Calling MATLAB Engine error: libeng.dll is missing from your computer - c++

I am struggling to call MATLAB from a simple .cpp program despite the many resources online for this problem.
My Objective:
Use Microsoft Visual Studio 2010 Professional 64-bit to build .cpp program that
calls MATLAB Engine for built-in functions and graphs (MATLAB R2013b 64-bit)
What I have done:
In the .cpp file property pages, I have:
1) Changed the platform to Active(x64)
2) Added the following paths to the VC++ Directories
Executable Directories: C:\Program Files\MATLAB\R2013b\bin
Include Directories: C:\Program Files\MATLAB\R2013b\extern\include
Reference Directories: C:\Program Files\MATLAB\R2013b\bin\win64
Library Directories: C:\Program Files\MATLAB\R2013b\extern\lib\win64\microsoft
Path Edits
3) Wrote the following program:
// mEng.cpp : Defines the entry point for the console application.
// libeng.dll is in C:\Program Files\MATLAB\R2013b\bin\win64
#include "stdafx.h"
#include <Engine.h>
#include <matrix.h>
#include <iostream>
#include <string>
#include <cmath>
#pragma comment (lib, "libmat.lib")
#pragma comment (lib, "libmx.lib")
#pragma comment (lib, "libmex.lib")
#pragma comment (lib, "libeng.lib")
#pragma comment (lib, "libut.lib")
using namespace std;
int main()
{
Engine *m_pEngine;
if (!(m_pEngine = engOpen("")))
{
fprintf(stderr, "\nCan't start MATLAB engine\n");
return EXIT_FAILURE;
}
//Now call the MATLAB script through MATLAB Engine
engEvalString(m_pEngine, "script");
cout << "Hit return to continue\n\n";
fgetc(stdin);
//Close the MATLAB Engine
engClose(m_pEngine);
return EXIT_SUCCESS;
}
Errors received:
“The program can’t start because libeng.dll is missing from your computer. Try reinstalling the program to fix this problem.”

I faced the same problem and spent one day to solve it.
So here is my answer.
Actually you overdefine different directories (see the "Path Edits" link).
It is enough to made just these:
Project Properties -> VC++ Directories -> Library Directories. Add here path C:\Program Files\MATLAB\R2016a\bin\win64 (version and path can differ, but the idea is to est path to the same folder of your MATLAB)
Project Properties -> C/C++ -> General -> Additional Include Directories. Add path C:\Program Files\MATLAB\R2016a\extern\include (your path of this folder)
Project Properties -> Linker -> General -> Additional Library Directories. Add path C:\Program Files\MATLAB\R2016a\extern\lib\win64\microsoft
Project Properties -> Linker -> Input -> Additional Dependencies. Add here: libeng.lib; libmx.lib;
And the last and the most important: add the path of MATLAB Engine dll libraries to your Windows. This step solve your problem. We can do it this way: My Computer -> right click: Settings. Opened window System. Left bottom corner: Advanced System Settings
Advanced Tab
In the Environment variables for your user press Create... button and add this one:
Variable name: PATH
Variable value: C:\Program Files\MATLAB\R2016a\bin\win64
This path is reference on where is your libeng.dll located.
Important moment: it can require to restart VS or even restart computer.
Hope it helps some people, who start to work in MATLAB and C++!

Follow my notes here:
https://www.mathworks.com/matlabcentral/answers/100603-how-can-i-compile-a-matlab-engine-application-using-microsoft-visual-studio-9-0-or-10-0
I would like to take this opportunity though to re-format the instructions given there:
To compile a MATLAB engine application in the Microsoft Visual Studio 9.0 (2008) or Microsoft Visual Studio 10.0 (2010) environments, perform the steps outlined below:
Open Microsoft Visual Studio and select
File->New->Project
and then select:
Visual C++ -> General -> Empty Project
Following this, enter the name of the project and its location in the
indicated text areas and click OK.
Note be very careful with this step as it will create the solution folder and
put a project folder in there, so you won't want to set this up, get it all
working and then change the folder as that will break the solution and you'll
have to start all over.
Right-click on the SOURCE FILES folder in the SOLUTION EXPLORER and click
Add -> "New Item..."
Choose "C++ file (.cpp)", enter the name of the file
(as enginedemo.cpp) as you wish. Click OK.
Copy the code from the source file: engwindemo.c, and paste it into this
file enginedemo.cpp. The file engwindemo.c may be obtained from the following
location:
$MATLABROOT/extern/examples/eng_mat
where $MATLABROOT is the MATLAB root directory, and may be determined by
entering the command:
matlabroot
at the MATLAB command prompt.
I'd suggest that at this point you open it in Notepad and if it has some
weird format, fix and save it so it looks like a normal C file when you open
it in Notepad (or gedit or whatever).
This is where things change in Visual Studio and I hope this extends somewhat
transparently to VS Code, Eclipse, or whatever IDE you'd like to use.
