CSFML Vertex Array and drawing - c

It's been a few weeks i've been working a project for my school and I now need to work on particles. I've been looking at vertices and it looks like to be a good way to make them.
I've started by trying to print at least one vertex on the screen and to print it, but I don't know what I'm doing wrong.
CSFML is a very restricted library as not many people use it, so trying to find SFML examples and to figure out the derivates of the functions to C is quite hard and giving me some troubles.
Here's my code :
{
sfVertex a;
sfVector2f apos = {200, 100};
a.color = sfRed;
a.position = apos;
sfVertexArray *array = sfVertexArray_create();
sfVertexArray_setPrimitiveType(array, sfPoints);
sfVertexArray_append(array, a);
sfRenderWindow_drawVertexArray(window, array, 0);
}
In this example, I'm trying to create a vertex, give it a position, a color, and then create a vertex array that takes point vertices and to append my vertex to the vertex array. I think the only problem here is to print it on the screen, as sfRenderWindow_drawVertexArray(window, array, 0); doesn't print anything, and if I put the render state to 1 my program just crashes before even opening my window.
I tried to find examples and explanations about this function but I'm pretty much lost now.

I think your error was that you did not set sfPoints in your code. Here is a simple code that draws 4 points.
#include <iostream>
#include <SFML/Graphics.hpp>
int main(){
sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
while (window.isOpen()){
sf::Event event;
while (window.pollEvent(event)){
if (event.type == sf::Event::Closed)
window.close();
}
sf::VertexArray vertexArray (sf::Points, 4);
vertexArray[0].position = sf::Vector2f(10, 10);
vertexArray[1].position = sf::Vector2f(10, 20);
vertexArray[2].position = sf::Vector2f(20, 10);
vertexArray[3].position = sf::Vector2f(20, 20);
// Set colour for all vertices
for(int i = 0; i < 4.; i++){
vertexArray[i].color=sf::Color::Yellow;
}
window.clear();
window.draw(vertexArray);
window.display();
}
return 0;
}

Related

SDL window close because of SDL_Flip with an image surface array

I am in the beginning of a game of brick breaker type and I'm stuck in the SDL_Flip step. My CodeBlocks compiler says nothing and the console doesn't crash, but yet the SDL window shutdown and the console process returned code 3. When I ran the debugger it says:
SDL_Flip()
Display(Bricks=0x28f69c, screen=0x0)
and the Display type error was said located at the line of my SDL_Flip(screen);
Here's a glimpse of my code. My Brick_Coordinates and Brick_Surface struct are already initialize (my coordinates for Brick_Coordinates and NULL for Brick_Surface) by another function before that one:
void Display(BrickStruct Bricks[12][10],SDL_Surface *screen)
{
int i=0,j=0;
for(j=0;j<10;j++)
{
if( (j+1)%2==0 ) // If we are on even lines, display only 11 bricks
{
for(i=0;i<11;i++)
{
Bricks[i][j].Brick_Surface = IMG_Load("BrickTest1.png");
SDL_BlitSurface(Bricks[i][j].Brick_Surface, NULL, screen, &Bricks[i][j].Brick_Coordinates);
SDL_Flip(screen);
}
}
else // If we are on odd lines, display the 12 bricks
{
for(i=0;i<12;i++)
{
}
}
}
}
My Structure looks like this:
typedef struct BrickStruct
{
int type;
SDL_Rect Brick_Coordinates;
SDL_Surface *Brick_Surface;
}BrickStruct;
In my main, my code is like this:
SDL_Surface *screen= NULL;
BrickStruct Bricks[12][10]; // I create my 2D array of struct named Bricks
Display(Bricks,screen);
I've already tested with a fprintf the values of my coordinates initialized. These are good. And apparently my SDL_Blit is working. But The Flip isn't. My screen surface is big enough for all my images (480x540 and my images are 40x20). I was wondering if that problem has to do with an impossibility for Blit to place an image on top of another but the Flip doesn't even work when I try with only one image (without my loops).
Can somebody please have the kindness to indicate me where is located my problem ?
Thanks in advance
There reason was that that you didn't save screen into the global variable.
You probably had a line in your SDL_Initialisation similar to this:
SDL_Surface *screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
This creates a new local variable called screen. Since you wanted to save this into the global one, you should change it to:
screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
According to your debugger and your example code your screen structure is null. So your call to SDL_BlitSurface will fail. The reason it probably works for you when you do your Display call inside your Initialize is that you've just initialized your screen and used it right after.
You need to store the surface you are writing to and use it again when you're blitting.
Also, as others have recommended, you should take a look at a tutorial for SDL and perhaps some more C tutorials to reinforce some concepts.

