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index.html
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<html>
<head>
<title>MNIST</title>
<script src="https://cdn.jsdelivr.net/npm/@tensorflow/tfjs@latest"> </script>
<script type="text/javascript">
// Variables for referencing the canvas and 2dcanvas context
var canvas, ctx;
// Variables to keep track of the mouse position and left-button status
var mouseX, mouseY, mouseDown = 0;
// Variables to keep track of the touch position
var touchX, touchY;
// Keep track of the old/last position when drawing a line
// We set it to -1 at the start to indicate that we don't have a good value for it yet
var lastX, lastY = -1;
// Draws a line between the specified position on the supplied canvas name
// Parameters are: A canvas context, the x position, the y position, the size of the dot
function drawLine(ctx, x, y, size) {
// If lastX is not set, set lastX and lastY to the current position
if (lastX == -1) {
lastX = x;
lastY = y;
}
// Let's use black by setting RGB values to 0, and 255 alpha (completely opaque)
r = 255; g = 255; b = 255; a = 255;
// Select a fill style
ctx.strokeStyle = "rgba(" + r + "," + g + "," + b + "," + (a / 255) + ")";
// Set the line "cap" style to round, so lines at different angles can join into each other
ctx.lineCap = "round";
//ctx.lineJoin = "round";
// Draw a filled line
ctx.beginPath();
// First, move to the old (previous) position
ctx.moveTo(lastX, lastY);
// Now draw a line to the current touch/pointer position
ctx.lineTo(x, y);
// Set the line thickness and draw the line
ctx.lineWidth = size;
ctx.stroke();
ctx.closePath();
// Update the last position to reference the current position
lastX = x;
lastY = y;
}
// Clear the canvas context using the canvas width and height
function clearCanvas(canvas, ctx) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
document.getElementById('rightside').innerHTML = '';
}
// Keep track of the mouse button being pressed and draw a dot at current location
function sketchpad_mouseDown() {
mouseDown = 1;
drawLine(ctx, mouseX, mouseY, 12);
}
// Keep track of the mouse button being released
function sketchpad_mouseUp() {
mouseDown = 0;
// Reset lastX and lastY to -1 to indicate that they are now invalid, since we have lifted the "pen"
lastX = -1;
lastY = -1;
}
// Keep track of the mouse position and draw a dot if mouse button is currently pressed
function sketchpad_mouseMove(e) {
// Update the mouse co-ordinates when moved
getMousePos(e);
// Draw a dot if the mouse button is currently being pressed
if (mouseDown == 1) {
drawLine(ctx, mouseX, mouseY, 12);
}
}
// Get the current mouse position relative to the top-left of the canvas
function getMousePos(e) {
if (!e)
var e = event;
if (e.offsetX) {
mouseX = e.offsetX;
mouseY = e.offsetY;
}
else if (e.layerX) {
mouseX = e.layerX;
mouseY = e.layerY;
}
}
// Draw something when a touch start is detected
function sketchpad_touchStart() {
// Update the touch co-ordinates
getTouchPos();
drawLine(ctx, touchX, touchY, 12);
// Prevents an additional mousedown event being triggered
event.preventDefault();
}
function sketchpad_touchEnd() {
// Reset lastX and lastY to -1 to indicate that they are now invalid, since we have lifted the "pen"
lastX = -1;
lastY = -1;
}
// Draw something and prevent the default scrolling when touch movement is detected
function sketchpad_touchMove(e) {
// Update the touch co-ordinates
getTouchPos(e);
// During a touchmove event, unlike a mousemove event, we don't need to check if the touch is engaged, since there will always be contact with the screen by definition.
drawLine(ctx, touchX, touchY, 12);
// Prevent a scrolling action as a result of this touchmove triggering.
event.preventDefault();
}
// Get the touch position relative to the top-left of the canvas
// When we get the raw values of pageX and pageY below, they take into account the scrolling on the page
// but not the position relative to our target div. We'll adjust them using "target.offsetLeft" and
// "target.offsetTop" to get the correct values in relation to the top left of the canvas.