So I will re-number the property change section in roman numerals and fix the
order.
Also be sure to hit ENTER and then APPLY after making every change.
Make sure of the change before you go to the next section.
Double-check the spelling and MAKE SURE the directories exist on your
platform.
Go into the Solution Explorer view, Right click on the project name and
select PROPERTIES in the solution explorer to open the project properties.
Once this window has opened, make the following changes:
Go to the Configurations bar at the top of the property page.
You most definitely want to start with this setting.
Pick a configuration, debug or release, or "all configs" if you want the
changes to apply to BOTH debug and release, or you will have to do them all
over again for the other configuration. Which may not be such a bad idea, as
the individual release options are often more "optimized" versions of the
corresponding debug options. Note you can run
into serious trouble changing the property values while switching between
debug and release modes, don't be surprised if the IDE crashes, the solution
database gets corrupt, even the debug won't build and you have
to start all over. Get the debug to work first, back-up the entire solution,
then "clone" the debug settings to release, and then tweak the release
settings one at a time, making sure that the code still builds and runs
between each change.
If compiling to 64-bit Windows, change the target from x86 to x64 & use 64-
bit DLLs and library files.
If this is not in the Configuration options at the very top where it says
"Configuration Manager" (as in VS2015), then follow your IDE instructions...
as mentioned on the following link:
https://www.microsoft.com/en-us/download/details.aspx?id=55984
Under
Configuration Properties ->Debugging
Add the following Target path in the Environment:
(for 32 bit MATLAB)
PATH=$matlabroot\bin\win32
(for 64-bit MATLAB)
PATH=$matlabroot\bin\win64 If you want to use an absolute path instead,
use the following (with a semicolon at the end)
PATH=C:\Program Files\MATLAB\R2013a\bin\win32; (for 32 bit MATLAB)
PATH=C:\Program Files\MATLAB\R2013a\bin\win64; (for 64 bit MATLAB)
(probably can skip the "PATH=" here as it doesn't seem to remain there,
otherwise this is straight from the MATLAB reference )
Under C/C++ General, add the following directory to the field ADDITIONAL
INCLUDE DIRECTORIES:
$MATLABROOT\extern\include
i.e.
c:\Program Files\MATLAB\R2019a\extern\include;
Put a semicolon at the end of every line that you enter that is a path. after
the .lib files in that section also.
Under C/C++ Precompiled Headers, select "Not Using Precompiled Headers".
(in release mode this was set to "yes")
Under Linker General, add the library directory to the field ADDITIONAL
LIBRARY DIRECTORIES:
(For 32-bit Windows)
$MATLABROOT\extern\lib\win32\microsoft
(For 64-bit Windows)
$MATLABROOT\extern\lib\win64\microsoft
i.e.
c:\Program Files\MATLAB\Rxxxxx\extern\lib\win(32|64)\microsoft;
Under Linker Input, add the following library names to the field marked
ADDITIONAL DEPENDENCIES:
(use this string in front of whatever else is in there)
libeng.lib;libmat.lib;libmx.lib;
I don't know if the order really matters, but the original reference listed
them in reverse alphabetical order. "I've heard it both ways".
Ok, now you're done changing the VS project property pages, save the changes
(as you've done all along by clicking "Apply" after each change) and click
Ok. The property pages window will close. At this point your code will build
but still won't call Matlab. Back-up the solution again.
Now change the DOS/WINDOWS ENVIRONMENT PATH STRING.
I would save the solution, close VS, back it up, make the PATH changes and
reopen VS and try to build your program and run it and have it work.
The PATH string must be changed so that the bin\win(32:64) directory is the
first instance related to Matlab on the path.
Go in the "advanced system settings" \ Environment
To do this, check the Windows system path by clicking on Start -> Right click
on Computer -> Properties -> Advanced System Settings -> Environment
variables -> System Variables -> Open "Path" for editing.
and modify the PATH variable as so:
Make sure that the following directory is in the PATH:
(For 32-bit Windows)
$MATLABROOT\bin\win32
(For 64-bit Windows)
$MATLABROOT\bin\win64
It does not have to be the first directory in the path, but it needs to be
the first MATLAB directory in the path
PATH=c:\;....;c:\Program Files\MATLAB\Rxxxxx\bin\win(32/64);
The matlab.exe is in \bin; you might want that on the path also just not
before the \bin\win64 entry...
Note: If the machine has more than one MATLAB installed, the directory for
the target platform must be ahead of any other MATLAB directory (for
instance, when compiling a 64-bit application, the directory in the MATLAB
64-bit installation must be the first one on the PATH).
Also make sure that your target install of
MATLAB is registered as a COM server:
https://www.mathworks.com/help/matlab/ref/regmatlabserver.html
For Matlab 2020a & later, try comserver('query') and comserver('register').
For 2019 & earlier use regmatlabserver() (run Matlab as administrator).
Build and execute the application.