animation from 3DS to OpenGL

I am trying to export a 3ds animation to OpenGL and I want to go to the next frame little by little. To do that I use 3ds file with 100 keys so if I do not make mistakes it is ok.
To run my animation I use the lib3ds_file_eval statement but it seems I am doing a mistake
Here is how I do that :
void animationTimer(int value) {
if (g_haltAnimation != 0) {
lib3ds_file_eval(g_scenes3DS[ANIMATED_KART_ID].lib3dsfile, g_currentFrame);
g_currentFrame = (g_currentFrame + 1) % g_scenes3DS[ANIMATED_KART_ID].lib3dsfile->frames;
glutTimerFunc(10, animationTimer, 0);
}
}
So it is quite simple. I put the lib3dsfile of my scene in parameter and the number of the next frame. And when I check the transformation matrix in nodes, it does not change and I can not find why.
I noticed that current_frame in lib3dsFile does not change too, I do not know if it is normal or not.
It is normal behaviour that current_frame in the file does not change. However the matrices of at least some nodes should change for a non-trivial animation.
Did you check the nodes by doing the following?
for (Lib3dsNode* p = g_scenes3DS[ANIMATED_KART_ID].lib3dsfile->nodes; p != 0; p = p->next )
{
// check p->matrix here
}
Make sure to check every matrix because some (most?) nodes probably won't move in a kart animation.

a simpler way to get variables from structs within structs

It's been over a year since I last used C, so I'm pretty much back to basics.
I have this code as part of a larger file:
typedef struct
{
float ix;
float iy;
float iz;
} InitialPosition;
typedef struct
{
InitialPosition init;
} Particle;
void particle()
{
Particle p1 =
{
.init = { .ix = 10, .iy = 10, .iz = 10 },
};
glPointSize(10);
glBegin(GL_POINTS);
glVertex3f(p1.init.ix,p1.init.iy,p1.init.iz);
//glVertex3f( 0, 0, 0 );
glEnd();
}
It works/appears correctly with my particle being plotted onto an axis, but it seems like there must be a quicker way to feed the variables from the struct into the glVertex3f method.
On the off-chance it makes any difference I'm using openGL & glut.
Should I also be using pointers? (If so an example of use would be great.) Like I said it has been a while so any help appreciated.
Functions that take three separate parameters require that you break each value out. If you're going to be using these calls a lot, you have two ways to make it more convenient.
1) make a helper function:
void myglVertexParticle(Particle * apoint) { glVertex3f(init->ix, init->iy, init->iz) ; }
myglVertexParticle( & (p1.init)) ;
2) use an expansion macro:
#define PARTICLE3f(uuu) uuu.ix, uuu.iy, uuu.iz
glVertex3f( PARTICLE3f( p1.init)) ;
Most people are probably going to frown on the second choice from a style point of view, and a good optimizing compiler should make the first case run nearly as quickly as the second.

