Saturday, 6 December 2014

Elite Dangerous bulletin board message

Carrier signal decrypting... Message retrieved:
The Pilot's Federation are aware of secret messages being stored within the 3D vertices of ship model blueprints. However, the actual information hasn't been uncovered, as of yet. Can you isolate the encodings and decrypt the message?

Wednesday, 3 December 2014

Some kind of theistic viewpoint

Why does the universe exist? For what reason did it come into being. What caused the big bang? Could it have arisen from the collapse of a previous universe? So where did that universe come from? Maybe a collapse even previous to that... So how far back does this go? How many previous universes were there? It's easier to think of time continuing into the future forever, because it's weirder to think that one day time will come to an end. So shouldn't this be true of the past? But for some reason it's weirder to think that maybe time goes backwards into the past forever too. Or maybe the opposite is true, it could be weirder to think that time had a beginning, because what came before? What could have existed before time, what could have been the catalyst for the creation of time?

Let's suppose that the universe never existed. That time and space never existed. That there has only ever been nothing. Nothing at all. Isn't that a more natural state of being. I think that the fabric of the universe must have a will power, in order for it to decide to create space and time. Even if our version of space and time is just one of an infinite number of possible configurations. Of course, ours is one of the winning configurations, most would have destroyed themselves instantly. But whether there has only ever been one universe, or whether there are infinite universes, one thing is for certain: there is definitely not zero universes. If the fabric of the universe did not have a will power then the natural consequence would be for there to be zero universes. Therefore it would seem that there is a will power, which you may as well call God.

It seems impossible to believe that consciousness can arise from the relativistic cause and effect of atoms and forces, particles and waves. If all that existed was movement and reaction then everything would be determinant, predictable, and therefore there wouldn't be any choices or decisions. So maybe we are deluded into thinking we do have conscious thought, but really we are just awareness carried over a single strand of the multiverse. That all decisions are chosen simultaneously, but that our current consciousness is only aware of this one path. So how did the universe come up with that? I think therefore I am. Descartes said it all. The only thing anyone can be truly certain of is that they themselves exist and are aware. Even if you can't be certain that your body is real or that your thoughts are everything about you (maybe your current awareness is just a subset of your whole awareness)... but you can be definitely sure that you are sentient... and that at least one universe exists... and both points lead to the conclusion that the fabric of the universe has a will power.

Monday, 1 December 2014

Order strings by name, handling numbers naturally

Here's how to sort a collection of strings, such as file names, with numbers being handled naturally. The example is in C#.NET, but the concept is portable.

private static readonly int INT_MAX_DIGITS = Int32.MaxValue.ToString().Length;
public static string ConvertForNaturalOrdering(string path)
{
 var sb = new StringBuilder();
 var digitCache = new StringBuilder();
 foreach (char ch in path)
 {
  if (Char.IsDigit(ch))
  {
   digitCache.Append(ch);
   continue;
  }
  if (digitCache.Length > 0)
  {
   sb.Append(digitCache.ToString().PadLeft(INT_MAX_DIGITS, '0'));
   digitCache.Length = 0;
  }
  sb.Append(ch);
 }
 if (digitCache.Length > 0)
  sb.Append(digitCache.ToString().PadLeft(INT_MAX_DIGITS, '0'));
 return sb.ToString();
}

Here is how the method can be used.

var sorted =
 from path in new[] { "aab2", "aaa10", "aaa2", "aaa1 1" }
 orderby ConvertForNaturalOrdering(path)
 select path;

The 'sorted' enumeration will be in this order:
 "aaa1 1", "aaa2", "aaa10", "aab2"

Saturday, 8 February 2014

xBRZ in Java

xBRZ is a graphics upscaling routine which adopts the "scale by rules" approach, rather than the more traditional "filtered scaling" approach. This works best for pixel art, because the edges of objects remain sharp, rather than becoming blurry.

The original xBRZ routine was written in C/C++ and here I have converted it to Java. The reason for doing this was for a personal project I was working on. I wanted to have a lot of graphics, that don't take up too much space, but still look good and sharp. Also, drawing pixel graphics is easiest for me, so in all, this seemed like the best solution. And who knows, maybe one day I'll convert this to C# as well. (Unless someone beats me to it.) Converting from Java to C# should be trivial, actually. The most fun might come from making specific optimisations.

Converting from C/C++ to Java was a little tricky. The original source code used a lot of static templating, in order to let the compiler do a lot of the heavy work, mostly regarding pixel block rotations. In the Java version I have kept much of that computational work to within static constructors, so that work is done at program start up, which is a good compromise.