function getTouchPos(e) {
if (!e)
var e = event;
if (e.touches) {
if (e.touches.length == 1) { // Only deal with one finger
var touch = e.touches[0]; // Get the information for finger #1
touchX = touch.pageX - touch.target.offsetLeft;
touchY = touch.pageY - touch.target.offsetTop;
}
}
}
// Set-up the canvas and add our event handlers after the page has loaded
async function init() {
// Get the specific canvas element from the HTML document
canvas = document.getElementById('sketchpad');
// If the browser supports the canvas tag, get the 2d drawing context for this canvas
if (canvas.getContext)
ctx = canvas.getContext('2d');
// Check that we have a valid context to draw on/with before adding event handlers
if (ctx) {
// React to mouse events on the canvas, and mouseup on the entire document
canvas.addEventListener('mousedown', sketchpad_mouseDown, false);
canvas.addEventListener('mousemove', sketchpad_mouseMove, false);
window.addEventListener('mouseup', sketchpad_mouseUp, false);
// React to touch events on the canvas
canvas.addEventListener('touchstart', sketchpad_touchStart, false);
canvas.addEventListener('touchend', sketchpad_touchEnd, false);
canvas.addEventListener('touchmove', sketchpad_touchMove, false);
}
model = await tf.loadLayersModel('model/model.json');
console.log(model);
}
function predict() {
const imageData = ctx.getImageData(0, 0, 140, 140);
//convert to tensor
var tfImg = tf.browser.fromPixels(imageData, 1);
var smalImg = tf.image.resizeBilinear(tfImg, [28, 28]);
var tensor = smalImg.expandDims(0);
tensor = tensor.div(tf.scalar(255));
tensor=tf.squeeze(tensor,[3]);
const prediction = model.predict(tensor);
const predictedValues = prediction.dataSync();
var isThereAnyPrediction = false;
var predMax = 0;
var predMaxIndex = 0;
var predMax2nd = 0;
var predMax2ndIndex = 0;
for (index = 0; index < predictedValues.length; index++) {
if (predictedValues[index] > predMax) {
predMax2nd = predMax;
predMax2ndIndex = predMaxIndex;
predMax = predictedValues[index];
predMaxIndex = index;
}
}
document.getElementById('rightside').innerHTML = '<br>The best classification is ' + predMaxIndex + ' with an output of ' + predMax + '.' + '<br>';
document.getElementById('rightside').innerHTML += '<br>The 2nd best classification is ' + predMax2ndIndex + ' with an output of ' + predMax2nd + '.';
}
</script>
<style>
/* Some CSS styling */
#mnistapp {
/* Prevent nearby text being highlighted when accidentally dragging mouse outside confines of the canvas */
-webkit-touch-callout: none;
-webkit-user-select: none;
-khtml-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
}
.rightside {
float: left;
width: 500px;
height: 125px;
background-color: #def;
padding: 10px;
border-radius: 4px;
}
.leftside {
float: left;
width: 150px;
height: 200px;
margin-left: 10px;
}
#sketchpad {
float: left;
height: 140px;
width: 140px;
border: 2px solid #888;
border-radius: 4px;
position: relative;
background-color: black;
/* Necessary for correct mouse co-ords in Firefox */
}
#clearbutton {
font-size: 15px;
padding: 10px;
-webkit-appearance: none;
background: #eee;
border: 1px solid #888;
}
#predictbutton {
font-size: 15px;
padding: 10px;
-webkit-appearance: none;
background: #eee;
border: 1px solid #888;
}
</style>
</head>
<body onload="init()">
<div id="mnistapp">
<h4 style="margin-left: 10px;">Draw a number in the left-hand box</h4>
<div class="leftside">
<canvas id="sketchpad" height="140" width="140"></canvas>
<input type="submit" value="Predict" id="predictbutton" onclick="predict();">
<input type="submit" value="Clear" id="clearbutton" onclick="clearCanvas(canvas,ctx);">
</div>
<div id="rightside" class="rightside">
</div>
</div>
</body>
</html>