So I include a simple app that should demonstrate the functionality:
#include "stdafx.h"
#include "engine.h"
#include
using namespace std;
int main()
{
Engine *eng;
eng=engOpen(""); // put a breakpoint here
cout << "...now you see it...\n"
engClose(eng); // put a breakpoint here
cout << "...now you don't!\n"
return 0;
}

Related

How can I tell Visual Studio to use the project directory instead of the current file directory when including files?

I am refactoring my Visual-Studio-C++ project to use a folder structure rather than the filters in Visual Studio but I have noticed that when I try to include a file, it will use the current directory of that file so my includes look something like...
#include "../../server/IGameServer.h"
This is quite problematic when I refactor and move things around as I then have to go into each file and change their includes...
Is there a way to make every file start from the base directory no matter where the current file is, or a way to include the folder path so I can just use
#include "IGameServer.h"
(1) Go to project properties:
And add folders to "Addiotional Include Directories". ...Make sure that you aply to "All Configurations" (Debug, Release, etc.) and "All Platforms" (X86, X64).
--
(2) Click on that line + one more click on right side, on the down-arrow) & click Edit.... It opens a dialog that looks like that (I already added some folders in this example):

New to Xcode can't open files in c++?

I've been using windows in a class I've been taking but I am trying to run a basic code to figure out how to open/close/input/output from files on Xcode and the code I usually use on visual studios isn't working any idea why? thanks!
#include <string>
#include <iostream>
#include <fstream>
using namespace std;
int main()
{
ifstream fin;
ofstream fout;
string input;
fin.open("inputFile.txt");
if(fin.fail())
cout << "File failed to open." << endl;
fin >> input;
fout.open("outputFile.txt");
fout << input;
}
Put your .txt files in the same directory where your main.cpp file is (or anywhere you like).
In Xcode go to Product > Scheme > Edit Scheme > Run (on the left) > Options (middle top)
Down under Options for "Working Directory" check “Use custom working directory” and set it to the directory where you .txt files are located.
To work with the files, you will have to specify just file names, e.g. in_file.open("inputFile.txt"); no path is necessary.
Here's a completely different approach: Have Xcode copy the input file for you.
Select your project in Xcode
Select Build Phases
Click the '+' button to create a new Build Phase
Select New Copy Files Build Phase
Select Products Directory
Click the '+' button to add your file
Click Add Other
Select your input file and click Open
Check the Copy items… checkbox and click Finish
Now every time you build your project, the input file will be copied to the same folder as the executable no matter where it is built. Of course, to see the output file, you'll still need to find the executable in Finder.
The answers don't really explain the problem so I thought I'd do that.
When you pass a relative path like "inputFile.txt" to file APIs, it's treated as relative to the working directory when the program is executed. This is the same as the 'working directory' when you use cmd.exe or Terminal.app or command lines in general. The Unix command pwd ("print working directory") displays the current working directory. On Windows running the command cd with no arguments performs the same function. (On Unix running cd with no arguments will change the working directory to the user's home directory.)
When you run a program from the command line, the command line shell sets the program's working directory. When you run a program from within an IDE, the IDE sets the working directory. Since, unlike on a command line, there's no obvious answer for what the IDE should set as the working directory, Visual Studio and Xcode set the working directory to different locations by default: Visual Studio sets the working directory to $(ProjectDir), the directory containing the Visual Studio project file; Xcode sets the working directory to the build products directory, i.e. the location the executable was written to.
Some possible solutions to your problem are:
Do not use a relative path, and therefore don't depend on the working directory. This isn't much help in making the program more portable, because the absolute paths will also differ between platforms, and so you will still have to 'configure' the program for each platform. In fact using an absolute path is worse, because it means your source code must differ, whereas it would be better to keep that difference confined to each platform's build configuration.
Configure the IDE to use your desired working directory. Visual Studio can be configured by right clicking the project, selecting Configuration Properties > Debugging > Working Directory, and setting the working directory to the desired path (potentially using Visual Studio build variables).
nepete's answer describes how to configure the working directly set by Xcode.
Configure the IDE's build process to copy your data files to an appropriate location. In Visual Studio you would do this in a C++ project by configuring the project's Properties > Configuration Properties > Build Events.
SSteve's answer covers how to configure additional build steps in Xcode.
I'm guessing you have inputFile.txt in the folder that contains your source code. That's not going to work. You need to put it in the folder that contains the generated executable. To find that folder, right-click on your app under Products and select Show In Finder.
This image shows what it looks like for a command line program. It also shows the Finder window that was opened. As you can see, it is a different folder than the one containing the source code.
As suggested by nepete, edit the scheme, but use $PROJECT_DIR as the custom working directory. Helps with moving the project around, or working in two different environments (e.g., home and office).
BTW. $PROJECT_DIR is one of the Xcode Environment Variables, and also helps with passing file names as command line arguments to programs (settable under "Arguments" in the scheme).