Overall, it's not as performant as the original C/C++ of course, but hey what do you expect... Java isn't regarded as a high performance language anyway. The original code can be found at the following link, along with the license, which this Java conversion is also under.
http://sourceforge.net/projects/xbrz/

/*
 -------------------------------------------------------------------------
 | xBRZ: "Scale by rules" - high quality image upscaling filter by Zenju |
 -------------------------------------------------------------------------
 using a modified approach of xBR:
 http://board.byuu.org/viewtopic.php?f=10&t=2248
 - new rule set preserving small image features
 - support multithreading
 - support 64 bit architectures
 - support processing image slices
 */

/*
 -> map source (srcWidth * srcHeight) to target (scale * width x scale * height)
 image, optionally processing a half-open slice of rows [yFirst, yLast) only
 -> color format: ARGB (BGRA char order), alpha channel unused
 -> support for source/target pitch in chars!
 -> if your emulator changes only a few image slices during each cycle
 (e.g. Dosbox) then there's no need to run xBRZ on the complete image:
 Just make sure you enlarge the source image slice by 2 rows on top and
 2 on bottom (this is the additional range the xBRZ algorithm is using
 during analysis)
 Caveat: If there are multiple changed slices, make sure they do not overlap
 after adding these additional rows in order to avoid a memory race condition 
 if you are using multiple threads for processing each enlarged slice!

 THREAD-SAFETY: - parts of the same image may be scaled by multiple threads
 as long as the [yFirst, yLast) ranges do not overlap!
 - there is a minor inefficiency for the first row of a slice, so avoid
 processing single rows only
 */

/*
 Converted to Java 7 by Intrepidis. It would have been nice to use
 Java 8 lambdas, but Java 7 is more ubiquitous at the time of writing,
 so this code uses anonymous local classes instead.
 Regarding multithreading, each thread should have its own instance
 of the xBRZ class.
 */

public class xBRZ {
 public final void scaleImage(
  final ScaleSize scaleSize,
  final int[] src,
  final int[] trg,
  final int srcWidth,
  final int srcHeight,
  final ScalerCfg cfg,
  int yFirst,
  int yLast
 ) {
  this.scaleSize = scaleSize;
  this.cfg = cfg;
  scaleImage(src, trg, srcWidth, srcHeight, yFirst, yLast);
 }

 public enum ScaleSize {
  Times2(Scaler2x),
  Times3(Scaler3x),
  Times4(Scaler4x),
  Times5(Scaler5x);

  public ScaleSize(final Scaler scaler) {
   this.scaler = scaler;
   this.size = scaler.scale();
  }

  public static final ScaleSize cast(final int ordinal) {
   final int ord1 = Math.max(ordinal, 0);
   final int ord2 = Math.min(ord1, values().length - 1);
   return values()[ord2];
  }

  private final Scaler scaler;
  public final int size;
 }

 public static class ScalerCfg {
  // These are the default values:
  public double luminanceWeight = 1;
  public double equalColorTolerance = 30;
  public double dominantDirectionThreshold = 3.6;
  public double steepDirectionThreshold = 2.2;
 }

 private ScalerCfg cfg;
 private ScaleSize scaleSize;
 private OutputMatrix outputMatrix;
 private final BlendResult blendResult = new BlendResult();

 private static final int redMask = 0xff0000;
 private static final int greenMask = 0x00ff00;
 private static final int blueMask = 0x0000ff;

 private static final void alphaBlend(
  final int n,
  final int m,
  final IntPtr dstPtr,
  final int col
 ) {
  assert n < 256 : "possible overflow of (col & redMask) * N";
  assert m < 256 : "possible overflow of (col & redMask) * N + (dst & redMask) * (M - N)";
  assert 0 < n && n < m : "0 < N && N < M";
  //this works because 8 upper bits are free
  final int dst = dstPtr.get();
  final int redComponent = blendComponent(redMask, n, m, dst, col);
  final int greenComponent = blendComponent(greenMask, n, m, dst, col);
  final int blueComponent = blendComponent(blueMask, n, m, dst, col);
  final int blend = (redComponent | greenComponent | blueComponent);
  dstPtr.set(blend | 0xff000000);
 }

 private static int blendComponent(
  final int mask,
  final int n,
  final int m,
  final int inPixel,
  final int setPixel
 ) {
  final int inChan = inPixel & mask;
  final int setChan = setPixel & mask;
  final int blend = setChan * n + inChan * (m - n);
  final int component = mask & (blend / m);
  return component;
 }

 //fill block with the given color
 private static final void fillBlock(
  final int[] trg,
  int trgi,
  final int pitch,
  final int col,
  final int blockSize
 ) {
  for (int y = 0; y < blockSize; ++y, trgi += pitch)
   for (int x = 0; x < blockSize; ++x)
    trg[trgi + x] = col;
 }

 private static final double square(final double value) {
  return value * value;
 }

 private static final double distYCbCr(
  final int pix1,
  final int pix2,
  final double lumaWeight
 ) {
  //http://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion
  //YCbCr conversion is a matrix multiplication => take advantage of linearity by subtracting first!
  final int r_diff = ((pix1 & redMask) - (pix2 & redMask)) >> 16; //we may delay division by 255 to after matrix multiplication
  final int g_diff = ((pix1 & greenMask) - (pix2 & greenMask)) >> 8; //
  final int b_diff = (pix1 & blueMask) - (pix2 & blueMask); //subtraction for int is noticeable faster than for double

  final double k_b = 0.0722; //ITU-R BT.709 conversion
  final double k_r = 0.2126; //
  final double k_g = 1 - k_b - k_r;

  final double scale_b = 0.5 / (1 - k_b);
  final double scale_r = 0.5 / (1 - k_r);

  final double y = k_r * r_diff + k_g * g_diff + k_b * b_diff; //[!], analog YCbCr!
  final double c_b = scale_b * (b_diff - y);
  final double c_r = scale_r * (r_diff - y);

