VC++ Display an image within picturebox causes error - c++

In three ways I tried to display an image within a Windows Forms Picturebox using Visual C++ 2010 Express. The files path I fetch with an openFileDialog. Here are the three attempts:
1.
pictureBox1->ImageLocation = openFileDialog1->FileName;
2.
Bitmap^ image1;
image1 = gcnew Bitmap(openFileDialog1->FileName, true);
pictureBox1->Image = image1;
3.
pictureBox1->Image = static_cast<Bitmap ^>(Image::FromFile(openFileDialog1->FileName));
Before the image is displayed finally an error- or info-message pops up. The message window has no name an shows BM6 (opening a Bimap-Image), nothing (opening a JPEG-Image) or ?PNG[] (opening a PNG-Image).
Question: How I can avoid those messages when displaying an image within a picturebox?

I solved my programming issue again on my own. The reason why a MessageBox showed those strange messages when an image was opened via openfiledialog was the code line MessageBox::Show(sr->ReadToEnd());. Probably a part of the Image-Header was displayed in the Box. I don't need it, so the solution is to delete or to comment out this line of code.

Related

How to put image on button? wxwidgets c++

Hey guys I'm new in c++ wxwidgets programming.
I would like to know the easiest way to put an image into a button.
I tried :
button1 = new wxBitmapButton(side_panel, wxID_ANY, wxBitmap("image.png",wxBITMAP_TYPE_PNG), wxPoint(150,30), wxSize(30, 30),wxBORDER_NONE);
But I always get the same error:
If you expand the error dialog you see, you should see more information about the error, but my guess is that the image simply can't be found. You should check that the file image.png indeed exists in the current working directory of your program, i.e. the directory that you run it from, assuming you don't change it later.
You should also actually check for errors in your programs, even simple ones, i.e.
wxBitmap bmp("image.png");
if (!bmp.IsOk()) {
... handle the error somehow instead of blithely using an invalid bitmap ...
}

Qt Image won't show up in button

I am creating a Qt application and I have an image that I want to use for a button instead of text. Unfortunately all that shows up is an empty button.
I've tried two different methods to get it to show up with the same results for both methods.
Code for Method 1:
ui->setupUi(this);
QPixmap pix(":/svg/resources/menu.svg");
int w = ui->menuButton->width();
int h = ui->menuButton->height();
ui->menuButton->setMask(pix.scaled(w,h,Qt::KeepAspectRatio).mask());
I found the info for the second method here: Adding image to QPushButton on Qt
Code for Method 2:
ui->setupUi(this);
QIcon icon(":/svg/resources/menu.svg");
ui->menuButton->setIcon(icon);
Could someone please help me figure out why my image isn't showing up and the button is just empty?
In my project using .svg images as button icons are no problem, maybe the button size is missing, try:
ui->menuButton->setIcon(QIcon(":/svg/resources/menu.svg"));
ui->menuButton->setToolTip("optional tooltip");
ui->menuButton->setFixedSize(QSize(28,28));
Assuming you stored your icons correctly in a resource file. If not, create a new:
right click on your top project folder (in the project-tree) -> Add new.. -> choose Qt on the left an Qt Resource File on the right window -> a new Window apears.
Add Prefix -> Add Files (your icon)
You use .svg image format. Are you sure your application load image format plugin for .svg? Image plugins must be in directory "imageformats" in current directory of your application. Avaliable plugins you can find in Qt directory .../Desktop/Qt/<version>/<mingw or msvc>/plugins/imageformats

Opencv C++ Opens Two Window for Each imshow

I am using OpenCV 3.3.0 for c++ in visual studio. The problem is that when I use this code, it opens two windows with the same name that one of them contains the image and the another one is extra and empty. (Screenshot from the two windows )
cv::Mat im0 = cv::imread("C:\\Users\\MY_PC\\Desktop\\Image.bmp"); //read the image
cv::resize(im0, I, cv::Size(640, 480), 0, 0, CV_INTER_LINEAR); //Resize the image to 640x480
cv::namedWindow("HI");
cv::imshow("HI", I);
cv::waitKey(0);
The more important problem following this problem, is that the waitkey() function just works with the extra window and I should press the keys on that window to see the changes in the another window.
Furthermore the setMouseCallback has the same problem and mouse commands doesn't work on the window containing the image. Thanks a lot.
I have the same problem with the project type "Win32 Console Application".
If you use a "Empty Project" the problem disappears.
Try commenting out the line cv::namedWindow("HI");, does it work?
Unfortunately I can't help with other two.
I don't see any mistakes in the code you shared.
However, I'm usually writing like that:
const char* display_name = "Display";//Display name
namedWindow(display_name, WINDOW_AUTOSIZE);//Create Display
imshow(display_name, frame);//Display Image
waitKey(0);//Wait a key to be pressed
For x64: Removed opencv_world410.lib and just add opencv_world410d.lib from Additional Dependencies
(Common properties->Linker->Inputs->Additional Dependencies)
This link helps you to create config files for all of your projects:
https://docs.opencv.org/4.1.0/dd/d6e/tutorial_windows_visual_studio_opencv.html

Made a Text Browser in QT but the Code Acts Like it Doesn't Exist?