Print doesn't show in printed array although specified

I'm working a simple candy crush game for my year 1 assignment.
I am at this stage where I need to show my self-made simple marker( *box made of '|' and '_'* ) on the center of the board ( board[5][5] ) once the program is executed.
Here is the current code:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
//FUNCTION: Draw the Board
int drawBoard()
{
//Declare array size
int board[9][9];
//initialize variables
int rows, columns, randomNumber, flag;
//random number seed generator
srand(time(NULL));
for ( rows = 0 ; rows < 9 ; rows++ )
{
for ( columns = 0 ; columns < 9 ; columns++ )
{
flag = 0;
do
{
//generate random numbers from 2 - 8
randomNumber = rand() %7 + 2;
board[rows][columns] = randomNumber;
//Checks for 2 adjacent numbers.
if ( board[rows][columns] == board[rows - 1][columns] || board[rows][columns] == board[rows][columns - 1] )
{
flag = 0;
continue;
}
else
{
flag = 1;
printf( " %d ", board[rows][columns] );
}
} while ( flag == 0 );
}//end inner for-loop
printf("\n\n");
}//end outer for-loop
//call FUNCTION marker() to display marker around board[5][5]
marker( board[5][5] );
}//end FUNCTION drawBoard
//FUNCTION: Mark the surrounding of the number with "|" and "_" at board[5][5]
void marker( int a )
{
printf( " _ \n" );
printf( "|%c|\n", a );
printf( " _ \n" );
}
int main()
{
drawBoard();
}
At the end of function drawBoard(), I placed the code marker( board[5][5] ).
This should have printed the markers around the number printed at coordinate board[5][5]..but for some reason it displays right after the board has been printed.
So why doesn't it print at that coordinate although I specified it at board[5][5]?
What could be the problem here?
so in your marker function you need to pass the board and the coordinate you want to print at
void marker( int x, int y, int** board )
{
board[x][y-1]="_";
board[x-1][y]="|";
board[x+1][y]="|";
board[x][y+1]="_";
}
then after the call to marker(5,5,board), call drawboard again
my code's a bit off but that's the logic, except you need to check for the case that the marker is at the edge of the board
in other words, you need to keep board around, and any time you make a change to it, clear the screen and print the whole board out again.
There is no persistent drawing in the way that you are doing this. You are just printing straight to the shell/command prompt. The way that you trying to do things will not work. You can't edit something drawn to the prompt after you have drawn it, you need to basically clear the screen and then draw again but with your indicated maker.
I don't know if you are able to use libraries in your assignment, but a very good library that WILL let you do is ncurses
EDIT Full rewrite of answer
Drawing Things On Top of One Another In CMD
Alright, I had some downtime at work, so I wrote a project to do what you need and I'm going to post code and explain what it does and why you need it along the way.
First thin that you are going to need a basically a render buffer or a render context. Whenever you are programming in a graphics API such as OpenGL, you don't just render straight to the screen, you render each object that you have to a buffer that rasterizes your content and turns it into pixels. Once it's in that form, the API shoves the rendered picture onto the screen. We are going to take a similar approach where instead of drawing to a pixel buffer on the GPU, we are going to draw to a character buffer. Think about each character as a pixel on the screen.
Here is a pastebin of the complete source:
Complete Source of Project
RenderContext
Our class to do this will be the RenderContext class. It has fields to hold width and height as well as an array of chars and a special char that we fill our buffer with whenever we clear it.
This class simply holds an array and functions to let us render to it. It makes sure that when we draw to it, we are within bounds. It is possible for an object to try to draw outside of the clipping space (off screen). However, whatever is drawn there is discarded.
class RenderContext {
private:
int m_width, m_height; // Width and Height of this canvas
char* m_renderBuffer; // Array to hold "pixels" of canvas
char m_clearChar; // What to clear the array to
public:
RenderContext() : m_width(50), m_height(20), m_clearChar(' ') {
m_renderBuffer = new char[m_width * m_height];
}
RenderContext(int width, int height) : m_width(width), m_height(height), m_clearChar(' ') {
m_renderBuffer = new char[m_width * m_height];
}
~RenderContext();
char getContentAt(int x, int y);
void setContentAt(int x, int y, char val);
void setClearChar(char clearChar);
void render();
void clear();