  // Skip division by 255.
  // Also skip square root here by pre-squaring the
  // config option equalColorTolerance.
  //return Math.sqrt(square(lumaWeight * y) + square(c_b) + square(c_r));
  return square(lumaWeight * y) + square(c_b) + square(c_r);
 }

// private static final double distNonLinearRGB(
//  final int pix1,
//  final int pix2
// ) {
//  //non-linear rgb: http://www.compuphase.com/cmetric.htm
//  final double r_diff = ((pix1 & redMask) - (pix2 & redMask)) >> 16; //we may delay division by 255 to after matrix multiplication
//  final double g_diff = ((pix1 & greenMask) - (pix2 & greenMask)) >> 8; //
//  final double b_diff = (pix1 & blueMask) - (pix2 & blueMask); //subtraction for int is noticeable faster than for double
//
//  final double r_avg = (double)(((pix1 & redMask) + (pix2 & redMask)) >> 16) / 2;
//  return ((2 + r_avg / 255) * square(r_diff) + 4 * square(g_diff) + (2 + (255 - r_avg) / 255) * square(b_diff));
// }

 private static final double colorDist(
  final int pix1,
  final int pix2,
  final double luminanceWeight
 ) {
  if (pix1 == pix2)
   return 0;

//  return distNonLinearRGB(pix1, pix2);
  return distYCbCr(pix1, pix2, luminanceWeight);
 }

 private enum BlendType {;
  // These blend types must fit into 2 bits.
  public static final char BLEND_NONE = 0; //do not blend
  public static final char BLEND_NORMAL = 1;//a normal indication to blend
  public static final char BLEND_DOMINANT = 2; //a strong indication to blend
 }

 private static final class BlendResult {
  public char f;
  public char g;
  public char j;
  public char k;

  public final void reset() {
   f = g = j = k = 0;
  }
 }

 private static final class Kernel_3x3 {
  public final int[] _ = new int[3 * 3];
 }

 private static final class Kernel_4x4 {
  public int a,b,c,d;
  public int e,f,g,h;
  public int i,j,k,l;
  public int m,n,o,p;
 }

 /*
  input kernel area naming convention:
  -----------------
  | A | B | C | D |
  ----|---|---|---|
  | E | F | G | H | //evalute the four corners between F, G, J, K
  ----|---|---|---| //input pixel is at position F
  | I | J | K | L |
  ----|---|---|---|
  | M | N | O | P |
  -----------------
  */

 private IColorDist preProcessCorners_colorDist;

 //detect blend direction
 private final void preProcessCorners(final Kernel_4x4 ker) {
  blendResult.reset();

  if ((ker.f == ker.g && ker.j == ker.k)
   || (ker.f == ker.j && ker.g == ker.k))
   return;

  final IColorDist dist = preProcessCorners_colorDist;

  final int weight = 4;
  final double jg = dist._(ker.i, ker.f) + dist._(ker.f, ker.c) + dist._(ker.n, ker.k) + dist._(ker.k, ker.h) + weight * dist._(ker.j, ker.g);
  final double fk = dist._(ker.e, ker.j) + dist._(ker.j, ker.o) + dist._(ker.b, ker.g) + dist._(ker.g, ker.l) + weight * dist._(ker.f, ker.k);

  if (jg < fk) {
   final boolean dominantGradient = cfg.dominantDirectionThreshold * jg < fk;
   if (ker.f != ker.g && ker.f != ker.j)
    blendResult.f = dominantGradient ? BlendType.BLEND_DOMINANT : BlendType.BLEND_NORMAL;

   if (ker.k != ker.j && ker.k != ker.g)
    blendResult.k = dominantGradient ? BlendType.BLEND_DOMINANT : BlendType.BLEND_NORMAL;
  } else if (fk < jg) {
   final boolean dominantGradient = cfg.dominantDirectionThreshold * fk < jg;
   if (ker.j != ker.f && ker.j != ker.k)
    blendResult.j = dominantGradient ? BlendType.BLEND_DOMINANT : BlendType.BLEND_NORMAL;

   if (ker.g != ker.f && ker.g != ker.k)
    blendResult.g = dominantGradient ? BlendType.BLEND_DOMINANT : BlendType.BLEND_NORMAL;
  }
 }

 private enum Rot {;
  // Cache the 4 rotations of the 9 positions, a to i.
  public static int[] _ = new int[9 * 4];

  static {
   final int 
    a=0, b=1, c=2,
    d=3, e=4, f=5,
    g=6, h=7, i=8;

