xtk volume.image property - xtk

I am returning to using the xtk library after a short break and I am having issues using the volume.image getter method documented here. Is this method still supported or was it dropped in moving from version 8 to version 9?

I just checked the code and tried it out - it still works for me!
It should return an empty array if the volume was not loaded and the image data once the volume was loaded.

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OpenCV destroyWindow() not working with multiple windows

I am using openCV library to open and display multiple images. I am doing this with multiple windows created in order to display each image. In order to achieve display of multiple windows at the same time, I am using waitKey() only after the last image.
cv::namedWindow("Window1");
cv::imshow("Window1", myImage1);
cv::namedWindow("Window2");
cv::imshow("Window2", myImage2);
cv::waitKey(1000);
As can be seen from the code, my goal is to give the user 1s of time to press any key, otherwise I want to destroy one of the windows (for the purpose of this question it can be either one). I want to achieve this by using openCV's function destroyWindow().
Below my entire code can be seen:
cv::namedWindow("Window1");
cv::imshow("Window1", myImage1);
cv::namedWindow("Window2");
cv::imshow("Window2", myImage2);
cv::waitKey(1000);
cv::destroyWindow("Window2");
The goal of this code snippet should be that only "Window1" remains displayed, if 1s goes by, with the user not pressing any key.
However, this does not happen. The end result is that none of the windows are destroyed.
I have tested the following code snippet, which results in both windows being closed:
cv::namedWindow("Window1");
cv::imshow("Window1", myImage1);
cv::namedWindow("Window2");
cv::imshow("Window2", myImage2);
cv::waitKey(1000);
cv::destroyWindow("Window1");
cv::destroyWindow("Window2");
The same results when I use destroyAllWindows() function (which makes sense).
My question now is, why can't I destroy only one of the windows?
Additional info:
Using Ubuntu 20.04.
OpenCV version is 4.2.
Working in C++
Changing the order of which window I want to destroy changes nothing.
Tried to replicate it, facing this issue in Python as well on Ubuntu. If you are still stuck, you can try a stopgap solution of reshowing only the one you wanted to show provided the user has pressed a key or not by storing the result of waitKey in some variable. If it is -1 then no key has been pressed.
I have provided a sample solution in Python which you shouldn't face any difficulties converting to C++.
import cv2
img1 = cv2.imread('img1.png')
img2 = cv2.imread('img2.png')
cv2.namedWindow('img1')
cv2.imshow('img1', img1)
cv2.namedWindow('img2')
cv2.imshow('img2', img2)
key = cv2.waitKey(5000)
if key == -1:
cv2.destroyAllWindows()
cv2.imshow('img1', img1)
cv2.waitKey(0)
else:
# do whatever destroy both or keep on showing both using cv2.waitKey(0)
cv2.destroyAllWindows()
I have reached a solution by adding startWindowThread() before adding each of the windows.
An important thing to note is also that I have built openCV using GTK option, so my solution is tested only on GTK not on others.
startWindowThread() is used only with GTK as noted here: https://github.com/opencv/opencv/issues/7562 - for others the function is empty.

ArrayFire convolution issue with Cuda backend

I've been having an issue with a certain function call in the
dphaseWeighted = af::convolve(dphaseWeighted, m_slowTimeFilter);
which seem to produce nothing but nan's.
The back ground is we have recently switched from using AF OpenCL to AF Cuda and the problem that we are seeing happens in the function.
dphaseWeighted = af::convolve(dphaseWeighted, m_slowTimeFilter);
This seems to work well when using OpenCL.
Unfortunatley, I can't give you the whole function because of IP. only a couple of snippets.
This convolve lies deep with in a phase extract piece of code. and is actualy the second part of that code which uses the af::convolve funtion.
The first function seems to behave as expected, with sensible floating point data out.
but then when it comes to the second function all I'm seeing is nan's coming out ( I view that with af_print amd dumping the data to a file.
in the CMakeList I include
include_directories(${ArrayFire_INCLUDE_DIRS})
and
target_link_libraries(DASPhaseInternalLib ${ArrayFire_CUDA_LIBRARIES})
and it builds as expected.
Has anyone experience any think like this before?

Why QCamera::CaptureVideo isn't supported?