I've struggled with the same problem today. I wanted to add C code to my Swift project and my file pointer was always NULL.
Unfortunately, in XCode 9 for iOS app, I couldn't change the working directory. Changing Build phases didn't help me either. After 4+ hours of trial and error, that's what I've come up with finally and it works:
when copying files to XCode, I've chosen "Create groups", but I needed to choose "Create folder references":
I created a new objective-c file (.m) and copied all my C code there.
I left untouched .h files (XCode generated bridging header and my own .h file with public functions declaration). Now my project structure looked like this:
In my dict.m file in place of previous plain c fopen part:
FILE *dic = fopen("dictionary.txt", "r");
I added obj-C code:
NSString *filePath = [[NSBundle mainBundle] pathForResource:#"dictionary" ofType:#"txt"];
FILE *dic = fopen([filePath cStringUsingEncoding: NSUTF8StringEncoding], "r");
And it works now without any problem! It's just amazing!
ps I decided to write this answer in case it will help someone like me and will save them some time. If you know how to change working directory in XCode 9 for iOS, please, leave me a comment - now I am really curious why I can't find it.

Eclipse CDT Can't Find include file unless full relative path is used

I've been using Eclipse for a while and this has me stymied. I created a library name ITS8410_LIB a few weeks ago and then let it sit while I worked on a supporting library called Reach_Lib. The directory include paths I added back when I first created the project work fine. Today I finished Reach_Lib and went to add its path to ITS8410_Lib. I used the project properties C++ settings to add a workspace path (like I've done many times before). I have only one build configuration. The path is shown in the image (the one highlighted in blue is the specific one I'm talking about in this question).
When I go to include the file in the source neither Eclipse (I see the yellow question mark) nor the compiler (I get a compiler error) can locate the file. If I add the a directory path using the full absolute path syntax the results are the same. I can modify the source code and specify the #include via a full relative path from the current directory, and it is found. Eclipse just won't use the path specified in the project settings. This same Reach_Lib has an associated unit test project and the path is specified with a workspace setting from there and it works fine.
Directory paths that were added before today appear fine. Paths (there are two libs showing this behavior) I add today just seem to be ignored. I took a look at the compiler settings (see image below) and the path specified to the compiler appears to be OK.
Running under Windows7 64 bit (but using a 32 bit version of Eclipse Indigo).
I have tried:
rebuilding indices
Exiting and restarting Eclipse multiple times
workspace and absolute file paths
modifying the order of the include paths
different .h include files in project
Update
I took a look into the .cproject file and while I don't know much about what these files are supposed to look like I think I have a problem. Maybe the question is: How do I tell Eclipse to rebuild the .cproject file? I appear to have two similar sections and Eclipse is getting confused. I can see different version numbers tagged as suffixes. It appears to me that the visual editors are letting me modify one section but the IDE and compiler only care about the other section. Here's the relevant portions
...
<folderInfo id="nbeclipse.toolchain.nbl.rel.396284009." name="/" resourcePath="">
<toolChain id="nbeclipse.toolchain.nbl.rel.tc.1465290409" name="NetBurner Device Library" superClass="nbeclipse.toolchain.nbl.rel.tc">
<targetPlatform id="nbeclipse.toolchain.nbl.rel.tc.targetPlatform.283367649" isAbstract="false" name="NetBurner Module Library" superClass="nbeclipse.toolchain.nbl.rel.tc.targetPlatform"/>
<builder buildPath="${workspace_loc:/ITS8410_Lib/Release}" id="nbeclipse.toolchain.nbl.rel.tc.builder.2064025940" keepEnvironmentInBuildfile="false" managedBuildOn="true" name="Release ELF builder (MINGW)" superClass="nbeclipse.toolchain.nbl.rel.tc.builder"/>
<tool id="nbeclipse.toolchain.nbl.rel.tc.gcc.278195048" name="GNU C Compiler" superClass="nbeclipse.toolchain.nbl.rel.tc.gcc">
<inputType id="nbeclipse.toolchain.nbl.rel.tc.gcc.input.1060035859" name="GNU C Input" superClass="nbeclipse.toolchain.nbl.rel.tc.gcc.input"/>
</tool>
<tool id="nbeclipse.toolchain.nbl.rel.tc.gpp.767008127" name="GNU C++ Compiler" superClass="nbeclipse.toolchain.nbl.rel.tc.gpp">
<option id="nbeclipse.toolchain.super.gcc.directories.includepaths.1666029541" name="Include paths (-I)" superClass="nbeclipse.toolchain.super.gcc.directories.includepaths" valueType="includePath">
**inside here is an option list with all my include paths**
...