};
The two most important functions of this class are setContentAt and render
setContentAt is what an object calls to fill in a "pixel" value. To make this a little more flexible, our class uses a pointer to an array of chars rather than a straight array (or even a two dimensional array). This lets us set the size of our canvas at runtime. Because of this, we access elements of this array with x + (y * m_width) which replaces a two dimensional dereference such as arr[i][j]
// Fill a specific "pixel" on the canvas
void RenderContext::setContentAt(int x, int y, char val) {
if (((0 <= x) && (x < m_width)) && ((0 <= y) && (y < m_height))) {
m_renderBuffer[(x + (y * m_width))] = val;
}
}
render is what actually draws to the prompt. All it does is iterate over all the "pixels" in it's buffer and place them on screen and then moves to the next line.
// Paint the canvas to the shell
void RenderContext::render() {
int row, column;
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
printf("%c", getContentAt(column, row));
}
printf("\n");
}
}
I_Drawable
Our next class is an Interface that lets us contract with objects that they can draw to our RenderContext. It is pure virtual because we don't want to actually be able to instantiate it, we only want to derive from it. It's only function is draw which accepts a RenderContext. Derived classes use this call to receive the RenderContext and then use RenderContext's setContentAt to put "pixels" into the buffer.
class I_Drawable {
public:
virtual void draw(RenderContext&) = 0;
};
GameBoard
The first class to implement the I_Drawable, thus being able to render to our RenderContext, is the GameBoard class. This is where a majority of the logic comes in. It has fields for width, height, and a integer array that holds the values of the elements on the board. It also has two other fields for spacing. Since when you draw your board using your code, you have spaces between each element. We don't need to incorporate this into the underlying structure of the board, we just need to use them when we draw.
class GameBoard : public I_Drawable {
private:
int m_width, m_height; // Width and height of the board
int m_verticalSpacing, m_horizontalSpacing; // Spaces between each element on the board
Marker m_marker; // The cursor that will draw on this board
int* m_board; // Array of elements on this board
void setAtPos(int x, int y, int val);
void generateBoard();
public:
GameBoard() : m_width(10), m_height(10), m_verticalSpacing(5), m_horizontalSpacing(3), m_marker(Marker()) {
m_board = new int[m_width * m_height];
generateBoard();
}
GameBoard(int width, int height) : m_width(width), m_height(height), m_verticalSpacing(5), m_horizontalSpacing(3), m_marker(Marker()) {
m_board = new int[m_width * m_height];
generateBoard();
}
~GameBoard();
int getAtPos(int x, int y);
void draw(RenderContext& renderTarget);
void handleInput(MoveDirection moveDirection);
int getWidth();
int getHeight();
};
It's key functions are generateBoard, handleInput, and the derived virtual function draw. However, do note that in its constructor it creates a new int array and gives it to its pointer. Then its destructor automatically removes the allocated memory whenever the board goes away.
generateBoard is what we use to actual create the board and fill it with numbers. It will iterate over each location on the board. Each time, it will look at the elements directly to the left and above and store them. Then it will generate a random number until the number it generates does not match either of the stored elements, then it stores the number in the array. I rewrote this to get rid of the flag usage. This function gets called during the construction of the class.
// Actually create the board
void GameBoard::generateBoard() {
int row, column, randomNumber, valToLeft, valToTop;
// Iterate over all rows and columns
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
// Get the previous elements
valToLeft = getAtPos(column - 1, row);
valToTop = getAtPos(column, row - 1);
// Generate random numbers until we have one
// that is not the same as an adjacent element
do {
randomNumber = (2 + (rand() % 7));
} while ((valToLeft == randomNumber) || (valToTop == randomNumber));
setAtPos(column, row, randomNumber);
}
}
}
handleInput is what deals with moving the cursor around on the board. It's basically a freebie and your next step after getting the cursor to draw over the board. I needed a way to test the drawing. It accepts an enumeration that we switch on to know where to move our cursor to next. If you maybe wanted to have your cursor wrap around the board whenever you reach an edge, you would want to do that here.