   final int[] deg0 = new int[] {
    a,b,c,
    d,e,f,
    g,h,i };

   final int[] deg90 = new int[] {
    g,d,a,
    h,e,b,
    i,f,c };

   final int[] deg180 = new int[] {
    i,h,g,
    f,e,d,
    c,b,a };

   final int[] deg270 = new int[] {
    c,f,i,
    b,e,h,
    a,d,g };

   final int[][] rotation = new int[][] {
    deg0, deg90, deg180, deg270
   };

   for (int rotDeg = 0; rotDeg < 4; rotDeg++)
    for (int x = 0; x < 9; x++)
     _[(x << 2) + rotDeg] = rotation[rotDeg][x];
  }
 }

 private IColorEq scalePixel_colorEq;
 private IColorDist scalePixel_colorDist;

 /*
  input kernel area naming convention:
  -------------
  | A | B | C |
  ----|---|---|
  | D | E | F | //input pixel is at position E
  ----|---|---|
  | G | H | I |
  -------------
  */
 private final void scalePixel(
  final Scaler scaler,
  final int rotDeg,
  final Kernel_3x3 ker,
  final int[] trg,
  final int trgi,
  final int trgWidth,
  final char blendInfo //result of preprocessing all four corners of pixel "e"
 ) {
  //final int a = ker._[Rot._[(0 << 2) + rotDeg]];
  final int b = ker._[Rot._[(1 << 2) + rotDeg]];
  final int c = ker._[Rot._[(2 << 2) + rotDeg]];
  final int d = ker._[Rot._[(3 << 2) + rotDeg]];
  final int e = ker._[Rot._[(4 << 2) + rotDeg]];
  final int f = ker._[Rot._[(5 << 2) + rotDeg]];
  final int g = ker._[Rot._[(6 << 2) + rotDeg]];
  final int h = ker._[Rot._[(7 << 2) + rotDeg]];
  final int i = ker._[Rot._[(8 << 2) + rotDeg]];

  final char blend = BlendInfo.rotate(blendInfo, rotDeg);

  if (BlendInfo.getBottomR(blend) == BlendType.BLEND_NONE)
   return;

  final IColorEq eq = scalePixel_colorEq;
  final IColorDist dist = scalePixel_colorDist;

  boolean doLineBlend;

  if (BlendInfo.getBottomR(blend) >= BlendType.BLEND_DOMINANT)
   doLineBlend = true;

  //make sure there is no second blending in an adjacent
  //rotation for this pixel: handles insular pixels, mario eyes
  //but support double-blending for 90� corners
  else if (BlendInfo.getTopR(blend) != BlendType.BLEND_NONE && !eq._(e, g))
   doLineBlend = false;

  else if (BlendInfo.getBottomL(blend) != BlendType.BLEND_NONE && !eq._(e, c))
   doLineBlend = false;

  //no full blending for L-shapes; blend corner only (handles "mario mushroom eyes")
  else if (eq._(g, h) && eq._(h, i) && eq._(i, f) && eq._(f, c) && !eq._(e, i))
   doLineBlend = false;

  else
   doLineBlend = true;

  //choose most similar color
  final int px = dist._(e, f) <= dist._(e, h) ? f : h;

  final OutputMatrix out = outputMatrix;
  out.move(rotDeg, trgi);

  if (!doLineBlend) {
   scaler.blendCorner(px, out);
   return;
  }

  //test sample: 70% of values max(fg, hc) / min(fg, hc)
  //are between 1.1 and 3.7 with median being 1.9
  final double fg = dist._(f, g);
  final double hc = dist._(h, c);

  final boolean haveShallowLine = cfg.steepDirectionThreshold * fg <= hc && e != g && d != g;
  final boolean haveSteepLine = cfg.steepDirectionThreshold * hc <= fg && e != c && b != c;

  if (haveShallowLine) {
   if (haveSteepLine)
    scaler.blendLineSteepAndShallow(px, out);
   else
    scaler.blendLineShallow(px, out);
  } else {
   if (haveSteepLine)
    scaler.blendLineSteep(px, out);
   else
    scaler.blendLineDiagonal(px, out);
  }
 }

 //scaler policy: see "Scaler2x" reference implementation
 private final void scaleImage(
  final int[] src,
  final int[] trg,
  final int srcWidth,
  final int srcHeight,
  int yFirst,
  int yLast
 ) {
  yFirst = Math.max(yFirst, 0);
  yLast = Math.min(yLast, srcHeight);

  if (yFirst >= yLast || srcWidth <= 0)
   return;

  final int trgWidth = srcWidth * scaleSize.size;

  //temporary buffer for "on the fly preprocessing"
  final char[] preProcBuffer = new char[srcWidth];

  final Kernel_4x4 ker4 = new Kernel_4x4();

  preProcessCorners_colorDist = new IColorDist() {
   public double _(final int col1, final int col2) {
    return colorDist(col1, col2, cfg.luminanceWeight);
   }};