</folderInfo>
Then right after the folderInfo close tag another folderInfo section starts
<folderInfo id="nbeclipse.toolchain.nbl.rel.396284009.2022231003" name="/" resourcePath="src">
<toolChain id="nbeclipse.toolchain.nbl.rel.tc.1982112905" name="NetBurner Device Library" superClass="nbeclipse.toolchain.nbl.rel.tc" unusedChildren="">
<targetPlatform id="nbeclipse.toolchain.nbl.rel.tc.targetPlatform" isAbstract="false" name="NetBurner Module Library" superClass="nbeclipse.toolchain.nbl.rel.tc.targetPlatform"/>
<tool id="nbeclipse.toolchain.nbl.rel.tc.gcc.1671008421" name="GNU C Compiler" superClass="nbeclipse.toolchain.nbl.rel.tc.gcc.278195048">
<inputType id="nbeclipse.toolchain.nbl.rel.tc.gcc.input.436341699" name="GNU C Input" superClass="nbeclipse.toolchain.nbl.rel.tc.gcc.input"/>
</tool>
<tool id="nbeclipse.toolchain.nbl.rel.tc.gpp.498310867" name="GNU C++ Compiler" superClass="nbeclipse.toolchain.nbl.rel.tc.gpp.767008127">
**the newly added paths don't show up here, if I add them manually things start working**
The key to the answer was posted by dbrank0 but he didn't promote it to an answer so I just upvoted the comment. Something went wrong in the .cproject file and editing it manually fixed the problem.
Try to replace relative workspace path to real path (add same include as filesystem) in include directories project settings.
full absolute path is okay at any time.
when use the relative directory you should be careful.
in eclipse the current directory is not the same as run directory.
string strRunDir, strCurDir;
strRunDir = AfxGetApp()->m_pszExeName;
strCurDir = GetCurrentDirectory(...);
and strRunDir != strCurDir;
when you want to use the relative directory, you should reference to the runDir;

How to get a python .pyd for Windows from c/c++ source code? (update: brisk now in Python in case that's what you want)

How to get from C/C++ extension source code to a pyd file for windows (or other item that I could import to Python)?
edit: The specific library that I wanted to use (BRISK) was included in OpenCV 2.4.3 so my need for this skill went away for the time being. In case you came here looking for BRISK, here is a simple BRISK in Python demo that I posted.
I have the Brisk source code (download) that I would like to build and use in my python application. I got as far as generating a brisk.pyd file... but it was 0 bytes. If there is a better / alternative way to aiming for a brisk.pyd file, then of course I am open to that as well.
edit: Please ignore all the attempts in my original question below and see my answer which was made possible by obmarg's detailed walkthrough
Where am I going wrong?
Distutils without library path: First I tried to build the source as is with distutils and the following setup.py (I have just started learning distutils so this is a shot in the dark). The structure of the BRISK source code is at the bottom of this question for reference.
from distutils.core import setup, Extension
module1 = Extension('brisk',
include_dirs = ['include', 'C:/opencv2.4/build/include', 'C:/brisk/thirdparty/agast/include'],
#libraries = ['agast_static', 'brisk_static'],
#library_dirs = ['win32/lib'],
sources = ['src/brisk.cpp'])
setup (name = 'BriskPackage',
ext_modules = [module1])
That instantly gave me the following lines and a 0 byte brisk.pyd somewhere in the build folder. So close?
running build
running build_ext
Distutils with library path: Scratch that attempt. So I added the two library lines that are commented out in the above setup.py. That seemed to go ok until I got this linking error:
creating build\lib.win32-2.7
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\BIN\link.exe /DLL /nologo /INCREMENTAL:NO /LIBPATH:win32/lib /LIB
PATH:C:\Python27_32bit\libs /LIBPATH:C:\Python27_32bit\PCbuild agast_static.lib brisk_static.lib /EXPORT:initbrisk build
\temp.win32-2.7\Release\src/brisk.obj /OUT:build\lib.win32-2.7\brisk.pyd /IMPLIB:build\temp.win32-2.7\Release\src\brisk.
lib /MANIFESTFILE:build\temp.win32-2.7\Release\src\brisk.pyd.manifest
LINK : error LNK2001: unresolved external symbol initbrisk
build\temp.win32-2.7\Release\src\brisk.lib : fatal error LNK1120: 1 unresolved externals
error: command '"C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\BIN\link.exe"' failed with exit status 1120
Uncontrolled flailing: I thought maybe the libraries needed to be built, so I did a crash course (lots of crashing) with cmake + mingw - mingw + vc++ express 2010 as follows:
cmake gui: source: c:/brisk, build: c:/brisk/build
cmake gui: configure for Visual Studio 10
cmake gui: use default options and generate (CMAKE_BACKWARDS_COMPATIBILITY, CMAKE_INSTALL_PREFIX, EXECUTABLE_OUTPUT_PATH, LIBRARY_OUTPUT_PATH)
VC++ Express 10: Change to Release and build the solution generated by cmake and get about 20 pages of what look like non-critical warnings followed by all succeeded. Note - no dlls are generated by this. It does generate the following libraries of similar size to the ones included with the download:
win32/lib/Release/
agast_static.lib
brisk_static.lib
Further flailing.