void GameBoard::handleInput(MoveDirection moveDirection) {
switch (moveDirection) {
case MD_UP:
if (m_marker.getYPos() > 0)
m_marker.setYPos(m_marker.getYPos() - 1);
break;
case MD_DOWN:
if (m_marker.getYPos() < m_height - 1)
m_marker.setYPos(m_marker.getYPos() + 1);
break;
case MD_LEFT:
if (m_marker.getXPos() > 0)
m_marker.setXPos(m_marker.getXPos() - 1);
break;
case MD_RIGHT:
if (m_marker.getXPos() < m_width - 1)
m_marker.setXPos(m_marker.getXPos() + 1);
break;
}
}
draw is very important because it's what gets the numbers into the RenderContext. To summarize, it iterates over every element on the board, and draws in the correct location on the canvas placing an element under the correct "pixel". This is where we incorporate the spacing. Also, take care and note that we render the cursor in this function.
It's a matter of choice, but you can either store a marker outside of the GameBoard class and render it yourself in the main loop (this would be a good choice because it loosens the coupling between the GameBoard class and the Marker class. However, since they are fairly coupled, I chose to let GameBoard render it. If we used a scene graph, as we probably would with a more complex scene/game, the Marker would probably be a child node of the GameBoard so it would be similar to this implementation but still more generic by not storing an explicit Marker in the GameBoard class.
// Function to draw to the canvas
void GameBoard::draw(RenderContext& renderTarget) {
int row, column;
char buffer[8];
// Iterate over every element
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
// Convert the integer to a char
sprintf(buffer, "%d", getAtPos(column, row));
// Set the canvas "pixel" to the char at the
// desired position including the padding
renderTarget.setContentAt(
((column * m_verticalSpacing) + 1),
((row * m_horizontalSpacing) + 1),
buffer[0]);
}
}
// Draw the marker
m_marker.draw(renderTarget);
}
Marker
Speaking of the Marker class, let's look at that now. The Marker class is actually very similar to the GameBoard class. However, it lacks a lot of the logic that GameBoard has since it doesn't need to worry about a bunch of elements on the board. The important thing is the draw function.
class Marker : public I_Drawable {
private:
int m_xPos, m_yPos; // Position of cursor
public:
Marker() : m_xPos(0), m_yPos(0) {
}
Marker(int xPos, int yPos) : m_xPos(xPos), m_yPos(yPos) {
}
void draw(RenderContext& renderTarget);
int getXPos();
int getYPos();
void setXPos(int xPos);
void setYPos(int yPos);
};
draw simply puts four symbols onto the RenderContext to outline the selected element on the board. Take note that Marker has no clue about the GameBoard class. It has no reference to it, it doesn't know how large it is, or what elements it holds. You should note though, that I got lazy and didn't take out the hard coded offsets that sort of depend on the padding that the GameBoard has. You should implement a better solution to this because if you change the padding in the GameBoard class, your cursor will be off.
Besides that, whenever the symbols get drawn, they overwrite whatever is in the ContextBuffer. This is important because the main point of your question was how to draw the cursor on top of the GameBoard. This also goes to the importance of draw order. Let's say that whenever we draw our GameBoard, we drew a '=' between each element. If we drew the cursor first and then the board, the GameBoard would draw over the cursor making it invisible.
If this were a more complex scene, we might have to do something fancy like use a depth buffer that would record the z-index of an element. Then whenever we drew, we would check and see if the z-index of the new element was closer or further away than whatever was already in the RenderContext's buffer. Depending on that, we might skip drawing the "pixel" altogether.
We don't though, so take care to order your draw calls!
// Draw the cursor to the canvas
void Marker::draw(RenderContext& renderTarget) {
// Adjust marker by board spacing
// (This is kind of a hack and should be changed)
int tmpX, tmpY;
tmpX = ((m_xPos * 5) + 1);
tmpY = ((m_yPos * 3) + 1);
// Set surrounding elements
renderTarget.setContentAt(tmpX - 0, tmpY - 1, '-');
renderTarget.setContentAt(tmpX - 1, tmpY - 0, '|');
renderTarget.setContentAt(tmpX - 0, tmpY + 1, '-');
renderTarget.setContentAt(tmpX + 1, tmpY - 0, '|');
}
CmdPromptHelper
The last class that I'm going to talk about is the CmdPromptHelper. You don't have anything like this in your original question. However, you will need to worry about it soon. This class is also only useful on Windows so if you are on linux/unix, you will need to worry about dealing with drawing to the shell yourself.