  //initialize preprocessing buffer for first row:
  //detect upper left and right corner blending
  //this cannot be optimized for adjacent processing
  //stripes; we must not allow for a memory race condition!
  if (yFirst > 0) {
   final int y = yFirst - 1;

   final int s_m1 = srcWidth * Math.max(y - 1, 0);
   final int s_0 = srcWidth * y; //center line
   final int s_p1 = srcWidth * Math.min(y + 1, srcHeight - 1);
   final int s_p2 = srcWidth * Math.min(y + 2, srcHeight - 1);

   for (int x = 0; x < srcWidth; ++x) {
    final int x_m1 = Math.max(x - 1, 0);
    final int x_p1 = Math.min(x + 1, srcWidth - 1);
    final int x_p2 = Math.min(x + 2, srcWidth - 1);

    //read sequentially from memory as far as possible
    ker4.a = src[s_m1 + x_m1];
    ker4.b = src[s_m1 + x];
    ker4.c = src[s_m1 + x_p1];
    ker4.d = src[s_m1 + x_p2];

    ker4.e = src[s_0 + x_m1];
    ker4.f = src[s_0 + x];
    ker4.g = src[s_0 + x_p1];
    ker4.h = src[s_0 + x_p2];

    ker4.i = src[s_p1 + x_m1];
    ker4.j = src[s_p1 + x];
    ker4.k = src[s_p1 + x_p1];
    ker4.l = src[s_p1 + x_p2];

    ker4.m = src[s_p2 + x_m1];
    ker4.n = src[s_p2 + x];
    ker4.o = src[s_p2 + x_p1];
    ker4.p = src[s_p2 + x_p2];

    preProcessCorners(ker4); // writes to blendResult
    /*
     preprocessing blend result:
     ---------
     | F | G | //evalute corner between F, G, J, K
     ----|---| //input pixel is at position F
     | J | K |
     ---------
     */
    preProcBuffer[x] =
     BlendInfo.setTopR(preProcBuffer[x], blendResult.j);

    if (x + 1 < srcWidth)
     preProcBuffer[x + 1] =
      BlendInfo.setTopL(preProcBuffer[x + 1], blendResult.k);
   }
  }

  final double eqColorThres = square(cfg.equalColorTolerance);

  scalePixel_colorEq = new IColorEq() {
   public boolean _(final int col1, final int col2) {
    return colorDist(col1, col2, cfg.luminanceWeight)
     < eqColorThres;
   }
  };

  scalePixel_colorDist = new IColorDist() {
   public double _(final int col1, final int col2) {
    return colorDist(col1, col2, cfg.luminanceWeight);
   }
  };

  outputMatrix = new OutputMatrix(scaleSize.size, trg, trgWidth);

  char blend_xy = 0;
  char blend_xy1 = 0;

  final Kernel_3x3 ker3 = new Kernel_3x3();

  for (int y = yFirst; y < yLast; ++y) {
   //consider MT "striped" access
   int trgi = scaleSize.size * y * trgWidth;

   final int s_m1 = srcWidth * Math.max(y - 1, 0);
   final int s_0 = srcWidth * y; //center line
   final int s_p1 = srcWidth * Math.min(y + 1, srcHeight - 1);
   final int s_p2 = srcWidth * Math.min(y + 2, srcHeight - 1);

   blend_xy1 = 0; //corner blending for current (x, y + 1) position

   for (int x = 0; x < srcWidth; ++x, trgi += scaleSize.size) {
    final int x_m1 = Math.max(x - 1, 0);
    final int x_p1 = Math.min(x + 1, srcWidth - 1);
    final int x_p2 = Math.min(x + 2, srcWidth - 1);

    //evaluate the four corners on bottom-right of current pixel
    //blend_xy for current (x, y) position
    {
     //read sequentially from memory as far as possible
     ker4.a = src[s_m1 + x_m1];
     ker4.b = src[s_m1 + x];
     ker4.c = src[s_m1 + x_p1];
     ker4.d = src[s_m1 + x_p2];

     ker4.e = src[s_0 + x_m1];
     ker4.f = src[s_0 + x];
     ker4.g = src[s_0 + x_p1];
     ker4.h = src[s_0 + x_p2];

     ker4.i = src[s_p1 + x_m1];
     ker4.j = src[s_p1 + x];
     ker4.k = src[s_p1 + x_p1];
     ker4.l = src[s_p1 + x_p2];

     ker4.m = src[s_p2 + x_m1];
     ker4.n = src[s_p2 + x];
     ker4.o = src[s_p2 + x_p1];
     ker4.p = src[s_p2 + x_p2];

     preProcessCorners(ker4); // writes to blendResult

     /*
      preprocessing blend result:
      ---------
      | F | G | //evaluate corner between F, G, J, K
      ----|---| //current input pixel is at position F
      | J | K |
      ---------
      */

     //all four corners of (x, y) have been determined at
     //this point due to processing sequence!
     blend_xy =
      BlendInfo.setBottomR(
      preProcBuffer[x], blendResult.f);