I'm trying to create an application which uses camera API, based on an example from Qt.
Problem:
Following call to check if video capture is supported returns false.
camera->isCaptureModeSupported(QCamera::CaptureVideo) //returns false.
If I try to ignore it and start recording - recording does not start and I get no error messages ( Also, QMediaRecorder::errorString() and QCamera::errorString() return empty strings ).
Image from camera correctly showed in QCameraViewFinder.
It basically is a known bug in windows.
https://bugreports.qt.io/browse/QTBUG-30541
https://doc-snapshots.qt.io/qt5-5.5/qtmultimedia-windows.html
It should work in other platforms, though.

SDL_RenderCopy() has strange behavior on Raspberry PI

This is driving me up the wall..
I've got a very simple SDL2 program.
It has a array of 3 SDL_Texture pointers.
These textures are filled as follows:
SDL_Texture *myarray[15];
SDL_Surface *surface;
for(int i=0;i<3;i++)
{
char filename[] = "X.bmp";
filename[0] = i + '0';
surface = SDL_LoadBMP(filename);
myarray[i] = SDL_CreateTextureFromSurface(myrenderer,surface);
SDL_FreeSurface(surface);
}
This works, no errors.
In the main loop (which is just a standard event loop waiting for SDL_QUIT, keystrokes and a user-event which a SDL_Timer puts in the event queue every second) I just do (for the timer triggered event):
idx = (idx+1) % 3; // idx is global var initially 0.
SDL_RenderClear(myrenderer);
SDL_RenderCopy(myrenderer, myarray[idx], NULL, NULL);
SDL_RendererPresent(myrenderer);
This works fine for 0.bmp and 1.bmp, but the 3rd image (2.bmp) simply shows as a black field.
This is structural.
If I alternate the first 2 images they are both fine.
If I alternate the 2nd and 3rd image the 3rd image doesn't show.
If I use more than 3 images then 3 and upwards show as black.
Loading order doesn't matter. It starts going wrong with the 3rd image loaded from disk.
All images are properly formatted BMP's.
I even saved 2.bmp back to disk under a different name by using SDL_SaveBMP() after it was loaded to make sure it got loaded in memory OK. The new file is bit for bit identical to the original.
This program, without modifications and the same bmp files, works fine on OSX (XCode5) and Windows (VC++ 2012 Express).
The problem only shows on the Raspberry PI.
I have placed explicit error checks on every call that can leave a result/error-code (not shown in the samples above for brevity) but all of them show "no error".
I have used the latest stable source set of www.libsdl.org and compiled as instructed (configure, make, make install, etc.).
Anybody got any idea what could be going on ?
P.S.
Keyboard input doesn't seem to work either on my PI, but I haven't delved into that yet.
Answering myself as I finally figured it out myself...
I finally went back to the README-raspberrypi.txt that came with the SDL2 sources.
I didn't read it carefully enough the first time around...
Problem 1: I'am running on a FULL-HD display. The PI's default GPU memory is 64MB which is not enough for large displays and double-buffering. As suggested in the README I increased this to 128MB and this solved the black image problem.
Problem 2: Text input wasn't working because my user-account was not in the input group. I had added the default "pi" account to the input group initially, but when I later started using another account I forgot to add that user to the group.
In short: Caught by my own (too) quick skimming of the documentation.

devIL ilLoad error 1285

I'm Having an issue with loading an image with devIL for openGL
in an earlier part of my project i call
ilInit();
in a function right after i call my load just like this
//generate a texture
ilGenImages( 1, &uiTextureHandle );
//bind our image
ilBindImage( uiTextureHandle );
//load
//ilLoad( IL_PNG, (const ILstring)"fake.png" );
ilLoad( IL_PNG, "fake.png" );
for the sake of error tracking i did place "ilGetError()" after every call
which returned 0 for all of these except for ilLoad which returns 1285
after some searching i figured out that this is a lack of memory error.
so ilLoad always returns 0 and not loaded.
anyone know what im doing incorrect as for my loading or if i forgot to do something
because i feel i might have forgotten something and thats the reason why 1285 appears.
A common reason for ilLoad() to fail with IL_OUT_OF_MEMORY is simply if the PNG file you're using is corrupt.
However, 1285 means IL_INVALID_VALUE - it means the path you're giving it is likely wrong. Try an absolute path (remembering that back slashes aren't okay in C++ unless you use double slashes).
I personally have used DevIL for quite some time and did like it. However, I urge you to consider FreeImage. It has a bit more development going on and is quite stable - I used it in a commercial engine for all my image needs, and it integrates decently well with DirectX/OpenGL much like DevIL.