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2026-10-09 APP 2.0.0-beta48 has been released !

This is mainly a bug fix release for the reported bugs in beta47. In addition it has a significant User Interface performance improvement noticable when you need to process 1000s of images in APP.

2026-10-03 APP 2.0.0-beta47 has been released !

This is a very big release... many code optimizations/rewrites, many parts of APP are much faster and more precise, especially star analysis and registration are much faster ! Big mosaics will go much faster 🙂

And we introduce a new preview filter, which includes the new Adaptive Deep Sky Stretch and a General Levels Stretch, this has been long over due. The old preview filter (the panel on the right side to stretch and preview your data) has not been updated for a couple of years and it is a critical part of any APP session.

Adaptive Deep Sky Stretch or ADSS is a much more intuitive stretch algorithm. It is also color preserving (which is a great new addition in itself ! ) which means that the highlights are no longer bleached, color is maintained from the linear data while stretching. You can simply stretch your data using the sky background level and signal width sliders which work much easier and more intuitive. You no longer need to fiddle with the old complicated sliders with zoom buttons. All the zoom buttons for the sliders are made redundant. And you can enter slider values in the slider value fields yourself. I will make a youtube video in the coming days to explain and fully introduce ADSS. Once the video is ready, it will be highlighted on the forum.

RGB Combine upgrade !. The RGB Combine Tool has been rewritten mostly. The tool is faster and easier to use and most importantly, the Luminance slider to inject a luminance channel or channels into the RGB composite is now working correctly. It no longer bleaches the RGB colors. Combined with the new ADSS preview, you will get much better and easier great composites with great color! I will also explain this in a new youtube video.

[Solved] Error message: java.lang.Float cannot be cast to java.lang.Double

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(@chris-pa)
White Dwarf
Joined: 7 years ago
Posts: 6
Topic starter  
Javalangfloat

I just downloaded APP today and keep getting this error message. Does anyone have an idea of what I might be doing wrong?


This topic was modified 7 years ago 2 times by Mabula-Admin

   
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(@Anonymous 174)
Joined: 9 years ago
Posts: 5702
 

Hi @chris-pa , Could you describe when exactly you get this error and if it's repeatable?



   
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(@chris-pa)
White Dwarf
Joined: 7 years ago
Posts: 6
Topic starter  

Hi Vincent,

I only started using the program today so forgive me if I get this wrong, but it happens as soon as I hit normalize under step 5. It is repeatable - it's happened three times and I can't seem to get past it.

Thanks,

Chris



   
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(@Anonymous 174)
Joined: 9 years ago
Posts: 5702
 

Sorry for that inconvenience, it seems to happen with specific data now and again. It's known and will be fixed in the next release. Mabula has gotten your message as well and will come back to it asap.



   
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(@chris-pa)
White Dwarf
Joined: 7 years ago
Posts: 6
Topic starter  

What an introduction! Oh well - I'm glad at least it's not something I was doing wrong.



   
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(@Anonymous 174)
Joined: 9 years ago
Posts: 5702
 

If this is fixed, try a mosaic in the next try, you'll be amazed. 😉



   
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(@mabula-admin)
Universe Admin
Joined: 10 years ago
Posts: 5468
 
Posted by: @chris-pa
Javalangfloat

I just downloaded APP today and keep getting this error message. Does anyone have an idea of what I might be doing wrong?

Hi Christopher @chris-pa & Vincent @vincent-mod,

 

First of all, Christopher, thank you for sharing this issue and welcome to the APP forum 😉

 

Can you please provide more information on what kind of data you are loading into APP ?

Which camera?

Which file format? FITS, or ?

Which bitdepth (8,16,32 ?  )

Are you using calibration frames, if so which types?

And also, is the issue happening with and without calibration frames loaded?

 

The issue very likely has to do with your particular data, perhaps you can share a small subset of your data so Vincent and I can investigate why you get this error message and solve it at the same time?

 

Kind regards,

Mabula



   
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(@imnewhere)
Black Hole
Joined: 9 years ago
Posts: 174
 

Happened to me twice today and I had to close the program, then reopen and use the master calibration frames to fix it.



   
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(@mabula-admin)
Universe Admin
Joined: 10 years ago
Posts: 5468
 

Hi Christopher @chris-pa & @vincent-mod,

I have all your data now 😉 thanks for uploading it directly to our infrastructure.

I will run the data now myself in APP and will let you know my findings later today or tomorrow..

Mabula



   
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(@mabula-admin)
Universe Admin
Joined: 10 years ago
Posts: 5468
 
Posted by: @imnewhere

Happened to me twice today and I had to close the program, then reopen and use the master calibration frames to fix it.

@imnewhere,

Can you be more clear about what happened? Do you mean that after a restart and a re-process, all went fine ?

Mabula



   
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(@chris-pa)
White Dwarf
Joined: 7 years ago
Posts: 6
Topic starter  

I figured out that this happens if you are using a reference file and click Normalization without the reference file being checked.

My story is that I used DSS for this project and got 5 stacks that came out great, but for some reason, DSS couldn't handle the red. I even did an extra session, but it got all smeared at the bottom and any iteration of data (half from session 1, half from session 2, only session 3, etc.) just failed in the same way. Anyway, I had aligned everything with an OIII sub and didn't see any reason to restack the other five stacks (over 700 lights!) so I tried loading just the reds into APP and used the OIII as a reference. It appears you can uncheck it prior to integration and everything will work as intended, but it will crash if you normalize with the reference unchecked.


This post was modified 7 years ago 2 times by Christopher Sullivan

   
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(@mabula-admin)
Universe Admin
Joined: 10 years ago
Posts: 5468
 

Hi @chris-pa, @vincent-mod & @imnewhere,

I have found the issue and it is now fixed ;-). The next release will contain this bug fix.

Kind regards,

Mabula



   
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