     //set 2nd known corner for (x, y + 1)
     blend_xy1 = BlendInfo.setTopR(blend_xy1, blendResult.j);
     //store on current buffer position for use on next row
     preProcBuffer[x] = blend_xy1;

     //set 1st known corner for (x + 1, y + 1) and
     //buffer for use on next column
     blend_xy1 = BlendInfo.setTopL((char)0, blendResult.k);

     if (x + 1 < srcWidth)
     //set 3rd known corner for (x + 1, y)
      preProcBuffer[x + 1] =
       BlendInfo.setBottomL(
       preProcBuffer[x + 1], blendResult.g);
    }

    //fill block of size scale * scale with the given color
//  //place *after* preprocessing step, to not overwrite the
//  //results while processing the the last pixel!
    fillBlock(trg, trgi, trgWidth, src[s_0 + x], scaleSize.size);

    //blend four corners of current pixel
    if (blend_xy == 0)
     continue;

    final int a=0, b=1, c=2, d=3, e=4, f=5, g=6, h=7, i=8;

    //read sequentially from memory as far as possible
    ker3._[a] = src[s_m1 + x_m1];
    ker3._[b] = src[s_m1 + x];
    ker3._[c] = src[s_m1 + x_p1];

    ker3._[d] = src[s_0 + x_m1];
    ker3._[e] = src[s_0 + x];
    ker3._[f] = src[s_0 + x_p1];

    ker3._[g] = src[s_p1 + x_m1];
    ker3._[h] = src[s_p1 + x];
    ker3._[i] = src[s_p1 + x_p1];

    scalePixel(scaleSize.scaler, RotationDegree.ROT_0, ker3, trg, trgi, trgWidth, blend_xy);
    scalePixel(scaleSize.scaler, RotationDegree.ROT_90, ker3, trg, trgi, trgWidth, blend_xy);
    scalePixel(scaleSize.scaler, RotationDegree.ROT_180, ker3, trg, trgi, trgWidth, blend_xy);
    scalePixel(scaleSize.scaler, RotationDegree.ROT_270, ker3, trg, trgi, trgWidth, blend_xy);
   }
  }
 }

 private interface IColorEq {
  public boolean _(int col1, int col2);
 }

 private interface IColorDist {
  public double _(int col1, int col2);
 }

 private enum BlendInfo {;
  public static final char getTopL(final char b) { return (char)((b) & 0x3); }
  public static final char getTopR(final char b) { return (char)((b >> 2) & 0x3); }
  public static final char getBottomR(final char b) { return (char)((b >> 4) & 0x3); }
  public static final char getBottomL(final char b) { return (char)((b >> 6) & 0x3); }

  public static final char setTopL(final char b, final char bt) { return (char)(b | bt); }
  public static final char setTopR(final char b, final char bt) { return (char)(b | (bt << 2)); }
  public static final char setBottomR(final char b, final char bt) { return (char)(b | (bt << 4)); }
  public static final char setBottomL(final char b, final char bt) { return (char)(b | (bt << 6)); }

  public static final char rotate(
   final char b,
   final int rotDeg
  ) {
   assert rotDeg >= 0 && rotDeg < 4 : "RotationDegree enum does not have type: " + rotDeg;

   final int l = rotDeg << 1;
   final int r = 8 - l;

   return (char)(b << l | b >> r);
  }
 }

 //clock-wise
 private enum RotationDegree {;
  public static final int ROT_0 = 0;
  public static final int ROT_90 = 1;
  public static final int ROT_180 = 2;
  public static final int ROT_270 = 3;
 }

 private static final int maxRots = 4; // Number of 90 degree rotations
 private static final int maxScale = 5; // Highest possible scale
 private static final int maxScaleSq = maxScale * maxScale;
 private static final IntPair[] matrixRotation;

 //calculate input matrix coordinates after rotation at program startup
 static {
  matrixRotation = new IntPair[(maxScale - 1) * maxScaleSq * maxRots];
  for (int n = 2; n < maxScale + 1; n++)
   for (int r = 0; r < maxRots; r++) {
    final int nr = (n - 2) * (maxRots * maxScaleSq) + r * maxScaleSq;
    for (int i = 0; i < maxScale; i++)
     for (int j = 0; j < maxScale; j++)
      matrixRotation[nr + i * maxScale + j] =
       buildMatrixRotation(r, i, j, n);
   }
 }

 private static final IntPair buildMatrixRotation(
  final int rotDeg,
  final int I,
  final int J,
  final int N
 ) {
  final int I_old, J_old;

  if (rotDeg == 0) {
   I_old = I;
   J_old = J;