Relevant BRISK source file structure for reference:
build/ (empty)
include/brisk/
brisk.h
hammingsse.hpp
src
brisk.cpp
demo.cpp
thirdparty/agast/
include/agast/
agast5_8.h ....
cvWrapper.h
src/
agast5_8.cc ...
CMakeLists.txt
win32/
bin/
brisk.mexw32
opencv_calib3d220.dll ...
lib/
agast_static.lib
brisk_static.lib
CMakeLists.txt
FindOpenCV.cmake
Makefile
Are you sure that this brisk library even exports python bindings? I can't see any reference to it in the source code - it doesn't even seem to import python header files. This would certainly explain why you've not had much success so far - you can't just compile plain C++ code and expect python to interface with it.
I think your second distutils example is closest to correct - it's obviously compiling things and getting to the linker stage, but then you encounter this error. That error just means it can't find a function named initbrisk which I'm guessing would be the top level init function for the module. Again this suggests that you're trying to compile a python module from code that isn't meant for it.
If you want to wrap the C++ code in a python wrapper yourself you could have a look at the official documentation on writing c/c++ extensions. Alternatively you could have a look into boost::python, SIP or shiboken which try to somewhat (or completely) automate the process of making python extensions from C++ code.
EDIT: Since you seem to have made a decent amount of effort to solve the problem yourself and have posted a good question, I've decided to give a more detailed response on how to go about doing this.
Quick Tutorial On Wrapping C++ Libraries Using boost::python
Personally I've only ever used boost::python for stuff like this, so I'll try and give you a good summary of how to go about doing that. I'm going to assume that you're using Visual C++ 2010. I'm also going to assume that you've got a 32bit version of python installed, as I believe the boost pro libraries only provide 32bit binaries.
Installing boost
First you'll need to grab a copy of the boost library. The easiest way to do this is to download an installer from the boost pro website. These should install all the header files and binary files that are required for using the boost c++ library on windows. Take note of where you install these files to, as you'll need them later on - it might be best to install to a path without a space in it. For easyness I'm going to assume you put these files in C:\boost but you can substitute that for the path you actually used.
Alternatively, you can follow these instructions to build boost from source. I'm not 100% sure, but it might be the case that you need to do this in order to get a version of boost::python that is compatible with the version of python you have installed.
Setting up a visual studio project
Next, you'll want to setup a visual studio project for brisk.pyd. If you open visual studio, go to New -> Project then find the option for Win32 Project. Set up your location etc. and click ok. In the wizard that appears select a DLL project type, and then tick the empty project checkbox.
Now that you've created your project, you'll need to set up the include & library paths to allow you to use python, boost::python and the brisk.lib file.
In Visual Studios solution explorer, right click on your project, and select properties from the menu that appears. This should open up the property pages for your project. Go to the Linker -> General section and look for the Additional Library Directories section. You'll need to fill this in with the paths to the .lib files for boost, python and your brisk_static.lib. Generally these can be found in lib (or libs) subdirectories of
wherever you've installed the libraries. Paths are seperated with semicolons. I've attached a screenshot of my settings below:
Next, you'll need to get visual studio to link to the .lib files. These sections can be found in the Additional Dependencies field of the Linker -> Input section of the properties. Again it's a semicolon delimited list. You should need to add in libraries for python (in my case this is python27.lib but this will vary by version) and brisk_static.lib. These do not require the full path as you added that in the previous stage. Again, here's a screenshot:
You may also need to add the boost_python library file but I think boost uses some header file magic to save you the trouble. If I'm incorrect then have a look in you boost library path for a file named similar to boost_python-vc100-mt.lib and add that in.
Finally, you'll need to setup the include paths to allow your project to include the relevant C++ header files. To get the relevant settings to appear in project properties, you'll need to add a .cpp file to your project. Right click the source files folder in your solution explorer, and then go to add new item. Select a C++ File (.cpp) and name it main.cpp (or whatever else you want).
Next, go back to your project properties and go to C/C++ -> General. Under the additional libraries directory you need to add the include paths for brisk, python and boost. Again, semicolons for seperators, and again here's a screenshot:
I suspect that you might need to update these settings to include the opencv2 & agast libraries as well but I'll leave that as a task for you to figure out - it should be much the same process.
Wrapping existing c++ classes with boost::python.
Now comes the slightly trickier bit - actually writing C++ to wrap your brisk library in boost python. You can find a tutorial for this here but i'll try and go over it a bit as well.
This will be taking place in the main.cpp file you created earlier. First, add the relevant include statements you'll need at the top of the file:
#include <brisk/brisk.h>
#include <Python.h>
#include <boost/python.hpp>
Next, you'll need to declare your python module. I'm assuming you'd want this to be called brisk, so you do something like this:
BOOST_PYTHON_MODULE(brisk)
{
}
This should tell boost::python to create a python module named brisk.
