Create a job

A JOB

POST https://api.playment.io/v1/projects/:project_id/jobs

This endpoint allows you to create a job

Path Parameters

Name
Type
Description

project_id

string

ID of the project in which you want to create the job

Headers

Name
Type
Description

x-api-key

string

API key for authentication

Request Body

Name
Type
Description

batch_id

string

A batch is a way to organise multiple jobs under one batch_id. You can create new batches from the dashboard or by using the batch creation API. If batch_id is left empty or the key is not present, the job is created in the Default batch in your project.

work_flow_id

string

The ID of the workflow inside which you want to create the job

data

object

The data object contains all the information and attachments required to label a job. The data object is defined below

reference_id

string

The unique identifier of the job

{
  "data": {
    "job_id": "3f3e8675-ca69-46d7-aa34-96f90fcbb732",
    "reference_id": "001",
    "work_flow_id": "2aae1234-acac-1234-eeff-12a22a237bbc"
  },
  "success": true
}

Payload

Payload Definition

Key

Type

Description

data.reference_data

Object

The reference_data object contains an additional list of images that can be used as a reference while annotating the primary image.

This is an optional key based on your requirement.

data.reference_data.raster.images is an array of reference images where each object has 2 keys :

image_url - URL of the image

label- Name of the image.

data.image_url

string

URL of the image.

Code Example

Creating jobs with pre-labeled data

If you have data which has been labeled previously by an ML model or by human labelers, you can create jobs with such labels already created. To do this, you need to send the annotation data in the data.maker_response key in the payload. The annotation data needs to be in our annotation format.

Here's an example:

The object at the end ofdata.maker_response.raster.data.url should be a PNG file with four 8-bit channels. The first 3 channels are R, G & B respectively. The hex code for these RGB values for any pixel should map to a class or instance based on thelegend object. Un-labeled pixels should have each channel as 0.

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