  } else {
   //old coordinates before rotation!
   final IntPair old = buildMatrixRotation(rotDeg - 1, I, J, N);
   I_old = N - 1 - old.J;
   J_old = old.I;
  }

  return new IntPair(I_old, J_old);
 }

 //access matrix area, top-left at position "out" for image with given width
 private static final class OutputMatrix {
  private final IntPtr out;
  private int outi;
  private final int outWidth;
  private final int n;
  private int nr;

  public OutputMatrix(
   final int scale,
   final int[] out,
   final int outWidth
  ) {
   this.n = (scale - 2) * (maxRots * maxScaleSq);
   this.out = new IntPtr(out);
   this.outWidth = outWidth;
  }

  public void move(
   final int rotDeg,
   final int outi
  ) {
   this.nr = n + rotDeg * maxScaleSq;
   this.outi = outi;
  }

  public final IntPtr ref(final int i, final int j) {
   final IntPair rot = matrixRotation[nr + i * maxScale + j];
   out.position(outi + rot.J + rot.I * outWidth);
   return out;
  }
 }

 private static final class IntPair {
  public final int I;
  public final int J;

  public IntPair(final int i, final int j) {
   I = i;
   J = j;
  }
 }

 private static final class IntPtr {
  private final int[] arr;
  private int ptr;

  public IntPtr(final int[] intArray) {
   this.arr = intArray;
  }

  public final void position(final int position) {
   ptr = position;
  }

  public final int get() {
   return arr[ptr];
  }

  public final void set(final int val) {
   arr[ptr] = val;
  }
 }

 private interface Scaler {
  int scale();
  void blendLineSteep(int col, OutputMatrix out);
  void blendLineSteepAndShallow(int col, OutputMatrix out);
  void blendLineShallow(int col, OutputMatrix out);
  void blendLineDiagonal(int col, OutputMatrix out);
  void blendCorner(int col, OutputMatrix out); 
 }

 private static final Scaler Scaler2x = new Scaler() {
  private static final int scale = 2;

  public int scale() {
   return scale;
  }

  public final void blendLineShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(scale - 1, 0), col);
   alphaBlend(3, 4, out.ref(scale - 1, 1), col);
  }

  public final void blendLineSteep(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(0, scale - 1), col);
   alphaBlend(3, 4, out.ref(1, scale - 1), col);
  }

  public final void blendLineSteepAndShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(1, 0), col);
   alphaBlend(1, 4, out.ref(0, 1), col);
   alphaBlend(5, 6, out.ref(1, 1), col); //[!] fixes 7/8 used in xBR
  }

  public final void blendLineDiagonal(int col, OutputMatrix out) {
   alphaBlend(1, 2, out.ref(1, 1), col);
  }

  public final void blendCorner(int col, OutputMatrix out) {
   //model a round corner
   alphaBlend(21, 100, out.ref(1, 1), col); //exact: 1 - pi/4 = 0.2146018366
  }
 };

 private static final Scaler Scaler3x = new Scaler() {
  private static final int scale = 3;

  public int scale() {
   return scale;
  }

  public final void blendLineShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(scale - 1, 0), col);
   alphaBlend(1, 4, out.ref(scale - 2, 2), col);
   alphaBlend(3, 4, out.ref(scale - 1, 1), col);
   out.ref(scale - 1, 2).set(col);
  }

  public final void blendLineSteep(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(0, scale - 1), col);
   alphaBlend(1, 4, out.ref(2, scale - 2), col);
   alphaBlend(3, 4, out.ref(1, scale - 1), col);
   out.ref(2, scale - 1).set(col);
  }

  public final void blendLineSteepAndShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(2, 0), col);
   alphaBlend(1, 4, out.ref(0, 2), col);
   alphaBlend(3, 4, out.ref(2, 1), col);
   alphaBlend(3, 4, out.ref(1, 2), col);

   out.ref(2, 2).set(col);
  }

  public final void blendLineDiagonal(int col, OutputMatrix out) {
   alphaBlend(1, 8, out.ref(1, 2), col);
   alphaBlend(1, 8, out.ref(2, 1), col);
   alphaBlend(7, 8, out.ref(2, 2), col);
  }

  public final void blendCorner(int col, OutputMatrix out) {
   //model a round corner
   alphaBlend(45, 100, out.ref(2, 2), col); //exact: 0.4545939598
   //alphaBlend(14, 1000, out.ref(2, 1), col); //0.01413008627 -> negligable
   //alphaBlend(14, 1000, out.ref(1, 2), col); //0.01413008627
  }
 };

 private static final Scaler Scaler4x = new Scaler() {
  private static final int scale = 4;

  public int scale() {
   return scale;
  }

  public final void blendLineShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(scale - 1, 0), col);
   alphaBlend(1, 4, out.ref(scale - 2, 2), col);
   alphaBlend(3, 4, out.ref(scale - 1, 1), col);
   alphaBlend(3, 4, out.ref(scale - 2, 3), col);
   out.ref(scale - 1, 2).set(col);
   out.ref(scale - 1, 3).set(col);
  }

  public final void blendLineSteep(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(0, scale - 1), col);
   alphaBlend(1, 4, out.ref(2, scale - 2), col);
   alphaBlend(3, 4, out.ref(1, scale - 1), col);
   alphaBlend(3, 4, out.ref(3, scale - 2), col);
   out.ref(2, scale - 1).set(col);
   out.ref(3, scale - 1).set(col);
  }