Next it's just a case of going through all the classes & structs that you want to wrap and declaring boost python classes with them. The declerations of the classes should all be contained in brisk.h. You should only wrap the public members of a class, not any protected or private members. As a quick example, I've done a couple of the structs here:
BOOST_PYTHON_MODULE(brisk)
{
using namespace boost::python;
class_< cv::BriskPatternPoint >( "BriskPatternPoint" )
.def_readwrite("x", &cv::BriskPatternPoint::x)
.def_readwrite("y", &cv::BriskPatternPoint::y)
.def_readwrite("sigma", &cv::BriskPatternPoint::sigma);
class< cv::BriskScaleSpace >( "BriskScaleSpace", init< uint8_t >() )
.def( "constructPyramid", &cv::BriskScaleSpace::constructPyramid );
}
Here I have wrapped the cv::BriskPatternPoint structure and the cv::BriskScaleSpace class. Some quick explanations:
class_< cv::BriskPatternPoint >( "BriskPatternPoint" ) tells boost::python to declare a class, using the cv::BriskPatternPoint C++ class, and expose it as BriskPatternPoint in python.
.def_readwrite("y", &cv::BriskPatternPoint::y) adds a readable & writeable property to the BriskPatternPoint class. The property is named y, and will map to the BriskPatternPoint::y c++ field.
class< cv::BriskScaleSpace >( "BriskScaleSpace", init< uint8_t >() ) declares another class, this time BriskScaleSpace but also provides a constructor that accepts a uint8_t (an unsigned byte - which should just map to an integer in python, but I'd be careful to not pass in one greater than 255 bytes - I don't know what would happen in that situation)
The following .def line just declares a function - boost::python should (I think) be able to determine the argument types of functions automatically, so you don't need to provide them.
It's probably worth noting that I haven't actually compiled any of these examples - they might well not work at all.
Anyway, to get this fully working in python it should just be a case of doing similar for every structure, class, property & function that you want accessible from python - which is potentially quite a time consuming task!
If you want to see another example of this in action, I did this here to wrap up this class
Building & using the extension
Visual studio should take care of building the extension - then using it is just a case of taking the .DLL and renaming it to .pyd (you can get VS to do this for you, but I'll leave that up to you).
Then you just need to copy your python file to somewhere on your python path (site-packages for example), import it and use it!
import brisk
patternPoint = brisk.BriskPatternPoint()
....
Anyway, I have spent a good hour or so writing this out - so I'm going to stop here. Apologies if I've left anything out or if anything isn't clear, but I'm doing this mostly from memory. Hopefully it's been of some help to you. If you need anything clarified please just leave a comment, or ask another question.
In case someone needs it, this what I have so far. Basically a BriskFeatureDetector that can be created in Python and then have detect called. Most of this is just confirming/copying what obmarg showed me, but I have added the details that get all the way to the pyd library.
The detect method is still incomplete for me though since it does not convert data types. Anyone who knows a good way to improve this, please do! I did find, for example, this library which seems to convert a numpy ndarray to a cv::Mat, but I don't have the time to figure out how to integrate it now. There are also other data types that need to be converted.
Install OpenCV 2.2
for the setup below, I installed to C:\opencv2.2
Something about the API or implementation has changed by version 2.4 that gave me problems (maybe the new Algorithm object?) so I stuck with 2.2 which BRISK was developed with.
Install Boost with Boost Python
for the setup below, I installed to C:\boost\boost_1_47
Create a Visual Studio 10 Project:
new project --> win32
for the setup below, I named it brisk
next --> DLL application type; empty project --> finished
at the top, change from Debug Win32 to Release Win32
Create main.cpp in Source Files
Do this before the project settings so the C++ options become available in the project settings
#include <boost/python.hpp>
#include <opencv2/opencv.hpp>
#include <brisk/brisk.h>
BOOST_PYTHON_MODULE(brisk)
{
using namespace boost::python;
//this long mess is the only way I could get the overloaded signatures to be accepted
void (cv::BriskFeatureDetector::*detect_1)(const cv::Mat&,
std::vector<cv::KeyPoint, std::allocator<cv::KeyPoint>>&,
const cv::Mat&) const
= &cv::BriskFeatureDetector::detect;
void (cv::BriskFeatureDetector::*detect_vector)(const std::vector<cv::Mat, std::allocator<cv::Mat>>&,
std::vector< std::vector< cv::KeyPoint, std::allocator<cv::KeyPoint>>, std::allocator< std::vector<cv::KeyPoint, std::allocator<cv::KeyPoint>>>>&,
const std::vector<cv::Mat, std::allocator<cv::Mat>>&) const
= &cv::BriskFeatureDetector::detect;
class_< cv::BriskFeatureDetector >( "BriskFeatureDetector", init<int, int>())
.def( "detect", detect_1)
;
}
Project Settings (right-click on the project --> properties):
Includes / Headers
Configuration Properties --> C/C++ --> General
add to Additional Include Directories (adjust to your own python / brisk / etc. base paths):
C:\opencv2.2\include;
C:\boost\boost_1_47;
C:\brisk\include;C:\brisk\thirdparty\agast\include;
C:\python27\include;
Libraries (linker)
Configuration Properties --> Linker --> General
add to Additional Library Directories (adjust to your own python / brisk / etc. base paths):
C:\opencv2.2\lib;
C:\boost\boost_1_47\lib;
C:\brisk\win32\lib;
C:\python27\Libs;
Configuration Properties --> Linker --> Input
add to Additional Dependencies (adjust to your own python / brisk / etc. base paths):
opencv_imgproc220.lib;opencv_core220.lib;opencv_features2d220.lib;
agast_static.lib; brisk_static.lib;
python27.lib;
.pyd output instead of .dll
Configuration Properties --> General
change Target Extension to .pyd
Build and rename if necessary
Right-click on the solution and build/rebuild
you may need to rename the output from "Brisk.pyd" to "brisk.pyd" or else python will give you errors about not being able to load the DLL
Make brisk.pyd available to python by putting it in site packages or by putting a .pth file that links to its path
Update Path environment variable
In windows settings, make sure the following are included in your path (again, adjust to your paths):
`C:\boost\boost_1_47\lib;C:\brisk\win32\bin`

Linker outfile property file does not match targetpath?