class CmdPromptHelper {
private:
DWORD inMode; // Attributes of std::in before we change them
DWORD outMode; // Attributes of std::out before we change them
HANDLE hstdin; // Handle to std::in
HANDLE hstdout; // Handle to std::out
public:
CmdPromptHelper();
void reset();
WORD getKeyPress();
void clearScreen();
};
Each one of the functions is important. The constructor gets handles to the std::in and std::out of the current command prompt. The getKeyPress function returns what key the user presses down (key-up events are ignored). And the clearScreen function clears the prompt (not really, it actually moves whatever is already in the prompt up).
getKeyPress just makes sure you have a handle and then reads what has been typed into the console. It makes sure that whatever it is, it is a key and that it is being pressed down. Then it returns the key code as a Windows specific enum usually prefaced by VK_.
// See what key is pressed by the user and return it
WORD CmdPromptHelper::getKeyPress() {
if (hstdin != INVALID_HANDLE_VALUE) {
DWORD count;
INPUT_RECORD inrec;
// Get Key Press
ReadConsoleInput(hstdin, &inrec, 1, &count);
// Return key only if it is key down
if (inrec.Event.KeyEvent.bKeyDown) {
return inrec.Event.KeyEvent.wVirtualKeyCode;
} else {
return 0;
}
// Flush input
FlushConsoleInputBuffer(hstdin);
} else {
return 0;
}
}
clearScreen is a little deceiving. You would think that it clears out the text in the prompt. As far as I know, it doesn't. I'm pretty sure it actually shifts all the content up and then writes a ton of characters to the prompt to make it look like the screen was cleared.
An important concept that this function brings up though is the idea of buffered rendering. Again, if this were a more robust system, we would want to implement the concept of double buffering which means rendering to an invisible buffer and waiting until all drawing is finished and then swap the invisible buffer with the visible one. This makes for a much cleaner view of the render because we don't see things while they are still getting drawn. The way we do things here, we see the rendering process happen right in front of us. It's not a major concern, it just looks ugly sometimes.
// Flood the console with empty space so that we can
// simulate single buffering (I have no idea how to double buffer this)
void CmdPromptHelper::clearScreen() {
if (hstdout != INVALID_HANDLE_VALUE) {
CONSOLE_SCREEN_BUFFER_INFO csbi;
DWORD cellCount; // How many cells to paint
DWORD count; // How many we painted
COORD homeCoord = {0, 0}; // Where to put the cursor to clear
// Get console info
if (!GetConsoleScreenBufferInfo(hstdout, &csbi)) {
return;
}
// Get cell count
cellCount = csbi.dwSize.X * csbi.dwSize.Y;
// Fill the screen with spaces
FillConsoleOutputCharacter(
hstdout,
(TCHAR) ' ',
cellCount,
homeCoord,
&count
);
// Set cursor position
SetConsoleCursorPosition(hstdout, homeCoord);
}
}
main
The very last thing that you need to worry about is how to use all these things. That's where main comes in. You need a game loop. Game loops are probably the most important thing in any game. Any game that you look at will have a game loop.
The idea is:
Show something on screen
Read input
Handle the input
GOTO 1
This program is no different. The first thing it does is create a GameBoard and a RenderContext. It also makes a CmdPromptHelper which lets of interface with the command prompt. After that, it starts the loop and lets the loop continue until we hit the exit condition (for us that's pressing escape). We could have a separate class or function do dispatch input, but since we just dispatch the input to another input handler, I kept it in the main loop. After you get the input, you send if off to the GameBoard which alters itself accordingly. The next step is to clear the RenderContext and the screen/prompt. Then rerun the loop if escape wasn't pressed.
int main() {
WORD key;
GameBoard gb(5, 5);
RenderContext rc(25, 15);
CmdPromptHelper cph;
do {
gb.draw(rc);
rc.render();
key = cph.getKeyPress();
switch (key) {
case VK_UP:
gb.handleInput(MD_UP);
break;
case VK_DOWN:
gb.handleInput(MD_DOWN);
break;
case VK_LEFT:
gb.handleInput(MD_LEFT);
break;
case VK_RIGHT:
gb.handleInput(MD_RIGHT);
break;
}
rc.clear();
cph.clearScreen();
} while (key != VK_ESCAPE);
}
After you have taken into consideration all of these things, you understand why and where you need to be drawing your cursor. It's not a matter of calling a function after another, you need to composite your draws. You can't just draw the GameBoard and then draw the Marker. At least not with the command prompt. I hope this helps. It definitely alleviated the down time at work.

