Reference errors building OpenCV Android CVCamera_MSER sample app - eclipse

I'm relatively new to Android development, as well as OpenCV. I've tried out some OpenCV samples found with the sdk (using OpenCV2.4.2), as well as some here offered by Stanford University. The first two samples by Stanford worked fine (histogram equalization and color histogram). However I've spent almost a week now trying to get the remaining three to run.
I've already installed Android ndk and tried a hello world android app using ndk once and the three sample projects in question seem to all need native code (thus ndk).
On selecting the project in eclipse the console reads:
<terminated> Native Builder CVCamera_MSER [Program] C:\cygwin\bin\bash.exe
/usr/bin/bash: 1ine 0: cd: /home/Davidchen/opencv/android/apps/cvCamera_MSER: No such file or directory
I tried building the native project using the commands in the command line (as I understood from here):
cd {project path}
{ndk path}/ndk-build
However scores of errors appeared, all reference-related, since there are inumerable references to home/DavidChen. There is no folder on my computer named DavidChen. My guess is that there is a reference somewhere to the project path within the cygwin home folder of the project's author. I still cannot find where this faulty reference is specified however so that I could alter it to an existing one instead; I've looked into the paths and symbols under the C/C++ General Project Properties in eclipse as well as the source files, both native code and java code.
When I've tried it on cgywin's console, it still didn't work.
The errors are upon trying to run the project CVCamera_MSER, under the project video titled Local Feature Points found in the link provided above (also [here][14] for convenience). I've also tried running the projects Edges, Lines, and Circles and Feature Tracking with no success.
I'm using Eclipse Indigo Service Release 2 running on Windows7 x64bit.
Thank you for your time.

Related

Maui Blazor Hybrid - Cannot double click on the exe in the bin folder

I recently installed the preview version of visual studio and created a new .net maui blazor hybrid app.
When debugging the app, a window shows up and everything works just as expected.
However when i go to the bin folder and run the exe that is located there the window does not come up.
In the windows event logs i can see the following:
Exception Info: System.DllNotFoundException: Unable to load DLL 'Microsoft.ui.xaml.dll' or one of its dependencies
And indeed that dll is missing from the bin folder.
What does visual studio do to make this work? How can i just run the exe?
Right now we only support so-called “packaged” apps. Those you need to publish to an MSIX and install in order to run.
We’re working on adding the unpackaged scenario as well, you can track that here: https://github.com/dotnet/maui/issues/3166
While searching for the above issue I noticed a couple of others ones though. According to this and this it might already be possible right now, you might want to try!

Running an OpenCV program with Eclipse

I'm trying to run a simple example of OpenCV on Eclipse [which was perfectly buit and installed before (using CMake and MinGw), even libraries and all includes are in place !].
When building, I'm getting no errors or warning, all seems good, but when I try to run, I get a message as if the project had no Binaries, even if all binaries are there. I even specified the path to the ".exe" (run->run conf-> new launch-> browse ...etc.).
You can notice on the images attached that the project is built and the binaries are generated.
Notice: when I run an example of a (Hellow world) on the console ... it displays the messag without errors.
I read a lot on Internet before posting here, but I found nothing that matches to this case.
Thank you so much,
Error Capture
Build Capture
Regards

Unity3D There should be '<AppName>_Data' folder next to the executable

as the title says, I'm having a problem with using my .exe-File.
I'm building a Unity3D project with default Build and Player Settings.
The final build consist of the following: MyProject.exe and MyProject_Data (Folder). The .exe is located in the same folder with MyProject_Data. Still I'm getting the following error:
"There should be 'MyProject_Data'
folder next to the executable"
So far I've tried installing it in different folders (e.g. desktop, inside the Unity Project folder...).
I still ended up with the same problem.
Other projects are building fine and I'm having no problems opening their .exe-Files.
Thanks in advance.
I fixed the problem by doing this:
Player Settings > Optimization > Api Compability Level > .NET 2.0
was .Net 2.0 Subset before.
I hope this is not a bad workaround that will lead to different problems in the long run!

Adding Native support to gstreamer tutorial won't finish

I'm following this:
http://docs.gstreamer.com/display/GstSDK/Installing+for+Android+development
I'm using the Windows x86 ADT bundle, the Windows x86 r9d NDK, and the Gstreamer SDK linked to in the guide.
I was able to get the first tutorial to add native support, build, and run. Then I tried the 3rd tutorial, and Eclipse becomes unresponsive. Same thing happened with the 2nd tutorial. I left it to do it over the weekend in case it just took a long time. When I change anything for another attempt I delete the tutorial folder completely and use a fresh copy from the zip file. I have also remove the ADT bundle completely and started over from scratch.
If I cancel, I have the expected build errors of missing import com.gstreamer.GStreamer;
The GSTREAMER_SDK_ROOT_ANDROID value is set to C:/gstreamer
The NDK Location is C:\android-ndk-r8d
I switched to using r8d as recommended in: Adding Gstreamer support to an android NDK project
One comment also suggests adding to the gstreamer.mk file:
ifndef SYSROOT
SYSROOT := $(NDK_PLATFORMS_ROOT)/$(TARGET_PLATFORM)/arch-$(TARGET_ARCH)
endif
I attempted this but there is a gstreamer_prebuilt.mk file it may be using instead.
My only clue is that Tutorial 1 does not use gstreamer plugins and the tutorials that do not work use plugins.
Thank you for any help you can give.
Edit: I tried using android-ndk-r7c also.
Then I deleted the ADT bundle and tried going the "Use an existing IDE" route, same result.
I'm going to try a different machine, and also see if I can compile it without eclipse, but I would love to hear any guess on what's going on.
Edit2: I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.
I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.

BB 10 Development Environment

Hello Everybody ,
I am using following tools & SDK for Blackberry Native development in Windows
10 Native SDK 10.0.9.1673
BlackBerry10Simulator-Installer-BB10_0_10
Virtual Machine VMware-player-4.0.3-703057
Let me know, following configuration is correct for BB Cascaded Development.
Because I am getting the following problems
"ldd:FATAL: Unresolved symbol "_ZN2bb8cascades11QmlDocumentC1Ev" called from Executable" error when I am trying to run binaries on
simulator.
If I import a BB Cascaded sample project in SDk then "BAR PACKAGES" Folder show by default , if I create my own project then
"BAR PACKAGES" then it will not show .
Actually it's not a answer I don't have any choice for image post that's why I follow this way ,here I am showing you the Snapshot of my QNX-IDE , I have imported GoodCitizen & Falling Blocks from sample projects . Good-Citizen Project is working fine compile as well as run on Virtual Machine. But in the Falling Blocks Project no BAR Packages create why this is happening , can any one explain me the scenario.
Have you declared your QML Document in either your main.cpp or app.cpp?
QmlDocument *qml = QmlDocument::create("asset:///main.qml").parent(this);
I think you need to update api level
help-->updade api levels & install new software
Keep on update your tools to avoid errors