I'm pretty new to QT so maybe the answer to this question is simple. I'm making a terminal for our freescale car this year which is just a car that autonomously goes around a track. We're using line-scan cameras which give you a line of data 128 pixels long that you refine into either "white" or "black" (edges of the track) values. Last year the team made this terminal in QT which is used for modifying certain coefficients, stopping the motors, and all kinds of stuff through bluetooth. A text browser was used to display what the line cameras see.
Last year they combined the two cameras to create one image, but we're re configuring them this year, and they will produce two different images of the track. Naturally, I need to make two text browsers, one for each camera. Should simply be a case of copying code and changing some names right? Well apparently not.
I placed the text browser in the window using the design gui, named it, and made its settings match the other browser. I went into the code for the main window c file and adapted the code there. For every reference to the other browser I made sure one was an equal line of code for this one. When I was done and went to build the project, it told me that the browser wasn't a member of 'UI::MainWindow,' and pointed me to the ui_mainwindow.h file. So I went into that header and did the same thing in there. But when I built that, it gave me the error:
...\ui_mainwindow.h:1363: error: C2065: 'tb_camera_out_close' : undeclared identifier
How can that be? There doesn't appear to be any other reference to the other text browser and it works fine. How do I go about declaring this? Shouldn't the gui interface have done it for me when I placed it?
Here's the code from the main window's C file that is involved:
ui->tb_camera_out->setText(msgs_received[1] + '\n' + ui->tb_camera_out->toPlainText());
ui->tb_camera_out_close->setText(msgs_received[2] + '\n' + ui->tb_camera_out_close->toPlainText());
tb_camera_out is the old camera code(I am aware that the toplaintext() part won't work, I'm also attempting to get the text to scroll down instead of up like a track would if you were actually driving but I need to fix this major issue first)
Here's the code from the header that I added:
tb_camera_out = new QTextBrowser(centralWidget);
tb_camera_out->setObjectName(QStringLiteral("tb_camera_out"));
sizePolicy.setHeightForWidth(tb_camera_out->sizePolicy().hasHeightForWidth());
tb_camera_out->setSizePolicy(sizePolicy);
tb_camera_out->setMinimumSize(QSize(450, 0));
tb_camera_out->setMaximumSize(QSize(16777215, 16777215));
tb_camera_out->setStyleSheet(QLatin1String("background-color: rgb(0, 0, 0);\n" "color: rgb(31, 234, 0);"));
gridLayout_4->addWidget(tb_camera_out, 1, 0, 1, 5);
tb_camera_out_close = new QTextBrowser(centralWidget);
tb_camera_out_close->setObjectName(QStringLiteral("tb_camera_out_close"));
sizePolicy.setHeightForWidth(tb_camera_out_close->sizePolicy().hasHeightForWidth());
tb_camera_out_close->setSizePolicy(sizePolicy);
tb_camera_out_close->setMinimumSize(QSize(450, 0));
tb_camera_out_close->setMaximumSize(QSize(16777215, 16777215));
tb_camera_out_close->setStyleSheet(QLatin1String("background-color: rgb(0, 0, 0);\n" "color: rgb(31, 234, 0);"));
Again, the old code is at the top with the references to tb_camera_out. The stuff I added is associated with tb_camera_out_close.
I seem to have solved the problem. Strangely enough, to fix the errors that were showing up I not only had to edit that header, but I then had to delete it and run qmake to restore it. I then had to delete all the past builds to get the thing to even show up when I ran it.

Setting icons in Unity3d standalone player

I am trying to use Unity, with a build script that creates my application by ultimately invoking BuildPipeline from the script. I am trying to figure out how to set up the icons, however. After calling PlayerSettings.SetIconsForTargetGroup and invoking BuildPipline.BuildPlayer, the appropriate icon does not show up for the executable file produced, nor display when the program is running.
I am currently using the following code.
Texture2D texture = AssetDatabase.LoadMainAssetAtPath(iconFile) as Texture2D;
int [] sizeList = PlayerSettings.GetIconSizesForTargetGroup(BuildTargetGroup.Standalone);
Texture2D[] iconList = new Texture2D[sizeList.Length];
for(int i=0;i<sizeList.Length;i++)
{
int iconSize = sizeList[i];
iconList[i] = (Texture2D)Instantiate(texture);
iconList[i].Resize(iconSize,iconSize,TextureFormat.ARGB32,false);
}
PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Standalone,iconList);
What am I doing wrong?
Any assistance would be greatly appreciated. Thank you
Using BuildTargetGroup.Unknown works for me.
This also worked for me:
BuildTargetGroup.Unknown
But with an unwanted outcome: Unity does not override all icon sizes when setting one single Texture2D PNG, so Windows Explorer swaps the icon of my application EXE between the Unity default icon and my icon for different resolutions. Definitely, seems like a bug in Unity3D BuildPipeline.BuildPlayer(..) or SetIconsForTargetGroup(..).
If you're calling BuildPipline.BuildPlayer for OSX, then you need to specify full folder:
/MyPath/MyApp.app
i.e. don't leave out the ".app" part, because without that Unity builds the app, but doesn't include icons or splash image in resolution dialog.