - 5){
print "I made it here";
if (abs($slope) < $crashSlope){
if ($vy < -$crashSpeed + 1){
$main_thruster = 1;
if (int($vx) < 1 && int ($vx) > -1){
$left_right_thruster = 0;
}
if (int($vx) < -1){
$left_right_thruster = 1;
}
if (int($vx) > 1){
$left_right_thruster = -1;
}
}
}
}
if ($target_x != $px){
if ( $py < $ascend_height) {
if ($vy < 5){
$main_thruster=2;
}
}
if ($py > $ascend_height){
$left_right_thruster = 1;
if ($vx > 10){
$left_right_thruster = 0;
}
}
}
}
return ($rotation, $left_right_thruster, $main_thruster);
}
1; # package ends
Sorry about the length of the code...
So, there are a few things I want this autopilot program to do. In order they are:
Stabilize the lander (reduce attitude and horizontal drift to zero if they are nonzero). Once stabilized:
If above a target and the target's segment is safe to land on then descend on it.
Otherwise ascend to the safe height, which is above 1200 units. You can safely assume that there are no objects at this height or higher and also that during straight ascends from its initial position, the lander will not hit anything.
Once at the safe height, the lander can start going horizontally towards to its target, if a target is given, otherwise it should target the first safe landing spot that is can sense by scanning the terrain in one direction. It is important that the lander maintains its altitude while it moves horizontally, because it cannot sense objects next to it and there could be objects anywhere below this height.
Once the target x coordinate is reached and is found to be safe to land on, start a descend.
If the target x coordinate is is reached, but the terrain is unsafe, if a good spot has been seen while moving towards the target, go back to it, otherwise continue searching for a good spot.
Once a good spot is seen, just land on it nice and safe.
Ok, so, I've updated the code. My code is now able to land the lander in all tests (except one, got fed up, the code works close enough) where there is no target. However, I am having huge troubles figuring out how to get the lander to land at a target. Any ideas with my code so far? (actual used code is found in the ComputeLanding subroutine)
Here's a hint: try approaching the problem from the other end.
Landing is almost equivalent to takeoff with time reversed. The only thing that doesn't get reversed is fuel consumption. (Whether that matters depends on whether the simulation counts fuel as part of the lander's mass. In a realistic sim, it should, but at a glance, it looks like yours might not.)
The optimal way (in terms of fuel efficiency) to take off in a rocket is to fire the engines at maximum power until you're going fast enough, then turn them off. The slower you climb, the more fuel you waste hovering.
Thus, the optimal way to land a rocket is to freefall (after a possible initial burn to correct heading) until the last possible instant, and then fire the engines at full power so that you come to a stop just above the landing pad (or hit the pad at whatever velocity you consider acceptable, if that's greater than zero).
Can you calculate what the right moment to turn on the engines would be? (Even if you can't do it directly, you could always approximate it by binary search. Just pick a point and simulate what happens: if you crash, start the burn earlier; if you stop before hitting the surface, start it later.)
(Ps. This seems like a rather silly exercise for a Perl programming course. Yes, you can certainly solve this in Perl, but there's nothing about Perl that would be particularly well suited for this exercise. Indeed, this isn't even fundamentally a programming problem, but a mathematical one — the only programming aspect to it is translating the mathematical solution, once found, into a working program.)
You could use a genetic algorithm for the lander implementation check out this book AI Techniques for game programming. It has exactly what you need with code examples. However, those examples are in c++.

How do I keep GD::Graph from showing points outside of the graphing area?

I am making some plots in Perl using GD::Graph and some of the data is outside the area I would like to display, but instead of being truncated off the chart outside the graphing area, it is being drawn over the title, legend, and axis labels. Does anyone know how to stop this from happening?
If you know what your bounds are, filter the data and don't include those points in the data that you send to GD::Graph.
To clarify: are you declaring the y_max_value height and your data is overflowing that bound? Or is GD::Graph miscalculating the correct upper limit?
If you're setting the value, you need to fix your values to that upper bound. GD::Graph is only doing what you're telling it to do. (Which is more or less what Brian said).
OTOH, I've found that GD::Graph doesn't always cope well with cumulative (stacked) graphs, and tends to overestimate the y_max_value in those circumstances. It can also produce some unattractive values on the Y axis, with floating point numbers at the tick values. Is this what you're really trying to solve?
Having had both these problems, we've found a solution using Tie::RangeHash to create 'tidy' increments that always produce 5 integer tick points.
use Tie::RangeHash ;
my $y_ranges = new Tie::RangeHash Type => Tie::RangeHash::TYPE_NUMBER;
$y_ranges->add(' -500, -101', '-25');
$y_ranges->add(' -100, -26', '-10');
$y_ranges->add(' -25, -1', '-5');
$y_ranges->add(' 0, 25', '5');
$y_ranges->add(' 26, 100', '10');
$y_ranges->add(' 101, 500', '25');
$y_ranges->add(' 501, 1000', '100');
$y_ranges->add(' 1001, 5000', '250');
$y_ranges->add(' 5001, 10000','1000');
$y_ranges->add('10001, 50000','2500');
$y_ranges->add('50001,' ,'5000');
sub set_y_axis {
# This routine over-rides the y_max_value calculation in GD::Graph, which produces double the
# required limit, and therefore a lot of white-space...
return 1 unless #_ ; #no point going any further if no arguments were provided, however result has to be
#non-zero to avoid /0 errors in GD::Graph
my #a = map { $_ || 0 } #_ ; #array may have undefs in it. Set null to zero for calc of max
my ($y_max) = sort { $b <=> $a } #a ; # Get largest total for y-axis
my $y_range = $y_ranges->fetch($y_max);
my $y_axis = ($y_max%$y_range==0) ? $y_max+$y_range : ($y_max - ($y_max%$y_range) + $y_range);
sprintf("%d", $y_axis);
}
sub my_graph {
my #ymax;
# generate data... foreach loop etc
push(#ymax, $this_y_value); # append y-value or cumulative y-value as appropriate
# etc.
my $graph = GD::Graph::lines->new(750, 280);
$graph->set(
y_max_value => set_y_axis(#ymax),
x_labels_vertical => 1,
transparent => 1,
# etc
);
# etc
}
Hope that's useful to you.