I'm trying to compile a C++ type .DLL for a SierraChart custom study.
(Which is a financial trading application.) Here is the warning I get that I need to fix so it all points to the linker output value:
warning MSB8012:
TargetPath(C:\SierraChart\VCProject\Release\SCStudies.dll) does not match the Linker's
OutputFile property value (c:\sierrachart\data\SCStudies.dll).
This may cause your project to build incorrectly. To correct this, please
make sure that $(OutDir), $(TargetName) and $(TargetExt)
property values match the value specified in %(Link.OutputFile).
C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets
Any idea what's wrong?
I believe this warning appears specifically when upgrading a C++ project to VS2010. Visual Studio 2010 C++ Project Upgrade Guide describes some of the caveats encountered during an upgrade. If you're uncomfortable changing project settings, then retaining the older version of Visual Studio, may work for you.
To change the %(Link.OutputFile), open the project properties. Navigate to Configuration Properties -> Linker -> General. You can set the Output File to $(OutDir)\SCStudies.dll, which should take care of your issue. You may need to repeat the change for each Configuration/Flavor you will be building (Debug/x86, Release/x86, Debug/Itanium, etc...).
Based on this answer.
I changed the following property:
Linker -> General -> Output File to
"$(OutDir)$(TargetName)$(TargetExt)"
This prevented the warning to appear and the output was generated successfully.
The original configuration was set like:
Properties -> Linker -> General : $(OutDir)\"<'name fileA>".exe
The program tries to run "<'name_project>".exe and as result error Linked.
You need to set the configuration as:
Properties -> Linker -> General : $(OutDir)\"<'project name>".exe
A different fix which others haven't mentioned is that by default the TargetExt is .exe and for my debug builds I changed it to be _d.exe, where instead you should be doing that in the TargetName path.
The directory specified in General->Output Directory and the directory specified in the path at Linker->Output File have to match.
If you want to change the defaults do things in these order:
You first configure the OutDir in General->Output Directory. E.g.
$(SolutionDir)$(Platform)\$(Configuration)\MyProgram\
Make sure Output File is consistent. E.g. this would work
$(OutDir)\$(TargetName)$(TargetExt)
The comment from Gerardo Hernandez helped me.
The directory specified in General->Output Directory and the directory specified in the path at Linker->Output File have to match.
In my case I was importing a large project from Visual Studio 6 and
C:\Project\myproject\OneOfMyDlls\.\Debug\OneOfMyDlls.dll
was not equal to
C:\Project\myproject\Debug\OneOfMyDlls.dll
but
C:\Project\myproject\OneOfMyDlls\..\Debug\OneOfMyDlls.dll
would have been, after path reduction.
The problem was that the Visual Studio 2017 import had changed the output directory from
..\Debug to .\Debug assuming that the unconventional parent directory use was a mistake. In a large project with 13 DLLs of our own, (never mind second and third party DLLs too), it makes sense to collect all the DLLs in one place and ..\Debug was correct.
So while others might have had to change Linker->Output File, in my case it was General->Output Directory which needed to change as it had been corrupted by the import from Visual Studio 6.
Something like ..\Debug had become something like .\Debug after import. (The real project specific names have been removed .)
Looks like it's not significant for the program:
Odd Visual Studio error when following the custom study video
If, like me, you return to Visual Studio after 20 years, you may not know where the project properties are. In VS 2012: top of the screen "FILE EDIT VIEW PROJECT BUILD..." : choose PROJECT. Properties is the last item in the menu. Indeed for me there was a mismatch in the target name, too.