cvCreateFileCapture strange error

i'm trying to create a simple Opencv program in C that creates a file capture from a .avi, and it plays it in a window highlighting faces. I'm running a self-compiled version of Opencv (i already tried the same with a jpeg image and it works).
Building goes well, no errors, no warning, but when i launch it this the console output this:
Unknown parameter encountered: "server role"
Ignoring unknown parameter "server role"
And the program simply stops
Previously it was complaining for a missing /home/#user/.smb/smb.conf file, so i tried installing samba ( even though i've still no idea what does samba have to do in all this )
here is my code:
main(){
printf("Ciao!");
cvNamedWindow("window", CV_WINDOW_AUTOSIZE);
cvWaitKey(0);
printf("ok");
CvCapture* capture = cvCreateFileCapture("monsters.avi");
CvHaarClassifierCascade* cascade = load_object_detector("haarcascade_frontalface_alt.xml");
CvMemStorage* storage = cvCreateMemStorage(0);
//List of the faces
CvSeq* faces;
while (0<10) {
CvArr* image = cvQueryFrame(capture);
double scale = 1;
faces = cvHaarDetectObjects(image,cascade, storage, 1.2, 2, CV_HAAR_DO_CANNY_PRUNING, cvSize(1,1), cvSize(300,300));
int i;
for(i = 0; i < faces->total; i++ )
{
CvRect face_rect = *(CvRect*)cvGetSeqElem( faces, i );
cvRectangle( image,
cvPoint(face_rect.x*scale,face_rect.y*scale),
cvPoint((face_rect.x+face_rect.width)*scale,(face_rect.y+face_rect.height)*scale),
CV_RGB(255,0,0) , 3, 8, 0);
}
cvReleaseMemStorage( &storage );
cvShowImage("window", image);
}
cvWaitKey(0);
printf("Ciao!");
}
I thank you for your answer, i switched to C++ for my trials. Now i did this:
int main(){
namedWindow("Video", CV_WINDOW_FREERATIO);
VideoCapture cap("sintel.mp4");
if(!cap.isOpened()) // check if we succeeded
return -1;
Mat edges;
for(;;){
Mat frame;
cap>>frame;
cvtColor(frame, edges, CV_BGR2GRAY);
GaussianBlur(edges, edges, Size(7,7), 1.5, 1.5);
Canny(edges, edges, 0, 30, 3);
imshow("Video", edges);
//cvWaitKey(0);
}
return(0);
}
Now it succesfully load the video and query a frame, evry time i press a key it obviously query another frame and everything works fine, but if i comment the waitkey() the program simply hangs for a bit and crashes if i try to close the window, i'm starting to think there is a problem with codecs or something like that...
There are so many potential problems in the code, most of them related to not coding defensively.
What is cvWaitKey(0); doing after cvNamedWindow()? It's unecessary, remove it!
What happens if the capture was unsucessful? Code defensively:
CvCapture* capture = cvCreateFileCapture("monsters.avi");
if (!capture)
{
// File not found, handle error and possibly quit the application
}
and you should use this technique for every pointer that you receive from OpenCV, ok?
One of the major problems, is that you allocate memory for CvMemStorage before the loop, but inside the loop you release it, which means that after the first loop iteration there will be no longer a valid CvMemStorage* storage, and that's a HUGE problem.
Either move the allocation procedure to the beginning of the loop, so on every iteration memory is allocated/deallocated, or move the cvReleaseMemStorage( &storage ); call out of the loop.
Now it works fine, i changed cvWaitKey() with this
if(waitKey(30) >= 0) break;
I don't understand exactly why but now everything works as it should :)

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