Do you literally mean moving the iOS simulator window to a different monitor, 
even though there’s never a display context in any of this code?

-- 
Rick Mann
rm...@latencyzero.com

> On Nov 16, 2017, at 19:55, Alex Zavatone <z...@mac.com> wrote:
> 
> I was basing my assumption on this line of your email:
> 
>>>> In the unit test, I load a saved version of one of those images from a PNG 
>>>> file to UIImage, get at the buffer, pass it to my code, and then compare 
>>>> the result to a saved version of that same output.
> 
> In that, I was assuming that the image from the CGImage that you mention is 
> similar should be the same.  
> 
> My guess here is that the PNG that you saved has a colorspace applied to it.  
> But it seems odd that the bytes are different unless the image is run through 
> a transform with CI.  I wouldn’t expect one either.  
> 
> About 3 years ago when I was looking into similar things, I came across a 
> nice explanation of the CI pipeline, in the Apple Docs that did a good job 
> explaining what happens where and when.  Even in the display of image items 
> that are saved/loaded to/from disk.  
> 
> Everything came down to not accommodating the color profile or something 
> related to that.  
> 
> I even got different results when testing on 2 monitors.  
> 
> An easy way to rule out my hypothesis would be to check the results on two 
> different displays with different color calibration and see if that has some 
> effect or no effect at all.
> 
> 
> A quick walk through the CI pipeline docs will probably trigger something 
> that will answer your question.
> 
> I’ll see it I can find the ones that were useful to me for you.
> 
> 
> 
> 
> 
> 
>> On Nov 16, 2017, at 9:29 PM, Rick Mann <rm...@latencyzero.com> wrote:
>> 
>> OpenCV is not relevant in this case, that was just background that I 
>> probably didn't need to include.
>> 
>> I'm generating an image buffer, saving it as PNG through UIImage, then 
>> generating it again, and comparing it to the UIImage bytes I get by opening 
>> the previously-saved image. I'm not specifying anything other than device 
>> RGB color space when I create the CGBitmapContext I use to generate the 
>> image buffer.
>> 
>>> On Nov 16, 2017, at 19:27 , Alex Zavatone <z...@mac.com> wrote:
>>> 
>>> Before looking into OCV, my wild guess is that it may have to do with the 
>>> colorspace of the image.  What are you setting it to? Profile Name: sRGB 
>>> IEC61966-2.1?
>>> 
>>> 
>>>> On Nov 16, 2017, at 8:31 PM, Rick Mann <rm...@latencyzero.com> wrote:
>>>> 
>>>> I'm trying to write a unit test for some code I wrote that generates one 
>>>> image from another. In the main app, the source data comes from Open CV as 
>>>> a buffer of 3 byte-per-pixel elements. My code generates a CGImage. In the 
>>>> unit test, I load a saved version of one of those images from a PNG file 
>>>> to UIImage, get at the buffer, pass it to my code, and then compare the 
>>>> result to a saved version of that same output.
>>>> 
>>>> The saved version is a PNG. I load that, and then get the data buffer using
>>>> 
>>>> let fiData = fi.dataProvider?.data as Data?
>>>> 
>>>> I do a similar thing with the generated CGImage. Then I compare the two 
>>>> buffers, byte by byte. They are similar, but contain differences 
>>>> (sometimes more than I would expect). But if I save both as PNG and look 
>>>> at them in Preview they look identical.
>>>> 
>>>> My guess is something's happening somewhere with color correction. In my 
>>>> code, I make a CG(bitmap)Context, specifying device RGB color space 
>>>> (should that be generic?). I don't really know what happens to the PNGs I 
>>>> save and load.
>>>> 
>>>> Is there a way to ensure the bytes in the buffer are compressed and 
>>>> decompressed exactly as written?
>>>> 
>>>> -- 
>>>> Rick Mann
>>>> rm...@latencyzero.com
>>>> 
>>>> 
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>>> 
>> 
>> 
>> -- 
>> Rick Mann
>> rm...@latencyzero.com
>> 
>> 
> 

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