  public final void blendLineSteepAndShallow(int col, OutputMatrix out) {
   alphaBlend(3, 4, out.ref(3, 1), col);
   alphaBlend(3, 4, out.ref(1, 3), col);
   alphaBlend(1, 4, out.ref(3, 0), col);
   alphaBlend(1, 4, out.ref(0, 3), col);
   alphaBlend(1, 3, out.ref(2, 2), col); //[!] fixes 1/4 used in xBR
   out.ref(3, 3).set(col);
   out.ref(3, 2).set(col);
   out.ref(2, 3).set(col);
  }

  public final void blendLineDiagonal(int col, OutputMatrix out) {
   alphaBlend(1, 2, out.ref(scale - 1, scale / 2), col);
   alphaBlend(1, 2, out.ref(scale - 2, scale / 2 + 1), col);
   out.ref(scale - 1, scale - 1).set(col);
  }

  public final void blendCorner(int col, OutputMatrix out) {
   //model a round corner
   alphaBlend(68, 100, out.ref(3, 3), col); //exact: 0.6848532563
   alphaBlend(9, 100, out.ref(3, 2), col); //0.08677704501
   alphaBlend(9, 100, out.ref(2, 3), col); //0.08677704501
  }
 };

 private static final Scaler Scaler5x = new Scaler() {
  private static final int scale = 5;

  public int scale() {
   return scale;
  }

  public final void blendLineShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(scale - 1, 0), col);
   alphaBlend(1, 4, out.ref(scale - 2, 2), col);
   alphaBlend(1, 4, out.ref(scale - 3, 4), col);
   alphaBlend(3, 4, out.ref(scale - 1, 1), col);
   alphaBlend(3, 4, out.ref(scale - 2, 3), col);
   out.ref(scale - 1, 2).set(col);
   out.ref(scale - 1, 3).set(col);
   out.ref(scale - 1, 4).set(col);
   out.ref(scale - 2, 4).set(col);
  }

  public final void blendLineSteep(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(0, scale - 1), col);
   alphaBlend(1, 4, out.ref(2, scale - 2), col);
   alphaBlend(1, 4, out.ref(4, scale - 3), col);
   alphaBlend(3, 4, out.ref(1, scale - 1), col);
   alphaBlend(3, 4, out.ref(3, scale - 2), col);
   out.ref(2, scale - 1).set(col);
   out.ref(3, scale - 1).set(col);
   out.ref(4, scale - 1).set(col);
   out.ref(4, scale - 2).set(col);
  }

  public final void blendLineSteepAndShallow(int col, OutputMatrix out) {
   alphaBlend(1, 4, out.ref(0, scale - 1), col);
   alphaBlend(1, 4, out.ref(2, scale - 2), col);
   alphaBlend(3, 4, out.ref(1, scale - 1), col);
   alphaBlend(1, 4, out.ref(scale - 1, 0), col);
   alphaBlend(1, 4, out.ref(scale - 2, 2), col);
   alphaBlend(3, 4, out.ref(scale - 1, 1), col);
   out.ref(2, scale - 1).set(col);
   out.ref(3, scale - 1).set(col);
   out.ref(scale - 1, 2).set(col);
   out.ref(scale - 1, 3).set(col);
   out.ref(4, scale - 1).set(col);
   alphaBlend(2, 3, out.ref(3, 3), col);
  }

  public final void blendLineDiagonal(int col, OutputMatrix out) {
   alphaBlend(1, 8, out.ref(scale - 1, scale / 2), col);
   alphaBlend(1, 8, out.ref(scale - 2, scale / 2 + 1), col);
   alphaBlend(1, 8, out.ref(scale - 3, scale / 2 + 2), col);
   alphaBlend(7, 8, out.ref(4, 3), col);
   alphaBlend(7, 8, out.ref(3, 4), col);
   out.ref(4, 4).set(col);
  }

  public final void blendCorner(int col, OutputMatrix out) {
   //model a round corner
   alphaBlend(86, 100, out.ref(4, 4), col); //exact: 0.8631434088
   alphaBlend(23, 100, out.ref(4, 3), col); //0.2306749731
   alphaBlend(23, 100, out.ref(3, 4), col); //0.2306749731
   //alphaBlend(8, 1000, out.ref(4, 2), col); //0.008384061834 -> negligable
   //alphaBlend(8, 1000, out.ref(2, 4), col); //0.008384061834
  }
 };
}

To make use of the scaleImage() method you might need to use these functions:

public static final int[] fromBitmap(final Bitmap source) {
  final int width = source.getWidth();
  final int height = source.getHeight();
  final int[] target = new int[width * height];
  source.getPixels(target, 0, width, 0, 0, width, height);
  return target;
}

public static final Bitmap toBitmap(final int[] source, final int sourceWidth, final int sourceHeight) {
  final Bitmap target = Bitmap.createBitmap(source, sourceWidth, sourceHeight, Bitmap.Config.ARGB_8888);
  return target;
}