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README.md
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README.md
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# I Paid for 4 Gigabytes of RAM So I Will Use All 4 Gigabytes of RAM and Probably More
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# I Paid for 4 GB of RAM So I Will Use The Whole 4 GB of RAM (and Probably More)
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Submission for Stitch-A-Ton Contest.
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## Prerequisites
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If the test cases does not request a large portion of the canvas ***AND*** resizes it to a relatively still large ratio (i,e, ~0.9) **at the same time**, this might not be necessary.
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- **Access to** the `mkfifo` command, satisfied by default bar very special cases
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- **OpenCVSharp4 Runtime for Raspberry Pi 5**
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A copy exists in this repository's release page.
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If running via dotnet run, Download the `.nupkg` file [here](https://null.formulatrix.dev/reinardras/stitch_something/releases/tag/0.0.0) and save on `LocalNuget` before running. Otherwise it shouldn't be necessary.
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If there's still a problem with library being missing, download the `.so` file and put it on `/usr/local/lib`.
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## Running
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Either of these method works.
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### Via dotnet run
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On root directory:
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```
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ASSET_PATH_RO=<path> dotnet run --project StitchATon --profile deploy
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@ -31,6 +39,17 @@ The API is accessible at `:5255`, providing the following api:
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To browse the API, prepend `ASPNETCORE_ENVIRONMENT=Development` to the command and go to `/swagger/index.html`.
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### Via releases
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Download [here](https://null.formulatrix.dev/reinardras/stitch_something/releases/).
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Run with the same parameters:
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```
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ASSET_PATH_RO=<path> ./StitchATon --profile deploy
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```
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## Writeup
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This submission contains no specific magic in the image processing, just OpenCVSharp stretched to the best of its ability according to my knowledge. This section contains a brief overview of the main features.
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**This mechanism enables the shared canvas to serve multiple processes.**
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### Serving and Encoding cropped image
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### Encoding and Serving Cropped Image
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After the needed chunks are certain to be loaded to the main canvas, next is cropping it; which is a trivial operation in OpenCV, not requiring any extra memory since it still refers to the main canvas.
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What's not trivial is *encoding* it, which after some quick tests shows to take longer than reading and decoding multiple images from the canvas.
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